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Welcome to 3d Blue Chip 20L5

Northeast Regional Park Davenport, FL

r==:_ L50 Iersey: l{ Camp Schedule

Friday

1:00pm - 3:00pm Check-in @ Northeast Regional Park 3:3Opm - 5:00pm Optional Positional Training 6:1Spm - 6:30pm Camp Orientation 6:30pm - 9:00pm Box/Field Hybrid Progression and Scrimmage

Saturday

B:00am - 9:30am Recruiting Seminar @ Reunion Resort L0:3Oam -12:3Opm Group and Team Concepts 2:0Opm -9:0Opm Game Play

Sunday

B:00am-3:00pm Game Play - You are welcome to leave after your final game 3:0Opm Camp Ends- We wish everyone safe travels home!

Camn Contacts

Gina Pinciaro 978-578,0806

Rocco Romero 470-736-7958

Brittany Smith 970-53L-3547

Ben Brenneman 303-818-1962

Camo Location Northeast Regional Park 50901Hwy27 Davenport FL33897 Recruiting Seminar Reunion Resort 7593 Gathering Drive Kissimmee,FL34747

3d Blue Chip Overview

Welcome to 3d Blue Chip! The 3d Blue Chip tryout camp is a unique combination of instruction and evaluation. Directed by Jamie Munro, a former NCAA Division I head coach, the goal of the camps is to teach cutting edge skills in a DI practice environment. Training sessions will include an array of drills and exercises ranging from skill development and positional play to full field and transition play. These practices will allow evaluators to see young athletes in situations designed to teach them, challenge them, and push them. Consequently, these practices will create a higher level of play in the games. As an additional service, famie Munro, fake Reed, and a panel of coaches will host a recruiting seminar on Saturday.

Two National Evaluators will be rating and ranking each grade. The same National Evaluators will be present at all camps. By having the same National Evaluator focus on the same grade at all five camps, 3d Blue Chip ensures that all players willbe given equal consideration for an invitation to the fake Reed Nike Blue Chip Lacrosse Camp.

While all players will have equal opportunities to perform, the number of invitees will not necessarily be the same for each regional camp; regardless of regional numbers, 3d Blue Chip will invite the best 1-20 players in the 2077,2018 and 2019 graduation years, and 64 from the 20t6's, National Evaluators have an evaluation process with multiple criteria, and will use the same system to evaluate and rank players across the country. Players will be evaluated on their performance across these three days alone. No previous statistics, records, accolades, recommendations or other information will be taken into consideration during the selection process. The players who play the best across the three days are selected.

Once all five camps have concluded, the National Evaluators will work with fake, famie, and other 3d Blue Chip personnel to finalize the selections and invite players to fake Reed's Nike Blue Chip Summer Lacrosse Camp accordingly.

The invites to fake Reed's Nike Blue Chip Summer Camp will be decided by March Lst. Invitations and non-invitation notifications will be sent through email to the primary parent contact email listed on your account. Since emails can get caught in spam or junk, please contact us if you have not heard from us by March 9th. 3d Lacrosse Methodology

Welcome to the 3d Lacrosse Box / Field Hybrid Development System. Combining cutting edge philosophies, concepts, and drills from both the traditional field lacrosse game and the Canadian box lacrosse game, our system creates playmakers by teaching all positions to learn high-level stick skills and dodging techniques as well as defensive footwork and mentality. Much of our training is done in an "All- Position/No-Position" format meaning everyone gets reps at both offense and defense.

The Box Lacrosse on the field element of our methodology places our players in an environment where theywill learn to handle the ball in tight spaces as well as to feed and finish with cutting edge techniques. Players' IQ develop quickly with the consistent work in the "Two man game" situations, Learning the game on and offball is second to none in teaching how to read the defense: as a dodger, a cutter, and a feeder.

The field lacrosse skills begin with 1v1 dodging and defense progressing into an aggressive mentality of relishing 1v1 battles and constantly looking for opportunities. Every player, regardless of their position, will learn both our offensive and defensive skills and techniques.

Our competitive, up-tempo practice atmosphere geared towards creating drill progressions creates an environment where players adapt. We believe players use a small percentage of their skill set. Our system will bring out skills that lie dormant in their game.

