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StunpreX

Capacity

Communication

Verbal and non-verbal communication with teammates, anticipating movement, and co-ordinating collective action.

16 drillsCommunication as primary capacity

SX-DR-007

Receiver Calls (3v3 Communication Rondo)

A 3v3 rondo where the receiver must call before every pass and the carrier must hear it before playing — making communication the structural permission for every ball.

CommunicationCognitivePerceptual
SX-DR-007-VAR-A

Yes Rondo — Receiver Calls for Young Communicators

A three-player Discovery-age game with one rule — the ball-carrier can only pass when they hear a teammate call 'Yes!' — planting the receiver-call habit through play.

CommunicationAffective
SX-DR-007-VAR-B

Pair Call — Receiver Calls for Two Players

The two-player, no-defender form of Receiver Calls — the call-and-listen loop isolated as a 5-8 minute daily warm-up, runnable in any garden, park, or hall with one ball and 10m of space.

Communication
SX-DR-007-VAR-C

One-Touch Rondo — Receiver Calls Under Temporal Constraint

A one-touch rondo where the receiver's call must arrive while the previous pass is still in flight — compressing the communication loop to the highest timing demand in the library.

CommunicationCognitivePerceptual
SX-DR-010

Position-Rotation SSG (Every Player, Every Role)

A small-sided game with one structural rule — every few minutes, everyone rotates forward a zone — so no player can finish a session without having defended, built, and attacked. Position-lock made impossible by design.

PerceptualCognitiveMotorCommunicationAffectiveAdaptive
SX-DR-013

Press-Trigger Read (When the Light Goes Green)

A small-group pressing drill that trains the read every collective press depends on — recognising the trigger that says 'press now' and calling it so the unit moves together, not the individual who guessed.

PerceptualCognitiveCommunication
SX-DR-015

Hold the Two (Numbers-Down Defending)

A 2v3 defending drill where two defenders, outnumbered, must delay, communicate, and steer the attack away from goal until help arrives or the moment to commit appears — composure and coordination trained under a genuine disadvantage.

CognitiveCommunicationAdaptive
SX-DR-023

Find the Free Man (Positional Rondo 4v4+3)

A positional rondo with three neutral players where the team in possession must recognise and use the spare player to escape pressure and switch the point of attack — training the collective scan, the call, and the decision of where the free player is.

CognitiveCommunicationPerceptual
SX-DR-032

Name and Pass (Calling to a Friend)

A Discovery-age passing game where you call your friend's name before you pass to them — the first joyful seed of football communication, wrapped in a game that's really about playing together and loving it.

CommunicationMotorAffective
SX-DR-037

The Coaching Loop (Peer Feedback)

A paired drill where players take turns coaching each other through a skill rep — one performs, one observes against a single agreed focus and gives specific feedback — building the listening, the self-review, and the coachability that compound faster than talent.

CommunicationAffectiveCognitive
SX-DR-038

Joker Rules (Adaptive Small-Sided Game)

A small-sided game where the rules change mid-play on the coach's call — a goal suddenly counts double, a touch limit appears, the pitch tilts — training the player who reads a new constraint instantly and finds a creative solution rather than freezing.

AdaptiveCognitiveCommunication
SX-DR-055

Fill the Box (Crossing and Arriving Runs)

A small-group crossing drill that trains the runners as much as the crosser — timing near-post, far-post, and cut-back runs, calling for the ball, and attacking the cross together so the box is filled the way a real cross demands.

CommunicationPerceptualCognitive
SX-DR-056

The Corner (Delivery and Attacking Movement)

A set-piece drill that trains both sides of an attacking corner — the delivery to a chosen zone with the right flight, and the timed runs and blocks-free movement that attack it — built from individual technique up to a coordinated routine.

MotorPerceptualCommunication
SX-DR-058

The Throw-In (Legal, Long, and Smart)

A set-piece drill for the most-taken and least-trained restart in football — a legal, accurate throw-in technique paired with the smart decision of whether to throw quick to keep possession or set up, so a throw-in starts an attack instead of gifting the ball back.

MotorCognitiveCommunication
SX-DR-064

Follow the Leader (Discovery Listen-and-Lead)

A Discovery-age dribbling game where a leader sets off calling out what to do and the others follow and copy — building the joyful first habits of listening to a teammate and of leading by calling clearly, all wrapped in a chasing game.

CommunicationMotorAffective
SX-DR-067

The Talking Line (Defensive Communication)

A defensive-unit communication drill where a back line must organise itself out loud — stepping, dropping, passing runners on, and calling pressure and cover — so a group of defenders defends as one connected unit instead of four individuals.

CommunicationCognitivePerceptual