ALABAMA YOUTH SOCCER ASSOCIATION

"G" LICENSE COACHING COURSE MANUAL

produced by Jason Vittrup, Director of Coaching, A.Y.S.A.

A.Y.S.A.
3176 Cahaba Heights Road
Cahaba Heights, AL 35243
(205) 967-8652 (office)
(205) 967-8074 (Director of Coaching)

A.Y.S.A. "G" LICENSE COURSE

 


CHAPTER 4
"FOOL PROOF" PRACTICE DAYS:
JUST ADD WATER

 

 The Ten Ready Made Practice Sessions


A. READY-MADE PRACTICES

Ten "Can't Missers"

     The following pages contain 10 "ready-made" practices. Each encompasses an entire session's worth of activities, going from exercises to games. The coach may discover that he does not possess the time to engage in every activity during a practice.

      The rationale behind providing the "ready-made" practices was based upon the following conclusions concerning U-6 and U-8 coaches. Many coaches: (a) reluctantly accepted a coaching position; (b) did not take the time to design practices despite having this manual; (c) had difficulties enjoying the coaching experience; (d) had players who were negatively affected as a result; (e) did not return for a second year of coaching.

       If these conclusions are true for only 10% of U-6 and U-8 coaches, then it might be helpful to provide "ready-made" practices. These predesigned practices might enable those coaches to run higher quality practices, to enjoy the coaching experience, might allow greater enjoyment for the players, and cause both to return for a second year of soccer.

      Although not every exercise and game in the manual is used, every exercise and game utilized in the "ready-made" section comes from this manual.

      Realize that some of the dialogue that accompanies the diagrams in the "Ready-Made" practices has been abbreviated to fit the practice into a two page format. The activities, particularly those used in the first 25% of practice time, are explained in greater length in the section on exercises.

       Feel free to take advantage of the "Ready-Made" practices. The bottom line is for both coach, and players, to enjoy the game.

 

"Ready Made" Chart

Practice Topic Exercises Games
1 Striking & Receiving Back & Forth
Beat the End Man
Hit the Moving Target Game
Triangle Goal Game
Scrimmage
2 Dribbling Can You Do This?
Dribble in the Square
Skill Relays
End Zone Game
Beat the End Man Game
Scrimmage
3 1 vs. 1 Bring It Home
1 vs. 1 to Goal
Triangle Goal GameLine Soccer GameScrimmage
4 Striking&Receiving Inside-Out
Shoot-out
Targetman Game
Knock Down the Cones Game
Scrimmage
5 Dribbling Passing Ships
Alligator
Targetman Game
Four Corners Game
Scrimmage
6 1 vs. 1 Lat. & Vert. Gates
Thru the Arches
Hit the Moving Target Game
3-6-9-12 O'Clock Game
Scrimmage
7 Striking Clean Your Yard!
The Holy Grail
Pass Thru Game
Beat the End Man Game
Scrimmage
8 Dribbling Cone & Back
Easter Egg Hunt
End-Zone Game
3 vs. 3 + 1 Game
Scrimmage
9 1 vs. 1
2 vs. 2
Farm Animals
Escape Scram!
Four Corners Game
Pass Thru Game
Scrimmage
10 Dribbling Dribble in the Square
Shark & Minnows
Line Soccer Game
Knock Down the Cones Game
Scrimmage

 


READY-MADE PRACTICE #1
 
Stage 1a: Exercise: Back and Forth
 

Working on striking (passing, shooting, etc.) and receiving, "Back and Forth" simply provides each player with a number of repetitions.

Players are instructed to visualize the cones as being small goals. Each should stop the ball before striking it back to a partner.

Upon receiving the ball, a good surface to teach is that of the inside, making sure to keep the foot about an inch above the ground, toe slightly up, heel slightly down. Outside is another lesson, making sure to turn the toe inside towards the plant foot.

The striking motion may consist of inside, laces, or outside foot.

 
Stage 1b: Exercise: Beat the End Men
 

Two players from each team guard an endline. These are "end-men." Two players from each team are also inside the grid playing 2 vs. 2.
To score, a player on the inside must play a ball past the opposing end-men. This ball can be no higher than the knees. End-men may move up and down the line to defend the endline, but cannot come inside the grid. End-men may pass to teammates inside the grid.

Rotate end-men every two to three minutes.

