Sports
Lacrosse games
Passing, cradling, ground-ball, shooting-target, and soft-ball lacrosse games for non-contact skill sessions.
All Lacrosse games (30)
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Wall-Ball Target Ladder
Turn lacrosse wall-ball into a target ladder.
Players: 2-12Time: 10-35 minEnergy: High
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Ground-Ball Box Out
Practice lacrosse ground balls with safe spacing.
Players: 2-12Time: 10-35 minEnergy: High
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Cradle Cone Slalom
Build lacrosse cradling control in an open lane.
Players: 2-12Time: 10-35 minEnergy: High
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Quick-Stick Relay
Score quick lacrosse passing and teamwork.
Players: 2-12Time: 10-35 minEnergy: High
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Soft-Ball Shooting Windows
Practice lacrosse shooting accuracy with soft gear.
Players: 2-12Time: 10-35 minEnergy: High
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Feed-and-Finish Pair
Pair lacrosse feeding with a controlled finish.
Players: 2-12Time: 10-35 minEnergy: High
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No-Contact Crease Cut
Practice lacrosse off-ball cuts without checking.
Players: 2-12Time: 10-35 minEnergy: High
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Three-Pass Possession
Make lacrosse possession a short passing game.
Players: 4-12Time: 10-35 minEnergy: High
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Goalie Safe Read
Build lacrosse goalie reads with safe shot speed.
Players: 2-12Time: 10-35 minEnergy: High
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Sideline Clear Race
Practice lacrosse clearing decisions.
Players: 2-12Time: 10-35 minEnergy: High
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Two-Hand Catch Count
Build lacrosse catch confidence.
Players: 2-12Time: 10-35 minEnergy: High
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Scoop-and-Pass Triangle
Connect lacrosse ground balls to passing.
Players: 2-12Time: 10-35 minEnergy: High
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Dodging Shadow Lane
Practice lacrosse dodges without body checking.
Players: 2-12Time: 10-35 minEnergy: High
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Passing Triangle Clock
Use a triangle to sharpen lacrosse passing angles.
Players: 3-12Time: 10-35 minEnergy: High
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Shooting Angle Draft
Let lacrosse shooters choose and own an angle.
Players: 2-12Time: 10-35 minEnergy: High
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Long-Pass Touchdown
Practice lacrosse lead passes.
Players: 2-12Time: 10-35 minEnergy: High
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Box Lacrosse Soft Touch
Adapt lacrosse to indoor soft-ball play.
Players: 4-12Time: 10-35 minEnergy: High
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Loose-Ball Outlet Train
Make lacrosse loose-ball reps a team relay.
Players: 2-12Time: 10-35 minEnergy: High
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Stick-Side Switch
Build lacrosse hand-switch control.
Players: 2-12Time: 10-35 minEnergy: High
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Faceoff Clamp Call
Practice faceoff mechanics without contact.
Players: 2-12Time: 10-35 minEnergy: High
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Ride-and-Clear Tag
Teach lacrosse ride and clear decisions.
Players: 2-12Time: 10-35 minEnergy: High
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Crease Feed Timing
Practice lacrosse feed timing around the crease.
Players: 2-12Time: 10-35 minEnergy: High
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Outlet Keeper
Reward support movement in lacrosse.
Players: 2-12Time: 10-35 minEnergy: High
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Accuracy Gate Passing
Make lacrosse pass accuracy visible.
Players: 2-12Time: 10-35 minEnergy: High
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Shooting Rebound Chase
Connect lacrosse shooting with rebound responsibility.
Players: 2-12Time: 10-35 minEnergy: High
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Captain's Play Call
Make lacrosse set plays easy to run.
Players: 2-12Time: 10-35 minEnergy: High
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Loose-Ball Freeze
Prevent pileups during lacrosse ground balls.
Players: 2-12Time: 10-35 minEnergy: High
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Outlet to Fast Break
Build lacrosse fast-break sequence safely.
Players: 2-12Time: 10-35 minEnergy: High
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Skill Station Scramble
Run a full lacrosse skill sampler.
Players: 2-12Time: 10-35 minEnergy: High
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Lacrosse Twists (30)
Optional one-rule scoring twists for a game your group already plays.
Soft-Ball Round
Use soft balls for every beginner, indoor or close-space repetition.
- Use soft balls for every beginner, indoor or close-space repetition.
