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StunpreX

Capacity

Perceptual

The ability to scan, detect, and process relevant information from the environment before and during ball contact.

48 drillsPerceptual as primary capacity

SX-DR-001

Scan-Decide-Receive (Two-Cone)

The first habit in the StunpreX system — engineering the scan-before-touch sequence as an entry condition, not an optional extra.

PerceptualCognitiveMotor
SX-DR-001-VA

Treasure Doors (Scan-Decide-Receive for Discovery Age)

A Discovery-age treasure game that seeds the look-before-the-ball habit: the child must glance at two doors while the ball rolls in, then steer it through the one hiding the treasure.

Perceptual
SX-DR-001-VB

Scan-Call-Receive (Signal Window)

A cognitive-load variation of the scan-decide-receive drill — the scan must now read a brief signal and call it aloud, making an empty head turn impossible.

CognitivePerceptualMotor
SX-DR-001-VC

Wall Scan-Receive (Solo, Small Space)

A solo, equipment-free version of the scan-receive habit using only a ball and a wall, where the player serves, receives, scans, and counts entirely on their own.

PerceptualMotorCognitive
SX-DR-002

Cone Sea (Without Sequence Boards)

Ball mastery under cognitive load — continuous dribbling through a dense cone field with real-time gate calls, training the player to sustain close control while keeping the head up and ears open.

PerceptualCognitiveMotor
SX-DR-002-VA

Harbour Run (Cone Sea for Discovery Age)

A Discovery-age sailing game that plants the head-up, ball-close habit — the child steers a boat through a sea of rocks and races to the harbour when the storm is called.

MotorPerceptualAffective
SX-DR-002-VB

Self-Call Sea (Solo Cone Sea, No Coach)

The solo, no-coach form of the cone sea — the player builds the field, shuffles a deck of gate cards, and flips them mid-dribble, turning the cognitive trigger from ears to eyes and training honest self-assessment with nobody watching.

PerceptualCognitiveMotor
SX-DR-002-VC

Arithmetic Sea (Cone Sea Under Dual-Task Load)

The heavy-cognitive-load form of the Cone Sea — the gate call becomes an arithmetic problem the player must solve, answer aloud, and exit on, all without the dribble dying in the cone field.

CognitivePerceptualMotor
SX-DR-003

Constrained 1v1 to Score

One attacker, one defender, one goal, eight seconds — the library's first live-opposition drill, training creative 1v1 decisions and composure under real competitive pressure.

PerceptualCognitiveMotorAffective
SX-DR-003-A

First Steps 1v1 (Shadow Defender Edition)

A 5–8 Discovery first 1v1: a passive shadow defender stands in the way, and the child learns to look, choose a side, and commit to a direction.

PerceptualMotorAffective
SX-DR-003-B

Decision Code 1v1

The Constrained 1v1 with a colour-card constraint layered onto the pre-engagement scan — the attacker reads a defender under time pressure while holding an extra rule in working memory.

CognitivePerceptualMotorAffective
SX-DR-003-C

Indoor 1v1 (Hall Edition)

The constrained 1v1-to-score drill moved onto a hard indoor surface — a faster ball, a compressed grid, and a wall goal that turn surface adaptation into the primary development target from the first rep.

AdaptivePerceptualCognitiveMotorAffective
SX-DR-004-VAR-B

Call-the-Flash Gauntlet — Dual-Task Cognitive Edition

The weak-foot gauntlet run under cognitive load — the player reads and calls a flashed number while dribbling the four-zone circuit on the non-dominant foot, tracking two process numbers.

MotorPerceptualCognitive
SX-DR-005

Scanning-as-Dribble (Call-the-Gate Field)

A field of six scattered gates and a home square — the player carries the ball, scans, calls a gate aloud before arriving, and commits, keeping the scan running while dribbling.

PerceptualCognitive
SX-DR-005-VAR-A

Safari Spotter — Scanning-as-Dribble for Young Discoverers

A story-framed Discovery-age game where a child announces which animal home they are visiting before dribbling to it, planting the head-up scanning habit through play.

PerceptualAffective
SX-DR-005-VAR-B

Indoor Spotter — Scanning-as-Dribble for Hard Surfaces

The call-the-gate scanning drill adapted to smooth indoor floors, where the faster-rolling ball forces touch recalibration while the call-before-entry rule and blind-entry count carry over intact.

PerceptualCognitiveMotorAdaptive
SX-DR-005-VAR-C

Dual-Stream Spotter — Scanning-as-Dribble with Number Tracking

The Scanning-as-Dribble field run under a second information stream — the player holds a running total of called digits while keeping full gate-calling discipline, training two concurrent demands at once.

PerceptualCognitive
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-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-011

Delay, Deny, Decide (1v1 Defending)

A 1v1 defending drill in a narrow channel where the defender learns to read the attacker's body, delay the advance, and choose the moment to commit — the defensive decision trained as a skill, not a scramble.

PerceptualCognitiveMotor
SX-DR-012

Jockey Ladder (Containment Footwork)

A footwork drill that builds the low, balanced, side-on stance of good defending — the jockeying base that lets a player delay an attacker without lunging — trained as movement quality before any tackle is attempted.

MotorPerceptual
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-017

One-Touch Finish (First-Time Striking)

A finishing drill that trains the first-time strike — the one-touch finish off a moving ball where the contact is the whole technique, no controlling touch to hide behind — built up from clean repetition to match-speed service.