 
Stage II: Game : Hit the Moving Target Game

 

Hit the Moving Target Game

-Notice that the coaches (© and 0) are outside the field of play

-There are two teams, and a coach wearing the same colors as one team

-Teams score by playing a pass to the coach wearing their color

-Coaches should move around the perimeter of the field; do not stay stationary ; make the players find you

-If two coaches are not available, a player can be used as a moving target

 
Stage III : Game : Triangle-Goal Game

Triangle-Goal Game

-two teams attack a three-sided goal -GK defends all three sides

-if ball goes through, it is alive on the other side

-if GK saves. throw it to open space

 

 
Stage IV: Game : Scrimmage

Use small-sided goals. Goals scored above knee height do not count. Make the game a fair one by dividing the best players onto different teams.


 

READY-MADE PRACTICE #2
 
Stage 1a : Exercise: Can You Do This?


Notice the players have come around the coach, and each with a ball in hand. The coach demonstrates a particular skill - such as dribbling with the outside of the foot, toe pointed in - and asks, "Can you do this?"
One at a time, the players hand the ball to the coach, who tosses it out about 20 yards. The players run to the ball, and bring it back using the skill requested. Balls are tossed in different directions, scattering them, so that space is available upon return.
One skill might be to toss the ball high so that it bounces, and the players must run through it with a body part. Another might be that the first touch is back towards the coach. Another could be a variety of foot surfaces on the dribble.

Allow the players to be creative by asking, 'Who can show us another way of bringing it back?"

 
Stage 1b : Exercise : Dribble in the Square


As the players dribble inside the grid, the coach can have them play:

Go for a Drive: When coach says 'red light,' players stop. Yellow light (most common) means dribble under control. Green light means accelerate. Coach can add turns, moves, etc.

Follow the Leader: Leader runs, follower dribbles. Dribbler must keep ball at feet while chasing partner. If dribbler can tag partner, dribbler gets a point. After 30 seconds, switch.

Bodypart Stop: While players dribble, the coach calls out a part of the body to stop the ball, beginning with the easiest first: cleats (bottom of foot), knee, elbow, head, chest, etc.

Color Dribble: Parents, coaches, or players (outside of the grid) are given different colored shirts. Players dribble inside grid; when a color is called, dribble to that color.

Tunnel Dribble: Tunnels (2 people holding hands) move around inside or outside the square. When the command "tunnel" is given, players dribble through as many tunnels as possible.

Speed Dribble and Slow Down: The command 'speed dribble,' means accelerate, while maintaining ball control (3-5 seconds). When they hear command 'slow down,' decelerate.

 
Stage 1c: Exercises : Skill Relays

"Relays" work on dribbling skills. Two teams compete. Far end leaves when teammate arrives.
First round might be ping-pong (between legs with inside of both feet); second round, roll with bottom of foot while facing sideways; third round, outside of feet only (toe turned inside); fourth round, every step must be a touch; fifth round, roll it while moving backwards?

 
Stage II : Game : End Zone Game


End Zone Game

teams attack different ends

goal scored when ball is passed to teammate who rushes into the "end zone" to control the pass

or, goal could be awarded by dribbling into end zone

or, goal could be awarded by stopping ball dead in end zone

 
Stage III : Game : Beat the End-Man Game



Beat the End-Man Game

In this example, one end-man guards the end line for each team; this could be an adult, the coaches, or additional players. Also, more than one end-man could be used.

Goals are scored when the attacking team passes the ball over the end line past the end-man

Teams attack one end line and defend one end line

The coach can add two end-men per end to make the game more challenging

Stage IV: Game : Scrimmage:

Small-sided goals; score below knee height; even teams.


 

READY-MADE PRACTICE #3
 
Stage 1a : Exercise : Bring It Home


Behind the poles of each goal is a line of players. When the coach plays the ball into the square, the first two race to get the ball. Whoever wins possession tries to score on the small goal.
 
Stage 1b : Exercise : 1 vs. 1 to Goal







Behind the poles of each goal is a line of players. When the coach plays the ball into the square, the first two race to get the ball. Whoever wins possession tries to score on the opponent's small goal.
 
Stage II: Game: The Triangle Goal Game
 

Triangle-Goal Game

two teams attack a three-sided goal -GK defends all three sides

if ball goes through, it is alive on the other side

if GK saves. throw it to open space

 
Stage III : Game : Line Soccer

Line Soccer

light shirts attack one direction, dark shirts the other -teams score by stopping the ball on the end line
 

 
Stage IV: Game: Scrimmage

Use small-sided goals. Goals scored above knee height do not count. Make the game a fair one by dividing the best players onto different teams.


