Obj: The keeper's passing range — rolls, throws, sidewinders, drivens, and clips: every delivery with an address and a decision attached (2.9.1's playmaker armed). Field: Half field+ with target zones/players. Equip: Goal, balls (many), cones, target players. Org: Menu stations with match framing: the ROLL (fast, flat, to feet inside 20yd — tempo's scalpel); the JAVELIN THROW (over the first line to the fullback's chest — the counter's first gear, F-06's fuel); the SIDEWINDER (the low-trajectory driven throw to 35yd — the modern counter-launcher); the DRIVEN pass (G-26's physics in gloves — the pivot's feet, the switch); the CLIP (D-06's hatch zone, the designed long). Decision rounds close every session: the coach calls the picture ("their press is high, your winger's released—") and the keeper picks and executes the tool. CP: (1) Distribution starts with the pre-catch scan (I-08's law — land knowing); (2) every delivery to the receiving foot/chest matching their next action (B-17's weight lab in gloves); (3) fast beats far when both are on (the 4-second window, 2.9.4). Prog: Pressured releases (a closing striker on every distribution); live targets sprinting (timing real). Reg: Station isolation; stationary targets. Mist: P: one favorite tool for every picture; C: distribution trained without decisions attached. Time: 14 min. Out: Five tools with addresses; picture-to-tool matching graded (I-25's battery item). Var: Blitz distribution (D-20's pace — claim-launch-claim-launch). Diag: Keeper with five delivery arrows fanned (roll/javelin/sidewinder/driven/clip) to marked addresses, decision bubble naming the picture.
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TL-I-09
Distribution Menu
Goalkeeping · U12–U19
The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).