Session Pitch

Boundary Brakes

Stop before space runs out, then leave through a clear inside route.

U830 / 45 / 60 minRecommended 6–10 playersVersion 2.0.0

Week 1: the carrier reaches the edge before deciding what comes next. The task is to brake while an inside escape still exists.

Control, Look and Turn · Week 1

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Dimensions include a 2 m perimeter buffer. Confirm clear space and a usable surface before play.

30 minutes combines the application challenge with the game. Every length includes instructions, water and transitions.

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Player arrivals and departures

Use anonymous numbers from 1 to 99. Changes take effect before an activity begins; each activity needs 4–16 players.

    Your practice

    Stop before space runs out, then leave through a clear inside route.

    U860 min6 starting players20 × 25 mField practice

    Bring 6 balls and 16 cones. Use ground play and line targets. Keep water available.

    Look for progress

    • Stop before the boundary with the ball within one step.
    • Keep enough room to turn back into the station.

    Check the surface, boundaries and equipment before play. Pause or simplify whenever needed. Confirm local youth football rules. Numbered slots replace names.

    1. 10:00–10:00Prepare the first decision
    2. 210:00–22:00Brake with an exit left
    3. 322:00–25:00Water and reset
    4. 425:00–40:00Choose the inside escape
    5. 540:00–55:00Use the choice in a game
    6. 655:00–60:00Recall one useful choice
    1

    Prepare the first decision

    10 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Begin at walking pace in the numbered stations. Walk toward a boundary, stop with room for one sideways step and point to the inside escape. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.

    Brake early; keep an inside exit. The stop leaves room for another action before the boundary.

    Run the activity

    1. Walk toward a boundary, stop with room for one sideways step and point to the inside escape.
    2. Pause on a raised hand and point to the space you chose.
    3. Swap the ball on the round signal and notice this feature: The stop leaves room for another action before the boundary.

    Play

    • Walk toward a boundary, stop with room for one sideways step and point to the inside escape.
    • Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.

    Watch for

    The stop leaves room for another action before the boundary.

    If you see: The player stops only when the ball reaches the edge.

    Try: Move the braking point farther inside and rehearse the final two steps.

    Organisation

    3 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 2 turns cover every player. A first carrier turn can take up to 60s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.

    7 rounds × 60 seconds. Timing: 420s activity · 60s briefing · 60s rest · 60s transition.

    Adjust the challenge

    Easier: Start one step before a still-ball stop.

    Next step: Let the carrier choose and explain the braking point.

    Move on: Stop the balls and identify the start positions for brake with an exit left.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Stop before space runs out, then leave through a clear inside route. Diagram shows starting positions, not fixed player locations. Three steps show stop turn using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Settle the ball: Use small touches and stay balanced. 2. Stop and look: Keep the ball close enough to stop. 3. Turn into space: Turn only after checking the new route.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Stop before space runs out, then leave through a clear inside route. Diagram shows starting positions, not fixed player locations. Three steps show stop turn using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Settle the ball: Use small touches and stay balanced. 2. Stop and look: Keep the ball close enough to stop. 3. Turn into space: Turn only after checking the new route.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    2 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    3 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    4 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    5 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    6 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    7 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    Download map SVG

    Equipment: 3 balls · 10 cones · 0 goals

    2

    Brake with an exit left

    12 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Agree a boundary and an earlier braking point inside each lane. The partner observes from the side.

    Brake early; keep an inside exit. The stop leaves room for another action before the boundary.

    Run the activity

    1. Walk toward the boundary and lift the head at the braking point.
    2. Shorten the next two touches and stop with space still ahead.
    3. Turn inward, return the ball and ask the partner whether an escape remained.

    Play

    • Walk toward the boundary and lift the head at the braking point.
    • Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.

    Watch for

    The stop leaves room for another action before the boundary.

    If you see: The player stops only when the ball reaches the edge.

    Try: Move the braking point farther inside and rehearse the final two steps.

    Organisation

    3 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 2 turns cover every player. A first carrier turn can take up to 60s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.

    10 rounds × 60 seconds. Timing: 600s activity · 60s briefing · 30s rest · 30s transition.

    Adjust the challenge

    Easier: Start one step before a still-ball stop.

    Next step: Let the carrier choose and explain the braking point.