- Apply this equipment condition before setting up any compatible drill. Check every ball before the first feed; remove hard balls from the active station. A hard-ball shot earns 0 and stops play, even if it hits the target. Restore suitable equipment and spacing before continuing. The soft ball does not waive protective gear, a clear lane or the base drill's other prerequisites. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Soft-Ball Round as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Soft-Ball Round; stop at the agreed finish condition.
Stick-Space Reset
Any body contact stops the repetition for a spacing reset.
- Any body contact stops the repetition for a spacing reset.
- Use with a non-contact movement drill such as Dodging Shadow Lane. Everyone stops and lowers their stick; separate the routes and identify who should be in each lane. Resume only after both players confirm readiness and the cause is corrected. Keep the base score for completed safe work, but award no contact-created score. A safety stop never uses an optional replay allowance or permits retaliation. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Stick-Space Reset as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Stick-Space Reset; stop at the agreed finish condition.
Called Ground Ball
Call ball before a clean scoop-and-exit to earn 2 total.
- Call ball before a clean scoop-and-exit to earn 2 total.
- Use Ground-Ball Box Out's single-user box, three attempts each and separate exit. The active player calls ball, or uses an agreed perceptible signal, before entering the scoop. A clean scoop and controlled exit with that call earns 2 total, replacing the base 1 plus its identical call bonus. A call alone earns nothing. Nobody joins an occupied box just because they called first. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Called Ground Ball as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Called Ground Ball; stop at the agreed finish condition.
Clear Shooting Lane
Only shots from a clear lane can score; crowding stops the shot.
- Only shots from a clear lane can score; crowding stops the shot.
- Use a target-shooting drill with its marked line, empty goal and clear backstop. The shooter checks the target area and waits for ready before release. If someone enters the lane, hold the ball and call stop. A shot released into crowding is dead for challenge scoring, even if it hits the target. Restore spacing before restarting; never allow a dangerous shot in exchange for zero points. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Clear Shooting Lane as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Clear Shooting Lane; stop at the agreed finish condition.
Two-Hand Catch
A controlled catch with both hands on the stick earns 1 extra house point.
- A controlled catch with both hands on the stick earns 1 extra house point.
- Use a fixed-attempt passing round such as Accuracy Gate Passing. Both hands remain on the stick; this is not a bare-hand catch. Add 1 to the receiver's separate recognition column for each controlled catch. A drop earns no catch bonus and the base passer score is also 0; stop and reset for the next scheduled attempt without an extra penalty. The reset does not grant unlimited extra scoring attempts. Compare receiver totals only after equal receiving opportunities. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Two-Hand Catch as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Two-Hand Catch; stop at the agreed finish condition.
Outlet Required
Finish each ground-ball scoop with an outlet pass for 2 total.
- Finish each ground-ball scoop with an outlet pass for 2 total.
- Use Scoop-and-Pass Triangle's three stations and ready partner outside the route. A clean scoop followed by the completed outlet earns 2 instead of the base 1; the scoop alone does not score under this modifier. Give every player the same two three-station circuits. Stop after a failed feed, collect only with clear lanes and continue to the next scheduled station. Do not award another 2 from a second copy of the same outlet condition. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Outlet Required as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Outlet Required; stop at the agreed finish condition.
Opposite-Hand Bonus
A controlled opposite-hand pass or catch earns double its normal value.
- A controlled opposite-hand pass or catch earns double its normal value.
- Before a passing set, name whether the measured action is the pass or the catch and which hand position counts as opposite for each participant. Double that action's existing score once; for example, a 1-point catch becomes 2. Do not multiply an already doubled opposite-hand score again. Use the same number of designated attempts for everyone. If the change becomes unsafe, stop and skip it without penalty; compare base-mode results separately rather than forcing the hand change. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Opposite-Hand Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Opposite-Hand Bonus; stop at the agreed finish condition.
No Windup
Use a compact shooting motion in indoor or close-space rounds.
- Use a compact shooting motion in indoor or close-space rounds.
- Use Box Lacrosse Soft Touch's soft ball, empty goal and marked shooting motion. Rehearse the motion without a ball before scoring. A large windup earns 0 and stops the possession so spacing and technique can be corrected. It is not an allowed tactic that merely forfeits a bonus. Keep the base possession quota and 1-point goal score; nobody may stand inside the swing or shot path. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score No Windup as 1 challenge point, separate from the main score.
- Reset and rotate evenly after No Windup; stop at the agreed finish condition.
Feeder Point
A clean feed that produces a controlled target hit earns the feeder 1.
- A clean feed that produces a controlled target hit earns the feeder 1.
