Castlewellan Town FC — club front door

CASTLEWELLAN TOWN FC

Youth Coaching Plans · 44 standalone sessions · U6 to U18

Ready when you are.

Tonight's session, a pathway, or Saturday — pick one below.

No pitch tonight?

Frozen, flooded, or somebody else has it. Two sessions built for exactly that.

Three things worth knowing
Session falling apart? The five-second fixes →
The one-pager for parents and carers →
One club, one idea — the Club Game Model →
Coaching the senior team too? Senior coaching site →
⌂ Club coaching front door
Individual technique · 14–16 players · 60 min

Everyone moving with a ball from minute one, and the session's core habit installed with no pressure: scan, open your body, receive across yourself.

Set up
  • 26 × 20 m grid marked with flat markers. Four mannequins spread inside it as passive obstacles.
  • One ball per pair — 7 or 8 pairs. Odd number: make one group of three passing in a rotating triangle.
  • Balls laid out at the edge of the grid so the first player to arrive starts immediately.
  • Coach starts outside the grid to see the whole picture, then moves inside from minute 4 to coach pairs on the move.
Rules & scoring
  • Maximum three touches from minute 7 — below three the technique breaks down at this age.
  • Loose ball: nearest player retrieves and the pair restarts on the move, never from standing.
  • Two coach freezes maximum, under twenty seconds each. Everything else is said individually, on the move.
  • Swap which partner leads the movement every two minutes.
Coaching points — the four corners
Technical
Firm, along the ground, aimed at the receiver's back foot. Receive side-on, weight on the balls of the feet, using the foot furthest from the passer. First touch travels 1–2 m.
Tactical
Move to receive — never receive standing still. Adjust your angle so a mannequin isn't blocking the passer's line. Show where you can see the most pitch.
Physical
Continuous multi-directional work. Deliberate lateral and backward movement to open the hips. Build to near match tempo by minute 8.
Psychological
Curiosity, not correction. Ask them to notice the difference between square and open — let them feel it rather than be told it.
Social
Two calls tonight and only two: "Turn!" and "Man on!" A silent pair is getting half the information.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet every player by name as they walk on and send them straight in with a ball. Free dribbling and passing while the rest turn up. No organisation, no queue, no waiting for numbers.
  2. Minute 3. Pair everyone up, one ball per pair. Keep moving, keep passing. If you can walk to your pass, you're too close.
  3. Minute 5 — add the scan. Before the ball arrives, look over your shoulder. I want to see heads turn. Freeze once for fifteen seconds and ask two players what was behind them.
  4. Minute 7 — add the shape. Passer plays to the back foot; receiver takes one step sideways so the ball comes across them rather than at them. Demonstrate once with a pair, then let them work.
  5. Minutes 8–10 — add the touch. First touch out of your feet. Pairs count five in a row where the first touch takes them past a mannequin. They count out loud themselves.
Watch for
Receives with the near foot — ball stops dead and they finish square-on to the passer
Ask, don't tell: Which foot did you use? Try the other one and tell me what changes. They discover the far foot lets the ball run across them.
Scans at the wrong moment — head turns while the ball is still at the passer's feet, then stays fixed
Give them a rhythm: Look as it leaves their foot, and again just before it reaches you. Count it out loud with them a few times.
First touch under the body, followed by a little hop to fix it — half a second wasted every time
Give the touch a destination: Touch it into the gap between you and that mannequin. A target beats a technique instruction.
Pairs drifting too close together
If you can hear each other whisper, you're too close. Set a minimum distance with two markers if needed.
Ask them
  • What did you see when you looked over your shoulder?
  • Which foot did you receive with, and where did the ball end up?
  • What's the difference between stopping the ball and moving it?
  • When you're side-on, how much more of the pitch can you see?
Harder
  • Add a floating defender with no ball who tries to intercept any pass in the grid.
  • Two-touch maximum — raises the demand on the direction of the first touch.
Easier
  • Receiver stays in a 3 m box and only practises the body-shape turn; the passer does the moving.
  • Remove the touch limit so players can settle the ball, then focus purely on turning open.

The moment the session stops being about technique and starts being about perception. Ball in from behind, defender from one side, two exits — the free target is always opposite the press, but you can only know that if you scanned.

Set up
  • Three identical stations, each 20 × 18 m, laid out along the far touchline with 5 m between them.
  • Per station: a 9 × 5 m receiving zone marked with flat markers and a pole at each side; two 3 m target gates at the far end; one ball plus two spares behind the server; one blue bib.
  • Five players per station (15 players). With 14, run one station with four — remove the second target and use a single wider gate. With 16, add a second server to one station.
  • Coach stands between two stations, level with the receiving zones. From there you can see body shape and head movement — the only two things you're actually coaching — across two stations at once. Move to the third every 90 seconds.
Rules & scoring
  • 1 point for a clean pass received by a target inside their gate. 2 points if the receiver's first touch beat the press before the pass.
  • 1 point to the defender for a win, an interception, or forcing a backward pass to the server. Highest defensive score gets first pick of bib colour in the next practice.
  • Ball out or won by the defender: instant restart from the server with a spare ball. Never wait for a ball to be fetched.
  • Two group freezes maximum. Individual coaching is delivered by standing beside the receiver before the next serve, not after the mistake.
  • Only go live once two-thirds of receivers are turning open under passive pressure.
Coaching points — the four corners
Technical
Receive with the foot furthest from the defender. First touch travels away from pressure into the space the defender has left. Front shoulder pointing at the target you intend to use.
Tactical
Scan before the ball arrives — twice if there's time. Read the approach angle: the free target is always opposite the press. If both are covered, protect the ball and reset to the server — that's a decision, not a failure.
Physical
Short, sharp adjustment steps before receiving. Teach a small check away and back to create the yard. Each player works continuously for about three minutes per rotation cycle.
Psychological
Praise the process — the scan, the open shape — even when the outcome fails. A receiver who scans, turns and miscontrols has done more right than one who plays safe without looking.
Social
Targets must talk: "Turn!" (you have space) or "Man on!" (you don't). A silent target is letting their teammate down — tell the receivers to demand information.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture. Walk the whole squad through one station at half pace. Ask, don't tell: If the defender comes from that side, which target is free?
  2. Minutes 0–3 — passive. The defender jogs to within 2 m and applies shadow pressure only, no tackling. Receivers succeed and the pattern builds.
  3. Minute 3 — one freeze, fifteen seconds. Pick a receiver who did it well and one who received square-on. Let the group compare the two pictures. Restart.
  4. Minutes 3–10 — live. The defender may now tackle, and chooses their own approach side. The receiver can no longer predict it and must genuinely scan.
  5. Minutes 10–15 — two-touch. One touch to control, one to pass, inside the receiving zone. This forces the first touch to be purposeful rather than corrective.
  6. Rotation, every repetition: R follows the pass and replaces the target they used → that target dribbles back to become the server → server becomes the defender → defender becomes R. Say it out loud twice in the first minute, then stop — they'll own it.
Watch for
Receives square-on with the near foot — ends up facing the server with the defender behind, only option backwards
Rewind the moment: Where were your toes pointing when the ball arrived? Where do you want them to point? Try again and tell me what you can see.
Scans too late — looks up only after the first touch, then panics
Make it a condition the group can police: the server doesn't pass until they see the receiver's head turn.
Always picks the same target — T1 gets eight balls, T2 gets two
Ask the targets, not the receiver: How many balls have you had? Why do you think that is? The receiver overhears and adjusts.
Rushes the pass — hits it early and hard before properly beating the press
You've already beaten him with your first touch. Now take a breath and pick the pass. Drop that defender to passive for a rep if needed.
Defender dives in — U12 defenders equate defending with tackling
Score it: award the attackers a point every time the defender is beaten by the first touch. They learn to stay on their feet within two reps.
Ask them
  • Before the ball came to you, where was the defender?
  • How did you know which target was free?
  • Which foot should you receive with if the defender is on your right?
  • What did your first touch do — did it help you, or did you have to fix it?
Harder
  • Two defenders — a second starts behind the receiver, so the scan must register two pieces of information. Widen the receiving zone to 12 m.
  • Live targets — targets may move laterally along a 6 m zone, so the receiver must find a moving option.
Easier
  • Passive defender throughout — the picture stays, the anxiety doesn't.
  • Wider gates (5 m) and targets 4 m closer — a decent pass is guaranteed to succeed.

Two gates per team means nobody can defend both equally — so there is always a free side, and finding it means lifting your head. This is where 'the free target' becomes 'the free side', which becomes switching play in this theme.

Set up
  • Two pitches, each 30 × 24 m, side by side with a 5 m corridor between them.
  • Per pitch: two 3 m cone gates on each end line, centred 7 m and 17 m from one corner; 4 red bibs, 4 blue bibs; corners marked with flat markers.
  • 4 v 4 on each pitch (16 players). With 14, play 4v4 and 3v3. With 15, play 4v4 and 4v3 with the extra player on the weaker team.
  • Coach stands in the 5 m corridor between the two pitches. From there you can see both games, feed both games and coach into both without walking. It's the most efficient coaching position of the session.
Rules & scoring
  • 1 point for dribbling under control through a gate, or a pass through a gate received by a teammate. 2 points from game 3 for using the far gate.
  • Ball out of play: the coach rolls a new ball in immediately to the team that didn't put it out. No throw-ins, corners or goal kicks — ball rolling time is the priority.
  • From game 3, maximum four touches inside your own half — speeds up the scan and the release without penalising dribbling in the attacking half.
  • No stoppages during games. All coaching happens in the 45-second gaps, and it takes the form of a question.
  • Introduce the far-gate bonus only once they've discovered for themselves that both gates can't be defended.
Coaching points — the four corners
Technical
Receive on the half-turn so both gates stay visible. First touch out of the feet towards space. Ball out of the feet when running into space, close to the feet under pressure. Pass firmly — a soft pass through a gate gets intercepted.
Tactical
Scan before receiving to locate the free gate. Attack the gate they've under-loaded. Support at an angle, never directly behind or in front. Out of possession: nearest player presses, second player drops to cover the far gate. Width creates the gap between the two gates — a narrow team makes both easy to defend.
Physical
Three minutes on, 45 seconds off, four times — a well-matched work-to-rest ratio for U12. If technique declines in the last game, cut it to two and a half minutes.
Psychological
Bravery in possession. Say it explicitly: If you lose it trying to find the far gate, that's fine. If you never look for it, that's the mistake.
Social
One loud word: "Switch!" The players furthest from the ball should be the loudest, because they can see the most.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the teams before you explain anything — mixed ability, roughly balanced. Hand out bibs while you talk.
  2. Explain in under 30 seconds: Two gates each end. Score by dribbling through one, or passing to a teammate through one. Three minutes. Go. Don't explain more — they'll work it out.
  3. Game 1 — no coaching at all. Watch. Note two or three players who never lift their head, and one who does it well.
  4. Between games 1 and 2, ask one question: Is it possible to defend both gates properly at the same time? Let them answer, then start game 2.
  5. From game 3, add the bonus: a goal at the gate furthest from where the possession started is worth 2 points. This directly pays for scanning and switching.
  6. Four games of three minutes with 45 seconds between. Winners of Pitch 1 stay, losers swap with Pitch 2 — a ladder that keeps games competitive with nobody sitting out.
Watch for
Everybody chasing the ball — eight players in a 10 m circle, both far gates unattended
Don't freeze it. Ask between games: When we all went to the ball, what happened to the other gate? Then set a target: This game, one player must always be further from the ball than everyone else.
Attacking the nearest gate every time — almost all attempts at one end
The 2-point bonus does most of this. Reinforce with a question to the scorer: Which gate had two defenders on it? Which had none?
Receiving with the back to play — first touches going backwards, possession travelling sideways
Individual and quiet: Next time, before it comes to you, take one step to the side. Just one. Then tell me what you could see.
Over-dribbling into crowds — good problem to have at U12
Don't discourage it, re-aim it: Great skill — now do that where there's nobody, not where there's three.
Silence
Give them exactly one word — "Switch!" — make it a team target, and count the calls out loud yourself in the first game.
Ask them
  • Can one team defend both gates properly at the same time? Why not?
  • When the ball is on the left, where is the space?
  • What do you have to do BEFORE you get the ball to know where the free gate is?
  • Who on your team can see the most of the pitch right now? What should that player be doing?
Harder
  • Three gates per team on a 34 m-wide pitch — the scan has to be genuinely wide.
  • All four gates live — either team may score in any gate, forcing constant re-orientation.
Easier
  • Wider gates (5 m) so success is frequent and confidence stays high.
  • Mini goals instead of the two far gates — a bigger, more obvious target.

The theme in a real match picture — goalkeepers, goals, a scoreboard. One simple condition gives the habit a visible home on the pitch: turn HERE, and something good happens.

Set up
  • 50 × 34 m with full-size goals. A 12 m Turn Zone marked across the full width, centred on the halfway line, using flat markers.
  • Four spare balls in the back of each goal so the goalkeeper always restarts within five seconds.
  • 7 v 7 including goalkeepers (14 players). With 15–16, play 8v8 or use rolling subs every 90 seconds — never leave a player standing longer than that.
  • A 2-3-1 outfield shape in front of each keeper — the Saturday 9v9 shape minus one defender and one midfielder. Assign positions, then tell them they're free to move.
  • Coach on the halfway line, outside the pitch, level with the Turn Zone. That's where the theme lives. Resist patrolling the touchline.
Rules & scoring
  • Goal = 3 points. Bonus = 1 point each time a player receives in the Turn Zone, turns, and plays forward (a pass or carry that beats an opponent). Bonuses count towards the final score.
  • No touch restrictions. This is a match.
  • Normal restarts, but keepers always restart within five seconds. Throw-ins may be taken as pass-ins to keep the ball rolling.
  • Two individual interventions maximum, plus the scheduled break question.
  • If both teams are earning the bonus freely, remove the Turn Zone markers for the last three minutes and see whether the behaviour survives without the visual cue. That's the real test.
Coaching points — the four corners
Technical
Receive on the half-turn with the back foot. First touch out of the feet and forwards. Pass to the back foot of the player you're finding. Keepers: distribute to a player who can turn, not to the nearest one.
Tactical
The player receiving in the Turn Zone should already know whether they can turn, because they scanned. Teammates behind the ball offer a supporting angle so 'can't turn' has an answer; players ahead offer depth so 'can turn' has one too. Full-backs give width so the pitch stays big.
Physical
Fifteen minutes of continuous match play at the end of a full session. Expect a drop in quality and accept it. Keep the ball rolling — a game with constant stoppages is more tiring, not less.
Psychological
Freedom. This is where players should feel trusted. Praise the attempt to turn and play forward far more loudly than the goal — they'll play for whatever you shout about.
Social
"Turn" and "man on" are now the team's two most important words. Encourage the goalkeepers to be the loudest voices on the pitch — they can see everything.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams from the skill game to save time. Assign keepers and shapes in 30 seconds, no more.
  2. Explain the condition once: Normal game, normal goals. But if you receive in the yellow zone, turn, and play forward — your team gets a bonus point on top of any goals. Don't explain it twice.
  3. Minutes 0–5 — no interruption whatsoever. Let them play. Note where the theme appears and where it should have.
  4. Minute 5 — 45-second drinks break, one question: How many times did someone turn in the yellow zone? What made it possible? Restart.
  5. Minutes 6–15. Maximum two brief individual interventions — a quiet word as play moves away from that player. No group freezes. Announce bonus points out loud as they happen: That's a turn — bonus point, reds.
  6. Rotate goalkeepers at the halfway point. At U12 every player should keep goal occasionally.
Watch for
Nobody wants to receive in the Turn Zone — the ball goes from defence straight over the midfield
Reward the courage, not the outcome: award the bonus for the attempt to turn for the first few minutes. Confidence comes before competence.
Turning into pressure — possession lost centrally, often leading to a chance against
Ask, don't tell: Could you turn there? How would you have known? Reinforce that NOT turning is an intelligent choice — the bonus is for turning when you can, not turning always.
Support players standing still — the turn is good but there's no forward option
One individual intervention: When he turns, where do you need to be? Show me next time.
The game becoming about the bonus — turning in the zone with no intention of progressing
Tighten the definition out loud: the forward pass or carry must actually beat an opponent. And remind them a goal is worth three.
Ask them
  • What did you have to do before the ball came to you in the yellow zone?
  • When you turned, what was in front of you?
  • When you couldn't turn, what was the right decision instead?
  • What could your teammates behind you have said to help?
Harder
  • Remove the markers for the final three minutes — if the behaviour holds, the learning has transferred.
  • Double bonus for a forward pass that beats two opponents.
Easier
  • Widen the Turn Zone to 18 m — more time and space for the turn to succeed.
  • No pressing inside the Turn Zone for the first four minutes — guarantees success and builds the pattern.
Goalkeeper — Your keeper has nothing to do — give them this

The keeper does the whole session as an outfield player — scanning before receiving is a keeper habit before it is anybody else's. In the match: every single restart begins with a shoulder check, and they must be able to tell you what they saw. A keeper who distributes without looking is the most expensive version of the problem this session is about.

Session aims & kit list
By the end, players can
  • Scan over their shoulder at least once before the ball arrives — and tell you what they saw.
  • Open their body so they can see the passer, the space behind them and their next option at the same time.
  • Receive across the body with the back foot, so the first touch travels into the space they want to play into.
  • Choose between two forward options under mild pressure, rather than defaulting to the nearest one or playing backwards.
  • Use the session vocabulary — scan, open out, back foot, free side — and act on it when they hear it.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Poles · Mannequins · Bibs — red / blue / yellow · Full-size goals · Mini goals

Individual technique · 14–16 players · 60 min

Make the touch have a destination. Six numbered 2 × 2 m squares are marked on the grid and the receiver's first touch must finish inside one — the touch is no longer judged on whether it looked neat, but on whether the ball arrived where it was aimed.

Set up
  • 26 × 20 m grid. Six 2 × 2 m landing zones marked with flat markers and numbered 1–6, spread asymmetrically so no two are the same distance apart.
  • One ball per pair — 7 or 8 pairs. Odd number: one group of three passing in a rotating triangle.
  • Balls at the edge of the grid so the first arrival starts immediately.
  • Coach outside the grid for the first two minutes, then inside coaching individuals on the move.
Rules & scoring
  • One touch to reach the zone. If it takes two, it doesn't count — let the pair police it themselves.
  • Maximum three touches per possession from minute 6.
  • From minute 7, only the called zone scores.
  • Loose ball: nearest player retrieves and the pair restarts on the move.
  • One group freeze maximum, at the demonstration.
Coaching points — the four corners
Technical
Choose the receiving surface before the ball arrives — inside foot to redirect across the body, outside foot to push into a wide space, sole to stop and reposition when the zone is behind. Cushion rather than block: the foot moves slightly with the ball on contact.
Tactical
Look at the zone before the ball arrives, not after. Choose a zone away from where a defender would be — build the habit before the defender exists.
Physical
Continuous multi-directional movement with deliberate deceleration and re-acceleration — the movement pattern of receiving under pressure, and proper preparation for hamstrings and adductors.
Psychological
Precision under safe pressure. Missing a zone costs nothing, which lets players try surfaces they'd never risk in a match.
Social
The called zone forces clear, early, loud communication. A late call is worse than no call — the receiver should say so.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name and send them in with a ball. Free dribbling and passing while the squad assembles. Collect the Session 1 homework numbers as they arrive — how many shoulder-checks did that midfielder make?
  2. Minute 3. Pair up, one ball per pair. Ninety seconds of Session 1 revision: keep moving, scan before it comes to you.
  3. Minute 4 — introduce the zones. Six numbered squares. When you receive, your FIRST touch has to finish inside one of them. Not your second touch. Your first. Free choice of zone.
  4. Minute 6 — one demonstration. Show a touch that stops the ball dead (impossible to land in a zone) next to one that travels (lands easily). Ask the group which one worked and why. Fifteen seconds, then restart.
  5. Minute 7 — the passer calls the zone number as they pass. The receiver now processes information while the ball travels — the exact cognitive load of a match.
  6. Minutes 8–10. Pairs count consecutive successful landings, resetting to zero on a miss. Swap the calling role halfway.
Watch for
Two touches to reach the zone — control first, aim second. Players will often claim this as a success
Be precise and let the pair police it: First touch. If you needed a second one, it doesn't count.
Ignoring the far zones — zones 1 and 4 get all the traffic
The called-zone progression fixes this. Alternatively, score the distant zones at 2 points.
Wrong surface for the job — repeated inside-foot touches even when the zone is directly behind them
Ask: Which part of your foot would send it there? Then let them experiment. Don't demonstrate first — the discovery is the learning.
Not looking until the ball arrives — the Session 1 habit is only a week old
Use the exact Session 1 language: Scan — where's your zone before the ball comes?
Ask them
  • What's the difference between controlling the ball and aiming the ball?
  • Which part of your foot did you use for the zone behind you? Why?
  • When your partner called the number, when did you look for it?
  • What happens if your first touch is too soft? Too hard?
Harder
  • Late call — the passer calls the number only as the ball leaves their foot.
  • Two zones, choose one — the passer calls two numbers and the receiver must choose, then explain the choice.
Easier
  • Bigger zones (3 × 3 m) so success is frequent.
  • Free choice throughout — drop the called-zone demand entirely.

The Y-Gate with the difficulty raised in exactly one dimension: three doors and two defenders. One door is always open, but finding it means reading two opponents rather than one — the specific perceptual demand of midfield play.

Set up
  • Two stations, each 22 × 18 m, along the far touchline with 5 m between them.
  • Per station: a 10 × 5 m receiving zone with a pole at each side; three 3 m doors along the far end at 3.5 m, 11 m and 18.5 m; one ball plus two spares; two blue bibs.
  • Seven players per station (14). With 15, one station runs eight with a second server alternating. With 16, both run eight.
  • Defenders D1 and D2 start on the same side, between the doors and the receiving zone.
  • Coach stands between the two stations, level with the receiving zones — the only vantage point from which hips and first touches are both visible.
Rules & scoring
  • 1 point for a clean pass received by a target inside their door. 2 points if the first touch alone took the receiver clear of both defenders.
  • 1 point to the defenders for a win, an interception, or forcing a pass back to the server.
  • If both defenders come within 3 m of the ball, the attackers get an automatic point — this makes them organise into press and cover within two repetitions.
  • Ball out or won: instant restart from the server with a spare ball.
  • Two group freezes maximum. Individual coaching goes to the next receiver before the serve, not the last one after the mistake.
  • Only go live once two-thirds of receivers are finding the free door under passive pressure.
Coaching points — the four corners
Technical
First touch travels 1–2 m into the space between or beyond the defenders. Surface chosen for the job: inside foot to move across the body, outside foot into a wide channel, sole to drag back when both defenders overrun. Pass off the second touch with the standing foot pointing at the door.
Tactical
Scan twice — once as the server prepares, once as the ball travels. Read both defenders: the free door is the one neither can reach in time, which isn't always the one furthest away. If both press the ball, the free door is behind them. Recognise when the answer is to protect and reset.
Physical
Short adjustment steps before receiving, explosive first movement after the touch. Roughly three minutes of continuous involvement per rotation cycle, with natural recovery in the target and server roles.
Psychological
Two defenders raise anxiety noticeably at this age. Praise the touch that travelled even when the pass afterwards failed: The touch was the hard bit and you got it right.
Social
Extend the vocabulary to three calls: "Turn!", "Man on!" and "I'm free!" from the target in the open door. A silent target is an invisible target.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 40 seconds — they already know the shape from Session 1. Ask, don't tell: Two defenders, three doors. How many doors can they cover? So where's the ball going?
  2. Minutes 0–3 — passive. Defenders jog to within 2 m and shadow only. Receivers build the pattern with guaranteed success.
  3. Minute 3 — one freeze, twenty seconds. Show a receiver whose touch travelled beside one whose touch stopped, and let the group compare the options each has.
  4. Minutes 3–10 — live. Defenders may tackle and now choose their own doors to cover, so the free door changes every repetition and can't be predicted.
  5. Minutes 10–15 — two-touch inside the receiving zone: one to travel, one to pass. This is the session's key demand, and it's where the first touch either works or the practice exposes it.
  6. Rotation, every repetition: R goes to the door they used → that target dribbles back to become the server → server becomes D1 → D1 becomes D2 → D2 becomes R. Every player covers every role in about three and a half minutes.
Watch for
First touch into the space in front, straight at a defender — good quality, wrong route. They're looking at the destination, not the path
Where were both defenders when the ball came? Where were they NOT? Make them describe the empty space before the next repetition.
Ball stopped dead under the body — then three touches: stop, fix, tackled
Go back to the warm-up language: Give the touch a destination. Where's it going? If they're overwhelmed, drop their defender to passive for two reps and rebuild confidence.
Only reading one defender — beats the presser cleanly, then passes straight to the cover
Ask the covering defender to be audible for a few reps — D2, call out where you are as you move — then remove the support.
Rushing the pass after a good touch — adrenaline after escaping the press
Slow the moment with your voice: You're free — take a breath and pick it.
Both defenders pressing the ball — every door open, practice becomes trivial
The automatic-point rule handles it. Say it once and let the scoring teach them.
Ask them
  • Can two defenders cover three doors? What does that tell you?
  • Before the ball arrived, where were both defenders?
  • Which space was empty — and did your first touch go into it?
  • What surface of your foot did you use? Would another have been better?
Harder
  • Doors close — the coach declares one door shut as the ball travels, forcing a re-decision mid-touch.
  • Third defender starting behind the receiver, so the scan must cover 360 degrees. Widen the zone to 12 m.
Easier
  • One defender only — quietly revert to the Session 1 Y-Gate for a struggling player; the shape is identical so nobody notices.
  • Passive defenders throughout.

Make the first touch worth points. The scoring act IS a controlled first touch — a pass into the 4 m end zone, controlled there with one touch. No goal, no keeper, no shot: nothing to distract from the theme.

