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DrillFrom the drill browser · 15 min

Head/Catch Game

The team circles up, you toss the ball at each player's head and yell "HEAD" or "CATCH" — do the wrong one and you sit, and the last player standing wins.

This one is fun with a purpose — listening and reacting fast — for when the team needs a break from the normal drills or has earned a reward for hard work.

Ages 10–14Whole team in a circle15 minCones, 1 ball

The weekly budget is the part coaches miss. A coach who runs heading twice in a week is not being reckless, they are unaware there is a cumulative cap at all — say the cap, then trust the trained adult: about 30 minutes and 15-20 headers per player per week, everything counted, including games.

Set up · 3 actions · before the kids arrive

  1. Grab: One ball — only you need one.
  2. Build: Nothing to build — bring the team into a circle around you, everyone facing you.
  3. Place: The ball stays in your hands; nobody else needs one.
Show me the setup pictureThe whole team in a circle facing the coach in the middle, one ball in the coach's hands.

One thing to remember: Listening and reaction skills — and just having fun.

How it runs — the whole game in one sentence

You toss the ball at a head and yell "HEAD" or "CATCH" — the player does what you yelled, a wrong move means they sit, and the round runs until one player is left standing.

  1. 1Organize the players

    Coach does

    Circle the team up around you, everyone facing you. Only you have a ball.

    Coach says

    Make a circle around me — eyes on me, no balls needed.

  2. 2Show the jobs

    Coach does

    Walk the rule — every toss comes at the head as if they're going to head it, and you yell "HEAD" or "CATCH" as it goes. HEAD means head it back to you; CATCH means catch it and return it. The wrong action means that player sits, and only standing players stay active.

    Coach says

    Every ball comes at your head. I yell it, you do it — 'HEAD' means head it back, 'CATCH' means catch it. Get it wrong, take a seat.

  3. 3Play

    Coach does

    Work around the circle, one toss at a time, mixing the calls. Keep it light — this is the goof-around game, and fun is the whole point.

    Coach says

    HEAD! ... CATCH! Stay awake — I'm coming back around!

    Look for: The quick reaction — players responding to your word, not to the flight of the ball.

  4. 4Switch and repeat

    Coach does

    Start a new round when one player is left standing. To really get interesting, flip it — players do the opposite of your call. You can call another body part too, but keep it simple.

    Coach says

    New round — opposite day! I say 'HEAD,' you catch it. I say 'CATCH' — head it!

If it's not working

If nobody ever sits, flip the rule — "HEAD" means catch it, "CATCH" means head it — and watch the circle wake up.

Want to go deeper? Optional — not needed to run the game.

Why are we doing this?
Every toss looks exactly the same — a ball at the head — so the only thing a player can trust is your word, and listening beats instinct. It earns its spot as a reward: a break from the normal drills that keeps everyone switched on anyway.
What are they learning?
Listening and reaction skills — and just having fun.
How can I change it?

Harder: Play the opposite rule — players must do the reverse of your call — or call another body part, keeping it simple.

Next: Soccer Tennis — the flighted balls keep coming, and now the kids control them instead of you.

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