- Use Feed-and-Finish Pair's clear feeder/shooter setup and six alternating attempts. Award the feeder 1 separate support point when the pass is caught cleanly and the controlled shot hits the marked target. Keep the pair's existing 2-point sequence score once; this recognition column does not replace it. Compare feeders after three feeds each, including misses, and recognize the best feeder for the STUD point. Do not leave anyone feeding until a partner scores. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Feeder Point as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Feeder Point; stop at the agreed finish condition.
Crease Line Respect
Keep both feet outside the marked crease to retain the shot bonus.
- Keep both feet outside the marked crease to retain the shot bonus.
- Use Crease Feed Timing's marked arc, catch spot and empty target goal. The catch may earn its base 1; the subsequent target hit can add 1 only while the shooter stays outside the marked crease. Touching or crossing the line cancels that shot bonus and stops the attempt for a spaced reset. A previously earned valid catch point remains. This is the house drill boundary, not a complete statement of official crease rules. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Crease Line Respect as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Crease Line Respect; stop at the agreed finish condition.
Let It Roll
Let a loose ball near feet roll clear; a useful safety call earns 1.
- Let a loose ball near feet roll clear; a useful safety call earns 1.
- Use Loose-Ball Freeze's stop procedure. Call stop before anyone jabs a stick between feet. Let the ball leave the crowded area, then have one named player retrieve it only after all movement stops. Award 1 recognition point for the useful call, once per incident. Calls remain unlimited whether or not points are awarded; do not manufacture a crowding event to collect points. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Let It Roll as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Let It Roll; stop at the agreed finish condition.
Every Player Touches
Every active teammate must control the ball before the side can score.
- Every active teammate must control the ball before the side can score.
- Use Three-Pass Possession with at least two players on each active side. Count the starter's controlled possession, then each teammate's caught pass; a deflection is not a touch. The side still needs at least three completed passes. With a larger side, continue beyond three if someone has not touched the ball, within the same possession limit. A drop, out-of-grid ball, clean interception in the defender’s own clear space or possession timeout ends the attempt and clears both counts. The other side starts its next listed attempt; no extra possession is added. Waiting players are not part of the current active roster; include them through the posted rotation. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Every Player Touches as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Every Player Touches; stop at the agreed finish condition.
Target Corner
Call the corner before release; hitting it earns 2 total.
- Call the corner before release; hitting it earns 2 total.
- Use Soft-Ball Shooting Windows' marked corner windows, outer frame band and five shots each. Name an eligible corner before the shot. A hit there earns the base 2 once, not another 2 from this twist; a frame-band hit keeps the base 1 instead. A boundary of the called corner counts as corner. An ordinary corner call still covers its nested smaller patch. If the small-window unlock is selected, that smaller patch becomes separately callable only on the shot after the shooter’s second frame-band hit. A hit on the called small patch earns 2; a miss of that call does not earn the enclosing corner’s 2. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Target Corner as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Target Corner; stop at the agreed finish condition.
Role Rotate
Rotate suitable shooter, feeder, defender and goalie jobs between stopped rounds.
- Rotate suitable shooter, feeder, defender and goalie jobs between stopped rounds.
- Before the session, list the roles actually used by each chosen drill and the people equipped and prepared for each. Rotate those eligible people after every equal-attempt set. A goalie job belongs only in a properly equipped goalie drill; do not add a goalie to an empty-target shooting game. Nobody must take an unsafe or unequipped job to complete a rotation. A clean, ready role change earns the group 1 house recognition point per scheduled change, not per person. Keep it separate from skill scores. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Role Rotate as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Role Rotate; stop at the agreed finish condition.
Shadow Defender
Balanced shadow defense without contact earns 1.
- Balanced shadow defense without contact earns 1.
- Use Dodging Shadow Lane's separate parallel defender lane. The shadow mirrors the carrier while staying balanced inside that lane, without reaching across, body contact or stick contact. Award the defender 1 for a clean complete trial. This is the same defender award as the base twist, not another point. Swap roles after every trial and compare only after three defensive turns each. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Shadow Defender as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Shadow Defender; stop at the agreed finish condition.
Wall-Ball Streak
Record the longest uninterrupted wall-ball catch streak.
- Record the longest uninterrupted wall-ball catch streak.
- Use Wall-Ball Target Ladder's safe rebound lane, but choose one reachable target for this streak version. Each player gets two attempts of at most 20 throws; a missed target or dropped catch ends that attempt. Count consecutive target-and-catch successes and retain the best count, replacing the ladder's total-points result. Crowding stops the count immediately; after restoring the lane, restart that interrupted attempt without consuming an optional retry. Compare only equal target/distance sets and share ties. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Wall-Ball Streak as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Wall-Ball Streak; stop at the agreed finish condition.
