Steal and Outlet: The Support Waiting on the Sideline
A 4v4 keep-away game where whoever steals the ball must secure it with a quick pass to their outlet teammate on the sideline. It trains the first pass after winning the ball, the moment when most balls get lost again.
How to play
- Explain: 15 × 15 m square, 4v4 inside and one outlet player per team in a 2 m strip along the sideline; the team in possession scores a point every five passes (3 min).
- Play: whoever steals has three seconds to pass to their outlet; if they do, it's a point, the outlet steps onto the court and the stealer goes to the sideline (6 min).
- Pause with questions: why do we lose the ball right after stealing it? Where's the safe pass? (3 min).
- Variation: the outlet may move along the whole sideline and the defense tries to shut that passing lane (6 min).
- No outlets: the team that steals has to create its own support inside the square by moving away from pressure (5 min).
- Wrap-up: what is that first pass called in basketball, handball or soccer? (2 min).
Rules
- The outlet may not step into the square to receive.
- No contact: intercept or touch the ball only.
- No walking with the ball; one pivot step.
- Mid-height passes, never at the face.
Variations
Easier
Five seconds for the outlet pass and four passes per point.
Standard
Three seconds for the outlet pass and five passes per point.
Harder
The outlet pass must go to the sideline opposite where you stole it.
Adaptations
- Students with visual impairments: play outlet with a teammate who calls their name before passing.
- Limited mobility: is the permanent outlet for the round and doesn't rotate onto the court.
- Students unsure with the ball: defenders can't pressure them closer than one meter.
Learning goals
- Secure the ball with a fast first pass after a steal.
- Move away from pressure to support after winning the ball.
- Shut down the opponent's outlet lane.
Equipment for a class of 25
- cones: 16
- pinnies: 16
- foam balls: 4
Teacher tip
With 30 students you can run three squares of ten. Typical mistake: the stealer tries to dribble through everyone; count the three seconds out loud so they look up.
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