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TL-E-10

Jump-the-Line Game

Pressing & Defending · U13–U19

Obj: Behind-press compression — when the front presses, everyone behind JUMPS a line: killing the space where escapes live. Field: 45×35yd in four horizontal bands. Equip: Cones, balls, bibs. Org: 8v8. Defending shape spread across three bands. The rule: any time the first defender engages the carrier, every teammate must advance one band within 3 seconds (the "jump") — freeze-checks award/deduct points for compliance. Attackers punish non-jumpers by playing into the vacated middle band. Wins during a compliant jump = 3 pts (compression's payoff: interceptions happen in the compressed space). CP: (1) The press's success lives BEHIND the presser — your jump closes the escape rooms; (2) jump forward, not ball-ward: bands compress vertically (the tide, not the swarm); (3) if the press breaks anyway: bands re-drop together (compression is reversible or it's suicide — E-13's sprint-home twin). Prog: Jump windows shrink to 2s; the GK joins the jump math (his line rises behind the back line's band, I-12). Reg: Coach calls "JUMP!" aloud; three bands. Mist: P: back line jumping while watching runners in behind (the jump includes offside-line management — E-19 pairing); C: freeze-checking rarely (compliance ungraded decays weekly). Time: 16 min. Out: Compression automatic on first engagement; behind-press interceptions climbing. Var: GK-drop punishment round: non-jumps concede a free clipped ball behind (the cost made vivid). Diag: Four bands with press engaging in the highest, three arrows showing teammates jumping one band each, compressed space shaded, escape lanes crossed out.

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