 

READY-MADE PRACTICE #4
 

Stage 1a : Exercise : Inside-Out


 

Working on passing & receiving skills, contains "servers" (outside) and "receivers" (inside).
"Receivers" deal with a ball being served. Receivers cannot receive a pass from the same

player two times in a row. They must "touch and move," going from server to server, in no pattern.
The types of serves can be varied. Receivers can either use "one-touch," where they give the ball back on the first touch, or "two-touch," controlled then back. Distances can be varied.

 
Stage Ib: Shoot-out

 


The objective here is to knock down the opponent's cones before they knock down yours. Blocking is not allowed. Down time should be next to none, as players grab available balls and strike them back quickly.
Coaches praise good form and offer demonstrations for assimilation.

 

 
Stage II : Game : Targetman Game


Targetman Game

both teams try to work ball into teammate on the end, the "target"

target can and should move laterally to get open

target cannot move vertically onto the field

target can be changed periodically, or with whoever plays pass into him

teaches players to play to "feet" downfield

 
Stage III: Game: Knock Down the Cones (Or Hit the Soccer Balls) Game
 
Knock-Down-the-Cones-Game
object of game is to knock over all of the opponents cones with the ball idea is to attack the cones that are least defended

 

 
Stage IV: Game : Scrimmage



Use small-sided goals. Goals scored above knee height do not count. Make the game a fair one by dividing the best players onto different teams.
 

 

READY-MADE PRACTICE #5
 
Stage 1a: Exercise: Passing Ships





The object is, once the coach gives the signal to start, for each player to stop the ball on the other team's starting line. The team that can do this first is the winner.
Stage 1b: Exercise: Alligator




The idea is for each player to keep his ball inside the grid, while moving away from the 'alligator.' The alligator, or the one defender, tries to send any ball out of the square possible. The last person to remain in the square with the ball is the winner.
 
Stage II: Game: Targetman Game


Targetman Game

both teams try to work ball into teammate on the end, the "target"

target can and should move laterally to get open

target cannot move vertically onto the field

target can be changed periodically, or with whoever plays pass into him

teaches players to play to "feet" downfield

 
Stage III: Game: The Four Corner Game

Four Corner Game

Two teams

Each team attacks one direction

A goal can be scored through the flags in either corner, i.e. each team can score on 2 goals

If one goal is well defended, it means that the other goal is probably available

This game fosters the decision about where, when, and why to attack

 
Stage IV: Game : Scrimmage

Use small-sided goals. Goals scored above knee height do not count. Make the game a fair one by dividing the best players onto different teams.

 

 

READY-MADE PRACTICE #6
 
Stage 1a: Exercise: Lateral & Vertical Gates



Notice there are four 'gates.' Notice also that only one line of players has a ball. A point is

scored only by dribbling thru the cones - the gates. Dribble through, no shots.
A player steps out, plays a ball to a player from the other line. This exercise can then progress through three stages: (1) receive the ball and try to dribble thru one of the two lateral gates; (2) try to dribble through the lateral gates [1 point] or the vertical gates [3 points] on far end; (3) try to dribble through only the far end vertical gate. At any time, if defense steals ball, defense dribbles thru gate.
Serves may be varied - air balls, rolls, bounces, etc.

Stage Ib: Exercise: Thru the Arches

 

The players on the end of the grid have their legs spread open, and serve as goals. The players in the middle play 1 vs. 1 and try to score by pushing the ball thru the "arches" on the other end.
"Thru the arches" can also incorporate 2 vs. 2.

 
Stage II : Game : Hit the Moving Target Game
 

Hit the Moving Target Game

Notice that the coaches (ã and ®) are outside the field of play

There are two teams, and a coach wearing the same colors as one team

Teams score by playing a pass to the coach wearing their color

Coaches should move around the perimeter of the field; do not stay stationary; make the players find you

If two coaches are not available, a player can be used as a moving target

 
Stage III : Game : 3-6-9-12 O'Clock Game


3-6-9-12 O’clock Game

in reality, 3 teams: the light shirts, the dark shirts, and the temporary keepers

GK's switch out every 3 to 5 minutes

one team attacks the goals located at 3 and 6 o'clock -other team attacks goals located at 9 and 12 o'clock

notice that the field is square

 
Stage IV: Game: Scrimmage

Use small-sided goals. Goals scored above knee height do not count. Make the game a fair one by dividing the best players onto different teams.

