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StunpreX

Training

Drill Library

Each drill in the StunpreX library trains multiple capacity families at once. Constraints over commands. Process over outcome. Long horizon.

91 drills

SX-DR-001

Scan-Decide-Receive (Two-Cone)

Scanning

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

PerceptualCognitiveMotor
1–3 · 9-12+
SX-DR-001-VA

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

Scanning

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
1 child + 1 adult or older sibling as roller · 5-8+
SX-DR-001-VB

Scan-Call-Receive (Signal Window)

Scanning

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
1–3 · 9-12+
SX-DR-001-VC

Wall Scan-Receive (Solo, Small Space)

Scanning

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
1 · 9-12+
SX-DR-002

Cone Sea (Without Sequence Boards)

Dribbling & ball mastery

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
1–4 · 9-12+
SX-DR-002-VA

Harbour Run (Cone Sea for Discovery Age)

Dribbling & ball mastery

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
1–3 · 5-8+
SX-DR-002-VB

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

Dribbling & ball mastery

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
1 · 9-12+
SX-DR-002-VC

Arithmetic Sea (Cone Sea Under Dual-Task Load)

Dribbling & ball mastery

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
1–3 · 9-12+
SX-DR-003

Constrained 1v1 to Score

Attacking 1v1

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.

PerceptualCognitiveMotor
2–3 · 9-12+
SX-DR-003-A

First Steps 1v1 (Shadow Defender Edition)

Attacking 1v1

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
2 (attacker + shadow defender); 3 with rotation · 5-8+
SX-DR-003-B

Decision Code 1v1

Attacking 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.

CognitivePerceptualMotor
2–3 · 9-12+
SX-DR-003-C

Indoor 1v1 (Hall Edition)

Attacking 1v1

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.

AdaptivePerceptualCognitive
2 (attacker + defender); 3-player rotation available; multiple parallel pairs in one hall · 9-12+