    Move on: Stop in place, recall the stop leaves room for another action before the boundary. and walk to water with the balls still.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Stop before space runs out, then leave through a clear inside route. Diagram shows starting positions, not fixed player locations. Three steps show stop turn using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Settle the ball: Use small touches and stay balanced. 2. Stop and look: Keep the ball close enough to stop. 3. Turn into space: Turn only after checking the new route.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Stop before space runs out, then leave through a clear inside route. Diagram shows starting positions, not fixed player locations. Three steps show stop turn using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Settle the ball: Use small touches and stay balanced. 2. Stop and look: Keep the ball close enough to stop. 3. Turn into space: Turn only after checking the new route.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    2 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    3 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    4 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    5 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    6 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    7 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    8 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    9 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    10 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    Download map SVG

    Equipment: 3 balls · 10 cones · 0 goals

    3

    Water and reset

    3 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Offer water and rest. Leave balls still outside the walking route. Before restarting, show the next decision: Braking happens early enough to use either exit.

    Brake early; keep an inside exit. Every player has a rest opportunity and understands the next start position.

    Run the activity

    1. Stop every ball and offer water or seated rest.
    2. Check the surface, clear the next station and keep boundary buffers empty.
    3. Name what to look for next: Braking happens early enough to use either exit.

    Play

    • Stop every ball and offer water or seated rest.
    • Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.

    Watch for

    Every player has a rest opportunity and understands the next start position.

    If you see: Players begin moving balls while others cross the area.

    Try: Keep every ball still until the area is clear and all players have heard the start signal.

    Organisation

    All players rest or reflect together.

    Timing: 0s activity · 30s briefing · 120s rest · 30s transition.

    Adjust the challenge

    Easier: Demonstrate only the first action, then begin slowly.

    Next step: Invite a player to point out the next receiving or observation position.

    Move on: Show the first decision in choose the inside escape before the restart signal.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Stop before space runs out, then leave through a clear inside route. Diagram shows starting positions, not fixed player locations.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Stop before space runs out, then leave through a clear inside route. Diagram shows starting positions, not fixed player locations.

    Round-by-round player roles
    RoundAssignments
    Rest1: rest / reflect (station 1); 2: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1)
    Download map SVG

    Equipment: 0 balls · 4 cones · 0 goals

    4

    Choose the inside escape

    15 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Name an inside left exit and inside right exit before the boundary. A partner signals one as occupied.

    Brake early; keep an inside exit. Braking happens early enough to use either exit.

    Run the activity

    1. Approach the braking point and stop before space disappears.
    2. Scan the partner's signal.
    3. Turn through the unoccupied inside exit and stop without crossing the station edge.

    Play

    • Approach the braking point and stop before space disappears.
    • Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.

    Watch for

    Braking happens early enough to use either exit.

    If you see: The carrier turns outward across the boundary.

    Try: Point to both inside exits before the next attempt.

    Organisation

    3 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 2 turns cover every player. A first carrier turn can take up to 60s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.

    12 rounds × 60 seconds. Timing: 720s activity · 60s briefing · 90s rest · 30s transition.

    Adjust the challenge

    Easier: Keep the same inside exit available.

    Next step: Signal the occupied exit after the braking touch.

    Move on: Stop the station balls, show the game target lines and explain this condition: Score by stopping before the end line, then turning back into a clear inside route.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Stop before space runs out, then leave through a clear inside route. Diagram shows starting positions, not fixed player locations. Three steps show gate escape using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. See both exits: Check both sides before the signal. 2. Choose the open gate: Take the free crossing under control. 3. Clear the route: Look up before choosing the next route.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Stop before space runs out, then leave through a clear inside route. Diagram shows starting positions, not fixed player locations. Three steps show gate escape using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. See both exits: Check both sides before the signal. 2. Choose the open gate: Take the free crossing under control. 3. Clear the route: Look up before choosing the next route.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    2 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    3 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    4 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    5 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    6 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    7 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    8 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    9 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    10 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    11 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    12 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    Download map SVG

    Equipment: 3 balls · 10 cones · 0 goals

    5

    Use the choice in a game

    15 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Score by stopping before the end line, then turning back into a clear inside route. Use the numbered teams and neutral roles for this pitch. Agree line targets inside the shown area. Restart with a gentle ground pass; opponents retreat at least two metres until the first touch.

    Brake early; keep an inside exit. Observe three boundary approaches per player; note whether the stop leaves an inside route, without setting a pass-or-fail target.

    Run the activity

    1. Before each round, explain the scoring condition: Score by stopping before the end line, then turning back into a clear inside route.
    2. Play within the marked pitch using the current numbered roles; restart from the nearest boundary after the ball leaves.
    3. At the next pause, give one observed example: Observe three boundary approaches per player; note whether the stop leaves an inside route, without setting a pass-or-fail target.