Set up
  • Two pitches, each 30 × 24 m, side by side with a 5 m corridor between them. A 4 m end zone marked across the full width at each end.
  • Per pitch: 16 flat markers, 4 red bibs, 4 blue bibs, 2 balls.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3 with the extra player on the weaker team.
  • Coach in the 5 m corridor between the pitches, feeding and coaching both games without walking.
Rules & scoring
  • 1 point for a pass into the end zone controlled by a teammate with one touch. 2 points for a weak-foot control, or a control that leaves the player facing forward. No points if a second touch is needed to bring it under control.
  • Ball out: coach rolls a new ball in immediately to the team that didn't concede possession. No throw-ins, no corners.
  • From game 3, maximum three touches per player anywhere on the pitch.
  • No stoppages during games. Coaching happens in the 45-second gaps, as a question.
  • Add the bonus scoring only once teams are regularly reaching the end zone. Rewarding difficulty before basic success flattens confidence.
  • If nobody has scored after two games, widen the end zone — don't lecture.
Coaching points — the four corners
Technical
The controlling touch is taken while moving, not from a standstill. Cushion, don't block. Use the foot furthest from the nearest defender. Passers: weight the ball into the space in front of the runner — a pass to the feet in the end zone is almost impossible to control in one.
Tactical
Time the run: arrive as the ball arrives, not before. Stay out of the end zone until the pass is played — a player standing in the zone is easy to mark. Passers look for the runner before the run is made. Defensively, hold a line in front of the end zone rather than dropping into it.
Physical
Repeated accelerations into space. Three minutes on, 45 seconds off, four times. Cut the last game short if quality declines.
Psychological
The one-touch rule means many attempts fail early. Say it clearly and often: Missing this is normal. Keep going for it.
Social
One call from the runner — "Now!" — timed to the moment they want the ball. Runners who go silently are relying on luck.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Teams balanced for ability.
  2. Explain in 25 seconds: Score by passing into the yellow zone and a teammate controlling it there with ONE touch. Two touches, no point. Three minutes. Go.
  3. Game 1 — no coaching. Watch who moves into the zone early (and is therefore easy to defend) and who times it.
  4. Between games 1 and 2, one question: When's the best moment to run into the end zone — before the pass, or as the pass is played? Let them answer, then play.
  5. From game 3, add the bonuses: 2 points if the controlling touch is taken with the weaker foot, and 2 points if the touch leaves the player facing forward. Announce them once and let the scoring do the teaching.
  6. Four games of three minutes with 45 seconds between, using the same ladder as Session 1 — winners of Pitch 1 stay, losers swap.
Watch for
Standing in the end zone waiting — camped, marked, and never passed to
Between games: How many points did our zone-camper score? Why not? If it persists, rule that no attacker may be in the end zone before the pass is played.
Passing to the feet in the zone — receivers repeatedly needing two touches
Where does the ball need to be for your teammate to control it in one — at their feet, or in front of them?
Controlling with the wrong foot — body twisting to get the strong foot to the ball, losing control
The weak-foot bonus does most of this. Reinforce individually: Which foot was closer to the ball?
Everyone attacking, nobody balancing — both teams scoring instantly on the counter
Ask the losing team: What happens to us when we all go forward? Early seeding for this theme.
The game becoming a long-ball contest — few passes, ball in the air
Add a condition: along the ground only, or three passes before the end-zone pass counts.
Ask them
  • When is the best moment to run into the end zone?
  • Where does the pass need to arrive for you to control it in one touch?
  • Which foot should you use if the defender is on your left?
  • What did the teams that scored most have in common?
Harder
  • Control and hold — one touch to control, then keep the ball in the zone for two seconds under pressure.
  • Narrower end zones (2.5 m) — raises the accuracy demand on both pass and touch.
Easier
  • Wider end zones (6 m).
  • Two touches to control — keep the theme, remove the precision requirement.

Prove that a good first touch buys time and a poor one costs it. Two touches inside the middle third: one to control, one to release. There is nowhere to hide — a touch that stops the ball dead leaves one touch and no space.

Set up
  • 50 × 34 m with full-size goals. An 18 m middle third marked across the full width with flat markers.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape in front of each keeper. Keepers swap at the halfway point.
  • Coach on the halfway line, outside the pitch, level with the middle third.
Rules & scoring
  • Goal = 3 points. Bonus = 1 point for a two-touch sequence in the middle third ending in a forward pass that beats an opponent.
  • Two touches inside the middle third, unlimited elsewhere. Goalkeepers are exempt.
  • A third touch in the middle third gives possession to the opposition from where it happened — restarted immediately, no ceremony.
  • Keepers restart within five seconds. Throw-ins may be taken as pass-ins.
  • Two individual interventions maximum, plus the scheduled break question. No group freezes.
Coaching points — the four corners
Technical
First touch travels out of the feet and, where possible, forwards. Receive with the foot furthest from pressure. Pass off the second touch with the standing foot pointing where the ball is going.
Tactical
Support angles matter more than usual: with two touches available, the receiver needs an option immediately, so teammates must be moving before the ball is played, not after. Players outside the middle third offer themselves as the release.
Physical
Fifteen minutes of continuous match play at the end of a full session. Expect fatigue and keep the ball rolling — dead time is more tiring than play.
Psychological
Frustration management. Frame it honestly at the start: This is meant to be hard. When it's hard, your touch is the reason. Fix the touch and the game gets easy.
Social
Talking becomes essential rather than optional. Players outside the middle third can see more than those inside it and must say so. Reward loud, useful information.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams from the skill game. Assign keepers and shape in 30 seconds.
  2. Explain the condition once: Normal game. But inside the shaded third you get two touches — one to control, one to play. Outside it, do what you like.
  3. Minutes 0–4 — no interruption. Expect it to be messy for the first ninety seconds; that's the condition doing its work.
  4. Minute 4 — drinks break, one question: What has to be true about your first touch for two touches to be enough? Let a player answer in their own words, then restart.
  5. Minutes 5–15 — add the bonus: +1 point for any two-touch sequence in the middle third that ends with a forward pass beating an opponent. Announce bonuses as they happen.
  6. If both teams are meeting the rule comfortably, drop to ONE touch in the middle third for the final three minutes and watch what it does to movement off the ball.
Watch for
Avoiding the middle third entirely — long balls from defence to attack, the shaded area empty
For two minutes, rule that the ball must be touched in the middle third before a goal counts. Then remove it and see whether the behaviour holds.
First touch backwards — possession retained but never progressed
The bonus point is the corrective. Reinforce with a question: Your touch was safe. Was it useful?
Support players static — the receiver uses their second touch on a hopeful pass because no option existed
One individual intervention, to a player NEAR the ball: He's got one touch left. Where do you need to be?
Panic on the second touch — wild clearances
Trace it to the cause, not the symptom: That pass was rushed. Why? What happened before it?
Goalkeepers playing long every time
Not tonight. Note it and remember it — this is exactly the problem this theme exists to solve.
Ask them
  • What has to be true about your first touch for two touches to be enough?
  • When your touch went backwards, what happened next?
  • What do your teammates need to do while the ball is travelling to you?
  • Which was harder — the middle third or the rest of the pitch? Why?
Harder
  • One touch in the middle third for the final three minutes.
  • Widen the middle third to 24 m, making the condition harder to avoid.
Easier
  • Three touches in the middle third instead of two.
  • Narrow the middle third to 12 m.
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • Take a first touch that travels at least a metre into a chosen space, rather than stopping the ball beneath them.
  • Direct the touch away from pressure — into the space a defender has vacated, not the space they occupy.
  • Choose between three exits having received under pressure from two opponents.
  • Use either foot, selecting the foot according to where the ball needs to go rather than which one feels comfortable.
  • Recover from a poor touch — protect, reset, choose again — instead of panicking into a rushed pass.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Poles · Bibs — red / blue / yellow · Full-size goals · Mini goals

Individual technique · 14–16 players · 60 min

Break the one-pass habit immediately. Pairs move freely; the coach calls a range and they must adjust their separation BEFORE the next pass — so the same technical action has to be re-weighted three different ways within a minute.

Set up
  • 30 × 20 m grid marked with flat markers.
  • One ball per pair — 7 or 8 pairs. Odd number: a group of three, with the spare player as a moving target.
  • Balls at the grid edge so the first arrival starts immediately.
  • Three reference distances demonstrated once at the start: short 5 m, medium 10 m, long 15 m. Pace them out in front of the group — don't describe them.
  • Coach outside the grid to call the ranges; move inside from minute 5.
Rules & scoring
  • Adjust the distance first, then pass. A pass played from the wrong range doesn't count.
  • Maximum three touches per possession.
  • All passes along the ground except when the coach calls LONG — then the ball may be lifted.
  • Loose ball: nearest player retrieves; the pair restarts on the move.
  • One demonstration and one range-call at a time. No group freezes beyond the two built into the steps.
Coaching points — the four corners
Technical
Short: inside foot, ankle locked, follow through low and towards the target. Long: laces, non-kicking foot planted alongside the ball, head steady over it, full follow-through. Both: the standing foot points where the ball is going — this is the single most reliable accuracy cue at U12.
Tactical
Weight is decided by the situation, not the distance. A ten-metre pass to a player under pressure is firm; a ten-metre pass into space in front of a runner is softer and ahead of them.
Physical
Continuous movement between passes. The long-pass technique demands hip mobility and a planted, stable standing leg — the range-changing running does that preparation naturally.
Psychological
Normalise the weak foot before anyone fails at it: Everyone's weak foot is rubbish tonight. Mine is too. That's the point. Players who feel safe being bad at something learn it far faster.
Social
The receiver is responsible for telling the passer what they need: "feet!" or "in front!" Passing quality is a two-person job.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name and send them in with a ball. Free dribbling and passing. Collect the Session 2 homework numbers as they arrivehow many of that midfielder's touches went forwards?
  2. Minute 3. Pair up, one ball per pair. Ninety seconds of Session 2 revision: first touch out of your feet, and it has a destination.
  3. Minute 4 — walk the three ranges. Pace out 5 m, 10 m and 15 m in front of the squad so the words mean something physical. Twenty seconds.
  4. Minute 5 — start calling. SHORT!LONG!MEDIUM! Pairs must adjust the distance between them before the next pass, not while playing it. Call a new range roughly every 30 seconds.
  5. Minute 7 — add the surface. Short passes: inside foot. Long passes: laces, and get your head over it. One 20-second demonstration of a long pass, then straight back in.
  6. Minutes 8–10 — add the weak foot. Alternate feet on every pass, whatever the range. Expect it to be poor and say so cheerfully before it happens.
Watch for
Same weight at every range — long passes falling short, short passes bouncing off the receiver's shins
Don't correct the technique first. Ask: Did that arrive how you wanted? What would you change — where you hit it, or how hard?
Toe-poking the long pass — no follow-through, ball skidding sideways
One cue only: Get your head over it and finish with your foot pointing at your partner. Demonstrate once, then leave them alone.
Adjusting the distance while the ball is travelling rather than before
Freeze the pair for ten seconds: When should you have moved — before the call or after it?
Weak foot avoided by turning the body — twisting to get the strong foot to the ball
Make it visible: Show me which foot's closest to the ball. Now use that one.
Ask them
  • What changes between a five-metre pass and a fifteen-metre pass — apart from how hard you hit it?
  • Which part of your foot did you use for the long one? Why?
  • Where should your standing foot point?
  • If your partner is being closed down, should the pass be harder or softer?
Harder
  • Call the range as the ball is travelling — the receiver must adjust for the NEXT pass while playing this one.
  • Two-touch maximum at every range.
Easier
  • Two ranges only — short and long. Drop medium until the difference is clear.
  • Static receiver — the passer does the moving so only the pass is being judged.

High-repetition passing with a live decision built in. Two balls circulate a diamond at once, so every receiver must scan before the ball reaches them. The free man in the centre creates the session's key question: do I go ROUND the diamond, or THROUGH it?

Set up
  • A 24 × 24 m diamond marked with flat markers — one station at each point (North, East, South, West), plus one player in the centre.
  • Three or four players at each corner station, standing in single file behind the station marker. One free man in the middle wearing yellow.
  • Two balls in play, starting at opposite corners (West and East).
  • 14–16 players: 3 per corner + 2 free men rotating, or 4 per corner + 1 free man.
  • Coach positioned outside the diamond, level with the centre, where every receiver's body shape is visible.
Rules & scoring
  • Follow your pass — always. Nobody stays at a station.
  • The free man is limited to two touches, and cannot return the ball to the player who passed it.
  • Round the diamond is 17 m; through the free man is 12 m — the weight must change accordingly.
  • A ball that leaves the diamond is retrieved by the player who misplaced it, and restarted from their station.
  • If the two balls arrive at the same corner, that's a coaching moment, not a failure — ask the group how it happened and let them solve it.
Coaching points — the four corners
Technical
Open the body before the ball arrives so both options are visible. First touch across the body and out of the feet — the Session 2 habit under a new demand. Inside foot for the through-ball, and firm: a soft pass to the free man is an intercepted pass.
Tactical
Round is safe, through is penetrating. Go through whenever the free man is available and facing the right way; go round when they are not. Scan for BOTH balls, not just yours.
Physical
Repeated 12–17 m jogs and accelerations with the follow-your-pass rule. This is the aerobic load of the session and it needs no separate fitness work.
Psychological
The two-ball demand raises cognitive load sharply and some players will find it stressful. Reassure openly: If you get caught out, stop, look, and go again. Everybody gets caught out at first.
Social
The receiving station calls the option — "round!" or "through!" — before the ball is played. This is the first time in the curriculum that a teammate makes the decision easier by talking, and it is worth naming out loud.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Start with one ball, going round the diamond only. Pass to the next corner clockwise, then follow your pass and join the back of that station. Two minutes to establish the pattern.
  2. Minute 2 — add the second ball, starting at the opposite corner. Nothing else changes. This is the moment scanning becomes compulsory rather than advisable.
  3. Minute 5 — add the free man. Now the player on the ball has a choice: pass ROUND to the next corner, or THROUGH to the free man, who sets it on to a different corner. The free man plays one-touch or two-touch only.
  4. Minute 9 — reverse direction. Anti-clockwise for four minutes. This forces the other foot, which is the whole point and should be said out loud.
  5. Minutes 13–15 — competitive. Count the group's consecutive successful passes across both balls. A misplaced pass or a collision resets it to zero. Best score of two attempts.
  6. Rotation: always follow your pass. The free man swaps with the player who passes to them every third minute.
Watch for
Passing before looking — the ball is played into a corner that already has a ball arriving
Don't fix it yourself. Ask the group: Why did that happen? What would stop it? They will invent the scanning rule themselves, and then they own it.
Everyone going round, nobody going through — the free man never touches the ball
Score it: two consecutive 'throughs' is worth double in the competitive phase. Or ask the free man: How many balls have you had? Why?
Under-hit passes through the middle — intercepted or reaching the free man behind them
Through the middle is shorter but tighter. Which needs more accuracy — round or through? Then let them adjust.
Same foot every pass even after the direction reverses
Name it before it happens: We're going the other way now. Which foot does that make you use?
Traffic jams at a corner — the follow-your-pass rule ignored
One reminder, then use the group: How many people should be at each corner? Sort it out.
Ask them
  • How do you know whether to go round or through?
  • What do you have to do before the ball reaches you? How is that different with two balls?
  • Which pass needs to be more accurate — the one round the outside, or the one through the middle?
  • Free man — what makes it easy for you to receive? What makes it hard?
Harder
  • Three balls. Chaotic for about ninety seconds, then genuinely excellent.
  • One-touch for the free man, which forces the corners to pass to their correct foot.
Easier
  • One ball only — keep the free man but remove the cognitive load of the second ball.
  • Bigger diamond (28 m) — more time on the ball and a longer look before receiving.

Reward the penetrating pass in a live game. Three small gates scattered in the middle of the pitch mean a point is available for any pass played through a gate to a teammate — the game version of 'the pass that eliminates an opponent'.

Set up
  • Two pitches, each 30 × 24 m, side by side with a 5 m corridor between them.
  • Per pitch: two mini goals at each end, plus three 2 m split gates made of cones, scattered in the central area — one left, one central, one right, at different angles.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3.
  • Coach in the corridor between the pitches, feeding both games with a spare ball.
Rules & scoring
  • Mini goal = 2 points. Pass through a gate received by a teammate = 1 point. Goal within five seconds of a gate split = 4 points.
  • A gate may be split from either direction, but not twice in a row through the same gate.
  • Ball out: the coach rolls a new ball in immediately. No throw-ins, no corners.
  • No stoppages during games. Coaching happens in the 45-second gaps, as a question.
  • If the gates are being ignored completely, do not lecture — move one gate somewhere more inviting and see what happens.
Coaching points — the four corners
Technical
Firm, accurate, along the ground, and usually with the inside foot. Disguise matters: look one way, pass the other. The receiving player must control it on the far side of the gate — a pass through a gate that nobody reaches scores nothing.
Tactical
Look for the gate before you receive. Move the defender first, then play the pass — a gate that is covered can be opened by taking one touch sideways. Teammates: get on the far side of a gate and stay there, so the pass exists before it is played.
Physical
Three minutes on, 45 seconds off, four times. Cut the last game to two and a half if quality drops.
Psychological
The penetrating pass will be intercepted often, especially early. Say it plainly: A gate pass that gets cut out is a better mistake than a safe pass sideways. Keep looking for them.
Social
The receiving player must show themselves: a call and a movement. "Through!" joins the vocabulary tonight.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Teams balanced for ability.
  2. Explain in 25 seconds: Two mini goals each end — a goal is 2 points. Any pass through one of the middle gates that a teammate receives is 1 point. Three minutes. Go.
  3. Game 1 — no coaching. Watch who looks for the gate and who plays round it every time.
  4. Between games 1 and 2, one question: Which is worth more — a pass through a gate, or the pass that comes after it? Let them argue about it.
  5. From game 3, add the bonus: a goal scored within five seconds of splitting a gate is worth 4 points. This links the penetrating pass to the outcome instead of leaving it as a party trick.
  6. Four games of three minutes with 45 seconds between, using the usual ladder — winners of Pitch 1 stay, losers swap.
Watch for
Nobody using the gates — the game becomes a normal 4v4
Move a gate to a more natural passing line rather than explaining harder. Position beats instruction.
Passing at the gate instead of through it to someone — a point claimed for a ball that nobody receives
Be precise and let them police it: A teammate has to get it on the other side. Otherwise it's just a pass into space.
Forcing the gate pass when it isn't on — repeated interceptions
Was that gate open, or did you want it to be open? What could you have done first to open it?
Only playing gate passes with the strong foot, ignoring gates on the weak side
Add a temporary bonus: weak-foot gate splits are worth 2 points.
Defenders standing in the gates
That's clever, not cheating. Praise it, then ask the attackers: So how do you make him move?
Ask them
  • What has to be true before you can play a pass through a gate?
  • How do you make a defender move away from a gate?
  • Which is worth more — the gate pass or the goal that follows it? Why did I score it that way?
  • What can the receiving player do to make the gate pass possible?
Harder
  • Gates narrowed to 1.5 m.
  • Two gates must be split before a goal counts.
Easier
  • Gates widened to 3 m.
  • Two gates instead of three, placed on the most natural passing lines.

Scale the penetrating pass up to a match picture. The pitch is marked in thirds and a controlled pass from one third into the next is worth a bonus point — so progression is rewarded, sideways passing is not punished but is not paid for either.

Set up
  • 50 × 34 m with full-size goals. Two dashed lines across the full width at 17 m and 33 m, dividing the pitch into thirds. Shade the middle third with a different marker colour if you have one.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape in front of each keeper. Keepers swap at the halfway point.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3 points. Bonus = 1 point for a pass from one third into the next that a teammate controls.
  • The bonus does not apply to goalkeeper distribution — otherwise every keeper simply thumps it.
  • No touch restrictions. This is a match.
  • Keepers restart within five seconds. Throw-ins may be taken as pass-ins.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
Weight the pass to the receiver's situation: firm and to the back foot when they are marked, softer and in front when they are running. Pick the surface before the pass. Head up on the pass, not just before it.
Tactical
Somebody must be available in the next third before the pass can exist — this is the first appearance of depth as a team idea. Full-backs give width so the passing angle into midfield is open. Players receiving in the next third should already be facing the way they want to go.
Physical
Fifteen minutes of continuous match play at the end of a full session. Keep the ball rolling — a stop-start game is more tiring, not less.
Psychological
Reward ambition. Say it out loud when a forward pass is attempted and intercepted: Right idea. Keep looking for it.
Social
The receiver in the next third has to demand the ball — a call and a movement. The best passers in the team are often made by the loudest receivers.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams from the skill game. Keepers and shape assigned in 30 seconds.
  2. Explain the condition once: Normal game. Every time you pass the ball from one third into the next and a teammate controls it, that's a bonus point. Nothing else.
  3. Minutes 0–5 — no interruption. Watch how the team progresses the ball and whether anyone is available in the next third at all.
  4. Minute 5 — drinks break, one question: You can only pass into the next third if somebody's there. Whose job is that? Restart.
  5. Minutes 6–15. Announce bonus points as they happen. Maximum two individual interventions. No group freezes.
  6. If the bonus is flowing freely, raise it for the last three minutes: only passes that beat an opponent on their way into the next third count.
Watch for
Nobody in the next third — the ball goes sideways because there is genuinely no forward option
This is a movement problem, not a passing problem. One intervention to a forward: When our defender has the ball, where do you need to be? Show me next time.
Hopeful long balls into the next third that nobody controls
The bonus already requires control. Reinforce: Did anyone get that? Then it wasn't a pass, it was a clearance.
The same player making every forward pass
Ask a different player: How many times have you played into the next third? What's stopping you?
Receiver facing the wrong way in the next third — a good pass wasted
Straight back to Session 1: Open out before it comes to you. What could you see?
Goalkeepers thumping it
The rule excludes them from the bonus, so let it go tonight and note it. This theme exists for exactly this.
Ask them
  • What has to be true before you can pass into the next third?
  • Whose job is it to be available up there?
  • When you received in the next third, which way were you facing?
  • Should that pass have been firm or soft? How did you decide?
Harder
  • Only passes that beat an opponent count towards the bonus.
  • Double bonus for a pass that goes from the defensive third directly into the attacking third and is controlled.
Easier
  • Any forward pass counts, not just one that crosses a line.
  • Widen the middle third to 20 m so there is more space to receive in.
Goalkeeper — Your keeper has nothing to do — give them this

Put them on a corner of the diamond in the technical practice. They pass and receive on the same terms as everyone else. In the match: every goal kick is a pass with an intended target and a chosen weight, never a clearance. Ask them afterwards which foot they used and why.

Session aims & kit list
By the end, players can
  • Weight a pass to the situation — firm into pressure, softer into space, and into the path of a moving player rather than at their feet.
  • Choose the surface before the pass — inside foot for accuracy, laces for distance, outside foot for disguise.
  • Pass with either foot, selecting the foot by where the ball needs to go rather than which one feels comfortable.
  • Recognise when to pass round and when to pass through — the safe option and the penetrating one, and the difference between them.
  • Play the pass that eliminates an opponent, not just the pass that keeps possession.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Mini goals · Full-size goals · Poles

Individual technique · 14–16 players · 60 min

One activity, three levels of difficulty. The grid shrinks twice without anyone being told to change anything — so the touches get smaller and quicker because the space demands it, not because a coach said so.

Set up
  • Three nested rectangles marked with different-coloured flat markers: 30 × 22 m, then 24 × 17 m, then 18 × 12 m, all sharing roughly the same centre.
  • One ball per player. Four mannequins spread inside the smallest rectangle so they are obstacles at every stage.
  • Everyone works in the outer grid for four minutes, the middle grid for three, the inner grid for three.
  • Balls at the edge so the first arrival starts immediately.
  • Coach outside the grid, calling moves and stage changes.
Rules & scoring
  • No stopping. If you have the ball, you are moving.
  • No contact — the challenge is the space, not the opponent.
  • Every called move must be attempted with both feet before the next call.
  • On "OUT!" the ball must be driven with the laces, not carried on the inside foot.
  • Anyone whose ball leaves the grid retrieves it and rejoins immediately.
Coaching points — the four corners
Technical
Tight space: touches within a stride, ball on the inside and sole of the foot, body low and over the ball. Open space: push the ball 3–5 m ahead with the laces and run onto it, head up between touches, arms used for balance.
Tactical
The size of the touch is decided by the space, not by preference. Scan for the gap before you move into it — the best dribblers in a crowded grid are the ones looking two players ahead.
Physical
This is the session's movement preparation: multi-directional acceleration, deceleration and change of direction with the ball. The OUT/IN releases are short maximal efforts and should come at the end, once players are warm.
Psychological
Losing the ball in a crowded grid is inevitable and must be treated as normal. Say so out loud before Stage 3 begins.
Social
In the smallest grid, players have to look after each other. Praise anyone who avoids a collision by giving way — that awareness is the same skill you want in a match.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name and send them in with a ball. Free dribbling. Collect the Session 3 homework numbershow many of that player's passes went forward past an opponent?
  2. Minute 3 — start calling moves. One every 45 seconds: drag-back, outside cut, inside cut, sole roll, stop-and-go. Call it once, show it once, then leave them to it.
  3. Minute 4 — Stage 2. Everyone inside the yellow grid now. Say nothing else. Let them discover that the same speed no longer works.
  4. Minute 7 — Stage 3. Everyone inside the orange grid. Now it is genuinely crowded. Add one rule: no contact and no stopping.
  5. Minutes 8–10 — the release. On the coach's shout of "OUT!" every player drives at speed out of the small grid into the big one, then back in on "IN!" Three or four repetitions. This is the session's core idea in miniature: small touches when it's tight, big touches when it's open.
  6. Throughout: if a player collides or loses the ball out of the grid, they simply rejoin. No punishment, no restart drill.
Watch for
Same touch size in every grid — the ball still being pushed 4 m in an 18 × 12 m box
Don't tell them. Ask after a collision: How much space have you got now compared to five minutes ago? What should that change?
Head down in the small grid — collisions, and dribbling into other players
Reduce the technical demand: Bigger, simpler touches for now — just tell me how many players are in front of you. The head lifts as a by-product.
Carrying on the inside foot during the OUT release — slow and short
One cue: Laces, and push it into the space in front of you — don't hold it.
Stronger foot only for every move
Make it the rule of the call rather than a correction: Drag-back with the left only. Everybody.
Players hiding at the edges to avoid traffic
Shrink the grid one stage early for them, or ask them to count how many times they cross the middle.
Ask them
  • What had to change when the grid got smaller?
  • How far in front of you should the ball be right now?
  • What did you do differently when I shouted OUT?
  • Which move worked best in a tight space? Which worked best in an open one?
Harder
  • Two players share one ball in the smallest grid, passing and receiving in traffic.
  • Add two taggers without balls who try to touch other players' footballs.
Easier
  • Stay in the two larger grids and skip Stage 3.
  • Fewer called moves — two only, held for two minutes each.