Evaluation

In addition to two National Evaluators per grade, 3d Blue Chip employs other coaches who will be evaluating talent. More former DI coaches and current DIII coaches will complete the staff of evaluators. To make the cut and be selected to the fake Reed Nike Blue Chip Camp in the summerwill be competitive. Below is a description of qualities we are looking for:

Athleticism: 3d Blue Chip National Evaluators are not looking for one specific type of athlete. Rather, we are in search of a variety of athletic skill sets possessed by effective lacrosse players. Whether your strong suit is speed, quickness, size or smarts, athletes need to focus on showcasing their greatest strengths. If you are a downhill-dodging, transition midfielder, do not dodge from X or sit on the crease. If you are smart positional defender, don't over pressure the ball on the perimeter and get beat. Athletes who play to their strengths within the 3d systems will score highest with our 3d Blue Chip National Evaluators.

Skill: As is the case with athleticism,3d Blue Chip National Evaluators are looking for players who possess a myriad of skills and abilities. Players will be given plenty of opportunities to display their best skills throughout the weekend. Players will also be taught countless skills, techniques, & maneuvers that are new to them. Athletes who are able to combine new and old skill sets and use them appropriately within the 3d Systems will undoubtedly score the highest with 3d Blue chip National Evaluators.

Lacrosse IQ: 3d Blue Chip National Evaluators are in search of the smartest lacrosse players in North America. Like new skills sets that we teach, all 3d Blue Chip players will be pushed to learn new individual and team concepts in all facets of the game, and will be challenged to implement them right away. Players who are attentive and coachable, grasp these concepts quickly and fully, and use new ideas on the spot will prove to the 3d Blue Chip National Evaluators that they are the most intelligent lacrosse players in camp.

Intangibles: Personal qualities that are typical characteristics of great student athletes are as important as the physical gifts they possess. Among the traits 3d Blue Chip National Evaluators will be looking for are coachability, accountabilit5r, hustle, mental & physical toughness,leadership, competitiveness, and a team awareness. 3d Blue Chip does not tolerate ball hogs, and the fastest way to insure you will not be receiving a direct invite is to hog the ball. Rather, we are looking for unselfish, smart players. Play within the system, and everyone will show well and have plenty of opportunities to show their scoring, dodging & feeding skills. Only the toughest , smartest & hardest working athletes in the country will play NCAA DI lacrosse; 3d Blue Chip will only be sending fhose athletes to Jake Reed's Nike Blue Chip Lacrosse Camp next summer.

Fitness: Show up to 3d Blue Chip in great physical condition. Athletes will train for 6 hours and play 4 games against top competition within 48 hours. Athletes will also be immersed in the 3d Box/Field Hybrid Methodology. A tired, out of shape athlete with his lacrosse IQ being tested is very unlikely to succeed. Those who arrive at camp physically & mentally prepared are sure to have a leg up on the competition.

Offensive: Regardless of position,3d Blue Chip National Evaluators will be looking for lacrosse players who are offensive minded when their team has possession of the ball. - Midfielders &Attackmen OFFENSE: Middies & attackmen will be challenged to use old & new skills, techniques & maneuvers in a 1-3-2 . All teams will run the same offense that will have multiple ways for all positions to be a threat with and without the ball. All teams will also learn how to defend the 1-3-2 motion offence in both team and individuals.

Defensemen & Goalies OFFENSE: 3d Blue Chip National Evaluators are looking for defensemen & goalies whom possess the skill & athleticism to quickly & efficiently get the ball to the offensive half of the field. These athletes will be taught many of the same stick fakes, dodges, and evasive maneuvers that are taught to middies and attackmen. Defensemen & goalies who implement these newly acquired skills as they transition the ball to offense are sure to impress the 3d Blue Chip National Evaluators. A few of the most important points of emphasis to show well on O... o Effort & involvement... the best goalies and defensemen do not relax when their team gets the ball back We are looking for players who play their hardest until the ball is on the other half of the field, and those who constantly try to create transition opportunities. o Stickwork & decision making... great defensive possessions are often negated by poor stick handling and bad decision making. Players who handle the ball well and make the appropriate passes in the clearing game will score well with the 3d Blue Chip National Evaluators.

Defensive: Regardless of position, 3d Blue Chip National Evaluators are looking for athletes who play great defense in all facets of the game.