MotorPerceptual
SX-DR-019

Arrive Late, Finish Clean (Cut-Back Finishing)

A finishing drill built around the cut-back — timing a delayed run to arrive onto a pulled-back ball at the top of the box and finish first or second time, training the most reliable goal in modern football.

PerceptualMotorCognitive
SX-DR-020

Gate Combinations (Pass and Receive Under Pressure)

A passing-and-receiving circuit through scattered gates where a light defender turns clean technique into pressured technique — training the scan before the ball, the first touch that opens the next pass, and quality on both feet at speed.

MotorPerceptualCognitive
SX-DR-021

Break the Line (4v2 Rondo)

A 4v2 rondo that rewards the line-breaking pass through the defenders rather than the safe pass around them — training the scan, the disguise, and the courage to play forward under pressure that decides whether possession actually progresses.

CognitivePerceptualMotor
SX-DR-022

First Rondo (3v1 Foundation Possession)

The entry-level rondo for Foundation-age players — three keep the ball from one, learning the support angle, the scan before receiving, and the open first touch that are the building blocks of every possession game that follows.

PerceptualMotorCognitive
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-024

Turn Out of Trouble (Receiving Under Back-Pressure)

A receiving drill with a defender on the player's back, training the composure to feel the pressure, decide early whether to turn or protect, and execute a clean turn or lay-off without panicking — the skill that unlocks the centre of the pitch.

MotorPerceptualAffective
SX-DR-027

Read the Switch (React-First Transition Wave)

A waves-of-play transition drill where a coach call flips attack into defence mid-action — training the recognition speed that wins the half-second after the game changes, and the composure to reset and respond instead of freezing.

CognitiveAdaptivePerceptual
SX-DR-028

Set and Secure (Keeper Position and Handling)

A goalkeeping fundamentals drill for the set position and clean handling — the athletic ready stance, the early set before the shot, and the secure catch — built as the deep first habits every keeper's later work stands on.

MotorPerceptual
SX-DR-029

Play It Out (Keeper Distribution Under Pressure)

A goalkeeping distribution drill that treats the keeper as the first attacker — scanning before the ball arrives, choosing short or long under a press, and playing out cleanly with both feet, the modern keeper's most decisive habit.

MotorCognitivePerceptual
SX-DR-033

Mirror Game (Copy Your Partner)

A Discovery-age game where one child leads with the ball and a partner copies everything they do — building the joyful habit of watching another player's body and adapting to it, the earliest seed of reading the game.

AdaptivePerceptualAffective
SX-DR-042

Cushion the Drop (Aerial First Touch)

An aerial-control drill for bringing a dropping ball under control with chest, thigh, and foot — cushioning the high ball into a usable first touch — trained across surfaces and both sides before any heading is introduced.

MotorPerceptual
SX-DR-043

Head to Clear (Defensive Heading)

A technique-first defensive heading drill for older bands — attacking the ball to head it high, far, and wide — built on neck and trunk readiness, low rep volume, and a soft-to-firm ball progression, with heading kept out of the younger bands entirely.

MotorPerceptualAffective
SX-DR-044

Direct it Down (Attacking Heading)

A technique-first attacking heading drill for older bands — timing the run and jump to meet a cross and direct the header down and into the goal — kept low-volume and progressive, with heading reserved for the Development band and above.

MotorPerceptualCognitive
SX-DR-045

Open-Field Drive (Carry at Speed)

A drill for running with the ball into open space at pace — big touches in front, head up between them — so a player can cover ground fast without losing the ball or their picture of the game ahead.

MotorPerceptualCognitive
SX-DR-047

Outrun the Recovery (Carry Under Pressure)

A drill for carrying the ball at speed while a defender recovers alongside — shielding the ball with the body, choosing the running line, and deciding when to drive on and when to release — so a carry survives contact and a chasing defender.

MotorPerceptualCognitive
SX-DR-050

Slow to Fast (Change-of-Pace 1v1)

A 1v1 drill that trains the most reliable way to beat a defender — the change of pace — selling a slow approach to settle the defender, then exploding past them, beating the duel with speed manipulation rather than a trick.

MotorCognitivePerceptual
SX-DR-051

The Commit Window (When to Go in a 1v1)

A 1v1 drill that trains the read most attackers get wrong — the moment to commit to the beat — teaching the player to recognise the defender's weight, stance, and step, and to attack the instant the window opens, building the confidence to commit from evidence.

CognitivePerceptualAffective
SX-DR-052

Beat and Decide (1v1 to a Final Action)

A 1v1 drill that connects the beat to an outcome — after getting past the defender, the player must execute the right final action under a recovering defence: shoot, pass to a runner, or cross — so beating a player actually produces a chance.

CognitiveMotorPerceptual
SX-DR-053

The Delivery Board (Crossing with Purpose)

A crossing drill that trains delivery as a choice, not a hopeful ball — driven, whipped, cut-back, and far-post crosses delivered to target zones off both feet, so the wide player picks the right ball for the run that's being made.

MotorPerceptualCognitive
SX-DR-054

Beat and Cross (Wide 1v1 to Delivery)

A wide-play drill that joins the two halves of being a winger — beating the full-back in a 1v1, then delivering a quality cross before the block — so getting past your marker actually produces a chance instead of a corner.

MotorCognitivePerceptual
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-066

Watch Yourself (Mastery Video Review)

A structured self video-review routine for the Specialisation and Mastery bands — reviewing clips of your own play to study your decisions, score the process not the outcome, and turn what you see into the next session's focus, used to supplement training, never replace it.

CognitivePerceptual
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