 

 

READY-MADE PRACTICE #7
 
Stage 1a: Exercise: Clean Your Yard!


What would happen if lots of soccer balls were left out in the front yard, and mom came home? Obviously, the yard would have to be cleaned!

The team that wins is the team with the least amount of soccer balls left in their yard after one minute. Send them to the other yard!

This exercise works on striking. The middle zone is about 5 yards wide, while the end zones closer to 20. If a ball does not make it across the middle, go get it. Coaches help keep the balls in.

 
Stage lb : Exercise : The Holy Grail
Divide the players into two teams. Both teams spread around the circle with a ball. Notice the teams are intermixed.
When signal is given, players strike the balls at the cones (the small kind that fall over when hit with a ball). Team that wins is team that knocks down last cone - the "Holy Grail."
This exercise works on striking. Coaches, keep a good eye out for form - is ankle locked? Is plant foot pointed at target? Is center of gravity lowered? Is foot touching the ball center?
 
Stage II : Game : Pass Thru Game


Pass Thru Game

Two teams

The goals are approximately five feet wide

One point is given for passing the ball through the big goals to a teammate on the other side

No team may score two consecutive goals on the same goal; must go to another goal to score the next goal

Players are allowed to go behind the goals

The distance between each goal is approximately 30 yds.

 
Stage III : Game : Beat the End-Man Game


Beat the End-Man Game

Two teams

In this example, one end-man guards the end line for each team; this could be an adult, the coaches, or additional players. Also, more than one end-man could be used.

Goals are scored when the attacking team passes the ball over the end line past the end-man

Teams attack one end line and defend one end line

The coach can add two end-men per end to make the game more challenging

If using only one end man, the field can be made narrower to better challenge offense

 
Stage IV: Game : Scrimmage

Use small-sided goals. Goals scored above knee height do not count. Make the game a fair one by dividing the best players onto different teams.


 

READY-MADE PRACTICE #8
 

Stage 1a: Exercise: Cone & Back

The first player from each line dribbles towards the cone. Once reaching the cone, each player turns and dribbles back.

The exercise is designed to work on controlling body and ball, particularly teaching the players how to turn while on the dribble.

A number of surfaces can be used to turn the ball: the bottom of the foot, the outside, the inside, the heel, a fake kick and then pull back, behind the plant foot (Cruyff), fake one way and then turn the other, etc.

 
Stage 1b: Exercise: Easter Egg Hunt

This exercise can be done in conjunction with the "Cone & Back' exercise, as they are very similar.
Players can either dribble in and leave the balls in the middle, or, as is diagrammed below, they can come to the middle to retrieve a ball.
Again, the surface of the foot that is used both in dribbling, leaving it, or turning - can be designated.
 
Stage II : Game : End Zone Game

End Zone Game

Two teams

Both teams attack one direction

A goal is scored when the ball can be passed to a teammate standing in the end zone; this teammate cannot be stationed there; he must be in the field like everyone else, but must rush in to get the ball

Or, a goal could be awarded by dribbling into this zone

Or, a goal could be awarded to those who can stop the ball 'dead' in this zone

 
Stage III: Game: 3 vs. 3 + 1 Game



3 vs. 3 + 1 Game

the neutral player plays with whatever team has the ball

in reality, the game is always 4 vs. 3

 
Stage IV: Game : Scrimmage

Use small-sided goals. Goals scored above knee height do not count. Make the game a fair one by dividing the best players onto different teams.

 

 

READY-MADE PRACTICE #9
 
Stage 1a: Exercise: Farm Animals Escape!
 
This exercise is hilarious! Divide the players into two teams, and set them up accordingly. Assign one player, each team, to be an animal - a cow, duck, sheep, pig, and horse, for instance. When each player receives his assignment, he must make the sound that animal makes, i.e. a duck 'quacks,' cow 'moos,' etc.
When the coach calls out "SHEEP!," he sends a ball into the grid. The two players assigned sheep (one from each team) make the 'baaaaaa' sound, and rush into the grid to play 1 vs. 1, trying to score by playing a ball past the other players, who guard the end line. When the ball goes out, they clear out, and the coach calls another animal. The coach can call 2 vs. 2, if desired. Change animals periodically.
 