Join the whole block together in one action. Receive on the half-turn (Session 1), take a first touch away from pressure (Session 2), then — instead of passing (Session 3) — carry the ball at speed through a gate. This is the practice where the whole theme becomes one skill.

Set up
  • Two or three stations, each 24 × 18 m, along the far touchline with 5 m between them.
  • Per station: a 10 × 5 m receiving zone; two 3 m speed gates at the far end, 13 m apart; one ball plus two spares; one blue bib.
  • Six players per station (12–15 players over two or three stations). The two target players stand beyond their gates and act only as ball collectors and callers.
  • The defender starts beside the receiving zone, not behind it — the receiver must escape sideways before driving forward.
  • Coach between stations, level with the receiving zone.
Rules & scoring
  • The ball must be carried through the gate, not passed through it.
  • 1 point for a clean break-out. 2 points if it takes under four seconds. 1 point to the defender for a win, or for forcing the ball back to the server.
  • The defender may recover and tackle from behind once beaten — this is what makes the speed matter.
  • Ball out or won: instant restart from the server with a spare ball.
  • Only go live once two-thirds of receivers are escaping cleanly under passive pressure.
Coaching points — the four corners
Technical
First touch into the space, not just away from the defender — 2–3 m is better than 1 m here. Then the second touch is with the laces and the ball is pushed ahead. Head up on the third touch to find the gate. Body between the defender and the ball while turning.
Tactical
Escape towards the space the defender has left, then drive at the gate that is furthest from them. Recognise the moment the defender commits — that is when the ball goes past them, not before.
Physical
Short maximal accelerations with the ball, roughly one every 25 seconds per player. This is the highest-intensity practice in this theme; make sure the passive phase has warmed them properly.
Psychological
This is a licence to run with the ball, and some players will need permission. Say it explicitly: Tonight I don't want you to pass. I want you to go.
Social
The target players call the free gate. Same vocabulary as Session 1 — the language should be automatic by now if you have run the other sessions in this theme.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 40 seconds. They know this shape from Sessions 1 and 2. Same room. But this time you don't pass out of it — you carry it out.
  2. Minutes 0–3 — passive. The defender applies shadow pressure only. Every receiver gets a clean escape and a clean drive. Let them feel what fast looks like.
  3. Minute 3 — one freeze, twenty seconds. Show the difference between a first touch that goes 1 m and one that goes 3 m into the space. Ask which one makes the drive easier.
  4. Minutes 3–10 — live. The defender may tackle and may recover after being beaten, so the carry has to be genuinely quick, not just tidy.
  5. Minutes 10–15 — timed. Time each break-out from the moment the ball leaves the server to the moment it crosses a gate. Under four seconds is the target. Players call their own times.
  6. Rotation, every repetition: R goes to the gate they used → that target dribbles back to become the server → server becomes the defender → defender becomes R.
Watch for
First touch too short — escapes the press but leaves no room to accelerate
The timed phase exposes this by itself. Reinforce: Your touch was safe but it was slow. How much space did it buy you?
Carrying on the inside foot — tidy, controlled and far too slow
Which part of your foot lets you run fastest? Try it and check your time.
Head down through the drive — carries straight into the covering defender
Look up on your second touch. The gate isn't moving; the defender is.
Beating the defender then slowing down
Point at the scoring: You were clear. Four seconds. Why did you stop running?
Defender committing early and being beaten every time
Coach the defender: Don't dive in. Show him one way and be there when he goes. and this session is the first lesson in it.
Ask them
  • How big does your first touch need to be if you're going to run after it?
  • Which part of your foot do you use when you're running with the ball? Why?
  • When did you know the defender had committed?
  • What were you looking at while you were driving?
Harder
  • Second defender starting on the far side, so the drive must be steered as well as fast.
  • Under three seconds for the bonus point.
Easier
  • Passive defender throughout.
  • Wider gates (5 m) and a shorter drive (4 m).

Pay players for carrying the ball into the danger area. A dashed line 8 m from each goal is worth a point to any player who dribbles across it under control — so running with the ball becomes the profitable option rather than the risky one.

Set up
  • Two pitches, each 30 × 24 m, side by side with a 5 m corridor between them.
  • Per pitch: one mini goal at each end, plus a dashed carry line marked with flat markers 8 m from each goal, running the full width.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3.
  • Coach in the corridor between the pitches with a spare ball.
Rules & scoring
  • Mini goal = 2 points. Carry over the line under control = 1 point. Goal within five seconds of a carry = 4 points.
  • The ball must be at the player's feet as they cross the line — a heavy touch that crosses ahead of them doesn't score.
  • The same player may not score two carry points in a row.
  • Ball out: the coach rolls a new one in immediately. No throw-ins or corners.
  • No stoppages during games; all coaching in the 45-second gaps, as a question.
Coaching points — the four corners
Technical
Ball out of the feet when running into space, within a stride when a defender is close. Change of pace immediately after the change of direction — the move only works if the acceleration follows it. Use the body to shield while turning.
Tactical
Carry when the space in front is empty; pass when it isn't. Attack the defender's front foot. Teammates must give width so the carrier has somewhere to go — a carry into a crowd is a turnover.
Physical
Repeated accelerations and changes of direction at high intensity. Three on, 45 seconds off, four times. Shorten the last game if quality drops.
Psychological
Bravery. Say it plainly and repeat it: If you lose it trying to take someone on, that's absolutely fine. Try the next one. Nothing kills a young dribbler faster than a sideline groan.
Social
Teammates should encourage the carry — a shout of "go on!" rather than "pass!" Name this explicitly; it changes the culture of the group in one session.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Teams balanced for ability.
  2. Explain in 25 seconds: Mini goal is 2 points. Dribble the ball over their yellow line under control and that's 1 point. Three minutes. Go.
  3. Game 1 — no coaching. Watch who takes players on and who looks for the pass every time.
  4. Between games 1 and 2, one question: Is it easier to pass over that line or to carry it over? When is each one right?
  5. From game 3, add the link: a goal scored within five seconds of a carry over the line is worth 4 points. This stops the carry becoming an end in itself.
  6. Four games of three minutes with 45 seconds between, ladder as usual.
Watch for
Nobody dribbling — the game becomes a passing exercise despite the scoring
Ask the question rather than the instruction: Which points have we not scored yet? Why not? Then raise the carry point to 2 for one game.
Dribbling into crowds and losing it repeatedly
Don't discourage; re-aim: Great courage. Now do it where there's one defender, not three.
Heavy touch over the line and a point claimed
Be precise: Was it at your feet? Then it doesn't count. Let the opposition police it — they will.*
Carry over the line then nothing — the ball dies in the corner
The 4-point link fixes this. Reinforce: You got over the line. What's the next decision?
The same player taking every carry
Ask a quieter player: How many times have you crossed the line? What would you need to try it?
Ask them
  • When is carrying better than passing?
  • What do you look at on the defender before you go?
  • What happens after you change direction — do you speed up or slow down?
  • What can your teammates do to give you room to run?
Harder
  • Two carry lines — an outer one worth 1 and an inner one worth 2.
  • A carry must beat a defender to count, not just cross the line into space.
Easier
  • Move the carry line to 12 m from goal so there is more space to cross it.
  • Any carry over the line counts, controlled or not.

Put the carry where it belongs in a match — in the wide areas, where the space is. A 6 m channel down each touchline pays a bonus for anyone who carries the ball through it at speed, which also drags the team's shape wider and sets up the width work in this theme.

Set up
  • 50 × 34 m with full-size goals. A 6 m channel marked down each touchline with flat markers, running the full length.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape in front of each keeper. Keepers swap at the halfway point.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3 points. Bonus = 1 point for carrying the ball through a wide channel and beating a defender in the process.
  • A carry that goes through the channel unopposed does not score — this stops the bonus becoming a free jog down an empty touchline.
  • No touch restrictions. This is a match.
  • Keepers restart within five seconds. Throw-ins may be taken as pass-ins.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
Ball pushed ahead with the laces when the channel is open; within a stride when the full-back engages. Head up before the final touch so the carry ends in a cross, a pass or a shot rather than a dead end.
Tactical
Somebody must be in the channel before the pass can find them — width is a job, not an accident. The player carrying should attack the defender's front foot. Teammates in the middle must run into the box as the carry develops.
Physical
Fifteen minutes of continuous match play with repeated wide sprints. Expect fatigue and manage it by keeping the ball rolling.
Psychological
The last practice in this theme should feel like a reward. Coach lightly, praise loudly, and let them play.
Social
Encourage the shout of "go on!" from teammates. If the squad has adopted it by tonight, this theme has done its job culturally as well as technically.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams from the skill game. Keepers and shape in 30 seconds.
  2. Explain the condition once: Normal game. If you carry the ball through one of the wide channels and beat a defender doing it, that's a bonus point.
  3. Minutes 0–5 — no interruption. Watch whether anybody occupies the channels at all.
  4. Minute 5 — drinks break, one question: You can't carry through the channel if nobody's in it. Whose job is that? Restart.
  5. Minutes 6–15. Announce bonuses as they happen. Two individual interventions maximum. No group freezes.
  6. Final three minutes — the block finale: remove the channel markers and play a straight 7v7. Watch whether the behaviour survives without the paint. That is your this theme exam.
Watch for
Nobody in the channels — the game is played entirely through the middle
One intervention to a wide player: Stand on that line and stay there. See what happens.
Carrying into the channel then stopping — the ball dies by the corner flag
You've beaten him. Now what? Look up before your last touch.
Everybody following the carrier into the wide area
Ask the striker: If he's going down the line, where should you be?
Passing instead of carrying even with 20 m of empty channel ahead
How much space was in front of you? What would have happened if you'd just run?
The channels turning into a jogging lane for easy bonus points
The 'must beat a defender' rule handles it. Say it once more and move on.
Ask them
  • Whose job is it to be in the wide channel?
  • How do you know whether to carry or to pass?
  • What should happen in the middle while someone is carrying down the wing?
  • What's the last thing you do before your final touch in the channel?
Harder
  • The carry must end in a cross for the bonus to count.
  • Double bonus for a carry that beats two defenders.
Easier
  • Widen the channels to 9 m.
  • Any carry through the channel counts, opposed or not.
Goalkeeper — Your keeper has nothing to do — give them this

They take part in the warm-up and the technical practice as a carrier. Keepers travel with the ball out of their area more than any position on the pitch now, and nobody ever practises it. In the match: one deliberate carry out of the box per half, on the front foot, before releasing.

Session aims & kit list
By the end, players can
  • Carry the ball at speed with the laces, pushing it into open space and running onto it.
  • Change the size of the touch to match the space — long in the open, short and within a stride when tight.
  • Change direction to escape pressure, using at least one move confidently with each foot.
  • Decide between passing and carrying based on what is in front of them, not on habit or instruction.
  • Lift their head while travelling, so the carry ends in a good decision rather than a dead end.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Mannequins · Bibs — red / blue / yellow · Mini goals · Full-size goals

One against one · 14–16 players · 60 min

Teach the feint before anyone can be tackled. One player carries, their partner shadows two metres away without challenging — so the carrier learns that a defender's feet can be moved by a movement, and gets to try it with nothing at stake.

Set up
  • 28 × 20 m grid marked with flat markers.
  • Pairs — one ball between two. One player carries, the other shadows.
  • The shadow is not allowed to tackle. They mirror the carrier at roughly 2 m, staying goal-side.
  • Balls at the grid edge so early arrivals start immediately.
  • Coach on the long edge with a whistle.
Rules & scoring
  • No tackling at any point. The shadow blocks the route; they never win the ball.
  • The shadow must stay within roughly 2 m — too far and the carrier learns nothing; too close and it becomes wrestling.
  • An escape counts only if the carrier crosses an edge with the ball under control.
  • Swap roles every two minutes.
  • If a pair is badly mismatched for speed, swap the pairings quietly and without comment.
Coaching points — the four corners
Technical
Ball on the front foot so it can go either way. Body low, knees bent, weight on the balls of the feet. The feint is made with the shoulder and hips, not just the foot — a step-over that doesn't move the upper body fools nobody.
Tactical
Move them first, then go. Watch the shadow's feet: the moment their weight settles on one side is the moment to go the other way.
Physical
Repeated changes of direction and short accelerations — this is the movement preparation the session needs, and it is specific to what follows.
Psychological
This is a completely safe environment to try a skill in, which is exactly why it comes first. Encourage the extravagant and the silly — some of it will turn out to work.
Social
Partners should tell each other what worked: that one had me going. Feedback from the defender is more useful than feedback from the coach here.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 4 homeworkhow many touches over 20 metres? How many times did your wide player run with it?
  2. Minute 3 — pair up and shadow. One ball per pair. Carrier: move around the grid. Shadow: stay two metres away and copy them. No tackles. Ninety seconds.
  3. Minute 5 — the whistle. On the whistle, the carrier tries to escape and reach any edge of the grid before the shadow can get in front of them. Shadow still may not tackle — only block the route. Six or seven whistles.
  4. Minute 7 — add the move. Before you go, do something to move them: drop your shoulder, step over it, or slow down and then explode. One 20-second demonstration.
  5. Minutes 8–10 — swap and compete. Swap roles. Count successful escapes out of five. Winner of each pair announces their score.
Watch for
Escaping in a straight line — pure speed, no feint. It works against a slow shadow and will fail against a real defender
Ask the shadow, not the carrier: Did he trick you, or did he just outrun you? What would have been harder to defend?
Feint with the feet only — a fast step-over that doesn't move the defender at all
Show me the same move but move your shoulders. Now ask your partner which one moved him.
No acceleration after the move — the trick works and then nothing happens
One cue: Three fast steps straight after the move. Count them out loud.
Shadow tackling despite the rule
Stop that pair for ten seconds and reset: Your job is to make it hard, not to win it. Next time you get to tackle.
The same move every time
Show me a different one. Anything. It doesn't have to work.
Ask them
  • What made your partner move the wrong way?
  • Which part of your body did the trick — your foot, or your shoulders?
  • What happens in the three steps after the move?
  • Shadows — what were you looking at? The ball, or the player?
Harder
  • Shadow may block with their body (still no tackle), so the escape must be genuinely deceptive.
  • Two shadows, one carrier in the last two minutes.
Easier
  • Shadow stays 3 m away, giving more time and space.
  • Coach calls the move so the carrier doesn't have to choose as well as execute.

The full 1v1 in its cleanest form. The defender serves the ball and closes down, so every repetition starts with a receive — connecting this theme to this theme — and the attacker has two gates to attack, so the defender cannot simply guess.

Set up
  • Three or four arenas, each 16 × 14 m, side by side with 4 m between them.
  • Per arena: two 3 m escape gates on the far line, 8 m apart; a dashed engage line across the middle; one ball plus a spare.
  • Four players per arena — one attacker working, one defender working, one of each waiting at the start line. Waits are under 20 seconds.
  • Pair by ability. Put confident attackers against confident defenders. This matters more in this practice than in any other in the curriculum.
  • Coach walking between arenas — you cannot see four 1v1s at once, so watch one arena for a full minute before moving.
Rules & scoring
  • The ball must be carried through a gate, not passed through it.
  • 1 point for beating the defender through a gate. 2 points if the attacker used a recognisable move to do it. 1 point to the defender for winning the ball cleanly or forcing the attacker back over the start line.
  • The defender must serve the ball firmly along the ground — a bad serve wastes the repetition.
  • The defender may not tackle until the attacker crosses the engage line, so there is a genuine approach phase.
  • Ball out: instant restart with the spare ball. Never wait.
Coaching points — the four corners
Technical
Approach: attack at speed but with the ball out of the feet by no more than a stride, so a change of direction is available. The move: shoulder and hips first, ball second. The exit: touch the ball into the space you're going, then three explosive steps. Use the foot furthest from the defender to push the ball away.
Tactical
Attack the defender's front foot — they cannot turn quickly over that side. Go on the outside if the defender shows you inside, and vice versa. Take them towards a gate to open the other one.
Physical
Maximal accelerations of 5–10 m, roughly one every 25 seconds per player. This is a genuinely demanding practice; the passive first four minutes are not optional.
Psychological
Losing the ball is the correct price of trying. Say it before the live phase begins, and repeat it every time it happens. Never let the waiting players comment on a failed attempt.
Social
Pairs should talk between repetitions. Encourage the defender to tell the attacker what nearly worked — it makes both players better and it keeps the duel friendly.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 30 seconds. Defender passes it to the attacker and comes to defend. Attacker: get through either gate with the ball. Go.
  2. Minutes 0–4 — defender jockeys only, no tackling. Every attacker gets through. This builds the pattern and, more importantly, the belief.
  3. Minute 4 — one freeze, twenty seconds. Show an attacker who ran straight at the defender beside one who moved them first. Ask the group which defender had the harder job.
  4. Minutes 4–11 — live. The defender may tackle. Keep the pairings the same so both players get repeated attempts at the same problem, which is how a move actually gets learned.
  5. Minutes 11–15 — best of five. Each pair plays five attacks each way and keeps score. Announce that the score doesn't matter and that you want to see new moves attempted — then ask afterwards who tried something they've never done.
  6. Rotation: attacker becomes defender; defender joins the back of the attacking line. Everyone gets roughly ten attacks.
Watch for
Running straight at the defender at full speed and losing it
You were quick. Was he ever off balance? What would make him move first?
Too many touches on the approach — arriving slowly and giving the defender time to set
How many touches before you get to him? Try three.
The move works but there's no acceleration — the defender recovers and wins it back
This is the single most common fault. One cue: Three steps, hard, straight after.
Always the same side — every attack goes right
Add a temporary condition: This round, gate one only. Then swap.
Attacker stops trying after two failures
Intervene immediately and privately. Drop their defender to passive for two repetitions and get them a success before returning to live.
Ask them
  • What did you do to move him before you went past?
  • Which foot was he standing on when you went? Could he turn that way?
  • How many touches did you take on the way in?
  • What happened in the three steps after your move?
Harder
  • Three-second limit from the engage line — forces a decisive attack rather than dithering.
  • One gate only, so the defender knows where you're going and you must beat them anyway.
Easier
  • Passive defender for the whole practice for specific pairs — nobody else needs to know.
  • Wider gates (5 m) and a longer arena, giving more room to escape into.

Force the 1v1 to appear inside a real game without turning the game into a drill. The condition is simple and brutal: a goal only counts if somebody in that attack has beaten an opponent with a dribble.

Set up
  • Two pitches, each 30 × 20 m, side by side with a 5 m corridor between them.
  • Per pitch: two mini goals at each end, positioned 6 m and 14 m from one corner. Two goals per end means the defence has to spread, which creates the 1v1s.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3.
  • Coach in the corridor with a spare ball, feeding both games.
Rules & scoring
  • A goal only counts if a player has beaten an opponent with a dribble during that possession. The players call it themselves; do not referee it.
  • Goal after a beat = 1 point. Goal scored BY the player who beat someone = 3 points.
  • Ball out: the coach rolls a new one in immediately. No throw-ins or corners.
  • No stoppages during games. Coaching happens in the 45-second gaps, as a question.
  • Never disallow a goal yourself in a way that deflates a player — if there's doubt, give it and move on. The rule exists to shape behaviour, not to punish.
Coaching points — the four corners
Technical
Ball out of the feet when running into space, within a stride when engaging. Change of pace immediately after the change of direction. Shield with the body when the defender gets alongside.
Tactical
The best place to take someone on is in the attacking half, facing forward, with space behind the defender. The worst is in front of your own goal. Teammates must create space by moving away from the duel, not towards it.
Physical
Three minutes on, 45 seconds off, four times. High-intensity change of direction. Shorten the last game if quality drops.
Psychological
The whole point of tonight is permission. Praise the attempt at every opportunity — good, try that again — and never join in with a groan.
Social
Teammates who shout "go on!" rather than "pass!" change the whole culture of the group. Name it, praise it, and it will stick.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Keep the same pairings from the arena where you can — the players have history with each other now and it makes the duels sharper.
  2. Explain in 20 seconds: Normal 4v4, two goals each end. But a goal only counts if someone beat an opponent on the way to it. Three minutes. Go.
  3. Game 1 — no coaching. Count how many goals are disallowed. It will be most of them, and that is fine.
  4. Between games 1 and 2, one question: Where on the pitch is the best place to take someone on? Where's the worst?
  5. From game 3, add the reward: if the player who beat an opponent is also the one who scores, the goal is worth 3 instead of 1.
  6. Four games of three minutes with 45 seconds between, ladder as usual — winners of Pitch 1 stay, losers swap.
Watch for
Attacks breaking down because everyone waits for someone else to dribble
Ask between games: Whose job is it to beat someone? What would happen if it was everyone's?
Taking players on in front of their own goal
Don't ban it — question it: Where were you when you tried that? What happens if you lose it there?
Teammates crowding the ball carrier, closing the space they need
When he's going 1v1, do you run towards him or away from him? Try away and see what happens.
One player doing all the dribbling
Quietly to a quieter player: You've not tried one yet. Next attack — just go, whatever happens.
Disallowed goals killing the mood
Move to the 3-point reward earlier, or relax the rule to 'someone attempted a 1v1'. Confidence first, precision second.
Ask them
  • Where on the pitch is the best place to take someone on?
  • Where's the worst place, and why?
  • What should your teammates do while you're going 1v1?
  • Which goals felt best — the ones you passed into, or the ones you dribbled into?
Harder
  • Two beats required before a goal counts.
  • Only the player who beat someone may score.
Easier
  • An attempted 1v1 counts, successful or not — this is the version to use if confidence is fragile.
  • 3 v 3 on 26 × 18 m — more space, more 1v1s, less crowding.

Transfer the duel into a full match picture and put the reward where it belongs — in the attacking third, where beating a player creates a chance rather than a risk.

Set up
  • 50 × 34 m with full-size goals. Both attacking thirds marked with flat markers at 17 m and 33 m.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape in front of each keeper. Keepers swap at the halfway point.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3 points. Beat an opponent = +1. Beat an opponent inside their attacking third = +2.
  • A 'beat' means the ball and the player go past the opponent together and the attacker keeps possession.
  • No touch restrictions. This is a match.
  • Keepers restart within five seconds. Throw-ins may be taken as pass-ins.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
Approach speed, feint, acceleration — the same three-part sequence, now with tired legs and real consequences. Head up before the final touch so the duel ends in a chance, not a dead end.
Tactical
Duels are for the attacking half. In your own third, the pass is almost always right. Teammates should offer an option behind the ball carrier so a failed duel isn't a catastrophe — this is the first appearance of cover in possession.
Physical
Fifteen minutes of continuous match play with repeated maximal accelerations. Expect a drop-off; keep the ball rolling rather than adding rest.
Psychological
Watch the sideline and watch yourself. A single exasperated noise from an adult when a dribble fails will undo the whole session.
Social
By the end of tonight the squad should have a shared phrase for encouraging a duel. Whatever they choose, use it yourself.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams from the skill game. Keepers and shape in 30 seconds.
  2. Explain the condition once: Normal game. Beat an opponent anywhere and that's a bonus point. Beat one in their third and it's two.
  3. Minutes 0–5 — no interruption. Watch where the duels happen and who is avoiding them.
  4. Minute 5 — drinks break, one question: Where have most of our 1v1s happened tonight? Where should they happen? Restart.
  5. Minutes 6–15. Announce bonus points loudly as they happen — that's two for the reds — because the announcement is the coaching.
  6. Final three minutes: no bonuses, just football. Watch whether the willingness survives without the reward.
Watch for
Duels only in the middle third, where they're worth least and cost most
Where's the bonus worth two? What would you have to do to get there?
Wide players cutting inside into traffic instead of going outside
What's outside you? Nothing. So why go where the people are?
Nobody covering behind the duel — a lost dribble becomes a counter-attack
One intervention: When he goes, where do you need to be? Behind him, not next to him.
A player who won't try at all
Private, specific and low-stakes: One try. Doesn't matter what happens. I just want to see it. Then praise it whatever the outcome.
The bonus dominating the game — players dribbling for points rather than to progress
Remind them a goal is worth three, then take the bonuses away for the last three minutes.
Ask them
  • Where on the pitch is beating a player worth the risk?
  • What did you do to move the defender?
  • What should your teammates be doing when you go 1v1?
  • What happens if you lose it — who's covering?
Harder
  • Only duels in the attacking third score.
  • Double bonus for beating two opponents in one carry.
Easier
  • An attempt counts, successful or not.
  • Bigger pitch (55 × 38 m) — more space to run into.
Goalkeeper — Your keeper has nothing to do — give them this

The shadow grid and the skill game as an outfield player. Then give them their own 1v1: the onrushing striker. Ten minutes in a spare goal — approach, get big, delay, do not go to ground early. It is the same session from the only angle that is theirs, and it is the situation they will actually face on Saturday.

Session aims & kit list
By the end, players can
  • Attack the defender at controlled speed — arriving at pace but able to change direction, not sprinting into a tackle.
  • Move the defender before going past them — a feint, a body drop or a change of pace that produces a reaction.
  • Accelerate away in the first three steps after the move, because the move is worthless without the burst.
  • Attack the defender's front foot and go past on the side they cannot recover to.
  • Attempt a 1v1 without fear of losing the ball, and recover immediately when it goes wrong.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Mini goals · Full-size goals

One against one · 14–16 players · 60 min

Get the striking technique into the legs before anyone is asked to score. Pairs face each other across a line of gates and drive the ball through — same action as a shot, no goalkeeper, no pressure, and no chance of an embarrassing miss.

