Obj: Follow every shot — the rebound as law: the habit that adds five goals a season, forged before cynicism says saves are endings. Field: 25×20yd to goal + GK (or board/rebounder). Equip: Goal, balls, cones. Org: Every finishing format the group runs (G-02/G-03 staples) governed by the RULE: the shooter FOLLOWS every strike at sprint until the ball is dead-dead (in the net, held cleanly, or out of play) — rebound goals count DOUBLE, and a shot followed at full sprint scores a "rule point" even when no rebound comes (the habit paid directly, outcomes or not — habits before outcomes, the Foundation's eternal order). GKs coached to spill realistically early (supply the lesson), hold more as belief sets. CP: (1) The shot is the rebound's first pass — strike and GO; (2) follow ON an angle (the carom rarely returns down the shot's line — F-16's ricochet reading, junior form); (3) the second effort's first touch scores or re-shoots — never settles (six-yard economics, G-20's law seeded). Prog: Partner follows too (shooter + crasher — two believers per shot); live defender contests the spill. Reg: GK spills everything (belief mass-produced); walk-then-sprint follows. Mist: P: admiring good strikes (the rule's exact enemy — the double-score reprograms it in a week); C: letting the rule lapse in scrimmages (it's a LAW: referee it everywhere or it's a suggestion). Time: Embedded in all finishing blocks, U9–U14, permanently. Out: Follow-rate near 100%; rebound goals appearing weekly; the habit visible in matches by season's end (film-tagged, celebrated by name). Var: Rebound-only rounds (first shots CAN'T score — only follows can; the appetite isolated). Diag: Shot arrow with the shooter's immediate angled follow sprint, GK's spill, second-effort stab, double-score badge, "dead-dead" checklist inset.
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TL-G-24
The Rebound Rule
Finishing & Final Third · U9–U14
The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).