    Play

    • Before each round, explain the scoring condition: Score by stopping before the end line, then turning back into a clear inside route.
    • Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.

    Watch for

    Observe three boundary approaches per player; note whether the stop leaves an inside route, without setting a pass-or-fail target.

    If you see: The carrier turns outward across the boundary.

    Try: Point to both inside exits before the next attempt.

    Organisation

    1 pitch. Teams use numbered A/B slots. Odd groups use a neutral who helps the team with the ball. Rotate slot assignments between rounds; everyone plays and each odd-pitch player takes a neutral turn.

    4 rounds × 180 seconds. Timing: 720s activity · 60s briefing · 90s rest · 30s transition.

    Adjust the challenge

    Easier: Pause at each restart to show the available choice. Keep the same inside exit available.

    Next step: Signal the occupied exit after the braking touch.

    Move on: Stop every ball, bring the numbered groups together and leave a clear space for walking or seated reflection.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered pitches, 6 numbered player slots, 1 balls and 4 cones. A and B are teams; N is the supporting neutral. End lines are scoring targets. Focus: Stop before space runs out, then leave through a clear inside route. Diagram shows starting positions, not fixed player locations. Three steps show decision game using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. See the options: Look for a carry, pass or safe return. 2. Choose a clear route: Choose the route that is clear now. 3. Keep the next option open: Move to help the next player with the ball.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered pitches, 6 numbered player slots, 1 balls and 4 cones. A and B are teams; N is the supporting neutral. End lines are scoring targets. Focus: Stop before space runs out, then leave through a clear inside route. Diagram shows starting positions, not fixed player locations. Three steps show decision game using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. See the options: Look for a carry, pass or safe return. 2. Choose a clear route: Choose the route that is clear now. 3. Keep the next option open: Move to help the next player with the ball.

    Round-by-round player roles
    RoundAssignments
    1 · 180s1: team A (station 1); 2: team B (station 1); 3: team A (station 1); 4: team B (station 1); 5: team A (station 1); 6: team B (station 1)
    2 · 180s1: team B (station 1); 2: team A (station 1); 3: team B (station 1); 4: team A (station 1); 5: team B (station 1); 6: team A (station 1)
    3 · 180s1: team A (station 1); 2: team B (station 1); 3: team A (station 1); 4: team B (station 1); 5: team A (station 1); 6: team B (station 1)
    4 · 180s1: team B (station 1); 2: team A (station 1); 3: team B (station 1); 4: team A (station 1); 5: team B (station 1); 6: team A (station 1)
    Download map SVG

    Equipment: 1 balls · 4 cones · 0 goals

    6

    Recall one useful choice

    5 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Leave the balls still and walk comfortably within your own station. Recall one choice from the session, then ask: How did you know it was time to slow down?

    Brake early; keep an inside exit. Stop before the boundary with the ball within one step. Keep enough room to turn back into the station.

    Run the activity

    1. Leave all balls still; choose comfortable walking or seated rest.
    2. Point to the movement you remember without a ball, then reflect: How did you know it was time to slow down?
    3. Share one observed example or say that you need another look; count the players and equipment before finishing.

    Play

    • Leave all balls still; choose comfortable walking or seated rest.
    • Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.

    Watch for

    Stop before the boundary with the ball within one step. Keep enough room to turn back into the station.

    If you see: The review names only the score and misses the choice that led to it.

    Try: Ask for one specific example: Observe three boundary approaches per player; note whether the stop leaves an inside route, without setting a pass-or-fail target.

    Organisation

    All players rest or reflect together.

    2 rounds × 60 seconds. Timing: 120s activity · 60s briefing · 90s rest · 30s transition.

    Adjust the challenge

    Easier: Allow a pointing gesture or one word instead of a spoken explanation.

    Next step: Invite a player to explain what they would change if the same route closed next time.

    Move on: Check every player and collect stationary equipment before leaving the area.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Stop before space runs out, then leave through a clear inside route. Diagram shows starting positions, not fixed player locations.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Stop before space runs out, then leave through a clear inside route. Diagram shows starting positions, not fixed player locations.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: rest / reflect (station 1); 2: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1)
    2 · 60s1: rest / reflect (station 1); 2: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1)
    Download map SVG

    Equipment: 0 balls · 4 cones · 0 goals

    After the practice

    How did you know it was time to slow down?

    Choose an observation and find your next practice

    Related practices

    Dribble and StopCheck Behind, Turn AheadTurn Through Gates