Set up
  • 30 × 21 m area with a line of 2.5 m gates down the middle, spaced 3–4 m apart. One gate per pair.
  • Pairs face each other 8 m either side of their gate, one ball between them.
  • A single marker 3 m behind each player to jog around between strikes — this keeps the practice moving and warms the legs.
  • With 14–16 players, make some groups of three: striker, receiver, and one jogging the marker. They rotate every strike.
  • Coach walking the line of gates.
Rules & scoring
  • Below knee height at all times. A strike that flies over the partner's head doesn't count, however satisfying.
  • The ball must pass through the gate, not around it.
  • Jog the marker between every strike from minute 7.
  • Alternate feet from minute 8.
  • Any ball that leaves the area is retrieved by the player who struck it — immediately, at a jog.
Coaching points — the four corners
Technical
Non-kicking foot alongside the ball, pointing at the target. Head down and still through contact — the single biggest cause of a bad strike at U12 is the head lifting early. Strike through the middle of the ball with the laces, toe pointed down, ankle locked. Follow through towards the target and land on the kicking foot.
Tactical
Not yet — this is deliberate technical repetition. The decisions come in 6.2.
Physical
The jog between strikes provides the movement preparation. Striking with the laces demands hip flexor and quad readiness, so keep the first four minutes at low intensity.
Psychological
Nobody can miss here. That is the entire point of doing it before the goal appears — the technique is built somewhere it cannot embarrass anyone.
Social
Partners give one piece of feedback each round: too high, too soft, or perfect. Three words, no more.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling and juggling. Collect the Session 5 homeworkwhich move did you own? Show me one.
  2. Minute 3 — pair up on the gates. Pass firmly through your gate along the ground. Inside foot. Ten each. This is the accuracy baseline.
  3. Minute 5 — switch to the laces. Now strike it. Laces, head over the ball, follow through towards your partner. Demonstrate once, 20 seconds. Ball must stay below knee height.
  4. Minute 7 — add the movement. After every strike, both players jog around their marker and back before the next one. Now the technique has to survive a moving start.
  5. Minutes 8–10 — alternate feet. Every second strike with the weaker foot. Expect it to be poor, say so before it happens, and count the successes rather than the failures.
Watch for
Head coming up before contact — the ball balloons over the gate
Do not say 'head down'. Say: Watch your foot hit the ball. Tell me which bit of your boot touched it. The head stays down because the task requires it.
Toe-poking — no follow-through, ball skidding sideways
Point your toe down and finish with your laces facing your partner. One cue, then let them work.
Non-kicking foot too far behind — the strike goes high every time
Put a marker where the standing foot should land. Physical beats verbal.
Leaning back on contact
Get your chest over the ball. If it persists, move the pair 2 m closer — leaning back is usually an attempt to generate distance.
Weak foot avoided by turning the body to get the strong foot to the ball
Make it a counted target: Ten with the left. I'll count them with you.
Ask them
  • Where should your standing foot be when you strike it?
  • What happens to the ball when your head comes up early?
  • Which part of your boot did you hit it with?
  • What's the difference between a pass and a strike?
Harder
  • Move the pairs to 12 m apart, demanding a cleaner strike.
  • One-touch strike from the partner's pass — no controlling touch.
Easier
  • Move to 6 m apart and widen the gates to 4 m.
  • Stationary ball — strike from a dead ball rather than a rolling one.

Attach the finish to the duel. Same 1v1 as in Session 5, but now there is a real goal, a real goalkeeper and a shooting zone — so the attacker must beat their player AND get the shot away before the defender recovers.

Set up
  • One station at each full-size goal — 26 × 22 m, using the goal and the space in front of it.
  • A shooting zone marked 10 m from the goal line: shots must be taken from inside it, which stops speculative long-range efforts.
  • Per station: goalkeeper, server standing wide with the balls, attacker, defender, and two players waiting. Six to eight per station.
  • Balls stacked with the server, not with the coach — a finishing practice must never wait for a ball.
  • Coach positioned to the side of the shooting zone where you can see the strike, not behind the goal.
Rules & scoring
  • Shots only from inside the shooting zone.
  • 1 point for a goal. 2 points if the attacker beat the defender first. 1 point to the defender for winning the ball or forcing the shot from outside the zone.
  • Rebounds are live for three seconds — this teaches following in the shot without turning the practice into a scramble.
  • The server must serve firmly along the ground; a bad serve wastes the repetition.
  • Ball out or goal scored: next pair goes immediately. Never wait.
Coaching points — the four corners
Technical
Choose early: driven with the laces when the keeper is close and the angle is tight; placed with the inside foot across the keeper when there is time. Head still through contact. Take the shot on the touch that comes out of the beat — not one touch later.
Tactical
Shoot across the goalkeeper towards the far post: a save pushes the ball back into danger and a miss stays in play. Look at the keeper's position before the final touch. The best time to shoot is while the defender is still turning.
Physical
Repeated maximal 10–15 m efforts finishing with a strike. Roughly one repetition every 30 seconds per player, which is a substantial load — the passive first four minutes matter.
Psychological
Misses are public here, and that is the whole difficulty. Respond to every miss identically and briefly: good decision, next one. Never analyse a miss in front of the group.
Social
Waiting players are banned from commenting on misses. State this once, clearly, at the start. Enforce it immediately if it happens.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 30 seconds. Server plays it in, defender comes to stop you, get past him and finish from inside the zone.
  2. Minutes 0–4 — passive defender. Every attacker gets past and gets a shot away. This is confidence-building, and it also lets you coach the strike rather than the duel.
  3. Minute 4 — one freeze, twenty seconds. Show two finishes: one blasted at the keeper, one placed across into the far corner. Ask which one the keeper found harder and why.
  4. Minutes 4–11 — live. The defender may tackle and may recover. The attacker now has roughly two seconds between beating them and shooting.
  5. Minutes 11–15 — score it properly. Keep team scores across both stations. Announce the running total occasionally.
  6. Rotation: attacker → defender → server → back of the attacking line. Rotate the goalkeeper every four minutes — every player should keep goal at some point in the block.
Watch for
Shooting straight at the keeper — every shot down the middle
Where was the keeper? Where was the space? Then set a target: Next one, across him.
Taking one touch too many — the defender recovers and blocks it
You were past him. When was the shot on? Then run it again and ask them to shoot earlier.
Blasting everything with maximum power and no accuracy
Which is more likely to go in — hard, or in the corner? Try placing the next one.
Head up before contact — the ball goes over the bar
Same cue as the warm-up: Watch your foot hit it.
Hesitating and not shooting at all
This is fear, not technique. Reduce the stakes: put the defender passive for that player and let them score three in a row before going live again.
Ask them
  • Where was the keeper standing before you shot?
  • Did you place it or hit it? Which was right for that situation?
  • When was the earliest you could have shot?
  • Why do we aim across the keeper rather than at the near post?
Harder
  • Two-second limit from beating the defender to striking.
  • Recovering defender starts closer, so the shot must come almost instantly.
Easier
  • Passive defender throughout for individual players.
  • Move the shooting zone in to 8 m so success rates rise.

The duel and the finish inside a competitive game, using both full-size goals and both goalkeepers. Shooting zones stop the game becoming a long-range shooting contest and pull the duels into the areas where they matter.

Set up
  • One pitch, 40 × 28 m, using both full-size goals with a goalkeeper in each.
  • A shooting zone marked 14 m from each goal line — shots only count from inside it.
  • 5 v 5 outfield plus two goalkeepers (12 players). With 14–16, use rolling substitutes changing every two minutes — call the changes yourself so nobody has to ask.
  • Spare balls behind each goal so restarts are instant.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Shots only from inside the shooting zone. A goal from outside doesn't count and play restarts with the keeper.
  • Goal = 1. Goal after a duel = 2. Goal scored BY the player who won the duel = 3.
  • Rolling subs every two minutes when the squad is 14 or more. Nobody sits for longer than two minutes.
  • Keeper restarts within five seconds. Throw-ins may be taken as pass-ins.
  • No stoppages. Coaching happens during substitutions, in a sentence.
Coaching points — the four corners
Technical
Same two finishes as the technical practice, now under fatigue and pressure. First touch out of the feet before the strike. Head still.
Tactical
Duels are easiest wide and facing forward, hardest centrally with your back to goal. Teammates should occupy the far post whenever a duel starts wide — most goals from this practice come from rebounds and cutbacks, not from the shot itself.
Physical
Continuous high-intensity play with maximal efforts. The two-minute rolling substitutions manage the load; use them even if the squad protests.
Psychological
The scoring system pays for bravery three times over. Say it out loud after the first 3-point goal: that's what we're looking for.
Social
Watch the goalkeepers. A keeper who is being blamed for goals will stop wanting the job. Praise saves loudly and by name.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams and keepers set in 30 seconds. Keep the same teams from the technical stations if you can.
  2. Explain in 20 seconds: Shots from inside the zone only. Normal goal is 1. A goal after somebody's beaten their player is worth 2. Go.
  3. Minutes 0–4 — let it run. Watch whether the duels appear naturally or whether the team plays around them.
  4. Minute 4 — 45 seconds, one question: Where's the easiest place on this pitch to beat someone? Where's the hardest? Restart.
  5. Minutes 5–11 — add the third scoring level: a goal scored by the player who beat their opponent is worth 3.
  6. Minutes 11–15 — rolling subs continue, scoring stays. Call the total out loud every couple of minutes; the running score is what drives the behaviour.
Watch for
Long-range shooting from outside the zone
The rule handles it. One reminder, then let the restarts do the teaching.
Nobody attacking the far post — every rebound wasted
When he's going 1v1 on the right, where's the ball ending up? Who's there?
Duels attempted centrally and lost, leading to counter-attacks
Where did you try that? Where would it have been easier?
Goalkeepers standing on the line
One quiet cue: Come out a step. Make yourself big. Do not overload keepers with technique tonight — this is not their session.
Substitutes disengaging
Give them a job: one counts the team's duels, another counts shots on target. They report at the reflection.
Ask them
  • Where's the easiest place on this pitch to beat someone?
  • When a duel starts on the wing, where should you be?
  • Which finishes went in — the placed ones or the blasted ones?
  • Keepers — what made a shot hard to save?
Harder
  • One-touch finishes only inside the shooting zone.
  • Only goals after a duel count at all.
Easier
  • Remove the shooting zone and allow shots from anywhere.
  • 4 v 4 + keepers on a 34 × 24 m pitch — more space, more chances.

A full match with one condition that quietly rebuilds the whole attacking picture: goals count only from inside the box. That pulls players into the scoring positions, which means somebody has to beat a player and deliver, and somebody else has to arrive.

Set up
  • 50 × 34 m with full-size goals. A 9 × 20 m scoring area marked in front of each goal.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape in front of each keeper. Rotate keepers at the halfway point.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goals count only from inside the scoring area.
  • Goal = 2 points. Goal after a duel anywhere in the build-up = 4 points.
  • No touch restrictions otherwise. This is a match.
  • Keepers restart within five seconds. Throw-ins may be taken as pass-ins.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
First-time finishing from cutbacks — get the foot through the ball, keep it down, and accept that the accuracy matters more than the power. Wide players: the cutback is a pass, not a cross; along the ground, into the area between the penalty spot and the edge.
Tactical
Three players in the box whenever the ball is wide — near post, penalty spot, far post. The near-post run drags a defender and creates the space for the cutback. Someone must hold on the edge for the rebound.
Physical
Fifteen minutes of continuous match play at the end of a demanding session. Expect the finishing to deteriorate and don't coach it harder — coach it less.
Psychological
This should feel like the reward at the end of a run of these sessions. Praise arrivals in the box as loudly as goals; the run is the harder habit.
Social
Wide players should be shouting for runners, and runners should be shouting for the cutback. The two calls are the whole practice.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Keepers and shape in 30 seconds.
  2. Explain the condition once: Normal game — but a goal only counts if the shot is taken from inside the box. And if somebody beat their player in the build-up, it's worth double.
  3. Minutes 0–5 — no interruption. Watch how many players get into the box when an attack develops. It will be fewer than you'd like.
  4. Minute 5 — drinks break, one question: When the ball's on the wing, how many of us should be in the box? Where exactly? Get three answers: near post, penalty spot, far post. Restart.
  5. Minutes 6–15. Announce the doubles loudly. Two individual interventions maximum.
  6. Final two minutes — free play, no conditions. Let the block end with football.
Watch for
One player in the box while three watch from 30 m
The single most common U12 attacking fault. One intervention: When he's wide, I want three of you in there. Who's near post?
Crosses hit high and hopeful into a crowd
Where are your teammates — in the air or on the ground? Roll it to them.
Everybody sprinting to the near post together
If you're all in the same place, how many defenders does it take to mark you?
Shots snatched from outside the box out of habit
The rule handles it. Let the restart do the coaching.
Nobody on the edge for the rebound
Where do half the goals in football come from? Who's standing there for us?
Ask them
  • When the ball's wide, how many of us should be in the box? Where?
  • What does the near-post run do for the player at the far post?
  • Should the cutback be in the air or on the ground? Why?
  • Who's on the edge of the box for the rebound?
Harder
  • One-touch finishes only inside the box.
  • Three attackers must be in the box for a goal to count.
Easier
  • Enlarge the scoring area to 14 m deep.
  • Any shot counts and the duel bonus still applies.
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Strike through the middle of the ball with the laces, head steady, non-kicking foot alongside.
  • Place the ball across the goalkeeper with the inside foot when accuracy matters more than power.
  • Choose between the two based on the distance, the angle and where the keeper is.
  • Finish immediately after a duel, while the defender is still recovering rather than after they've got back.
  • Shoot without hesitation — and treat a miss as information rather than as failure.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Full-size goals · Goalkeeper gloves

One against one · 14–16 players · 60 min

Build the defensive stance and footwork before anyone can be beaten. Pairs work in lanes: the attacker moves, the defender mirrors, and the whole focus is on the feet — small steps, side-on, never crossing over.

Set up
  • 30 × 20 m divided into five 6 m lanes with dashed lines of flat markers.
  • A target line across the far end, 16 m from the start — the attacker's objective.
  • One pair per lane: attacker with a ball at one end, defender 6 m in front. With 14–16, make some lanes a three and rotate every repetition.
  • Players must stay inside their own lane. The lane is what makes the practice work — it removes the option of simply running around the defender.
  • Coach walking behind the lanes so you can see the defenders' feet.
Rules & scoring
  • Stay inside your lane. Leaving the lane with the ball is a win for the defender.
  • No tackling until minute 7.
  • An attacker scores by crossing the target line with the ball under control.
  • A defender scores double for a stop that involves no tackle — forcing the attacker backwards or out of the lane.
  • Swap roles every two minutes so nobody spends the whole warm-up defending.
Coaching points — the four corners
Technical
Side-on stance, knees bent, weight forward on the balls of the feet. Small, quick steps — never cross the feet, because a crossed foot cannot change direction. The retreat step: move backwards by pushing off the front foot, not by turning and running.
Tactical
Stay between the attacker and the line. Do not commit — the longer you delay, the more likely they are to make the mistake for you.
Physical
Lateral and backwards movement at speed, which is exactly the movement pattern most young players never train. This doubles as excellent injury-prevention work for the ankles and knees.
Psychological
Defending is not the punishment role. Say this out loud in the first minute — tonight the defenders are the ones being coached — because the earlier sessions in this theme teach them the opposite.
Social
Pairs should tell each other what worked. An attacker saying I couldn't get past you when you did that is worth more than anything you can say.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 6 homeworkplaced or driven? Across the keeper or at him?
  2. Minute 3 — mirroring, no ball. Attacker moves left and right along their line; the defender mirrors, staying directly in front. Small steps. Stay side-on. Never cross your feet. Sixty seconds, then swap.
  3. Minute 5 — add the ball, no tackling. The attacker now dribbles slowly forward; the defender retreats, mirrors and blocks the route but may not tackle. This teaches the retreat step, which almost nobody at U12 does naturally.
  4. Minute 7 — live. The attacker tries to cross the target line with the ball; the defender may now tackle. Best of five, then swap roles.
  5. Minutes 9–10 — the challenge. Defenders count how many times they stop the attacker without tackling — by forcing them backwards or out of the lane. Announce that this score counts double.
Watch for
Square-on stance — feet level, facing the attacker, hips flat
Point one shoulder at him. Now try to move sideways. They feel the difference instantly.
Crossing the feet while moving sideways, then falling over
Small steps. Never let your feet touch each other. Slow the attacker down until the footwork holds.
Turning and running instead of retreating side-on
Face him while you go backwards. If you turn, you've lost him.
Diving in on the first touch
Score it: remind them that a stop without a tackle is worth double. The scoring does the teaching.
Standing too far off — attacker walks through untouched
Get close fast, then slow down. Two steps away, not five.
Ask them
  • Which stance let you move quickest — square or side-on?
  • What happens when your feet cross?
  • How close should you be to him?
  • Did you win more by tackling or by forcing him backwards?
Harder
  • Narrow the lanes to 4 m, so the defender must be precise.
  • Two attackers, one defender in one lane for the final minute.
Easier
  • Widen the lanes to 8 m and slow the attacker to walking pace.
  • No tackling at all for the whole warm-up — stopping the attacker is enough.

Session 5's arena, scored the other way round. The defender serves the ball, approaches on a curve, and tries to show the attacker into the shaded side — the side that is worth double, and which should be the attacker's weaker foot.

Set up
  • Three or four arenas, each 18 × 16 m, side by side with 4 m between them.
  • Two 3 m escape gates on the far line. One half of the arena is shaded with flat markers as the 'show him here' side.
  • Four players per arena: one defender working, one attacker working, one of each waiting. Waits under 20 seconds.
  • Set the shaded side to the attacker's weaker foot and swap it when a left-footed attacker comes up. This is a 15-second job between repetitions and it doubles the value of the practice.
  • Coach walking between arenas, watching the defenders' approach — not the outcome.
Rules & scoring
  • 2 points to the defender if the attacker is forced into the shaded side, whatever happens afterwards. 2 points for winning the ball cleanly. 3 points for forcing the attacker backwards over the start line without a tackle.
  • 1 point to the attacker for getting through either gate.
  • The defender must serve firmly along the ground.
  • No slide tackling. State this once and hold it — it removes the biggest injury risk and forces better footwork.
  • Ball out: instant restart with the spare ball.
Coaching points — the four corners
Technical
Close fast, then slow the last three steps. Arrive side-on with the front foot pointing where you want them to go. Knees bent, low centre of gravity. Watch the ball, not the shoulders — a step-over moves the shoulders and the ball stays where it is.
Tactical
Approach on a curve, not in a straight line: the curve closes one route before you arrive so the attacker's choice is already made. Show them onto their weaker foot and towards the touchline. Tackle only when the ball is more than a stride from the attacker's foot, or when they take a heavy touch.
Physical
Repeated short sprints followed by deceleration and lateral movement. The deceleration is the demanding part and the part nobody trains — expect legs to feel it.
Psychological
Redefine winning: a defender who forces a backwards pass has won. Repeat it every time it happens, by name.
Social
Attackers must go properly. A half-hearted attacker teaches the defender nothing, and the practice quietly dies. Say so once.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 30 seconds. Defender, you serve it and you defend. Your job isn't to win it — it's to send him into the yellow side. If he goes there, you get two points whatever happens next.
  2. Minutes 0–4 — attacker at three-quarter pace. This lets defenders practise the approach without being immediately eliminated. Tell the attackers explicitly; they will cooperate if they know why.
  3. Minute 4 — one freeze, twenty seconds. Show a straight approach beside a curved one. Ask the attacker which one gave them more options.
  4. Minutes 4–11 — full pace. Attackers now go properly. Defenders keep the same job: force, delay, and only tackle when the ball is genuinely available.
  5. Minutes 11–15 — defenders keep score. Five duels each. Announce that the highest score for stops without tackles wins, not the highest total.
  6. Rotation: defender becomes attacker; attacker joins the back of the defending line.
Watch for
Sprinting all the way in and being beaten by the first touch
How fast were you in the last three steps? Try arriving slower than you close.
Straight-line approach — both routes open, attacker picks either
Which way do you want him to go? Now run at him so that's the only way left.
Square-on arrival — beaten either side
Back to the warm-up cue: One shoulder pointing where you want him to go.
Watching the attacker's upper body and buying every feint
Look at the ball. It can't lie to you.
Diving in on the first touch
The scoring handles it, but reinforce: When is the ball actually available? Wait for that moment.
Ask them
  • Which way did you want him to go? Did your approach make that happen?
  • How fast were you in the last three steps?
  • What were you looking at — the ball or his body?
  • When was the ball actually available to tackle?
Harder
  • Only stops without tackles count for a two-minute round.
  • Two attackers, one defender — the defender must delay rather than engage.
Easier
  • Attacker at half pace throughout.
  • Smaller arena (14 × 12 m) so there is less space for the defender to cover.

Put both halves of the block on the same scoreboard. Goals score, and so does winning a 1v1 — so an attacking team and a defending team can both be winning at the same time, and every duel on the pitch matters to somebody.

Set up
  • Two pitches, each 30 × 20 m, side by side with a 5 m corridor between them.
  • Per pitch: two mini goals at each end, 4 red bibs, 4 blue bibs, 2 balls.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3.
  • The players keep their own duel score. Do not referee it — announce at the start that you're trusting them, and then trust them.
  • Coach in the corridor between the pitches with a spare ball.
Rules & scoring
  • Goal = 2 points. Winning a 1v1 = 1 point to the defending team. Winning a 1v1 with cover behind = 2 points.
  • A 1v1 is 'won' by a clean tackle, an interception, or by forcing the attacker backwards or out of play.
  • No slide tackling.
  • Ball out: the coach rolls a new one in immediately.
  • No stoppages during games. Coaching happens in the 45-second gaps, as a question.
Coaching points — the four corners
Technical
Close fast, slow the last three steps, arrive side-on. Tackle with the front foot and the whole body behind it — a stretching toe-poke is how young defenders get hurt and beaten at the same time.
Tactical
Press the ball, and somebody covers behind. Force the attacker away from the middle and towards the touchline. Recognise the moment to delay: if help is arriving, buy time rather than gambling.
Physical
Three minutes on, 45 seconds off, four times. Heavy on deceleration and lateral work. Shorten the last game if quality drops.
Psychological
Defending has been the unglamorous role in the attacking sessions. The scoreboard fixes that in one session — read the duel scores out loud between games and treat them exactly like goals.
Social
The covering player should be calling — "I'm behind you!" — which is what allows the front defender to be brave. Name that relationship; it's the foundation of this theme.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Balanced teams.
  2. Explain in 25 seconds: A goal is 2. Winning a 1v1 — tackling cleanly, or forcing them backwards or out — is 1 to the defending team. Keep your own score. Three minutes. Go.
  3. Game 1 — no coaching. Watch whether anybody defends properly or whether they all just chase the ball.
  4. Between games 1 and 2, one question: Can you win this game without scoring? How?
  5. From game 3, add the cover point: if a second defender is covering behind when a duel is won, that's 2 points instead of 1. This is the first seed of this theme's press–cover–balance.
  6. Four games of three minutes with 45 seconds between, ladder as usual.
Watch for
Everybody pressing the ball at once, nobody covering
If you all go, what's behind you? Then the 2-point cover rule does the rest.
Diving in to claim the point
How many did you win by tackling? How many by making him go backwards? Which is safer?
Defenders showing attackers inside towards the middle
Which is more dangerous for us — him going down the line, or into the middle?
Score-keeping disputes
Settle it in one sentence and move on. Never spend more than five seconds on it — the score exists to shape behaviour, not to be accurate.
Attacking players not trying duels any more because defending is now rewarded
Remind them a goal is worth two, and that this theme's whole point is that both sides get better.
Ask them
  • Can you win this game without scoring? How?
  • When you won the ball, was anyone covering behind you?
  • Which is safer — going to ground, or standing up and forcing him wide?
  • Where do you want to send the attacker? Why not into the middle?
Harder
  • Duel points only count with cover behind.
  • Three touches maximum for attackers, so defenders must anticipate as well as delay.
Easier
  • Any tackle or interception counts as a duel win.
  • 3 v 3 on 26 × 18 m — fewer duels, more space, clearer pictures.

Session 5's bonus system, mirrored. Winning a duel is worth a point anywhere and two in your own third — so the moments that actually save goals in a 9v9 match are the moments that pay.

