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TL-C-13

The Compass Game

Positional & Possession Games · U12–U16

Obj: Direction-of-play triggers: when to play north–south (vertical) vs. east–west (lateral) — the decision grammar of circulation. Field: 35×35yd square (symmetry matters). Equip: Cones, ball, bibs, compass cards. Org: 7v7 possession with rotating "compass rules" per 3-min round: Round N-S — points only for passes that gain 10+ yd vertically; Round E-W — points only for switches crossing the center; Round FREE — both score, but a vertical after two laterals = triple ("west-west-NORTH," the model's real rhythm). The rounds teach each direction's craft; the free round teaches the chemistry. CP: (1) Laterals are questions, verticals are answers — ask until the answer appears; (2) vertical passes go firm to the back foot of a scanning receiver; (3) after any switch, look north FIRST (the far side is where verticals live). Prog: Defense told the round's rule (they overplay it — attackers exploit the overcompensation: the meta-lesson); shrinking grid. Reg: 7v5; bigger vertical threshold zones marked. Mist: P: verticals into coverage because "it's the vertical round" (rounds change points, not judgment); C: skipping the FREE round — the blend is the destination. Time: 15 min. Out: Lateral-lateral-vertical rhythm named and used; direction decisions match pictures, not habits. Var: Metronome hybrid — a conductor calls the compass live (B-36 marriage, U15+). Diag: Square with compass rose, two lateral arrows west-east then bold vertical arrow north breaking a line.

The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).