Stage 1b: Exercise: Scram!

 
Notice players occupy four corners of the field - greys on one end, white shirts on other.
When the coach plays a ball in, one player from each line enters, making it 2 vs. 2. As soon as the ball is out, the coach calls out "SCRAM!," and and the players leave the grid.
Balls are served in quickly, and players asked to be ready. Small goals have no keepers.
 
Stage II : Game : Pass Thru Game
 

Pass Thru Game

Two teams

The goals are approximately five feet wide

One point is given for passing the ball through the big goals to a teammate on the other side

No team may score two consecutive goals on the same goal; must go to another goal to score the next goal

Players are allowed to go behind the goals

The distance between each goal is approximately 30 yards.

 
Stage III: Game: The Four Corner Game

Four Corner Game

Two teams

Each team attacks one direction -A goal can be scored through the flags in either corner, i.e. each team can score on 2 goals

If one goal is well defended, it means that the other goal is probably available

This game fosters the decision about where, when, and why to attack

 
Stage IV: Game : Scrimmage

Use small-sided goals. Goals scored above knee height do not count. Make the game a fair one by dividing the best players onto different teams.

 


 

READY-MADE PRACTICE #10

Stage 1a: Exercise: Dribble in the Square
 

  • Hold Up the Numbers: As players dribble, the coach walks around holding up fingers. Players must count how many. Also, what color is my shirt? Where is the nearest tree?

  • Change or Clear Out: When players hear the 'change' command, they leave the ball they are dribbling and get a different one. When they hear 'clear out,' they quickly dribble out of grid.
     
  • Freeze Tag: The one "freeze tagger" chases the others, who each dribble a ball. If touched, they "freeze," only unfrozen if a teammate rolls the ball between their legs. Rotate taggers.

  • Nutmeggers: Players partner up. One player has ball at feet, other no ball. Those with no ball spread legs a little wider than shoulder width. Dribblers tap ball between legs (nutmegging) of standers. Dribblers should not go to same person two times in a row. How many nutmegs in 30 sec.?
     
  • Bridge Builders: Players partner up. One player has ball, other no ball. Those without ball spread out inside the square, stand feet together. Players with ball dribble around inside square, touching ball around one side of stander while running around other to get ball (bridge). In other words, if you touch ball around right side of stander, run around left. Switch after 30 seconds?
     
  • Change Tag: One "tagger" chases dribblers. When tagged, tagger gets ball, "tagged" becomes tagger. Players keep eyes on tagger at all times, since tagger constantly changing.
 
Stage lb : Exercise: Shark and Minnows


One player designated as defender in grid (shark). The rest (minnows) get ball and align themselves at end of grid.
The minnows job: dribble to other side. The shark's job is to win any ball, and send it out of grid. Those who make it to other side must wait until everyone else's fate is decided, and coach signals second round to begin. Those whose balls get sent out, become sharks. Each round increasingly difficult.

Last minnow declared "Minnow of Year," gets year's supply of worms, and picture on cover of FishWorld Magazine.

 
Stage II : Game : Line Soccer

Line Soccer

light shirts attack one direction, dark shirts the other

teams score by stopping the ball on the end line

 
Stage III : Game : Knock Down the Cones


Knock-Down-the-Cones-Game

object of game is to knock over all of the opponents cones with the ball

idea is to attack the cones that are least defended

 
Stage IV: Game: Scrimmage: Small-sided goals.

Goals scored above knee height do not count. Make the game a fair one by dividing the best players onto different teams.


 

WHAT ARE THE BENEFITS OF A.Y.S.A?
WHY SHOULD WE JOIN?
  1. Medical and Liability Insurance for All Members: A.Y.S.A. provides every player, coach and administrator with secondary insurance coverage. In the event an eligible-yetuninsured person is injured while at an A.Y.S.A. sanctioned event (practice, game, tournament), A.Y.S.A.'s insurance acts as primary coverage. For those with primary coverage, AYSA's insurance becomes secondary, meaning in the event of injury, our insurance helps cover costs primary does not.
     
  2. A.Y.S.A. Newsletter: The A.Y.S.A. newsletter is distributed to everyone registered with A.Y.S.A. Arriving four times per year, the newsletter contains advanced and simplified coaching articles, camp advertisements, tournament declarations, O.D.P. announcements information regarding AYSA direction, a calendar of soccer events, team results, pointers on gaining soccer scholarships, whereabouts and menu of the Annual General Meeting (A.G.M.) and much, much more!
     
