How to read a play
Every play is one penalty corner seen from above, with the goal at the top. It starts with everyone in their set-up spots and runs to the end of the shot.
Who is who
- Attackers are filled circles with a letter: I injector, S stopper, F flicker, D1 and D2 deflectors.
- Defenders are outlined squares: GK keeper, FR first runner, LP and RP on the posts.
- The keeper is the bigger square. Shape tells the teams apart, so you do not need the colours.
- The ball is the small white disc.
The board
The board is the whole corner in one picture, the way a coach draws it. Faint tokens are where players start, solid tokens are where they finish.
- Each run is an arrow with a number: 1 goes first. Runs that start together share a number with a letter, 2a and 2b.
- White arrows are the ball, numbered B1, B2, B3. Dashed ones are in the air.
- The list next to the board says the same thing in words. Tap a line to light up that run.
Play and Step
- Play runs the corner. It starts at half speed because the real thing is too fast to follow the first time.
- Step stops at the end of each beat (set up, injection, stop, shot) and shows the coach's note for it.
- Pick your role under I am to ring your token and draw your run.
Timing words
Runs are written the way coaches talk. "D1 goes on the injection" means D1 starts moving when the injector hits the ball. "Arrives with the shot" means D1 gets there at the moment the shot is struck.
Against another defence
On an attacking play, Against swaps in another of our defence set-ups, so you can see where the runners come from. A defence set-up page does the reverse with Facing.
Offline
Open the playbook once with signal and the plays stay on your phone for the side of the pitch.