- Attackmen DEFENSE: 3d Blue Chip National Evaluators are looking for attackmen who DEFEND, not "ride". Breaking down, playing smart position defense, taking away the top side, throwing vicious but legal checks, and communicating with teammates in transition and defensive situations will be critical to being evaluated as a complete attackman.

Midfielders DEFENSE: fust like the attack in transition, middies who do not defend, communicate and cover well in transition will not score well with the 3d Blue Chip National Evaluators. When on the defensive half of the field, midfielders will be graded on their effort and buy-in on defense, as well as their on-ball defense, on and off-ball positioning, communication, sliding & recovering, and clearing. New NCAA rules require middies to be reliable on both ends of the field, and those are the guys who will make it from 3d Blue Chip to fake's camp.

Defensemen DEFENSE: 3d Blue Chip National Evaluators will be grading defensemen based on (among others) the following traits and characteristics... footwork, body positioning on-ball and off-ball, communication, on-ball defending repertoire and effectiveness of checks, physicality, tenacity, ability to pressure the ball and./ or create turnovers, and of course the clearing game. A lot of defensemen can simply "blend in" or "not get beat"; these guys are a dime a dozen. 3d Blue Chip National Evaluators want guys that not only don't get beat, but are impact players who cause turnovers, disrupt a team's entire offense, defend the middle of the field, and create opportunities for their counterparts on offense. Goalies DEFENSE: The two most important things for goalies to AVOID at 3d Blue chip are 1.) guessing early/incorrectly, and 2.) excessive movement. Guessing early leads to getting beat, and doing so with extra movement or large steps makes recovering from a guess nearty impossible. To that end, 3d Blue chip National Evaluators are looking for goalies who know/play great angles, trust their hands & reaction times enough to wait for the shot (don't bite on fakes), and keep their steps within a couple feet of the cage to always be in a good position to adiustor recover. Lastly, Ieadership & communication in team defense, and of course great decisions in the clearing game, will separate the top goalies from the herd in the eyes of the 3d Blue Chip National Evaluators. Offensive Skills/Techniques Covered

Windups and Sidewinders Collarbone Hitch and Go Rocker Face-Dodge Money Pass Pick and Slip - Bee Sting Pass Down Pick Down Pass Down PickAway Up Picks Cut and Cycle V-Cut to Pick V-Cut to get open Backdoor Cut Nearside/Far side Finishing Staircase Dodging Physical Dodging - First Contact Dodge-Pass-Pass-Dodge Dodge-Follow-Float One More Calls Shallow Cuts Question Mark move M| Move Skip Passes Face-Dodge Roll Back

Pursuit Angles Double Picks Red Dogs Doubles vs. Slides vs. Shows Skate Backwards Bump N Run Approaches Trail Checks Show into Dodging Lanes Double Roll Backs Wheel on Defense Spider into Crease Skip Lanes Take away Strong Hand AlleY Dodge SKILT EXPLANATIONS

Quick Stick Although Quick Stick is a fairly common skill, it can be used for far more than just getting off quick shots and passes. When teaching kids to throw and catch, you want them to keep their stick in the box area, have the head of their stick square to the passer, give when they catch the ball (don't at it), move their feet and body to catch the pass, and throw a sharp overhand pass. You can cover all five of these principles simply by doing quick sticks; it is the best and easiest way to teach kids the fundamentals of passing and catching and naturally makes them use their Collarbone technique.

Collarbone Collarbone refers to keeping your stick up and rested on your shoulder whenever possible as you are dodging passing, and shooting; it is one of our triple threat positions along with Windups and Sidewinders. Having your stick in the Collarbone position forces to you to go overhand and move your head and shoulders to scan the field and find passes. This creates natural fakes; as you riove your upper body, you manipulate the other team and can get quick passes and shots off in the other direction and open up dodging lanes. You can easily throw Pump Fakes, Look Back Fakes, and Hard Pumps from this position and get your stick right back to your collarbone as you are reading the defense/goalie and anticipating your next move. One of the best things about the Collarbone technique is that you can do it with any footwork; you can do it on the run, shuffling, and backpedaling therefore, it can be used in nearly any situation and any place on the field.

Pump Fake and Look Back Fake These are quick fakes generally done from the Collarbone position. A Pump Fake is simply a quick fake forward and a Look Back Fake is a fake behind you by turning your head and stick and looking back. Faking is one of the most important and under used skills in lacrosse. It teache,s kids to manipulate their surroundings when they have the ball in their stick. Every time a player comes off a pick, we want them to use Look Back Fakes to freeze the defense and see the Quick Slip if it is open.

