Training
Drill Library
Each drill in the StunpreX library trains multiple capacity families at once. Constraints over commands. Process over outcome. Long horizon.
Capacity family
Age band
Difficulty
Theme
91 drills
Scan-Decide-Receive (Two-Cone)
ScanningThe first habit in the StunpreX system — engineering the scan-before-touch sequence as an entry condition, not an optional extra.
Treasure Doors (Scan-Decide-Receive for Discovery Age)
ScanningA 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.
Scan-Call-Receive (Signal Window)
ScanningA 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.
Wall Scan-Receive (Solo, Small Space)
ScanningA 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.
Cone Sea (Without Sequence Boards)
Dribbling & ball masteryBall 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.
Harbour Run (Cone Sea for Discovery Age)
Dribbling & ball masteryA 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.
Self-Call Sea (Solo Cone Sea, No Coach)
Dribbling & ball masteryThe 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.
Arithmetic Sea (Cone Sea Under Dual-Task Load)
Dribbling & ball masteryThe 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.
Constrained 1v1 to Score
Attacking 1v1One attacker, one defender, one goal, eight seconds — the library's first live-opposition drill, training creative 1v1 decisions and composure under real competitive pressure.
First Steps 1v1 (Shadow Defender Edition)
Attacking 1v1A 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.
Decision Code 1v1
Attacking 1v1The 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.
Indoor 1v1 (Hall Edition)
Attacking 1v1The 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.