Set up
  • 50 × 34 m with full-size goals. Both defensive thirds marked at 17 m and 33 m.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape. Rotate keepers at the halfway point.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3 points. Win a 1v1 = +1. Win a 1v1 in your own third = +2.
  • A duel is 'won' by a clean tackle, an interception, or by forcing the attacker backwards or out of play.
  • No slide tackling.
  • Keepers restart within five seconds. Throw-ins may be taken as pass-ins.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
Close fast, decelerate, arrive side-on. Front foot points where you want them to go. Tackle through the ball with the body behind it, never with a stretched leg.
Tactical
In your own third, delay is almost always right — the longer you keep the attacker outside the box, the more likely help arrives. Force play towards the touchline and away from the centre. The nearest teammate covers behind the presser.
Physical
Fifteen minutes of continuous match play with repeated sprint-decelerate-shuffle cycles. This is a genuinely demanding physical pattern; expect fatigue and don't add to it.
Psychological
This is the session where the less flamboyant players get their reward. Name them individually when they win a duel — some of them will not have been praised in front of the group for weeks.
Social
Listen for the covering call. A team that talks while defending is a team that stops conceding, and this is the first week they have had a reason to.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Keepers and shape in 30 seconds.
  2. Explain the condition once: Normal game. Win a 1v1 anywhere and that's a point. Win one in your own third and it's two.
  3. Minutes 0–5 — no interruption. Watch whether the defenders close down at all, and whether anyone covers.
  4. Minute 5 — drinks break, one question: When one of us goes to press, what should the nearest teammate do? You want the word 'cover'. Restart.
  5. Minutes 6–15. Announce duel points loudly and by name. Two individual interventions maximum.
  6. Final two minutes — free play. Watch whether the defending habits hold when the reward disappears.
Watch for
Nobody closing down — the opposition walks through midfield
How long did he have the ball? Who was nearest?
Two defenders going to the same attacker
If you both go, who's got the runner behind?
Defenders showing attackers inside in their own third
One intervention: Send him down the line, not into our box.
Diving in near the box and conceding
What would have happened if you'd just stayed on your feet for two more seconds?
The defensive bonus being farmed by fouling
Tighten it once: Clean only. A foul is worth nothing.
Ask them
  • When one of us presses, what should the nearest teammate do?
  • Which way should you send an attacker in your own third?
  • How long should you wait before tackling near your own box?
  • Who won the most duels tonight? What were they doing differently?
Harder
  • Only duels won without a tackle score — forcing backwards or out.
  • Duel points require cover behind to count.
Easier
  • Any tackle or interception counts.
  • Bigger pitch (55 × 38 m) so defenders have more time to close and recover.
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • Close the distance fast, then slow the last three steps — arriving under control rather than at full speed.
  • Approach on a curve so the attacker is shown one way and the other route is already closed.
  • Stand side-on with knees bent, weight on the balls of the feet, feet never crossing.
  • Force the attacker onto their weaker side and towards the touchline rather than the middle.
  • Delay rather than dive in — and recognise the one moment when the tackle is genuinely on.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Mini goals · Full-size goals

One against one · 14–16 players · 60 min

Teach the single most important idea in wide defending before anything else happens: the touchline is on your side. Pairs work along a narrow strip, and the defender's only job is to make sure the attacker ends up next to the line rather than inside them.

Set up
  • A 30 × 12 m strip marked along a real touchline if one is available. The touchline is the bottom edge and should be marked or pointed out clearly.
  • A 4 m target gate at the far end, positioned on the INSIDE (away from the touchline) — reaching it is the attacker's win.
  • Pairs work in waves: one attacker and one defender at a time, with the rest waiting at the start. Waves are 8–10 seconds so waits are short.
  • With 14–16 players, run two strips side by side so the waves are even shorter.
  • Coach standing at the far end where you can see whether the defender's body is pointing inside or outside.
Rules & scoring
  • The attacker's target is the inside gate — they only win by getting central.
  • Defender scores double for a stop without a tackle.
  • Ball over the touchline is a win for the defender.
  • No slide tackling.
  • Waves of 8–10 seconds. Next pair goes as soon as the previous one finishes.
Coaching points — the four corners
Technical
Approach on a curve from the inside. Arrive side-on, inside shoulder forward, front foot pointing down the line. Small steps, feet never crossing, retreating while still facing the attacker.
Tactical
Defend the inside, concede the line. The touchline removes half the attacker's options for free. Stay goal-side — if the attacker gets between you and the goal, the duel is already lost.
Physical
Short accelerations followed by lateral and backward movement. Waves of 8–10 seconds with 40 seconds recovery is a good work-to-rest ratio for U12.
Psychological
The defenders should feel like specialists tonight, not like the people who couldn't get in the attack. Frame it that way from the first minute.
Social
Waiting players should watch and be asked: which side did he show him? Watching with a question is worth more than watching without one.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 7 homeworkhow many times did your defender win it with a tackle? How many without?
  2. Minute 3 — walk the idea. Stand on the touchline and ask: How many directions can he go if he's here? How many if he's in the middle? Twenty seconds. Let them answer.
  3. Minute 4 — first waves, passive. Attacker at three-quarter pace, defender may not tackle — only steer. The point is the approach angle, not the outcome.
  4. Minute 6 — live. Attacker goes properly and tries to reach the inside gate. Defender may tackle.
  5. Minutes 8–10 — score it. The attacker scores 1 for reaching the gate. The defender scores 2 for forcing the attacker over the touchline or backwards without tackling. Swap roles halfway.
Watch for
Approaching from outside and protecting the line, which opens the inside
Which way did he go? Which way did you want him to go? Now run at him from the other side.
Standing square and getting turned either way
Point your inside shoulder at him. Now which way is easiest for him?
Getting beaten on the inside, which is the failure that costs goals
Stop, reset that pair, and run it once at half pace with the correct angle. Then go again at full speed.
Diving in near the line
The line is already helping you. Why gamble?
Losing goal-side position and ending up alongside the attacker
Where's the goal? Get between him and it before you worry about the ball.
Ask them
  • How many directions can an attacker go when he's next to the line? How many in the middle?
  • Which side should you approach from?
  • Where should your inside shoulder be pointing?
  • Is forcing him over the line a win?
Harder
  • Narrow the strip to 8 m, so the defender's angle has to be exact.
  • The attacker scores double for getting inside, raising the pressure on the angle.
Easier
  • Widen the strip to 16 m and slow the attacker.
  • Passive attacker — walking pace while the approach angle is learned.

The real picture: a winger in a wide channel, a full-back defending, a goalkeeper, and two attackers arriving in the box. Both sides of the idea get coached at once — the full-back learns to force outside and block the cross, the winger learns to beat them and deliver.

Set up
  • One station at each full-size goal, each 26 × 24 m, with the goal off to one side.
  • A 10 m wide channel marked down one side, and a cutback zone marked in front of goal.
  • Six to eight players per station: goalkeeper, winger, full-back, two box runners, and the rest waiting.
  • Balls stacked with the waiting wingers, not with the coach.
  • Coach positioned where you can see the full-back's approach angle — beside the channel, not behind the goal.
Rules & scoring
  • Full-back: 2 points for forcing the winger over the touchline or backwards; 2 points for blocking a cross; 3 points for winning the ball cleanly.
  • Attackers: 1 point for a cross or cutback that reaches a runner; 3 points for a goal; 4 points if the winger got inside the full-back first.
  • The winger may go inside or outside — the full-back's job is to make outside the only realistic option.
  • No slide tackling.
  • Ball out or goal scored: next group goes immediately.
Coaching points — the four corners
Technical
Full-back: curved approach from the inside, arrive side-on, front foot pointing down the line, small steps. Block the cross with the front foot and a low body — never a lunge or a turned back. Winger: attack the full-back's front foot, and if you're forced wide, get to the byline and cut it back along the ground.
Tactical
The full-back concedes the line and defends the inside. Once the winger is on the byline the danger drops sharply — that is a small victory and should be named as one. Box runners: near post, penalty spot, far post. Three different places, not three players in the same one.
Physical
Repeated wide sprints, decelerations and blocking actions. Demanding on the ankles and hips — the warm-up matters.
Psychological
Both roles get praised here, which is the point of doing them in the same practice. Alternate who you praise so neither side feels like the exercise is against them.
Social
The goalkeeper should be organising: "stay outside!" or "he's coming inside!" This is the first session where the keeper has a genuine coaching role, and it changes how they see the position.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 40 seconds. Winger, get to the byline and cut it back. Full-back, make sure he never gets inside you.
  2. Minutes 0–4 — winger at three-quarter pace. The full-back practises the approach angle with a fair chance of getting it right.
  3. Minute 4 — one freeze, twenty seconds. Show a full-back who approached from outside and got turned inside, beside one who approached from inside and forced the winger to the line. Ask the box runners which one they'd rather defend against.
  4. Minutes 4–11 — full pace. Wingers go properly. Full-backs force outside, delay, and block the cross with the front foot.
  5. Minutes 11–15 — score it both ways. Full-back points and attacker points on the same board, announced together.
  6. Rotation: full-back → winger → box runner → back of the line. Everybody defends and everybody attacks. Rotate the goalkeeper every four minutes.
Watch for
Full-back approaching from outside and being cut inside
The most costly error in 9v9 defending. Which way did he go? Where were you when he decided?
Turning the back or jumping when blocking a cross
Front foot out, stay big, watch the ball. A turned back concedes and often hurts.
Winger crossing from too deep into a crowd
How far can you get before you cross? Get to the line.
All box runners at the near post
Three of you, three different places. Who's at the far post?
Full-back diving in at the byline
He's on the line with nowhere to go. What's the rush?
Ask them
  • Which side did you approach from? Which way did he go?
  • Is forcing him to the byline a win? Why?
  • How do you block a cross without turning your back?
  • Wingers — when were you sure you'd beaten him?
Harder
  • Second attacker overlapping outside the winger, so the full-back has a decision as well as a duel.
  • Two-touch for the winger in the channel, speeding everything up.
Easier
  • Winger at half pace while the approach angle is learned.
  • Narrow the channel to 6 m, reducing the ground the full-back has to cover.

A live game that pays for exactly the two behaviours these sessions have built: beating your player wide and delivering, or defending it and stopping the delivery. Both teams can win on either scoreboard.

Set up
  • Two pitches, each 32 × 24 m, side by side with a 5 m corridor between them.
  • Per pitch: one mini goal at each end, plus a 6 m wide channel marked down each touchline.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3.
  • Coach in the corridor with a spare ball, feeding both games.
Rules & scoring
  • Goal = 1 point. Goal from a cross or cutback delivered out of a wide channel = 3 points. Blocking a cross = 1 point to the defending team.
  • From game 3, the 3-point goal needs two attackers in the central area when the ball is delivered.
  • Only one defender may enter the wide channel at a time — this preserves the 1v1 and stops the game becoming a wall of bodies.
  • Ball out: the coach rolls a new one in immediately.
  • No stoppages. Coaching in the 45-second gaps, as a question.
Coaching points — the four corners
Technical
Cutbacks along the ground, into the space between the goal and the edge of the central area. Blocking with the front foot. Attackers arriving on the move, not standing still.
Tactical
Get the ball wide early — the channel is worth three times as much as the middle. Full-backs: force the winger to the line and stay goal-side. Attackers: two of you into the middle before the cross, in different places.
Physical
Three minutes on, 45 off, four times, with repeated wide sprints. Shorten the last game if quality drops.
Psychological
this theme finishes here. Praise the specific behaviours this theme spends four sessions building — the brave duel, the patient defender, the run to the far post.
Social
Wingers should demand the ball; box runners should call for the cutback. Listen for whether the vocabulary of the block has become theirs.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Balanced teams.
  2. Explain in 25 seconds: Normal goal is 1. A goal from a cross or cutback out of the wide channel is 3. Blocking a cross is 1 to the defending team. Three minutes. Go.
  3. Game 1 — no coaching. Watch whether anyone uses the channels at all.
  4. Between games 1 and 2, one question: If the cross is worth three, what does that mean for where you stand?
  5. From game 3, add the arrival rule: the 3-point goal only counts if two attackers were in the central area when the cross was played.
  6. Four games of three minutes with 45 seconds between, ladder as usual.
Watch for
Nobody using the channels despite the 3-point reward
Ask directly: Which points haven't we scored? What would we have to change?
Crosses hit high into a crowd
Where are your teammates — in the air or on the ground?
Only one attacker in the middle
The two-attacker rule from game 3 handles it. Reinforce with the question, not the instruction.
Two defenders piling into the channel
Enforce the one-defender rule; the duel is what you're coaching.
Defenders backing off to the goal line and conceding the cross
Where do you stop the cross — at the goal, or where he's standing?
Ask them
  • If a cross is worth three, where should the ball go?
  • How many of you should be in the middle when the ball's wide?
  • Where does a cutback need to land?
  • Full-backs — which way are you sending the winger?
Harder
  • Cutbacks only — no aerial crosses count.
  • Three attackers required in the central area for the 3-point goal.
Easier
  • Any goal from a wide delivery counts as 3, however it arrives.
  • Widen the channels to 8 m.

The last fifteen minutes, with both halves of the theme on the same scoreboard in a full match picture. Win the wide duel or beat it — either way, the moments that decide 9v9 matches are the ones that pay.

Set up
  • 50 × 34 m with full-size goals. A 6 m channel marked down each touchline.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape. Rotate keepers at the halfway point.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3 points. Full-back wins a duel in the wide channel = +2. Goal from a cross or cutback = +2.
  • A wide duel is 'won' by forcing the attacker out, backwards, or by a clean tackle.
  • No slide tackling.
  • Keepers restart within five seconds. Throw-ins may be taken as pass-ins.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
Approach angle, side-on arrival, front-foot block. Cutbacks along the ground. Everything from this whole theme, under fatigue.
Tactical
Full-backs defend the inside and concede the line. Wingers hold the width until the ball can reach them. Three attackers into the box on every wide delivery. Somebody holds the edge for the rebound.
Physical
Fifteen minutes of continuous match play with heavy wide running. Expect the last five minutes to be scrappy; it is the end of a four-week block and that is fine.
Psychological
This is the final practice of this theme — let them play. Coach less than you want to, and praise more than feels necessary.
Social
Listen for the block's language: go on, inside, I'm behind you, far post. If those four phrases are on the pitch without you, the block has worked.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Keepers and shape in 30 seconds.
  2. Explain the condition once: Normal game. A full-back who wins a duel in the wide channel gets two. A goal from a cross or cutback gets two on top.
  3. Minutes 0–5 — no interruption. Watch the wide areas and nothing else.
  4. Minute 5 — drinks break, one question: When their winger gets the ball wide, what's our full-back's first job? You want get inside him. Restart.
  5. Minutes 6–13. Announce both kinds of bonus loudly and by name.
  6. Final two minutes — free play, no conditions. Then straight into the review page while they're still on the pitch.
Watch for
Full-backs tucking inside and leaving the winger free
Who's picking him up? When he gets it, where do you need to be?
Wingers drifting infield and crowding the middle
Stay on that line. If you're inside, who's stretching them?
Crosses with nobody in the box
Count them for me. How many of us went in?
Defenders showing wingers inside under fatigue
One reminder, then let it go. Tired legs make old mistakes and that's normal at the end of a block.
The bonuses being chased rather than the game being played
Remind them a goal is worth three, then remove the conditions for the last two minutes.
Ask them
  • When their winger gets it wide, what's your first job?
  • Which way are you sending him, and why?
  • How many of us go in the box when the ball's wide?
  • Where does the cutback need to go?
Harder
  • Wide duels only score when won without a tackle.
  • Goals only count from crosses or cutbacks for one three-minute spell.
Easier
  • Any tackle or interception in the channel counts.
  • Widen the channels to 9 m.
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Approach a wide attacker from the inside so the only route left is down the line.
  • Use the touchline as a second defender — squeeze the attacker towards it rather than away from it.
  • Stay goal-side and side-on, never letting the attacker cut back inside onto their stronger foot.
  • Delay a winger who has reached the byline, and block the cross with a front foot rather than a lunge.
  • Attack the box in threes when the duel is won at the other end — near post, penalty spot, far post.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Mini goals · Full-size goals

Combination play · 14–16 players · 60 min

Build the two halves of the wall pass with nobody defending. Groups of three move continuously: A passes to B, B sets it back first time into A's path, A plays forward to C. The set is one touch from the very first repetition.

Set up
  • 28 × 20 m grid marked with flat markers.
  • Groups of three, one ball each. With 14–16 players that is four or five trios; a group of four simply adds a fourth station in the chain.
  • No cones inside the grid. Trios move freely and must avoid each other, which is part of the warm-up.
  • Balls at the grid edge so the first arrival starts immediately.
  • Coach inside the grid from minute 5, coaching individual trios on the move.
Rules & scoring
  • The set-back is one touch. A controlling touch means the sequence doesn't count.
  • The passer must be moving before the ball reaches the wall player.
  • The return must arrive in front of the runner, not at their feet.
  • Loose ball: nearest player retrieves and the trio restarts on the move.
  • Rotate roles every ninety seconds so everybody is the wall player.
Coaching points — the four corners
Technical
Passer: firm, along the ground, into the wall player's feet. Wall player: get side-on before the ball arrives, use the inside foot furthest from where the ball came from, and cushion it into the space rather than blocking it back. Return: ahead of the runner, weighted so they don't break stride.
Tactical
The run is what makes the pass work. Passing and standing still is just a pass. Angles matter — the wall player should be at 45 degrees, not directly in front.
Physical
Continuous movement with short accelerations on every sequence. The pass-and-go builds exactly the repeated-sprint pattern the session needs.
Psychological
The set-back is a generous act — you are giving the ball straight back. Name it as a skill, because some players will find it counter-intuitive to give up possession that quickly.
Social
One call: "one-two!" from the passer as they play it. The word tells the wall player what's coming and it should be loud.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 8 homeworkwhich way did your full-back show the winger?
  2. Minute 3 — form trios. A passes to B, B passes to C, C starts again. Keep moving. Ninety seconds of plain passing to get moving.
  3. Minute 5 — add the set. Now B doesn't turn. B sets it straight back to A, first time. One 20-second demonstration. Expect it to be scrappy for a minute.
  4. Minute 7 — add the run. A, you're not standing still waiting for it. Pass and GO — move as the ball leaves your foot. This is the session's key instruction and it should be shouted, repeated and praised all evening.
  5. Minutes 8–10 — the full sequence. A passes to B, runs past B, receives the set into their path, then plays forward to C. Trios count how many clean sequences they complete in ninety seconds.
Watch for
Wall player takes a touch before returning it
Count your touches. One. If you need two, you've given the defender time — and there isn't even a defender yet.
Passer stands and admires the pass
The single most common fault. Pass and go. Your feet move when the ball moves. Say it every time until it stops.
Return into the feet instead of into the path
Where's he running? Put it there, not where he is now.
Wall player square-on and unable to redirect
Straight back to this theme: Open out before it comes to you.
Trios standing still between sequences
Nobody stops. Find space and go again.
Ask them
  • How many touches should the set-back take?
  • When should you start running — before or after the pass arrives?
  • Where should the return arrive — at your feet or in front of you?
  • What angle should the wall player be standing at?
Harder
  • One touch for everybody, not just the wall player.
  • Weak foot for the set-back only.
Easier
  • Two touches allowed for the wall player while the pattern is new.
  • Static wall player who stands still while A passes, runs and receives.

The wall pass against a real defender. The attacker must recognise the moment the defender commits, play into the wall, run past on the correct side, and receive the return in the space behind — then get through a gate.

Set up
  • Three stations, each 22 × 18 m, with 4 m between them.
  • Per station: two 3 m gates on the far line; one ball plus a spare; one blue bib.
  • Five players per station (15): attacker, defender, wall player, and two waiting. Waits under 20 seconds.
  • The wall player stands to one side at roughly 45 degrees, about 7 m from the attacker's starting position, and does not move until the ball is played.
  • Coach walking between stations, watching the timing of the run more than the quality of the pass.
Rules & scoring
  • The wall player is limited to one touch. Two touches and the sequence doesn't count.
  • 1 point for completing the wall pass and reaching a gate. 2 points if the return was received without breaking stride. 1 point to the defender for an interception or a tackle.
  • The attacker must run past the defender, not around the outside of the whole practice.
  • From minute 10, dribbling past counts for 1 point — the wall pass is worth more, but the choice is theirs.
  • Ball out: instant restart with the spare ball.
Coaching points — the four corners
Technical
Pass firmly into the wall player's feet — a soft pass invites the interception. Wall player: one touch, into the space behind the defender. Runner: accelerate on the pass and take the return in stride with the far foot.
Tactical
Play the pass at the moment the defender commits, not before. Too early and they simply drop off; too late and they're on top of you. Run past on the side the defender has vacated. If the defender stands off, the wall pass isn't on — carry the ball instead.
Physical
Short maximal accelerations, roughly one every 25 seconds per player. The run is the physically demanding part and it is also the part players skip when tired — watch for it in the last three minutes.
Psychological
The wall player has to trust that giving the ball away instantly is the right thing to do. Praise the set-back as loudly as the goal — this is what makes generous players.
Social
The attacker calls "one-two!"; the wall player answers with "go!" as they set it. Two words, both essential, both free.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 40 seconds. Play it into the wall, run past the defender, get it back, go through a gate. Wall player: one touch.
  2. Minutes 0–3 — passive defender. The defender jogs in and applies shadow pressure without tackling. Every attacker completes the sequence and feels how it works.
  3. Minute 3 — one freeze, twenty seconds. Show an attacker who passed and ran beside one who passed and waited. Ask the defender which one was harder.
  4. Minutes 3–10 — live. The defender may tackle and may intercept the return. The attacker must now genuinely time the pass to the moment the defender commits.
  5. Minutes 10–15 — add the choice. The attacker may now dribble past instead if the wall pass isn't on. This turns the practice from a pattern into a decision, which is the point of this theme.
  6. Rotation: attacker → wall player → defender → back of the attacking line.
Watch for
Passing too early — the defender hasn't committed and simply drops off to intercept the return
When did you play it? Was he coming or was he waiting? Try holding it one more step.
Passing and waiting
Your feet move when the ball moves. If it persists, make them shout "go!" as they pass — the voice starts the legs.
Wall player turning and trying to attack themselves
Your job is the return. Give it and get out of the way. Some players find this genuinely hard; praise them the first time they do it.
Return played into the feet
He's running. Put it where he's going to be.
Running past on the wrong side — into the defender rather than away from them
Which side has he left open? Go there.
Ask them
  • When exactly should you play the pass?
  • How many touches does the wall player take?
  • Which side do you run past on, and how do you know?
  • Where should the return arrive?
Harder
  • One touch for the attacker too — pass first time, receive first time, go.
  • Second defender covering the space behind, so the return must be weighted perfectly.
Easier
  • Passive defender throughout.
  • Two touches for the wall player.

Put a price on the combination. A normal goal scores one; a goal that follows a completed one-two scores three. The players will find the wall pass themselves because the scoreboard makes it worth finding.

Set up
  • Two pitches, each 30 × 22 m, side by side with a 5 m corridor between them.
  • Per pitch: two mini goals at each end, 4 red bibs, 4 blue bibs, 2 balls.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3.
  • The players call their own one-twos. Trust them; the rule is there to shape behaviour, not to be refereed.
  • Coach in the corridor between the pitches with a spare ball.
Rules & scoring
  • Goal = 1 point. Goal after a completed one-two = 3 points.
  • A one-two counts only if the return is first time and the passer has run past an opponent.
  • Ball out: the coach rolls a new one in immediately.
  • No stoppages during games. Coaching happens in the 45-second gaps, as a question.
  • Give any close call to the attacking team. The rule exists to encourage a behaviour, not to police it.
Coaching points — the four corners
Technical
Firm pass in, one-touch set, return into the path. All three under real pressure and with tired legs.
Tactical
The support angle is the whole game. A teammate standing directly beside or behind the ball carrier offers nothing; a teammate at 45 degrees offers a one-two. Off the ball, the second player's job is to be available before they are needed.
Physical
Three minutes on, 45 off, four times, with a sprint on every combination. Shorten the last game if quality drops.
Psychological
Some players will keep dribbling because that's what this theme has rewarded. Don't correct it — point out the scoreboard and let them work it out.
Social
This is the most sociable practice in the curriculum so far. The word "one-two" should be constant, and the players who provide the wall should be named as often as the scorers.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Balanced teams.
  2. Explain in 20 seconds: Goal is 1. Goal after a proper one-two — pass, run, get it back first time — is 3. Three minutes. Go.
  3. Game 1 — no coaching. Count how many one-twos are attempted. It may be none, and that's information.
  4. Between games 1 and 2, one question: What has to happen before a one-two is possible? You want two answers: a defender has to come, and someone has to be available at an angle.
  5. From game 3, add the support rule: every time a teammate has the ball and a defender approaches, the nearest player must offer an angle rather than standing still. Name it once and then praise it.
  6. Four games of three minutes with 45 seconds between, ladder as usual.
Watch for
Nobody attempting one-twos — the game reverts to this theme dribbling
Ask, don't instruct: Which points haven't we scored? What would we need to do? Then let game 2 run.
Support players standing square beside the ball carrier
Where are you standing? Could he play a one-two off you from there? Where would be better?
Wall player controlling it and killing the move
One touch or it doesn't count. Players will police this themselves once they understand the points.
Passing and stopping
The refrain for this theme: pass and go.
Forced one-twos in bad areas because they're worth three
Was that on? What was the defender doing? And remind them a one-two that loses the ball in your own third is expensive.
Ask them
  • What has to happen before a one-two is possible?
  • Where should the supporting player stand?
  • How do you know the defender has committed?
  • Whose job is it to be available — the player with the ball, or the one without?
Harder
  • Only goals after a one-two count at all.
  • Two-touch maximum for everybody, forcing quicker combinations.
Easier
  • An attempted one-two counts for 2 points, completed or not.
  • Allow two touches for the wall player.

The wall pass in a full match picture, where it belongs — used to escape a press in midfield and to break a line in the final third, rather than performed for its own sake.

Set up
  • 50 × 34 m with full-size goals. No extra markings tonight — the condition is behavioural, not spatial.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape. Rotate keepers at the halfway point.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3 points. A one-two that beats an opponent = +2. A goal originating from a combination = +2 more.
  • The return must be first time and the passer must have run past an opponent.
  • No touch restrictions otherwise. This is a match.
  • Keepers restart within five seconds. Throw-ins may be taken as pass-ins.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
Firm in, one touch back, into the path. Under fatigue the set-back is the first thing to deteriorate — watch for the extra touch creeping in.
Tactical
The one-two is the answer to a press. When an opponent commits, the ball goes into a teammate and the presser is eliminated. In the final third, the same action breaks the last line. Central midfielders should be looking for it constantly; defenders should use it to escape the first presser rather than hitting it long.
Physical
Fifteen minutes of continuous match play with repeated short sprints. Expect fatigue and manage it by keeping the ball rolling.
Psychological
Name the wall player first every time. Football naturally praises the scorer; a coach who praises the setter changes what a squad values.
Social
This is the session where a team starts to look like a team. Listen for players demanding the ball at angles and calling for the return.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Keepers and shape in 30 seconds.
  2. Explain the condition once: Normal game. Any one-two that beats an opponent is two points. A goal that comes from a combination is two more.
  3. Minutes 0–5 — no interruption. Watch where the combinations happen and whether anyone offers an angle when a teammate is pressed.
  4. Minute 5 — drinks break, one question: When one of us is being closed down, what's the nearest player's job? You want give him an angle. Restart.
  5. Minutes 6–13. Announce combinations loudly and name both players every time — the wall player first.
  6. Final two minutes — free play. Watch whether the support angles survive without the reward.
Watch for
Combinations only in the middle third, never in dangerous areas
Where would a one-two hurt them most? What would it take to try it there?
Nobody offering an angle when a teammate is pressed
One intervention: He's being closed down. Where do you need to be so he's got an option?
The wall player taking a touch under pressure
One touch. The extra one is what lets him recover.
Defenders hitting it long to escape a press rather than combining
What's the safer option — that, or a one-two with your centre-back? This is early groundwork for this theme.
One-twos attempted with nobody committing
Was he coming? If he's standing off, what's on instead?
Ask them
  • When one of us is being closed down, what's the nearest player's job?
  • Where on the pitch does a one-two hurt them most?
  • What does a defender do that tells you it's on?
  • How many touches does the return take?
Harder
  • Only combinations in the attacking half score.
  • Two-touch maximum across the whole pitch.
Easier
  • An attempted one-two counts for 1 point.
  • Allow two touches for the return.
Goalkeeper — Your keeper has nothing to do — give them this

The keeper is a wall. Make them the permanent bounce player in the technical practice — every wall pass in a real game against a low block starts with them. In the match: when we are pressed, the return ball to the keeper is a wall pass, not a panic.

