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Full-Field Ride and Clear Competition

Ride & Clear

15 minutesadvancedteamphysical

Legend

  • player
  • partner / opponent
  • ball
  • movement path

How it works

Compete in a full-team ride versus clear competition where each team wins points for ride turnovers or successful clears.

What you need

  • lacrosse stick
  • lacrosse ball
  • cones
  • goal
  • pinnies

Your focus

Full-team ride and clear competition mirrors game conditions most closely. Both units must execute under real competitive pressure with full personnel. The point system creates genuine competitive stakes that elevate intensity.

1

Team A rides. Team B clears. 5 clearing attempts per round.

2

Successful clear = 1 point for Team B. Turnover converted to a fast break goal = 2 points for Team A.

3

Switch roles after 5 attempts.

4

Team with more points after two rounds wins. Coach evaluates scheme quality, not just results.

Goal

It's clicking when your team earns more ride points than clear points, consistent turnovers forced means the ride scheme is working at a high level.

Helpful cues

  • A good ride that doesn't create a turnover still has value, learn from every possession
  • Clearing unit: when the ride is intense, slow down, move the ball faster by thinking slower
  • The best ride and clear units practice this scenario as much as any other team concept

Adjust the challenge

Make it easier

Strip it back

Remove the fast break component; turnovers are just a 1-point team stop.

UpLVL it

Add the next challenge

Add a shot clock: clearing unit must get ball past midfield within 25 seconds or it's a turnover.

No account needed

Build a practice plan

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