The Equipment
In the box you will find:
2 Cylinders
6 elastic Anchor ties
6 Anchors
1 Franklin high quality size 4 soccer ball
2 Turf Ropes
The Set Up
Lay the cylinder flat on the ground. Now, Roll the ends up so the tabs align with the slots. Insert one end of the upper tab into the top slot. Carefully bend the other end of the top tab to insert it into the second slot from the top. Now insert the lowest tab end into the very bottom slot, and then carefully insert the other end of the lowest tab into the second slot from the bottom. Repeat for the middle tab and slots.
Use the same steps for the other cylinder
The Anchor ties
Place one end of the elastic anchor ties through one of the small holes in the bottom of the cylinder and now pull one end of the tie through the other end of the tie, creating a loop. this loop should be on the INSIDE of the target. Repeat with the other ties. You should have 3 ties on each can, with the loops facing the inside of the target for each tie.
The cans should be placed at the following distances from one other:
ages 4-7 15 feet
ages 8-12 20 feet
ages 12+ 30
The Anchors
Once the cans are the appropriate distance from one another, place the anchors ON THE INSIDE OF THE CYLINDER through the anchor tie loops, and ensure they are pushed all the way into the ground.
The Rules
First team or player to score 21 points wins
TWO PLAYERS:
Head to head competition: Player A and Player B stand at opposite ends and take turns kicking the ball at the cylinder at the opposite end of the field. Each time a player kicks the ball against the opposing cylinder on a fly, the player gets one point. if the player kicks it in the front hole in the cylinder, that is worth 5 points. If the player (A) kicking the ball overshoots the cylinder, the other player (B) can use a soccer touch to score points by kicking, heading, or using their chest to hit the ball at the cylinder. If they hit the cylinder on a fly, it is worth two points. if they “touch” it into the top hole, it is worth three points. If Player B “touches” it into any of the three side holes, that is worth five points.
FOUR PLAYERS:
Two teams of two players. Teammates stand at opposite ends of the field. Team A kicks first. Player A1 kicks to Player A2. Player A1’s kick must be made next to but not in front of the target near player A1. The ball must be kicked in the air to the teammate standing next to or behind the opposite target (see scoring on next page). If the ball bounces before it reaches either the target, or player A2, then no points are awarded. Then player A2 takes a turn kicking back to player A1 to try to score. Then both Team B players take their turns.
SIX PAYERS “Race”
In six player format, divide yourselves into two teams of 3. Set up the goals as at opposite ends of the field. Player A is the kicker, and stands across from the goal, while his teammates (B,C) stand next to or behind the can. Player A kicks the ball towards the cylinder, and players B and C try to work together to score points. After player A kicks it, there are a total of 3 juggles and or passes allowed by B&C to kick it in or against the goal. At the same time, players D (the kicker) and E and F try to do the same thing using the other can. The two opposing teams race to get to 21. You do not have to wait to take turns or alternate shots. It is a RACE, so just set up the ball, kick it in the air to your teammates and watch them try to score.
TEAM PLAY SCORING:
Kick the ball against the target without the ball first hitting the ground - 1 point
Kick the ball in the air to your teammate, who can use up to three “soccer touches” using their feet, legs, chest, and head to hit the ball against the target without it hitting the ground - 2 points
Kick the ball on a fly into the top of the target - 3 points
Kick the ball in the air to your teammate, who can use up to three “soccer touches” using their feet, legs, chest, and head to hit the ball into the top of the target without it hitting the ground - 3 points
Kick the ball into the front hole in the target on a fly - 4 points*
Kick the ball to your teammate, who can use up to three soccer touches to get the ball into one of the side holes -5 points*
* If you are on your last turn, and your opponent already has 21+ points, if you kick the ball into the target on a fly, or you kick it in the air to your teammate and they are able to “use ONE soccer touch” to get the ball into one of the side holes in the target, your team wins.