Session aims & kit list
By the end, players can
  • Pass and run immediately — the run starts as the ball leaves the foot, not after it arrives.
  • Set the ball back first time as the wall player, with no controlling touch.
  • Return it into the runner's path, ahead of them and away from the defender, never into their feet.
  • Recognise when the wall pass is on — a defender committed and a teammate available at an angle.
  • Choose between the wall pass and the dribble, rather than defaulting to either.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Mini goals · Full-size goals

Combination play · 14–16 players · 60 min

Get the overlap into the legs with nobody defending. One player carries, the other runs around the outside and receives the release. Then they swap, continuously, so the run becomes automatic before it becomes a decision.

Set up
  • 28 × 20 m grid marked with flat markers.
  • Pairs, one ball between two. The carrier travels with the ball; the partner overlaps.
  • No obstacles inside the grid — pairs must avoid each other, which is part of the warm-up.
  • Balls at the grid edge so early arrivals start immediately.
  • Coach inside the grid from minute 5, coaching individual pairs on the move.
Rules & scoring
  • The runner goes on the outside, never through the middle.
  • The ball is released only when the runner is level or past the carrier.
  • The pass must arrive in front of the runner so they don't break stride.
  • Roles swap automatically on every repetition — no stopping to organise.
  • Loose ball: nearest player retrieves and the pair restarts on the move.
Coaching points — the four corners
Technical
Carrier: ball out of the feet, travelling at a controlled pace — too fast and the runner can never get past. Runner: wide arc on the outside, accelerating as they come level. Release: firm, along the ground, into the space ahead.
Tactical
The carrier's job is to hold the ball long enough for the run to happen. This is the opposite of everything they've been taught all season and it will need saying repeatedly.
Physical
Continuous running with repeated wide arcs. This is the most aerobically demanding warm-up in the curriculum so far — build the pace gradually and don't be surprised if it feels hard.
Psychological
The overlap only works if the runner commits fully. Half-hearted runs achieve nothing and are worse than no run at all. Say so, cheerfully, at the start.
Social
One call: "outside!" from the runner as they come. It tells the carrier the run is happening and it should be loud enough to hear across the grid.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 9 homeworkhow many one-twos did you see? What was the defender doing first?
  2. Minute 3 — pair up and walk it. A carries. B runs around the outside of A and keeps going. A passes into the space in front of B. Walk it twice, then jog it.
  3. Minute 5 — continuous. As soon as B receives, B becomes the carrier and A overlaps. The pair travels around the grid in a rolling rotation with no stopping.
  4. Minute 7 — add the timing rule. The ball doesn't go until the runner is past you. This is the session's key discipline and it should be repeated all evening.
  5. Minutes 8–10 — count it. Pairs count how many clean overlaps they complete in ninety seconds. Best score, two attempts.
Watch for
Carrier travelling too fast — the runner can never get past
Slow down. You're not trying to get away from him, you're waiting for him.
Ball released too early, while the runner is still behind
Where was he when you passed it? Wait until you can see him in front of you.
Runner cutting inside instead of going around
Outside. Wide of him. If you go inside you're just standing where he already is.
Jogging the overlap
That run has to be flat out or it doesn't threaten anybody.
Pass into the feet rather than into the space
He's running. Put it in front of him.
Ask them
  • How fast should the carrier be travelling? Why?
  • When exactly does the ball get released?
  • Which side does the runner go — inside or outside?
  • Where should the pass arrive?
Harder
  • Groups of three with two possible overlaps, so the carrier has to choose.
  • Two-touch maximum for the carrier.
Easier
  • Walk the whole sequence for the first three minutes.
  • Static carrier who stands still while the runner overlaps.

Turn the pattern into a decision. There are two gates — one outside, one inside — and the defender chooses which one to close. Whichever they close, the other is the answer. The carrier and the runner have to read it together.

Set up
  • Three stations, each 24 × 20 m, with 4 m between them.
  • Per station: an outside gate and an inside gate, both 3 m, on the far line; one ball plus a spare; one blue bib.
  • Five players per station (15): carrier, runner, defender, and two waiting. Waits under 20 seconds.
  • The runner starts level with and inside the carrier, so both routes are genuinely available.
  • Coach walking between stations, watching the timing of the release more than anything else.
Rules & scoring
  • 2 points for going through the gate the defender has NOT closed. 1 point for getting through the closed side anyway. 2 points to the defender for stopping both routes or winning the ball.
  • The ball must be released after the runner is level or past. A release before that doesn't score.
  • The carrier must carry towards the defender — carrying away from them earns nothing.
  • The runner must commit fully; a jogged run is not a run.
  • Ball out: instant restart with the spare ball.
Coaching points — the four corners
Technical
Carrier: ball on the outside foot, travelling at the defender, ready to release or to go inside. Runner: wide arc for the overlap, sharp diagonal for the underlap. Release: into the path, weighted so the runner keeps their stride.
Tactical
Read the defender's body. If their front foot and shoulders are pointing inside, they have closed the inside — overlap. If they are showing you outside, the underlap is on. The carrier decides; the runner must go where the space is, not where they prefer.
Physical
Long sprints with an arc, roughly one every 25 seconds per player. Genuinely demanding; watch for the runs shortening in the last three minutes and rotate more often if needed.
Psychological
The runner who overlaps and doesn't get it has still done their job — they moved the defender. Praise the run, not just the pass. If you only praise the ones that get the ball, the runs will stop within two weeks.
Social
Two calls: "outside!" for the overlap and "inside!" for the underlap. The runner tells the carrier what's coming — the carrier shouldn't have to guess.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 45 seconds. Two of you against one. Two gates. He can only stop one route — find the other one.
  2. Minutes 0–3 — defender shows inside every time. The overlap is always the answer, so the pattern establishes cleanly. Tell the defenders exactly what to do.
  3. Minute 3 — defender shows outside every time. Now the underlap is always the answer. Same three minutes, opposite picture.
  4. Minute 6 — one freeze, twenty seconds. Ask the group: how do you know which one is on? You want the answer look at where the defender is standing, not the coach told us.
  5. Minutes 6–13 — defender chooses freely. The carrier and runner must now read it live. This is the whole practice.
  6. Minutes 13–15 — score it. Two points if they use the correct route, one if they get through the wrong one anyway, two to the defender if they stop both.
  7. Rotation: carrier → runner → defender → back of the line.
Watch for
Carrying away from the defender so there's nothing to exploit
Go AT him. He can't be beaten if he never has to make a decision.
Releasing too early
Where was your runner? If he's still behind you, you've passed to nobody.
Runner choosing their favourite side regardless of the defender
Which side is open? Look at his feet, not at where you want to go.
Runner slowing down when the ball doesn't come
The most important one to fix: Keep going. Your run is what made the space — finish it.
Both players going for the same space
One of you goes outside and one goes inside. Talk to each other.
Ask them
  • How do you know which one is on — overlap or underlap?
  • What do you look at on the defender?
  • When exactly does the ball get released?
  • Runner — what's your job if the ball doesn't come to you?
Harder
  • Two defenders, so the two-against-one becomes a genuine problem-solving exercise.
  • Two-touch maximum for the carrier.
Easier
  • Defender announces which side they're closing as they engage.
  • Passive defender who steers but doesn't tackle.

Pay for the run. A goal that follows an overlap or underlap scores three, which means the long sprint that produces nothing directly becomes the most valuable action on the pitch.

Set up
  • Two pitches, each 32 × 22 m, side by side with a 5 m corridor between them.
  • Per pitch: two mini goals at each end, 4 red bibs, 4 blue bibs, 2 balls.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3.
  • The pitch is deliberately wider than usual — 32 m gives the overlap somewhere to happen.
  • Coach in the corridor between the pitches with a spare ball.
Rules & scoring
  • Goal = 1 point. Goal after an overlap or underlap = 3 points. A completed overlap run = 1 point on its own (from game 3).
  • A run counts only if it goes beyond the ball carrier — running alongside doesn't count.
  • Ball out: the coach rolls a new one in immediately.
  • No stoppages during games. Coaching happens in the 45-second gaps, as a question.
  • Give any close call to the attacking team.
Coaching points — the four corners
Technical
Carry at the defender, release into the path, cut back along the ground. The delivery from the overlap is almost always a cutback rather than a cross.
Tactical
Anybody can overlap. The nearest player to the ball carrier has the job, not a particular position. Once the two-against-one exists, the carrier's job is simply to make the defender commit — the moment they do, the answer is obvious.
Physical
Three minutes on, 45 off, four times, with long sprints in every attack. This is the hardest running in this theme; shorten the last game without hesitation.
Psychological
The 1-point run bonus exists entirely for psychological reasons. Runs that come to nothing are invisible and unrewarded in normal football, so young players stop making them. Pay for them and they continue.
Social
Watch who makes runs for other people. Those players are the ones who make a team work, and they are almost never the ones who get praised.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Balanced teams.
  2. Explain in 20 seconds: Goal is 1. Goal after an overlap or underlap is 3. Three minutes. Go.
  3. Game 1 — no coaching. Count the runs, not the goals. Most teams will attempt none in the first game.
  4. Between games 1 and 2, one question: Who is allowed to overlap? The answer is anybody, and most squads assume it's only full-backs.
  5. From game 3, add the run bonus: 1 point for any completed overlap run, whether or not the ball goes to them. This is the rule that changes the session — it pays for the effort rather than the outcome.
  6. Four games of three minutes with 45 seconds between, ladder as usual.
Watch for
Nobody overlapping — the game reverts to individual play
Ask: Which points haven't we scored? Then introduce the run bonus early if needed.
Only one player ever making the run
Who's allowed to overlap? Then to a specific quiet player: Next attack, you go. Doesn't matter what happens.
Carrier ignoring the runner and dribbling anyway
Did you see him? What could he have given you? Don't ban the dribble; make them notice the alternative.
Runs made too early, arriving before the carrier is ready
Time it. Go when he's carrying at someone, not before.
Everyone overlapping at once and leaving nobody behind the ball
If three of you go, who's covering? This is worth seeding now — it's this theme material.
Ask them
  • Who is allowed to overlap?
  • What does the carrier have to do for the overlap to work?
  • What's your job if you make the run and the ball doesn't come?
  • Where should the delivery from an overlap go?
Harder
  • Only goals after an overlap count.
  • Two-touch maximum for the carrier.
Easier
  • Any run beyond the ball carrier counts, inside or outside.
  • 3 v 3 on 28 × 20 m — fewer bodies, more obvious space.

The overlap in its natural habitat — a full-back going beyond a winger in a real match, and a central midfielder having to decide whether to follow the runner or hold their position.

Set up
  • 50 × 34 m with full-size goals. No extra markings.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape. Name the full-backs out loud and tell them the overlap is part of their job — this is the first session where a position gets a specific instruction.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3 points. An overlap that creates a free player = +2. A goal originating from an overlap = +2 more.
  • The run must go beyond the ball carrier to count.
  • No touch restrictions. This is a match.
  • Keepers restart within five seconds. Throw-ins may be taken as pass-ins.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
Carry at the full-back, release into the path, cut back along the ground. The finisher arrives on the move.
Tactical
The overlap creates a two-against-one in the widest part of the pitch, which is the safest place to have one. When the full-back goes, the nearest midfielder must drop into the space behind them — this is the first appearance of rotation and it's worth naming. Three attackers into the box on the cutback.
Physical
Fifteen minutes of continuous play with long recovery runs after every overlap. The hardest physical session in the curriculum so far; if the quality collapses at minute ten, that's fatigue, not a coaching failure.
Psychological
Name the runner every time, especially when they don't get the ball. That is the entire mechanism by which this habit survives past tonight.
Social
Listen for wingers demanding the overlap and full-backs announcing it. If the two of them are talking, the combination will happen without you.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Keepers and shape in 30 seconds.
  2. Explain the condition once: Normal game. An overlap that creates a free player is two points. A goal that comes from it is two more.
  3. Minutes 0–5 — no interruption. Watch the full-backs. Most will stay behind the ball for the entire five minutes.
  4. Minute 5 — drinks break, one question: When our winger gets the ball, what should the full-back behind him do? Restart.
  5. Minutes 6–13. Announce overlaps loudly and name the runner, whether or not they received the ball.
  6. Final two minutes — free play. Watch whether the runs continue without the bonus.
Watch for
Full-backs never going beyond the ball
One intervention: When he gets it, you go. Every time. I'll tell you when to stop.
Winger passing inside the moment the full-back overlaps
He's outside you and he's free. What did you see?
Nobody covering when the full-back goes
He's gone. Who's filling in? Ask the midfielder, not the full-back.
Overlaps in the middle of the pitch into congestion
Where's the space? Where does an overlap actually work?
Runs stopping after two unrewarded ones
Praise the third one loudly before it happens: I want to see that run again — I don't care if it comes to you.
Ask them
  • When our winger gets the ball, what should the full-back do?
  • Who covers the space the full-back leaves?
  • Where on the pitch does an overlap actually work?
  • What does the defender have to decide when two of you arrive?
Harder
  • Only overlaps that reach the byline score.
  • Both full-backs must overlap at least twice each.
Easier
  • Any run beyond the ball carrier counts, anywhere on the pitch.
  • Bigger pitch (55 × 38 m) so the runs have room.
Goalkeeper — Your keeper has nothing to do — give them this

They take part as an outfield player throughout. In the match: the keeper starts the overlap. Finding the full back early is what creates the two against one twenty metres further up, and the keeper is the only player on the pitch who can see the whole picture when they receive.

Session aims & kit list
By the end, players can
  • Run beyond the ball carrier on the outside and keep running even when the ball doesn't come.
  • Carry the ball at the defender rather than away from them, so the overlap has something to exploit.
  • Time the release — the ball is played when the runner is level or past, not before.
  • Choose between the overlap and the underlap based on which side the defender has closed.
  • Recognise the two-against-one when it appears, and know that the defender's choice decides yours.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Mini goals · Full-size goals

Combination play · 14–16 players · 60 min

Install the timing before anything else. Groups of three, moving continuously: A passes to B, and C — who started running the moment A's foot hit the ball — receives from B first time. Unopposed, so the only thing being learned is when to go.

Set up
  • 28 × 20 m grid marked with flat markers.
  • Groups of three, one ball each. Four or five trios with a squad of 14–16.
  • The three players form a rough triangle and travel around the grid together.
  • Balls at the grid edge so early arrivals start immediately.
  • Coach inside the grid from minute 5, coaching individual trios on the move.
Rules & scoring
  • C starts running as the first pass is played. A late run doesn't count.
  • B plays the second pass first time. A controlling touch doesn't count.
  • The second pass must go in front of C.
  • Roles rotate automatically — no stopping to reorganise.
  • Loose ball: nearest player retrieves and the trio restarts on the move.
Coaching points — the four corners
Technical
B: open the body before the ball arrives so the second pass is available immediately, and use the far foot. A: firm pass into B's feet. C: accelerate into the space, take the ball in stride on the far foot.
Tactical
The run creates the pass; the pass does not create the run. If C waits to see whether the pass is on, it never will be.
Physical
Continuous running with a sharp acceleration on every repetition. Similar demand to earlier but in shorter bursts.
Psychological
This will feel confusing for the first five minutes and that is normal. Say so at the start: this one takes a while — don't worry if it's messy.
Social
The third man should call as they go — "through!" — so B knows the run is happening before they receive.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 10 homeworkhow many overlaps did your full-back make? How many got the ball? The gap between those numbers is tonight's lesson too.
  2. Minute 3 — walk the pattern. A passes to B. C runs. B plays it to C first time. Walk it three times, slowly, so the shape is obvious. Then jog it.
  3. Minute 5 — the timing rule. C, you go when A's foot hits the ball. Not when B gets it — when A PLAYS it. Demonstrate the difference once: run it with C going late, then with C going early, and ask which one arrived in space.
  4. Minute 7 — continuous rotation. Once C receives, C becomes the new A and the triangle re-forms. No stopping, no organising.
  5. Minutes 8–10 — count it. Trios count clean sequences in ninety seconds, where clean means B played it first time and C didn't have to check their run. Two attempts.
Watch for
C runs too late — waits to see what B does, arrives after the space has closed
The whole session in one correction: When did you go? Go when A passes, not when B gets it. Run it twice at walking pace to prove it.
B takes a touch and the timing collapses
One touch. C is already running — he can't wait for you.
Second pass into C's feet
He's sprinting. Put it in front of him.
The triangle becomes a straight line
Spread out. If all three of you are in a row, there's no angle for the second pass.
Trios stopping between repetitions
Nobody stops. C becomes A and you go again.
Ask them
  • When exactly does the third man start running?
  • What happens if he waits to see what B does?
  • How many touches does B take?
  • Where should the second pass arrive?
Harder
  • One touch for everybody.
  • Add a floating defender who marks whichever player they choose.
Easier
  • Two touches for B while the timing is learned.
  • Walk the whole pattern for a full three minutes.

The third-man run against defenders who behave like real ones. B comes short and drags their marker out; C runs into the space the marker has just vacated. The picture is exactly what happens in a 9v9 midfield twenty times a match.

Set up
  • Two or three stations, each 24 × 20 m, with 4 m between them.
  • Per station: two 3 m gates on the far line; one ball plus a spare; two blue bibs.
  • Six players per station (12–15 across two or three stations): A (deep, on the ball), B (comes short), C (the third man), two defenders, one waiting.
  • D1 marks B and is told to follow B when B comes short. That instruction is what creates the space — without it there is nothing to run into.
  • Coach walking between stations, watching when C starts and nothing else.
Rules & scoring
  • B plays the second pass first time in the first ten minutes. From minute 10, B may turn instead if the picture demands it.
  • 2 points for a completed third-man run through a gate. 1 point if C receives but has to check their run. 2 points to the defenders for an interception.
  • C must start before the first pass arrives at B. A late run scores nothing even if it works.
  • D1's job is to follow B — this is a coaching instruction, not a tactical choice, for the first ten minutes.
  • Ball out: instant restart with the spare ball.
Coaching points — the four corners
Technical
B: check away and come short sharply, receive on the half-turn with the body open, one-touch set into the space. C: accelerate from a standing start, take it in stride with the far foot. A: firm and accurate — a slow pass gives D1 time to think.
Tactical
The space is created by B's movement, not by C's. C's job is simply to be in it first. Read the trigger: the moment B checks short and their marker follows, the run is on. If the marker doesn't follow, the run is not on and B should turn instead.
Physical
Explosive accelerations from a standing start — different from Session 10's long arcs and, for most players, harder. Rotate roles often.
Psychological
This will fail more often than it works, especially in the first eight minutes. Praise the timing of the run every single time it is right, regardless of what happens to the ball afterwards.
Social
Three voices: A calls "short!", C calls "through!", and B — who can see least — needs both of them.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 45 seconds. B comes short, his marker follows him, and the space behind opens up. C, that's your space — but only if you're already moving.
  2. Minutes 0–4 — D1 only, no second defender. Simplest possible version: B comes short, D1 follows, C runs, B sets it into the path.
  3. Minute 4 — one freeze, twenty seconds. Ask C: when did you start? Then ask D1: when did you notice him? The gap between those two answers is the whole practice.
  4. Minutes 4–10 — add D2 covering the space behind. Now the run must be genuinely well-timed and the pass genuinely accurate.
  5. Minutes 10–15 — add the choice. B may now turn and carry if D1 doesn't follow. The third man is one option, not an instruction.
  6. Rotation: A → B → third man → defender → back of the line. Everybody plays every role.
Watch for
C starts when B receives rather than when A passes
Half a second too late is the same as not going. Watch A's foot, not B.
B receiving square and unable to set it forward
Back to Session 1: Open out before it comes to you. The vocabulary paying off.
Second pass into C's feet
He's at full speed. Put it where he's going.
C stopping when the ball doesn't come
Finish the run. You dragged a defender with you — that's why your teammate was free.
B taking a touch under pressure
One touch. Two touches and D1 has recovered.
Ask them
  • When exactly do you start your run?
  • Who creates the space — you, or the player coming short?
  • What's the trigger that tells you it's on?
  • Defenders — when did you first see the runner?
Harder
  • One touch for B throughout, including the receiving touch.
  • Two third men — C and a second runner, so B chooses.
Easier
  • Remove D2 entirely.
  • Passive defenders who follow but don't intercept.

Find the third-man run in a live game, where nobody organises the picture and the trigger has to be recognised rather than announced.

Set up
  • Two pitches, each 32 × 22 m, side by side with a 5 m corridor between them.
  • Per pitch: two mini goals at each end, 4 red bibs, 4 blue bibs, 2 balls.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3.
  • Four players is the minimum for a third-man run to exist — passer, receiver, runner, plus one more for width. Don't drop below it.
  • Coach in the corridor between the pitches with a spare ball.
Rules & scoring
  • Goal = 1 point. Goal after a third-man combination = 3 points. A correctly-timed third-man run = 1 point on its own (from game 3).
  • The run must start before or as the first pass is played.
  • Ball out: the coach rolls a new one in immediately.
  • No stoppages. Coaching happens in the 45-second gaps, as a question.
  • Give any close call to the attacking team.
Coaching points — the four corners
Technical
One-touch second passes wherever possible. Receive on the half-turn. Deliver into the path.
Tactical
The trigger is a teammate being pressed. When an opponent commits to the ball, the space behind them belongs to whoever moves first. The player furthest from the ball usually has the best view and the best angle — they are the natural third man.
Physical
Three minutes on, 45 off, four times. Repeated accelerations from standing. Shorten the last game if quality drops.
Psychological
The third-man run is invisible when it fails and looks like magic when it works. Make the failures visible instead — announce every well-timed run, especially the ones that don't get the ball.
Social
By now the squad has three combination calls: "one-two!", "outside!" and "through!" If all three are being used tonight, this theme has done its job.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Balanced teams.
  2. Explain in 20 seconds: Goal is 1. Goal after a third-man run — where the ball goes A to B to C and C was already running — is 3. Three minutes. Go.
  3. Game 1 — no coaching. It may not happen at all. Watch anyway; you're looking for who is moving without the ball.
  4. Between games 1 and 2, one question: When your teammate gets pressed, what does that create behind the presser?
  5. From game 3, add the run bonus: 1 point for any third-man run made at the right time, ball or no ball. Same mechanism as in Session 10 and for the same reason.
  6. Four games of three minutes with 45 seconds between, ladder as usual.
Watch for
Nobody moving off the ball
Ask: Who was furthest from the ball just then? What could you see that nobody else could?
Runs made too late, after the second pass is already on
Watch the first pass, not the second. Repeat all evening.
Everyone watching the ball
The root cause of the above. Where are your eyes when your teammate has it?
The middle man turning instead of setting
Not a fault — it's a valid choice. Ask: Was your marker following you? Then what was on?
Combinations forced in your own third
Where did that break down? What would it have cost us?
Ask them
  • When your teammate gets pressed, what does that create?
  • Who is best placed to be the third man?
  • When do you start running?
  • Where should the second pass go?
Harder
  • Only goals after a third-man combination count.
  • Two-touch maximum across the pitch.
Easier
  • Any three-pass sequence involving three different players counts as a combination.
  • Allow two touches for the middle man.

The third-man run where it wins matches — from a defender, through a pressed midfielder, into a forward running beyond the last line.

Set up
  • 50 × 34 m with full-size goals. No extra markings.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape. Rotate keepers at the halfway point.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3 points. A third-man combination that beats a line = +2. A goal originating from one = +2 more.
  • The run must start on the first pass.
  • No touch restrictions. This is a match.
  • Keepers restart within five seconds. Throw-ins may be taken as pass-ins.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
Firm first pass, half-turn receive, one-touch release into the path, controlled finish. Four techniques from four different sessions in one action.
Tactical
The forward's job is to read the midfield. When our midfielder is about to be pressed, the forward should already be moving into the space behind the presser. Wingers can be the third man too — a run from wide into the channel is the same idea. The middle man must know whether their marker is following them.
Physical
Fifteen minutes with repeated accelerations from standing. The forward will make many runs and receive few — manage their load and praise the effort.
Psychological
The end of the combination work. Point out how much has been added: not long ago these players could barely receive under pressure and tonight they are timing runs off a pass they never touch.
Social
Listen for the squad organising itself. If a defender is calling for the midfielder to come short and a forward is calling for the ball behind, the team is starting to think together.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Keepers and shape in 30 seconds.
  2. Explain the condition once: Normal game. A third-man combination that beats a line of their players is two points. A goal from it is two more.
  3. Minutes 0–5 — no interruption. Watch the forward and the wingers: are they moving when the ball is at the back, or waiting?
  4. Minute 5 — drinks break, one question: When our centre-back has the ball and their midfielder presses our six, who should be running? Restart.
  5. Minutes 6–13. Announce every correctly-timed run, named, whether or not it received the ball.
  6. Final two minutes — free play. This is the last combination session before the review page; let them finish with football.
Watch for
The forward standing still while the ball is at the back
What are you watching? When he's about to get pressed, that's your cue.
Midfielders not coming short
If you don't come to it, nobody's marker moves and there's no space for anyone.
Runs made but never found
Coach the passer, not the runner: Did you see him? Where were your eyes?
Everything played long to skip the midfield entirely
What did that miss out? Who was free? this theme material appearing early.
Third-man runs only from the striker
Wingers — can you be the third man? Where would you run?
Ask them
  • When our six is about to be pressed, who should be running?
  • What does the middle man have to do first?
  • Can a winger be the third man? Where would he go?
  • How do you know your run is on?
Harder
  • Only combinations that beat their midfield line count.
  • Two-touch in the middle third, combining Session 2's condition with tonight's.
Easier
  • Any three-player passing sequence counts.
  • Bigger pitch (55 × 38 m).
Goalkeeper — Your keeper has nothing to do — give them this

The keeper is very often the first man in a third-man sequence and almost never told so. Put them at the deep point of the triangle in the warm-up. In the match: keeper to centre back, centre back sets, keeper's original pass reaches the midfielder who has spun off — that is a third-man run and it starts in their hands.