  3. Coaching License Clinics: The clinics are age appropriate: G (U-6 & U-8), F (U-8 & U-10), E (U-12 & U-14) and the D (U-16 & U-19):
LICENSE CLINIC LENGTH COST PREREQUISITE LOCATION
G License 3 hours FREE None Your area
F License 9 hours $30 None Your area
E License 18 hours $60 None Your area
D License 36 hours $85 Former college player or "E" Your area
C License One week TBA D License National loc.
B License One week TBA C License National loc.
A License One week TBA B License National loc.
  1. Referee Clinics: Refereeing is a great way to stay in shape, make money, and be involved with the game. A.Y.S.A. can help you find the course. Below is a guide:

    LICENSE CLINIC LENGTH COST PRE-REQUISITE LOCATION
    Referee 16 hrs. $55 at least 12 yrs old TBA
    Linesman 16 hrs. $55 at least 12 yrs old TBA

  2. Administrative Assistance from officers, committees, & staff: A.Y.S.A. can help you avoid "re-inventing the wheel", by offering guidance in the following areas:
    -League and/or Club Development -Rules/Regulations & Structure
    -Securing Non-Profit Status -Team Kits

  3. Computerized Registration, Scheduling, Financing and Player/Administrator ID Photo Cards: There are many advantages in registering through computer disk ... databases, an easier method of keeping track of costs, volunteers, uniforms, etc. The United States Soccer Federation will only accept registration on a computer disk. And every A.Y.S.A. player/coach/administrator receives a photo I.D. card, certifying U.S.S.F. membership, while allowing the cardholder to participate in nationally sanctioned tournaments.

  4. Direct Affiliation with U.S. Youth Soccer Association and the U.S. Soccer Federation: The U.S.Y.S.A. and U.S.S.F. are the recognized divisions of soccer within the country. Joining A.Y.S.A. means aligning with the same organization that produces the World Cup team.

  5. "U.S. Youth Soccer" magazine delivered to head coaches & administrators: All head coaches and administrators who register with A.Y.S.A. through computer disk will receive the US YOUTH SOCCER magazine. Features include articles on national team players, coaching suggestions and practice "drills," general soccer news, reports on national team youth, etc.
     
  6. The ability to hold AYSA sanctioned tournaments: Tournaments sanctioned by A.Y.S.A. are also sanctioned by U.S.S.F. This means that teams from other states have permission from their state association to enter your tournaments.

  7. The ability to enter into the three major A.Y.S.A. tournaments: Your team might be interested in competing with others of similar ability. Those include: (a) Snickers Cup: the competitive state championship; (b) Governor's Cup: the state championship for those in the premier leagues; (c) American Cup: the recreational tournament.

  8.  
  9. Access to the Olympic Development Program (O.D.P.): O.D.P. is a vehicle by which male and female players receive advanced training and compete for positions on state, regional, Olympic, CONCACAF, Pan-American, national, and World Cup teams. Tryouts, and a further explanation, will be made more clear in the A.Y.S.A. newsletters.
     
  10. Director of Coaching: A.Y.S.A. hired Jason Vittrup in July of 1995. The Director of Coaching is involved with: writing for the A.Y.S.A. newsletter, increasing A.Y.S.A. registration, leading O.D.P., teaching and/or assigning all coaching clinics, and conducting A.Y.S.A. camps. He is also available to come out and meet with your organization, if you guarantee a sizeable amount of attendees.

  11. The Adoption of Small-Sided Games: Besides providing games more suited to the needs of children (rather than that of adults), small-sided games are also aimed at reducing the number of players and the size of field. These games assist the youngest of players with a number of increased opportunities: more touches on the ball, more scores and assists, less- players on the bench, more teams, more competition, enhanced development of soccer skill, and more fun!
     
  12. Spring and Fall Soccer (if interested): Some A.Y.S.A. leagues play year round. If you are interested, we can help find you the place to play as much as you want.
     
  13. The Classic League: This is a state-wide league made up of teams who desire to play the best Alabama offers. Those interested can contact Joan Rein at (205) 979-1481.

 

ALL OF THIS IS YOURS FOR $10 A YEAR PER PLAYER.
THIS IS A GREAT THING TO DO FOR THE KIDS.

 

 
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