Scoop Gate
Scoop forward through the marked gate to earn 1 extra house point.
- Scoop forward through the marked gate to earn 1 extra house point.
- Use Scoop-and-Pass Triangle's final station with its gate requirement selected. Place the gate just beyond the stationary ball, wide enough for a controlled scoop and exit. The worker's stick and gathered ball pass between the cones before the outlet pass. A clean gate scoop followed by the base catchable pass earns 2 total: the base 1 plus this 1-point bonus. Missing the required gate earns 0 on that final station. Keep the same final-station opportunity for everyone; do not put the receiving partner in the gate. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Scoop Gate as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Scoop Gate; stop at the agreed finish condition.
Pass Name Call
Name the ready receiver before a catchable pass to earn 1.
- Name the ready receiver before a catchable pass to earn 1.
- Use Quick-Stick Relay's numbered passing route, but record named-pass recognition in a separate column. A passer names the receiver, waits for readiness and delivers into the presented catch area to earn 1, even if the receiver drops a catchable feed. An agreed identifying signal can replace speech. Keep the relay's own 3-point completion separate and compare personal recognition only after equal passing opportunities; otherwise celebrate the group total. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Pass Name Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Pass Name Call; stop at the agreed finish condition.
Goalie Speed Call
The goalkeeper may request slower shots at any time without losing points.
- The goalkeeper may request slower shots at any time without losing points.
- Use Goalie Safe Read only after its complete equipment, target and readiness checks. On a slower call, stop shooting, agree a comfortable delivery and wait for ready. Keep all earned points and the full remaining attempt quota; the call costs no turn or replay. If a shot was already in flight, the goalie protects themself and the next delivery waits. Compare only matched speed conditions, never pressure a goalie to continue faster for a ranking. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Goalie Speed Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Goalie Speed Call; stop at the agreed finish condition.
Captain Pattern
Complete the called pass-cut-shot pattern to earn 3 total.
- Complete the called pass-cut-shot pattern to earn 3 total.
- Use Captain's Play Call's marked feeder chain, separate cutting lane and empty target goal. Name the order, rehearse at walking pace, then complete the same route under control. Award the base 3 for the complete passing chain, cut, catch and controlled shot; the goal need not be hit to complete this pattern task. A dropped pass or skipped route earns 0. Do not add another 3 from the twist. Keep two equal calls and the same participation plan. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Captain Pattern as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Captain Pattern; stop at the agreed finish condition.
No Stick Check
Beginner defense uses positioning only, with no stick checks.
- Beginner defense uses positioning only, with no stick checks.
- Use Ride-and-Clear Tag's separate shadow lane. A defender may mirror and read the carrier but may not strike, hook, lift, poke or touch the carrier's stick or body. A check earns 0 and stops the trial; it does not become an accepted move at a points cost. Restore separate routes before restarting. Keep the original clear/turnover values and equal carrier/rider turns. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score No Stick Check as 1 challenge point, separate from the main score.
- Reset and rotate evenly after No Stick Check; stop at the agreed finish condition.
Safety Freeze
Anyone can freeze play when players crowd a loose ball.
- Anyone can freeze play when players crowd a loose ball.
- Use Loose-Ball Freeze's stop signal. Everyone stops and lowers their stick; the host names one scooper and moves others to separate waiting spots. Restart only when the space is clear and players are ready. Nobody may punish or tease the caller. Safety stops are unlimited and do not consume the one optional ground-ball recovery in a streak game or a station replay. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Safety Freeze as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Safety Freeze; stop at the agreed finish condition.
Quick Stick
A controlled quick catch-and-pass earns 2.
- A controlled quick catch-and-pass earns 2.
- Use Quick-Stick Relay's safely spaced receivers, but replace its three whole-relay attempts with three designated catch-and-pass trials per player. A worker receives from the previous station and immediately passes to the next ready receiver without an extra cradle. With two players, return the ball to the feeder. This is a controlled catch-and-pass, not an uncontrolled deflection. A completed sequence earns that worker 2; a drop earns 0 and still uses the trial. Rotate the worker after every trial and compare totals only after three each, maximum 6. Do not also award the base 3-point relay result. Slow or stop an unsafe feed without charging a trial; readiness comes before speed. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Quick Stick as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Quick Stick; stop at the agreed finish condition.