Session aims & kit list
By the end, players can
  • Start the run as the first pass is played, not when the second is about to be.
  • Come short as the middle man to drag a defender out, then release first time.
  • Play the second pass into the space ahead of the runner, never to their feet.
  • Recognise the picture — a teammate under pressure, a defender following them, and space behind.
  • Keep making the run when it doesn't come, because the run is what creates the space for someone else.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Mini goals · Full-size goals

Combination play · 14–16 players · 60 min

Refresh all three combinations in six minutes, then hand the choice to the players. Three zones, one for each combination, then a final phase where groups move freely and pick their own.

Set up
  • 30 × 21 m grid divided into three vertical zones by dashed lines of flat markers.
  • Zone 1 — one-two. Zone 2 — overlap. Zone 3 — third man.
  • Groups of three, one ball each. Four or five groups with a squad of 14–16.
  • Balls at the grid edge so early arrivals start immediately.
  • Coach outside the grid, moving between zones. Almost no talking tonight.
Rules & scoring
  • One combination per zone until minute nine.
  • In the free phase, a group may not use the same combination twice in a row.
  • All the technical rules from the block still apply: one-touch sets, release after the runner is past, run on the first pass.
  • Groups rotate roles constantly — nobody stays in one job.
  • Loose ball: nearest player retrieves and the group restarts on the move.
Coaching points — the four corners
Technical
All three techniques as taught. Expect the third man to be the weakest — it's a week old against a much older one-two.
Tactical
Not yet. This is deliberate revision; the decisions start in 12.2.
Physical
Continuous movement with accelerations in each zone. A good general warm-up because all three combinations demand different running patterns.
Psychological
Point out — briefly, once — how much they can do now that they couldn't in September.
Social
All three calls should be audible: "one-two!", "outside!", "through!" If the squad is using them without prompting, the block has landed.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 11 homeworkdid you find a run that was made and never found?
  2. Minute 3 — Zone 1, one-two. Two minutes. Pass and go, set it back first time. No other coaching.
  3. Minute 5 — Zone 2, overlap. Two minutes. Carry slowly, run around the outside, release when he's past.
  4. Minute 7 — Zone 3, third man. Two minutes. A to B, and C is already running.
  5. Minutes 9–10 — free choice. Groups move anywhere in the grid and use whichever combination they like. Nobody tells them which. Watch which one each group defaults to — that's useful information for the rest of the session.
Watch for
One combination visibly weaker than the others
Note it and give that zone an extra minute. Don't fix it verbally — give it time instead.
Groups defaulting to the same one in the free phase
The no-repeat rule handles it. If they ignore it, ask: which one haven't you used?
Technique slipping — extra touches on the set, late third-man runs
One reminder per group, then move on. This is revision, not instruction.
Groups standing to organise who does what
Don't plan it. Look up and do whichever one is on.
Ask them
  • Which of the three feels easiest? Which feels hardest?
  • In the free zone, which one did your group use most? Why that one?
  • What's the one rule of the one-two? The overlap? The third man?
  • Which one would work best against a defender who dives in?
Harder
  • Free choice from minute five, dropping the zoned phase entirely.
  • Add a floating defender in the free phase.
Easier
  • Three minutes per zone and skip the free phase.
  • Two combinations only — drop the third man if it isn't there yet.

One picture, three answers. The ball carrier has an inside support player and a wide one, and two defenders whose behaviour decides which route is open. Nobody is told which to use — the defenders tell them.

Set up
  • Two or three stations, each 26 × 21 m, with 4 m between them.
  • Per station: three 2.6 m gates across the far line; one ball plus a spare; two blue bibs.
  • Six players per station: carrier (C), inside support (S1), wide support (S2), two defenders, one waiting.
  • Defenders are given a secret instruction each repetition — either 'commit to the ball', 'stand off and hold', or 'follow the inside player'. The coach whispers it or shows a card. The attackers must read it live.
  • Coach positioned to the side, watching the carrier's head as much as their feet.
Rules & scoring
  • 2 points for getting through a gate. 3 points if the combination used matched what the defenders gave them.
  • No repeating the same combination twice in a row within a group.
  • 2 points to the defenders for an interception or for stopping all three routes.
  • Technical rules stand: one-touch sets, release after the runner is past, third man moves on the first pass.
  • After every repetition, the carrier says one wordone-two, overlap or third man — naming what they chose. This is the whole practice and it takes two seconds.
Coaching points — the four corners
Technical
All three techniques under genuine pressure. The set-back and the timing of the release are the two that break down first.
Tactical
The three triggers. Defender commits to the ball → one-two through them. Defender stands off and holds → overlap around them. Defender follows the inside player → third man beyond them. Say these three sentences once, then only ever ask about them.
Physical
Varied running patterns and repeated accelerations. Rotate often; the wide support role does the most running.
Psychological
Wrong choices are the point of tonight. A player who picks the overlap when the one-two was on has still read something and acted on it — praise the decision-making attempt, then ask what they saw.
Social
Support players should call what they are offering. The carrier cannot see everything and shouldn't have to.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 45 seconds. Three ways through. He decides which one — you just have to see it.
  2. Minutes 0–4 — announced. The coach says out loud which instruction the defenders have, so the attackers can connect the defender's behaviour to the right answer. Do this four or five times per station.
  3. Minute 4 — one question, twenty seconds. If he commits to the ball, which one is on? If he stands off? If he follows the inside man? Get the three answers from the group before continuing.
  4. Minutes 4–11 — secret. Defenders receive their instruction privately. Attackers must now read it. Expect a lot of wrong choices in the first two minutes.
  5. Minutes 11–15 — defenders choose freely and may change their mind mid-repetition. This is as close to a real match as a technical practice gets.
  6. Rotation: carrier → inside support → wide support → defender → back of the line.
Watch for
Carrier deciding before the defenders move
When did you decide? Try holding it half a second longer and looking first.
Always the same combination regardless of the picture
The no-repeat rule handles it. Then ask: what did he actually do? Which one does that make available?
Support players static and offering nothing
He's got no options. Whose fault is that? The answer is theirs, not the carrier's.
Technique collapsing because players are thinking about the choice
Normal and temporary. Go back to announced instructions for two minutes and let the execution recover.
Defenders not following their instruction
It ruins the practice quietly. Check it every couple of repetitions.
Ask them
  • If the defender commits to the ball, which one is on?
  • If he stands off, which one?
  • If he follows your inside man, which one?
  • What did you actually see before you chose?
Harder
  • Defenders may change their behaviour mid-repetition.
  • One touch for the supporting players.
Easier
  • Keep the instructions announced for the whole practice.
  • Two routes only, dropping whichever is weakest.

All three combinations live on the same scoreboard, with one rule that forces variety: you may not score with the same combination twice in a row. Teams have to use their whole toolkit rather than their favourite tool.

Set up
  • Two pitches, each 32 × 22 m, side by side with a 5 m corridor between them.
  • Per pitch: two mini goals at each end, 4 red bibs, 4 blue bibs, 2 balls.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3.
  • Write the scoring on a cone or say it twice — three values and a rule is a lot to hold onto mid-game.
  • Coach in the corridor between the pitches with a spare ball.
Rules & scoring
  • One-two = 2. Overlap = 2. Third man = 3. Goal = 2. Two different combinations in one attack = 5.
  • The same combination may not be scored twice in succession by the same team.
  • Teams keep their own score and announce which combination they used. If they can't name it, it doesn't count.
  • Ball out: the coach rolls a new one in immediately.
  • No stoppages. Coaching in the 45-second gaps, as a question.
Coaching points — the four corners
Technical
All three under fatigue and pressure. Expect the third man to suffer most.
Tactical
Read, then choose. The no-repeat rule forces players to look for what's available rather than what's comfortable. Support players should be offering different options simultaneously — one inside, one beyond.
Physical
Three minutes on, 45 off, four times. Varied running patterns. Shorten the last game if needed.
Psychological
Naming the combination out loud is the mechanism that turns doing into understanding. Insist on it gently but completely.
Social
The scoring rewards the players who provide rather than finish. Read the combination tallies out loud between games and name the providers.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Balanced teams.
  2. Explain in 30 seconds: One-two is 2. Overlap is 2. Third man is 3. A goal is 2. But you can't use the same combination twice in a row.
  3. Game 1 — no coaching. Watch which combination each team reaches for first.
  4. Between games 1 and 2, one question: Which one have you not used yet, and why not?
  5. From game 3, add the chain bonus: two different combinations in the same attack scores 5.
  6. Four games of three minutes with 45 seconds between, ladder as usual.
Watch for
One combination doing all the scoring
The no-repeat rule handles it, but check they're not simply scoring normal goals instead.
Teams unable to name what they did
If you can't name it, it doesn't count. They will start paying attention within one game.
The rule slowing the game down while players deliberate
Don't plan it. Look up and take what's there.
Third man never used because it's hardest
It's worth three for exactly that reason. Point at the scoreboard rather than explaining again.
Arguments over what counted
Five seconds maximum. Give it to the attacking team and restart.
Ask them
  • Which one have you not used yet? Why not?
  • What tells you which combination is on?
  • Which is your team's strongest? Which needs work?
  • What made the 5-point attacks possible?
Harder
  • Only combinations score — normal goals count nothing.
  • All three must be used before any can be repeated.
Easier
  • Drop the no-repeat rule.
  • Equal values (2 each) so the scoring is simpler to hold.

Everything from this theme in one game. Any combination that beats an opponent scores, and the only constraint is that a team may not use the same one twice running. Then, for the last four minutes, everything comes off and you watch what remains.

Set up
  • 50 × 34 m with full-size goals. No extra markings.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape. Rotate keepers at the halfway point.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3 points. Any combination that beats an opponent = +2. Not the same combination twice in succession.
  • The team must be able to name what they used.
  • No touch restrictions. This is a match.
  • Keepers restart within five seconds. Throw-ins may be taken as pass-ins.
  • Final four minutes: all conditions removed.
Coaching points — the four corners
Technical
Everything from this theme, under fatigue, at match size. Expect quality to drop and don't chase it.
Tactical
On a full pitch the overlap is easiest because there's space wide; the one-two is most frequent because pressure is constant; the third man is rarest and most valuable because it breaks lines. Let the players discover that ranking themselves at the break.
Physical
The last fifteen minutes of a twelve-week arc. Prioritise ball rolling time over everything.
Psychological
The final four unconditioned minutes matter more than the eleven before them. Say nothing during them. Just watch and count.
Social
Listen for the squad running itself — calls, angles, runs made for other people. That's the real product of this theme.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Keepers and shape in 30 seconds.
  2. Explain the condition once: Any combination that beats an opponent is two points. Not the same one twice in a row.
  3. Minutes 0–5 — no interruption. Watch which combinations survive into a full-sized match. Some will not, and that's honest information.
  4. Minute 5 — drinks break, one question: Which of the three works best on a big pitch? Why? Let them argue about it for thirty seconds.
  5. Minutes 6–11 — announce every combination by name, both players named, whichever team.
  6. Minutes 11–15 — everything off. No conditions, no bonuses, just a game. This is the exam. Watch how many combinations still appear when nothing is being paid for.
Watch for
Combinations disappearing on the bigger pitch
Normal. Note which one survives and which doesn't; that's this theme's starting point.
Long balls skipping the midfield
What did that miss out? Groundwork for this theme.
Only the confident players combining
Ask a quieter player at the break: what would you need to be part of that?
Everything breaking down in the last four minutes
Also information, and not a failure. It tells you the habits are conditioned rather than owned — and that's what this theme will address.
A combination you haven't taught appearing
Praise it loudly. A squad inventing solutions is the point of the whole curriculum.
Ask them
  • Which of the three works best on a big pitch? Why?
  • Which one did we use most tonight?
  • When the conditions came off, did you keep doing it?
  • What's the hardest part — seeing it, or doing it?
Harder
  • All three combinations must be used before any repeats.
  • Only goals from combinations count.
Easier
  • Drop the no-repeat rule.
  • Any three-player passing sequence counts.
Goalkeeper — Your keeper has nothing to do — give them this

They take part as an outfield player. In the match: the keeper is the release valve. When the combination is not on, the ball comes back to them and the picture resets. Coach the reset as a successful outcome rather than a failure — that is the whole point of this session.

Session aims & kit list
By the end, players can
  • Recognise which combination is available from the position and movement of the nearest defenders.
  • Execute all three — one-two, overlap, third-man run — at a standard that survives real pressure.
  • Vary the solution rather than repeating a favourite, so opponents cannot predict them.
  • Support before being asked — offer the angle, the overlap or the run before the ball carrier is in trouble.
  • Explain their choice afterwards, which is the real test of whether they understood it or guessed.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Mini goals · Full-size goals

Possession principles · 14–16 players · 60 min

Let them feel it rather than hear it. The same practice is played in a 14 m square and then a 9 m square, and nobody is told what will happen. The players discover that space is what makes possession possible.

Set up
  • Two square sizes marked from the start: a 14 × 14 m square and a 9 × 9 m square, using different-coloured flat markers. Mark three or four of each so every group has one.
  • Groups of five: four players on the sides of the square (one per side), one defender inside.
  • Outside players must stay on their line — they may move along it but not into the square.
  • Balls at the edge so early arrivals start immediately.
  • Coach moving between squares. Say almost nothing in the first six minutes.
Rules & scoring
  • Outside players stay on their line. Stepping inside loses the ball.
  • Two touches maximum.
  • The defender scores a point for every interception or every ball forced out.
  • Rotate the defender every 45 seconds — nobody stays in the middle.
  • Loose ball: nearest player retrieves and the group restarts immediately.
Coaching points — the four corners
Technical
Firm, accurate passes along the ground over a genuine distance. Receive side-on so the next pass is available. The far player is often the right pass, and it needs weight.
Tactical
Stay on the line — and stay far apart. Two players close together on the same side give the defender an easy job. The bigger the distance between you, the harder it is for one player to cover both.
Physical
Constant small adjustments along the line, which is a genuine warm-up for the lateral movement of a match. Rotate the defender frequently — the middle is the hard work.
Psychological
Do not explain the point of the practice before they have felt it. The discovery is the lesson and it is ruined by being told.
Social
Outside players should be calling for the ball across the square, which means calling loudly. Quiet teams don't switch.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 12 homeworkhow many of each combination did you count?
  2. Minute 3 — the big square. Groups of five, four on the lines, one defender in the middle. Keep the ball. Stay on your line. Two touches. Three minutes.
  3. Minute 6 — move to the small square. Say nothing else. Same rules, same numbers, half the space. Two minutes.
  4. Minute 8 — ask one question and let them answer it. Which one was easier? Why? You want the words 'more space' and 'more time'. Then: So what should we do in a match?
  5. Minutes 8–10 — back to the big square with one addition: the outside players may now move along their line to find a better angle, and must be moving whenever the ball is not with them.
Watch for
Outside players drifting towards the ball along their line
If you come towards it, how far does his pass have to travel? Now how easy is that to intercept?
Only using the two nearest players
Which player have you not passed to? The far one is almost always available.
Passes under-hit across the square
The distance is new. That one has to travel. Get your body over it.
Defender chasing everything and getting nothing
Coach them too: Don't chase it — stand where two passes are blocked and make him choose.
The small square becoming a scramble
That's the point. Let it happen and then ask the question.
Ask them
  • Which square was easier? Why?
  • What did you have to do differently in the small one?
  • Where should you stand when the ball is on the far side?
  • Which player is usually free — the nearest or the furthest?
Harder
  • One touch in the big square.
  • Two defenders in the big square.
Easier
  • Three touches and no defender for the first two minutes.
  • Bigger squares (18 m) so success is frequent.

The first rondo of the curriculum, and it arrives now rather than in September for a reason — a rondo teaches nothing to players who cannot yet receive under pressure. Five outside, two in, with points for the two passes that matter: the split and the switch.

Set up
  • Two boxes, each 14 × 14 m, marked with flat markers, with a cone at each corner.
  • Five outside players on the lines, two defenders inside. Seven per box; two boxes covers 14 players, and with 15–16 add a sixth outside player.
  • Outside players may move along their line but may not step inside the box.
  • One ball per box plus two spares at the coach's feet.
  • Coach between the two boxes, watching body shape on receiving.
Rules & scoring
  • Outside players stay on their lines. Stepping in gives the ball to the defenders.
  • Two touches maximum for the first eleven minutes; one touch for the final four if the group is coping.
  • Split = 1 point. Switch = 1 point. Ordinary passes score nothing.
  • Defenders swap with an outside player when they win the ball twice, or every 90 seconds — whichever comes first.
  • Ball out: instant restart with a spare.
Coaching points — the four corners
Technical
Receive side-on so both the split and the switch are available — the Session 1 habit under a new demand. Firm passes. The split must be along the ground and hard; a soft split is an interception.
Tactical
Stay as far apart as the box allows. Watch the two defenders: when they stand side by side, the split is on; when they split up, the switch is on. The player opposite the ball is almost always the free one.
Physical
Short, sharp adjustments outside; genuinely hard work inside. Rotate defenders often and mean it.
Psychological
A rondo can become a place where the strongest players dominate and the weakest hide. Watch for anyone not receiving the ball and change the box order rather than saying anything.
Social
Two calls: "split!" from the player opposite and "switch!" from the far side. This is the first practice where players tell each other what's available rather than just asking for it.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 30 seconds. Five outside, two in. Stay on your line. Two touches. Keep it. They know the shape from the warm-up.
  2. Minutes 0–4 — plain possession. No scoring, just keep the ball. Let the pictures appear.
  3. Minute 4 — introduce the SPLIT. A pass that goes between the two defenders is worth a point. Demonstrate once, twenty seconds. This is the pass that hurts a press.
  4. Minute 8 — introduce the SWITCH. A pass from one side of the box to the opposite side is also a point. Now the outside players have two ways to score and the defenders have two things to stop.
  5. Minutes 11–15 — competitive. Groups count their points across three minutes; defenders swap in when they win the ball twice. Announce the scores between boxes.
  6. Rotation: defenders swap out every 60–90 seconds regardless of the scoring — the middle is exhausting and nobody should be stuck there.
Watch for
Everyone bunching towards the ball along the lines
How far apart are you? Get to your corner. The distance is the whole practice.
Receiving square-on and only having one option
Open out. Which way can you play from there? The vocabulary paying off.
Split passes attempted when the defenders are apart
Where are they standing? Is that pass on, or did you want it to be?
Nobody switching because the pass is long
Who's furthest from the ball? He's been free for ten seconds.
Defenders chasing the ball in circles
Coach them: Stand between two passes. Make him play the one you want. This is this theme material appearing early and it's worth naming.
Ask them
  • When are the two defenders easiest to split?
  • When is the switch on instead?
  • Which player on your team is usually free?
  • Where should you be standing when the ball is on the far side?
Harder
  • One touch for the outside players.
  • Three defenders in the box.
Easier
  • Six outside players and one defender.
  • Three touches.

Put a price on the switch. Wide channels on both sides mean the ball can be moved from one touchline to the other, and doing so is worth more than a goal — because at Under-12, the switch is the pass nobody plays.

Set up
  • Two pitches, each 32 × 24 m — as wide as you can make them — side by side with a 5 m corridor.
  • Per pitch: one mini goal at each end, plus a 6 m wide channel marked down each touchline.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3.
  • At least one player from each team must be in a wide channel at all times — announce this as a rule, not a suggestion.
  • Coach in the corridor between the pitches with a spare ball.
Rules & scoring
  • Goal = 1 point. A switch from one wide channel to the other = 2 points. A goal within five seconds of a switch = 4 points.
  • Each team must have a player in a wide channel at all times. If they don't, play continues but no switch can be scored.
  • The switch may be one pass or two — the ball simply has to travel from one channel to the other without the opposition touching it.
  • Ball out: the coach rolls a new one in immediately.
  • No stoppages. Coaching in the 45-second gaps, as a question.
Coaching points — the four corners
Technical
The switch is usually a firm, driven pass along the ground or a lofted one over a crowd — teach both, and let the picture decide. Receive side-on in the channel so the next action is forward, not back.
Tactical
Switch early. The space on the far side exists because they've come across; by the time you've taken three touches it has gone. Sometimes the switch needs a bounce through a central player — that's still a switch. The player in the far channel must be visible and calling.
Physical
Three minutes on, 45 off, four times. Long lateral running for the wide players. Rotate who plays wide.
Psychological
Standing in a channel while the ball is forty metres away is boring, and children are honest about boredom. Acknowledge it: it's dull until the ball comes — and then you're free.
Social
The far winger must call. They are the only player who can see that they're free, and the ball carrier usually can't.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Balanced teams.
  2. Explain in 25 seconds: Goal is 1. Getting the ball from one wide channel to the other is 2. One of you must always be in a channel. Three minutes. Go.
  3. Game 1 — no coaching. Watch how quickly both teams collapse towards the ball anyway.
  4. Between games 1 and 2, one question: When the ball's on the left, where's the space? Point at nothing; let them look.
  5. From game 3, add the follow-up: a goal scored within five seconds of a switch is worth 4. This stops the switch becoming a party trick and links it to the attack.
  6. Four games of three minutes with 45 seconds between, ladder as usual.
Watch for
Both teams collapsing to the ball despite the rule
Ask between games: how many of you were within ten metres of the ball just then? Whose job was the other side?
Switches attempted too late, after the opposition has recovered
When was the space biggest? Two seconds before you played it.
Under-hit switches intercepted centrally
That pass has to travel. Pick it up or drive it — but get it there.
The wide player standing still and silent
He can't see you. What are you going to do about that?
Switch played and then nothing happens
The 4-point rule handles it. You've got the whole side to yourself. Now what?
Ask them
  • When the ball's on the left, where's the space?
  • When is the best moment to switch — early or late?
  • Along the ground or in the air? What decides?
  • What should the far winger be doing while he waits?
Harder
  • The switch must be one pass, no bounce through the middle.
  • Only goals after a switch count.
Easier
  • Any pass that crosses the middle of the pitch counts as a switch.
  • Widen the pitch to 36 m.

A deliberately wide pitch and one instruction that changes everything: the wingers stay wide. What follows is a team discovering that a big pitch is easier to play on than a small one.

Set up
  • 50 × 36 m — wider than any pitch used so far. If you can mark 38 m, do.
  • A 5 m stay-wide zone marked down each touchline. Wingers must be inside it whenever their team has the ball in the opposition half.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 shape, with the two wide midfielders explicitly told their job is the touchline.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3 points. A switch from one side of the pitch to the other = +2.
  • Wingers must be in the wide zone when their team has possession in the opposition half.
  • The switch may travel through one central player.
  • Keepers restart within five seconds. Throw-ins may be taken as pass-ins.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
Driven passes across the pitch, lofted where the ground route is blocked. Receiving in the channel on the half-turn, facing forward.
Tactical
Width stretches them, depth stretches them the other way. The centre-backs should be splitting wide when the keeper has it, the striker should be holding the highest line, and the wingers should be on the touchlines. When all of that happens at once, the opposition cannot press. The switch is what punishes them for trying.
Physical
A wider pitch means more running, especially for the wide players. Expect fatigue and rotate the wide roles at least once.
Psychological
Patience. Standing wide and unused for a minute is genuinely hard at this age. Name the patience every time it pays off.
Social
The far winger is the only person who knows they're free. If the squad learns nothing else tonight, teach them to shout for a switch.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Keepers and shape in 30 seconds.
  2. Explain the condition once: Wingers stay in the wide zone when we have it. A switch from one side to the other is two points.
  3. Minutes 0–5 — no interruption. Watch how often the far winger is free and ignored. It will be most of the time.
  4. Minute 5 — drinks break, one question: Put your hand up if you were free at some point and didn't get it. Count the hands. That's the coaching.
  5. Minutes 6–13. Announce every switch. Name the player who was patient enough to stay wide, not just the passer.
  6. Final two minutes — remove the zones. Play a normal game and see whether the pitch stays big.
Watch for
Everyone within twenty metres of the ball
The break question — hands up if you were free — does more than any instruction.
Wingers drifting infield to get involved
Stay there. I know it's boring. Watch what happens when it comes.
Nobody looking up to find the switch
Before you receive it, where's your far winger? Session 1's scan, applied to the whole pitch.
Switches always in the air and inaccurate
Could that have gone along the ground through the middle? Which is more likely to arrive?
Centre-backs standing close together
Spread out. Make their striker choose one of you. Groundwork for this theme.
Ask them
  • Put your hand up if you were free and didn't get the ball.
  • When the ball's on the right, whose job is the left touchline?
  • Why is a big pitch easier to play on?
  • What did the opposition do when we switched it?
Harder
  • Two switches required before a goal counts.
  • Switches must travel along the ground.
Easier
  • Any pass across the middle counts as a switch.
  • Widen to 40 m if the ground allows.
Goalkeeper — Your keeper has nothing to do — give them this

The keeper is the depth. Put them in the rondo as a possession player. Then in the match, one demand: when we have the ball, they step up to the edge of the box and stay available. The pitch is only as big as the keeper is willing to make it, and a keeper who stands on their line has shortened it by twenty metres before anyone has touched the ball.