Hard Pumps Hard Pumps are more pronounced versions of fakes from the Collarbone position. Hard Pumps go to the far side and near side of a goalie or defender you are trying to throw the ball around. As you throw a Hard Pump and quickly get your stick back to your Collarbone, you can get the goalie or defender to move and anticipate your next fake, shot, or pass. The best times to Hard Pump are when finishing, off the catch, offthe dodge, and offthe cut.

OffBall V-Cutand Backdoor Cut An OffBall V-Cut is when the adjacent player cuts into his defender topside and then pops out hard to create separation and catch the pass without pressure on his hands. Backdoor Cuts must be learned alongside with OffBall V-Cuts because they are the answer to beating the defender if he over plays your pop out.

Off Ball V-Cut Backdoor Cut

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V-Cutto Pick V-Cut to Pick puts you in the right position to set a pick so that the defender does not see you coming. Also it puts you at a better angle to Pick and Slip to th,g net.

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Pick and SIip As players learn to set proper picks, they will start to force the defense to switch. In order to beat the switching defenders, the pick man can use a Slip to create separation and get a step on the defender that is switching onto him'

Windup and Sidewinder Windups and Sidewinders are our other two triple threat positions along with Collarbone. A Windup is a quick crow hop and setting your feet in a shooting position while bringing your stick back similar to a hockey player loading up for a slap shot. Windups should be used to sell the other team that you are shooting or throwing a long pass. It is very important to set your feet for a split second in order to really sell it. A Sidewinder is essentially a moving Windup. It can only be done out of a backpedal where you are opened up to the middle of the field and dragging a defender toward you in an odd man situation. Out of both a Windup and a Sidewinder, you can read your defender and set up your dodge by either Face- Dodging if he overplays you up field or Hitch-and-Go if he plays you straight up.

Face-Dodge A Face-Dodge is a move you make off of your Windup or Sidewinder. It allows you to beat your defender down the side if he overplays you topside. It is an aggressive and explosive move where you pull your stick across your body and get it away from your defender as you run by him. After you face-dodge your defender, you can either Shovel Pass to an open man, get your stick back to your Collarbone or Sidewinder position, or use a Question Markto roll back if really overplays you.

Hitch-and-Go A Hitch-and-Go is a move off of a Windup or Sidewinder. By really selling shot, you can often get your defender to freeze for a split second, opening up a great opportunity to beat him. Your Hitch-and-Go move is a great way to get the defender chasing you giving you the opportunity to combo with other techniques in order to beat your man under control. You can use a Rocker out of your Hitch-and- Go to get another step on the defender as he begins to catch back up; or you can use a Question Mark move to roll back out of your Hitch-and-Go if the defender really overplays you as he is catching up.

Rocker A Rocker is a quick fake rollback to get the defender to freeze for a split second and give you a step in the same direction. It is most commonly used by attackmen at 5 x 5; however, it can be used in any area of the field. It is a great escape move for defenders and goalies that pick up a groundball under pressure in their own end and need to free their hands to make a play. When you Rocker, you should quickly drop step your outside foot and turn your back to the defender and then explode quickly right back in the same direction. It is a great move to use off a Hitch-and-Go as it freezes the defender a second time right as he is catching up to you.

Money Pass A Money Pass is when the dodger steps back and throws a quick pass back in the other direction across his body without switching hands. Question Mark A Question Mark move is when you pop out toward the sideline and switch hands in order to break pressure and make a play. Ideally it is one-step and a or pass. Like the Rocker move, it is most commonly done by attackmen at 5 x 5 to set up a Fade Shot; however, it can be used anywhere on the field including as an escape move in the defensive end. It also sets up your Mf Moves that you can use to beat a double team. G-

MI Moves An Mf Move is named after Michael fordan as it is a post-up move he often used to beat double teams. It is essentially a fake Question Mark move or a more pronounced Look Back Fake. As you are getting pressured and/or doubled, you pop out into a Question Mark Move. You switch hands for a split second like you are going to rollback and then immediately switch back into your original hand and go the other direction.