Recovery Pass
A clean rebound recovery followed by an outlet earns 1.
- A clean rebound recovery followed by an outlet earns 1.
- Use Shooting Rebound Chase's single active lane and outlet partner. This modifier scores the recovery: after the shot, gather the rebound inside the clear area and complete the outlet pass for 1, whether or not the first shot hit its target. It replaces the base 2-point target-plus-recovery result for the set. A ball entering another shooting lane ends the attempt; stop that lane before anyone collects it. Keep three equal sequences per shooter. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Recovery Pass as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Recovery Pass; stop at the agreed finish condition.
Faceoff Soft Exit
Finish the faceoff rehearsal toward the exit cone, never toward another player.
- Finish the faceoff rehearsal toward the exit cone, never toward another player.
- Use Faceoff Clamp Call's stationary, unopposed soft-ball station and a previously taught technique. The partner observes outside stick reach. Controlled possession to the cone earns the base 1 once; a body-directed exit stops the rep and earns 0. Alternate worker and observer after every attempt, including misses. This does not introduce a contested faceoff or a live opponent's stick. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Faceoff Soft Exit as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Faceoff Soft Exit; stop at the agreed finish condition.
Dodging Gate
Score the dodge through the gate while the defender earns 1 for safe positioning.
- Score the dodge through the gate while the defender earns 1 for safe positioning.
- Use Dodging Shadow Lane's carrier gate and separate defender lane. A clean controlled gate exit earns the carrier the base 1; a balanced shadow wholly inside the parallel lane earns the defender 1. These can both score on the same safe trial. Contact earns neither and stops play. The defender award is the same one as the base twist or Shadow Defender, not an extra copy. Swap after every trial and retain equal role totals. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Dodging Gate as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Dodging Gate; stop at the agreed finish condition.
Triangle Reverse
Complete an announced triangle reversal to earn 1 extra house point.
- Complete an announced triangle reversal to earn 1 extra house point.
- Use Passing Triangle Clock with three active players and its six cycle attempts. On one trial in each direction, call reverse after the first catch while the ball is held. Confirm everyone is ready, return to the starter, then complete a full three-pass cycle in the opposite direction. Completing that entire route earns 2 total: the base 1 plus the same 1-point reverse bonus already described in the activity. A drop earns 0. Do not reverse an airborne pass or award the bonus twice. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Triangle Reverse as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Triangle Reverse; stop at the agreed finish condition.
Helmet/Gear Check
Wear the protective equipment required for the actual role and lacrosse format.
- Wear the protective equipment required for the actual role and lacrosse format.
- Before each drill, check the participant's age/format requirements, fit and condition, including specialist goalkeeper gear where a goalie is used. Skip any drill without its required gear; a soft ball does not waive that requirement. Stop for loose or displaced equipment and correct it before resuming. A scorer or teammate cannot waive the check. This adds no bonus or contact permission; all these skill games remain non-contact. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Helmet/Gear Check as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Helmet/Gear Check; stop at the agreed finish condition.
STUD Helper
Recognize a player who usefully slows the drill for safety with 1 point.
- Recognize a player who usefully slows the drill for safety with 1 point.
- Stop first when anyone raises a safety concern; no vote is needed to stop. After the situation is settled, the group can agree that the slower feed, clearer spacing or equipment correction helped and award 1 separate recognition point for that incident. If the group does not award recognition, the safety pause still stands and the caller loses nothing. Do not compare players by how many hazards they find or create. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score STUD Helper as 1 challenge point, separate from the main score.
- Reset and rotate evenly after STUD Helper; stop at the agreed finish condition.
Final Feed Finish
The final scoring sequence must be a pass, catch and controlled shot.
- The final scoring sequence must be a pass, catch and controlled shot.
- Use Feed-and-Finish Pair's six alternating attempts. On the sixth attempt, keep the feeder in the side spot and require the shooter to receive the pass before a controlled target shot. A solo carry-and-shot cannot earn that attempt's 2-point sequence result; it does not receive an extra finale bonus. Keep all earlier scores and the same partner swap order. Misses do not extend the game until someone succeeds, and a safety stop is corrected without consuming a replay token. Use proper protective gear for contact play, soft balls for beginner or indoor variants, no body checking in these games, clear shooting lanes, and stop for loose gear. Scored results are tracked as challenge points.
- Score Final Feed Finish as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Final Feed Finish; stop at the agreed finish condition.






