AlleyTechnique Alley Technique is your defensive body position when guarding a player trying to speed dodge down the alley or clear the ball up the sideline. Many offenses these days revolve around a midfielder initiating with an alley dodge to their strong hand to get the defense to Slide and Wheel. Therefore, on defense, we want to disrupt that pattern by taking away the dodger's strong hand by using our Backpedal Footwork and getting our body into the alley forcing the dodger to either go very wide toward the sideline or back to the middle and screw up his offensive motion.

PursuitAngles One of the most important things for players to learn is how to take proper Pursuit Angles on defense. This should not be limited to just defensive personnel; attackmen must also learn Pursuit Angles, as it will be crucial to their ability to ride successfully. Too often in lacrosse, defenders follow the same arc as the ball carrier and end up getting beat topside. Pursuit Angles are the cornerstone of on-ball defense as it allows defenders to constantly take straight lines in order to beat ball carriers to specific spots on the field.

Backpedal Footwork Defenders in lacrosse generally do not use enough Backpedal Footwork in learning how to stay in front of ball carriers. Defensive backs in football constantly practice backpedals in order to guard wide receivers. Hockey defensemen constantly practice skating bacloarards in order to keep good position on forwards bringing the puck up the ice. The same should be true in lacrosse. Backpedal Footwork in lacrosse translates into defenders learning how to keep good body position in staying in front of dodgers as well as allows them to keep their stick out in front and cause easy turnovers. Combining this with proper Pursuit Angles gives defenders the tools they need to win man-to-man battles.

Trail Checks The on-ball defender uses Trail Checks when he gets beat with speed and a teammate is going to slide to the ball carrier's face. In this scenario, the ball carrier will bring his stick back behind him to protect it from the slide and make a pass or shot opening up a perfect opportunity for the on-ball defender to Trail Check from behind. Often times the on-ball defender gives up on the play and starts his recovery as soon as he is beat and the defense Slides; however, if he stays with the play and hustles after the ball, he will create quick Double opportunities. Generally you only have one shot at landing a Trail Check so you must be patient and wait for the stick to show behind.

Show A Show is when a defender places himself into a dodging lane in order to impede the dodger from continuing to the goal on that path. The closest off-ball defenderfs) to the ball should Show on every dodge. This is a read position - from the Show position the defender decides if he should Slide, Bandit, or Double by anticipating what the dodger is going to do and what the on-ball defender is going to do. Defenders should only get into a Show position enough such that they can still get back to their man if the ball is passed and no dodge occurs. Often times if an adjacent player Spiders to get into the skip pass lane, it will naturally put him in a good Show position. L- (1 i

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Slide A slide is when a defender decides to go support the ball out of his show position. usually it is because the on-bail defendei s"t, b"ribraty o, if the show guy anticipates the on-ball defender get will ueat. a slide is an obvious move by the defense to support the ball; thereforejt is pretty easy for the other team to create offense off of getting the defense to slide. A slid; i, ou. *o.st-case scenario to stop a dodger.

A, Double is anytime y:,.itL.. ,u.o.o#*ner team by jumping the ball carrier. You can Double out of the show ptsition on defense whln the on-ball defender is doing a great job at keeping the dodger in front ofhim and the dodger just keeps trying to get to the goal. Eventually tf,e dodger will work his way closer and closer to the defense giving the off-bail deienders ai opportr"ia, * jump him and surprise him with a Double team. Lir a / sho* od I

Bandit is when the defense shows ,nffioodgermoves the ball. Bandit means "get back to your man." AII of the defenders trrri*".u splaering in and showing just get back out to play their own iran. Lo/a ) / '*o'{f ! Show I , , i,r.noy/ rno* t'd ,__\ (y/\

WheeI This means rotate into the ball - it is just a quicker word to say than "rotate" which makes it more ideal for in-game communication. Whenever the off-ball defenders need to Spider and Show to a dodger, they must be also be ready to Wheel in case the offense moves the ball faster than the defense can recover or Bandit

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Spider Spider is a general term for the off-ball defenders helping into the crease and getting back out to the ball. The extent of which an off-ball defender can Spider into the crease is determined by how many passes his guy is away from the ball. If he is one pass away, he should only spider in to about half way or just enough to get himself into skip lanes to the backside - this should also put him into a good Show position if the dodge happens to come his way. If he is two passes or more away, he can Spider all the way into the crease as he will have time to get back to his own man and he knows that the two adjacent defenders are positioned into the skip lanes to his man.