Session aims & kit list
By the end, players can
  • Stay wide when the ball is on the far side, rather than drifting towards it.
  • Offer depth — a player short of the ball and a player beyond it, at all times.
  • Recognise the overloaded side and switch the ball to the free one.
  • Play the switch accurately — firm, along the ground where possible, and early enough that the space still exists.
  • Understand why a big pitch is easier to play on, and be able to explain it.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Mini goals · Full-size goals

Possession principles · 14–16 players · 60 min

One rule, ten minutes: never stand in a straight line with the ball and a teammate. Groups of three move continuously and must keep re-forming a triangle, so the shape becomes something the body does rather than something the brain calculates.

Set up
  • 28 × 20 m grid marked with flat markers.
  • Groups of three, one ball each. Four or five trios with a squad of 14–16.
  • No obstacles — the groups must avoid each other, which is part of it.
  • Balls at the grid edge so early arrivals start immediately.
  • Coach inside the grid from minute 5, working with individual trios.
Rules & scoring
  • Never a straight line. If the coach can draw one line through all three players, the group has lost the ball.
  • The two players off the ball must move every time the ball moves.
  • Two touches maximum from minute 7.
  • In the final phase, the defender swaps with whoever loses the ball.
  • Loose ball: nearest player retrieves and the group restarts on the move.
Coaching points — the four corners
Technical
Receive side-on so both other players are visible. Firm, along the ground. The pass to the far point of the triangle is often the right one and it needs weight.
Tactical
A triangle gives the ball carrier two passes and the defender an impossible job. Distance matters as much as angle — a triangle three metres across is as useless as a straight line.
Physical
Continuous small adjustments and repositioning. Less running than in Session 13, more constant motion.
Psychological
This is the least exciting practice in the curriculum. Say so honestly and tell them why it matters: this is the boring one that makes everything else work. Players of any age respect being levelled with.
Social
Players should tell each other when they're in line: "I can't see you!" is the call of the night.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 13 homeworkhow far from the touchline did that player stand?
  2. Minute 3 — form trios and pass. Keep moving, keep the ball. Ninety seconds of ordinary passing to get warm.
  3. Minute 5 — the rule. You three must always make a triangle. Never a straight line. Freeze one group and show a line: one defender standing between two of them blocks both. Twenty seconds.
  4. Minute 7 — add the movement demand. After every pass, the two players off the ball must adjust — nobody stands still while the ball travels.
  5. Minutes 8–10 — add a defender. Two trios combine: six players keep the ball against one defender in a shared area. The triangle now has to survive a real opponent.
Watch for
Straight lines forming constantly
Don't correct each one. Freeze one group, stand where a defender would, and let them see that you block both passes at once.
Triangles too small — three players within five metres
Spread out. How far can you be and still make that pass?
Players standing still while the ball travels
Whoever isn't passing is moving. Every time.
The same two players combining and the third being ignored
Set a rule for ninety seconds: the ball must go to a different player every pass.
Nobody talking
Give them the phrase — I can't see you — and require it once per group per minute.
Ask them
  • Why is a straight line bad?
  • How far apart should the three of you be?
  • When the ball moves, what do the other two do?
  • How do you know you're in a bad position?
Harder
  • One touch.
  • Two defenders in the shared area.
Easier
  • Three touches and no defender.
  • Walk it for the first two minutes.

Add distance to angle. Five against two with a target at each end, and one demand: the player on the ball must always have someone short, someone long and someone wide. When they don't, they lose it — and they will feel exactly why.

Set up
  • Two areas, each 24 × 16 m, with a 3 m target zone at each end.
  • Five in possession, two defenders, and a target player in each end zone. Nine per area; two areas covers 16–18, so with 14–15 run one area of nine and one of six with a single defender.
  • Target players stay in their zone and may not be tackled. They play one-touch back into the area.
  • One ball per area plus two spares.
  • Coach between the areas, watching the shape around the ball rather than the pass itself.
Rules & scoring
  • 1 point for reaching a target, then the team turns and attacks the other one.
  • Targets play one touch back into the area and may not be tackled.
  • The team loses the ball if the player on it has fewer than two options — the coach calls it, once or twice, to make the point.
  • Defenders swap out after two wins or every 90 seconds, whichever comes first.
  • Ball out: instant restart with a spare.
Coaching points — the four corners
Technical
Receive on the half-turn facing up the area. The pass into the target is the hardest one — firm, into the near foot, so they can return it one-touch.
Tactical
Short, long, wide — three different distances. The short option keeps the ball; the long option progresses it; the wide option escapes the press. Most U12 teams offer three short options and nothing else, which is why they can keep the ball but never move it forward.
Physical
Constant repositioning with short bursts. The defenders work hardest — rotate them properly.
Psychological
Being the long option is thankless: you rarely get the ball, and you're the one blamed when the team can't progress. Name that role and praise it.
Social
The three options should announce themselves — short!, long!, wide! Three words, and a team that uses them is a team that can be coached from within.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 40 seconds. Five of you keep it against two. Reach a target and you score — then turn and go the other way.
  2. Minutes 0–4 — free. No extra rules. Let them find the targets and let the shape be poor.
  3. Minute 4 — one freeze, twenty seconds. Stop the ball and ask the player on it: how many options have you got? Then ask the group: who should move, and where? Restart.
  4. Minute 6 — the demand. The player on the ball must always have three: one short, one long, one wide. Say it once and then only ever ask about it.
  5. Minutes 6–12 — competitive. Count transfers from one target to the other. Defenders swap in when they win it twice.
  6. Minutes 12–15 — two touches maximum, which forces the support to be in place before the ball arrives.
Watch for
Everyone offering short — the ball can be kept but never progresses
Who's your long option? Nobody? Then we're going nowhere.
Players hidden behind defenders
Can he see you? Move a metre. Now can he?
The ball going to the target too early, before the shape exists
Was that on, or were you just getting rid of it?
Support arriving after the ball
The two-touch phase exposes this. Be there before it comes, not after.
Defenders chasing in pairs
Coach them: One presses, one covers the best pass. this theme groundwork again.
Ask them
  • How many options have you got right now?
  • Which one is missing — short, long or wide?
  • Who is your long option? Does he know that?
  • What do you have to do before the ball comes to you?
Harder
  • One touch in the middle of the area.
  • Three defenders.
Easier
  • Six in possession against two.
  • Bigger area (28 × 20 m).

Possession with a purpose and a number attached. Six consecutive passes is worth a point, which is achievable enough to be motivating and hard enough to require proper support angles.

Set up
  • Two pitches, each 32 × 24 m, side by side with a 5 m corridor between them.
  • Per pitch: two mini goals at each end, 4 red bibs, 4 blue bibs, 2 balls.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3.
  • The teams count their own passes out loud. This is not optional — the counting is what makes them aware of the sequence.
  • Coach in the corridor between the pitches with a spare ball.
Rules & scoring
  • Goal = 2 points. Six consecutive passes = 1 point. The count resets on any turnover.
  • From game 3, the sequence must change direction at least once.
  • Teams count out loud. A sequence that isn't counted doesn't score.
  • Ball out: the coach rolls a new one in immediately.
  • No stoppages. Coaching in the 45-second gaps, as a question.
Coaching points — the four corners
Technical
Receive side-on, first touch out of the feet, firm passes. Under pressure the pass weight is the first thing to go — watch for under-hit balls at pass four and five.
Tactical
Triangles, three distances, and movement between passes. The sequence breaks when everyone converges on the ball; it survives when one player stays deep, one stays wide and one stays high. A backward pass is not a failure — it is often the pass that keeps the sequence alive.
Physical
Three minutes on, 45 off, four times. Constant repositioning rather than sprinting. Less demanding than the other sessions in this theme, which is welcome.
Psychological
Some players will find six passes frustrating and want to shoot. Point at the scoring: a goal is worth two, a sequence is worth one, and a sequence usually leads to a goal anyway.
Social
Counting out loud is a team act. A squad that counts together starts to sound like a team, and it's a surprisingly effective way to get quiet players talking.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Balanced teams.
  2. Explain in 20 seconds: Goal is 2. Six passes in a row is 1. Count them out loud. Three minutes. Go.
  3. Game 1 — no coaching. Listen for the counting. Most teams reach three or four and lose it.
  4. Between games 1 and 2, one question: What happens at pass four or five? Why does it break down there? Usually the answer is that everyone has come towards the ball.
  5. From game 3, add the shape rule: a sequence only counts if the ball changes direction at least once during it — forward then back, or left then right. This stops six passes along one touchline.
  6. Four games of three minutes with 45 seconds between, ladder as usual.
Watch for
Sequences dying at pass three or four
Where was everyone at pass three? All near the ball? Let them work it out.
Backward passes treated as failure
Did it keep the sequence going? Then it was a good pass. This needs saying explicitly.
Six passes along one touchline
The change-of-direction rule handles it from game 3.
Players hidden behind opponents
Can he see you? The Session 14 refrain.
Teams abandoning possession to shoot from anywhere
Don't ban it. Read the scores out loud and let arithmetic do the work.
Ask them
  • What happens at pass four? Why does it break down there?
  • Is a backward pass a bad pass?
  • Where should the player furthest from the ball be standing?
  • How do you know you're in a bad position?
Harder
  • Eight consecutive passes for a point.
  • Two touches maximum.
Easier
  • Four consecutive passes for a point.
  • Add a neutral player who plays for whoever has the ball.

Support angles in a full match, where the shape has to hold across a much bigger area and the ball carrier is often forty metres from three of their teammates.

Set up
  • 50 × 34 m with full-size goals.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape. Name the roles: the two centre-backs are the deep options, the wide midfielders are the wide options, the striker is the long option.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3 points. Six consecutive passes = +1. A goal within ten seconds of a six-pass sequence = +2 more.
  • The count resets on any turnover or when the ball goes out.
  • No touch restrictions. This is a match.
  • Keepers restart within five seconds and count as a passer — a pass back to the keeper keeps the sequence alive.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
Receiving side-on, first touch away from pressure, firm passing. All of this theme, now in service of a team idea.
Tactical
Three options at three distances, from every position on the pitch. Centre-backs split to give width at the back. The pivot offers short. The striker holds the highest line to give length. Wide players hold the touchline. When all four happen at once, six passes is easy; when they don't, three is hard.
Physical
Continuous repositioning rather than sprinting — the least physically brutal conditioned match in a while, which is welcome after Blocks 2 and 3.
Psychological
Possession football is undramatic and some players will find it dull compared with the last month. Frame it honestly: this is what lets you do all the exciting stuff.
Social
The three calls — short, long, wide — should now be audible across a full-sized pitch. That requires volume, and volume is a skill worth naming.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Keepers and shape in 30 seconds.
  2. Explain the condition once: Six passes in a row is one point. A goal that comes after six passes is worth two extra.
  3. Minutes 0–5 — no interruption. Watch the shape when your team wins the ball. Count how many players come towards it.
  4. Minute 5 — drinks break, one question: When our centre-back has the ball, who is his short option? Who's long? Who's wide? Get three names. Restart.
  5. Minutes 6–13. Announce completed sequences by number: that's six, reds. Name the player who provided the option that kept it alive, not the one who finished it.
  6. Final two minutes — no conditions. Watch whether the shape holds.
Watch for
Everyone converging on the ball
The recurring U12 fault. Who is furthest from the ball right now? What's his job?
Centre-backs standing next to each other
Split. Make their striker choose one of you. Direct groundwork for this theme.
The striker dropping in and leaving no long option
Who's our furthest player forward? Nobody? Then every pass we play is sideways.
Sequences abandoned for a hopeful long ball
Was that a pass or a hope?
Goalkeeper not being used
The rule counts them. He's free every time. Why aren't you using him? this theme follows on from this, and this is the seed.
Ask them
  • When our centre-back has it, who's short? Who's long? Who's wide?
  • How many of us should be near the ball? How many away from it?
  • Is a pass to the goalkeeper a good pass?
  • Where does the striker have to stand for us to have a long option?
Harder
  • Eight passes for the bonus.
  • Two-touch in your own half.
Easier
  • Four passes for the bonus.
  • Bigger pitch (55 × 38 m).
Goalkeeper — Your keeper has nothing to do — give them this

They join the technical practice as one of the five. In the match: the keeper is the third option, always — and never in a straight line with both centre backs. Show them what a straight line looks like from where the striker is standing, then let them fix it themselves.

Session aims & kit list
By the end, players can
  • Form triangles rather than lines — never stand where one defender blocks two passes.
  • Offer three distances at once: one player short of the ball, one beyond it, one wide.
  • Move when hidden — recognise being screened by a defender and adjust before the ball arrives.
  • Support before it is needed, not after the ball carrier is in trouble.
  • Keep the ball for six consecutive passes under pressure, as a measurable team outcome.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Mini goals · Full-size goals

Possession principles · 14–16 players · 60 min

Make the decision physical. A group keeps the ball in one half of a grid and may only progress through one of four gates in the middle line. A defender patrols those gates, so sometimes forward is on and sometimes it isn't — and the group has to tell the difference.

Set up
  • 28 × 22 m grid divided in half by a line of flat markers, with four 3 m gates built into that line.
  • Groups of four in the near half, two teammates waiting in the far half. One defender patrols the gate line.
  • The ball may only cross the line through a gate.
  • Balls at the grid edge so early arrivals start immediately.
  • Coach on the touchline, level with the gate line.
Rules & scoring
  • The ball crosses the line only through a gate.
  • An intercepted forward pass gives the ball to the defender and the group starts again.
  • The defender may guard any gate but may not leave the line.
  • Two touches maximum from minute 7.
  • Groups count completions and interceptions separately.
Coaching points — the four corners
Technical
The forward pass through a gate must be firm and along the ground — a floated one gives the defender time to move. Receivers in the far half should be moving to line themselves up with a gate.
Tactical
Move the defender before you play through. A pass across the near half drags them one way and opens a gate on the other. Patience is a weapon, not an absence of ambition.
Physical
Continuous movement in a confined space with sharp changes of angle. A gentle warm-up compared with the last month.
Psychological
Both errors are worth naming out loud: never trying, and always forcing. Ask which one each player thinks they are — most of them know.
Social
The players in the far half must call which gate is free. They can see the picture; the ball carrier often can't.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 14 homeworkhow many options did the player on the ball usually have?
  2. Minute 3 — keep it only. Four players keep the ball in the near half against one defender. No gates yet. Ninety seconds.
  3. Minute 5 — open the gates. Now, when a gate is free, play through it to one of the two up there. Then they keep it and come back. The defender may guard whichever gate they choose.
  4. Minute 7 — the rule that matters. If no gate is open, keep the ball. Don't force it. Say it once and then only ask about it.
  5. Minutes 8–10 — count both. Groups count forward passes completed AND forward passes intercepted. The second number is the interesting one.
Watch for
Forcing the pass into a guarded gate
Was that gate open, or did you want it to be? Then point at their interception count.
Never attempting the forward pass
How many have you completed? None? Then we're not going anywhere. Both numbers matter.
Passing across without moving the defender
He didn't move. Why would a gate open?
Receivers in the far half standing still
Line yourself up with a gate. Make yourself findable.
Floated passes through the gates
Along the ground and hard. Give him no time.
Ask them
  • How do you know a gate is open?
  • What can you do to make a gate open?
  • What's worse — never trying it, or trying it when it's not on?
  • What should the players in the far half be doing?
Harder
  • Two defenders on the gate line.
  • Three gates instead of four.
Easier
  • Five gates and no defender for the first three minutes.
  • Wider gates (5 m).

The judgement in its clearest form. Five against two in the near half, two against one in the far half. The five can keep the ball almost indefinitely — but their job is to find the moment to break the line, because two against one up there is a chance and five against two down here is not.

Set up
  • One area 26 × 20 m, divided into two equal halves by a clear line of flat markers.
  • Near half: five in possession against two defenders. Far half: two attackers against one defender.
  • Nobody crosses the line except the ball — this keeps the two pictures clean.
  • One ball plus two spares with the coach.
  • Coach standing on the dividing line where both halves are visible.
Rules & scoring
  • Players stay in their own half. Only the ball crosses.
  • 1 point for a completed forward pass; 2 points if the receiver can turn. 2 points to the defenders for intercepting one (from minute 10).
  • Two touches maximum in the near half from minute 8.
  • The far-half players must be moving to make themselves available — a static target doesn't count.
  • Ball out: instant restart with a spare.
Coaching points — the four corners
Technical
Head up before the pass. The forward ball is usually driven, along the ground, into the receiver's front foot if they can turn and into their back foot if they can't. Weight matters more here than anywhere else.
Tactical
The moment arrives when a defender commits. Two defenders covering five players cannot stay compact forever — a pass across the area drags one across and the passing lane opens behind them. Keeping the ball is what creates the moment; it is not an alternative to it.
Physical
Constant repositioning. The two defenders work extremely hard — rotate them on schedule, not when they're exhausted.
Psychological
The 2-point penalty for a lost forward pass will make some players stop trying entirely. Watch for that and counter it directly: I'd rather you tried three and lost one than tried none.
Social
The far-half players must communicate constantly — turn!, man on!, now! They are the only ones who know whether the pass is worth playing.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 40 seconds. Five against two down here. Two against one up there. Your job is to find the right moment to get it up to them.
  2. Minutes 0–4 — free. No scoring. Let them work out that keeping the ball in the near half achieves nothing on its own.
  3. Minute 4 — one freeze, twenty seconds. Stop the ball and ask: is forward on right now? How do you know? Get two or three answers, then restart.
  4. Minutes 4–10 — scored. 1 point for a completed pass into the far half; 2 points if the receiver up there can turn and face forward. 1 point to the defenders for an interception.
  5. Minutes 10–15 — the counter-cost. If the defenders intercept a forward pass, they score 2 — which makes forcing it genuinely expensive and sharpens the judgement immediately.
  6. Rotation: swap the far-half players and the defenders every three minutes so everybody experiences both decisions.
Watch for
Endless sideways possession with no attempt to progress
How many points have you scored? Keeping it isn't the job — it's how you get the job done.
Forcing it every time and giving the defenders four points
Look at the score. What's that telling you? The arithmetic teaches faster than you can.
Passing forward without looking up
Did you see him? Or did you just hope?
Far-half players standing still
You're the ones who make it possible. Move so he can find you.
The forward pass under-hit
That's the most important pass we play. Hit it properly.
Ask them
  • Is forward on right now? How do you know?
  • What makes the moment arrive?
  • What's the point of keeping the ball if we never go forward?
  • How much does a lost forward pass cost us?
Harder
  • One touch in the near half.
  • Three defenders in the near half.
Easier
  • Six in possession against two.
  • Remove the interception penalty entirely.

Session 14's six-pass sequence returns, but it no longer scores on its own. The sixth pass must break a line — so possession becomes what it should be, a means of creating the moment rather than an end in itself.

Set up
  • Two pitches, each 32 × 24 m, side by side with a 5 m corridor between them.
  • Per pitch: two mini goals at each end, 4 red bibs, 4 blue bibs, 2 balls.
  • 4 v 4 per pitch (16). With 14, run 4v4 and 3v3. With 15, run 4v4 and 4v3.
  • Teams count their own passes out loud, as in Session 14.
  • Coach in the corridor between the pitches with a spare ball.
Rules & scoring
  • Goal = 2 points. A sixth consecutive pass that beats an opponent = 2 points. From game 3, any line-breaking pass = 1 point.
  • 'Beating an opponent' means the ball travels past at least one opposition player to a teammate.
  • The count resets on any turnover.
  • Ball out: the coach rolls a new one in immediately.
  • No stoppages. Coaching in the 45-second gaps, as a question.
Coaching points — the four corners
Technical
Driven passes through gaps. Receivers taking the ball on the half-turn so a line-break isn't wasted by a poor first touch.
Tactical
Passes one to five are not filler — they are what opens the gap. Every sideways pass should move an opponent. A team that passes sideways without moving anybody will never find a sixth pass worth playing.
Physical
Three minutes on, 45 off, four times. Moderate load; the thinking is the demanding part.
Psychological
Some players will hoard the ball waiting for a magic sixth pass. Others will hit the first forward ball they see. Name both patterns without naming the players.
Social
Players ahead of the ball must show themselves — the line-breaking pass exists only if somebody is beyond the line.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Balanced teams.
  2. Explain in 25 seconds: Goal is 2. Six passes in a row is worth nothing on its own — but if the sixth pass beats an opponent, that's 2 points. Three minutes. Go.
  3. Game 1 — no coaching. Watch whether teams keep the ball waiting for the sixth pass, or forget the count entirely.
  4. Between games 1 and 2, one question: What are passes one to five for? You want the answer moving them about rather than waiting.
  5. From game 3, add the choice: a forward pass that breaks a line at any point in a sequence scores 1, and the six-pass version still scores 2. Now they can choose between patience and immediacy.
  6. Four games of three minutes with 45 seconds between, ladder as usual.
Watch for
Sideways passing with nobody moving
Did that pass move anybody? Then what did it achieve?
Rushing to the sixth pass and forcing it
Was it on? If not, pass seven is allowed.
Nobody positioned beyond the line
Who's forward? Nobody? Then there's no pass to play.
Forgetting the count
Count out loud. If you don't know where you are, you can't plan.
Teams abandoning the condition and just shooting
Read the scores aloud between games and let the numbers make the case.
Ask them
  • What are passes one to five for?
  • How do you know the sixth one is on?
  • What has to be true for a line-breaking pass to exist?
  • Is it better to break the line on pass three or pass six? Why?
Harder
  • The sixth pass must beat two opponents.
  • Two-touch maximum.
Easier
  • Four passes then forward.
  • Any forward pass counts, whether or not it beats anyone.

One bonus, and it is the most valuable action in football: a single pass that takes two or more opponents out of the game. Everything these sessions have built — width, depth, angles, patience — exists to make this pass available.

Set up
  • 50 × 34 m with full-size goals.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 outfield shape. Remind the striker their job is to be beyond the last line, not to come and get it.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3 points. A pass that beats two or more opponents and reaches a teammate = +2.
  • The pass may be along the ground or in the air, but must be controlled by a teammate.
  • No touch restrictions. This is a match.
  • Keepers restart within five seconds; a goalkeeper's pass that beats two opponents counts.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
Head up before the pass. Driven and firm, into the correct foot. The receiver's first touch decides whether the line-break is worth anything — Session 2, still earning its place.
Tactical
Width and depth create the gaps; patience opens them; the forward pass exploits them. The whole block in one sentence. In a 9v9 the most valuable line to break is the opposition midfield — beat those three and there is nothing between your midfielder and their back line.
Physical
Fifteen minutes of continuous match play. Moderate demand; the striker does the most running, mostly unrewarded.
Psychological
Praise the attempt, name the cost, and let them find the balance. A squad that only plays safe is as broken as one that only plays forward — say that explicitly.
Social
The player beyond the line has to demand it. Name them every time, because they are the reason the pass exists.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Keepers and shape in 30 seconds.
  2. Explain the condition once: One pass that beats two or more of them is worth two points. That's it.
  3. Minutes 0–5 — no interruption. Count the line-breaking passes. In most U12 teams the answer for five minutes is one or two.
  4. Minute 5 — drinks break, one question: How many of their players did our last pass take out of the game? Then: what would we need for one pass to take out three? Restart.
  5. Minutes 6–13. Announce every line-breaking pass and name the passer and the player who made themselves available beyond the line.
  6. Final two minutes — no conditions. Watch whether they keep looking forward or revert to sideways.
Watch for
Every pass sideways — a beautiful, pointless carousel
The break question does the work: how many did that pass take out?
Long balls that beat five opponents and nobody
Did anyone control it? Then it took nobody out of the game.
The striker dropping deep
If you come to it, who's beyond them? Stay high and be the reason we can play forward.
Midfielders receiving square and unable to look forward
Straight back to Session 1: open out before it comes.
Goalkeepers not looking forward
Can you beat two of them with one pass? Look before you roll it. this theme shortly.
Ask them
  • How many of their players did that pass take out of the game?
  • What would we need for one pass to take out three?
  • Which line is most valuable to break in a 9v9?
  • Where does the striker have to be for a forward pass to exist?
Harder
  • Only passes that beat three or more count.
  • A goal only counts if a line-breaking pass came first.
Easier
  • Any forward pass that reaches a teammate counts.
  • Bigger pitch (55 × 38 m).
Goalkeeper — Your keeper has nothing to do — give them this

The keeper's version of keep-or-break is the goal kick, and it is the single most consequential decision they make all match. In the match: two short options and one long one, every restart. They choose. Ask them afterwards which they took and why — this session is about judgement, not obedience.

Session aims & kit list
By the end, players can
  • Recognise when a forward pass is on — a teammate ahead of the ball with space to receive.
  • Recognise when it isn't, and keep the ball without treating that as a failure.
  • Play the forward pass decisively once the decision is made, rather than half-hitting it.
  • Break a line — play a pass that takes two or more opponents out of the game.
  • Understand the cost of a forward pass that is intercepted, and weigh it against the reward.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Mini goals · Full-size goals

Possession principles · 14–16 players · 60 min

Session 13's rondo, compressed. Five against two in fourteen metres becomes four against three in eleven, and the squad discovers that the answer to less time is to look earlier — not to play faster.

Set up
  • Two box sizes marked before the session: 14 × 14 m and 11 × 11 m, in different marker colours. Two or three of each.
  • Stage 1: five outside, two defenders inside, 14 m. Stage 2: four outside, three defenders inside, 11 m.
  • Outside players stay on their lines throughout.
  • Balls at the edge so early arrivals start immediately.
  • Coach between the boxes. Almost no talking until minute 8.
Rules & scoring
  • Outside players stay on their lines.
  • Two touches in Stage 1; one touch in Stage 2 if the group can cope, two if they can't.
  • Defenders swap with whoever loses the ball.
  • Count consecutive passes in each stage and compare the two numbers at minute 8.
  • Loose ball: instant restart.
Coaching points — the four corners
Technical
Receive side-on. First touch out of the feet even in a small space — especially in a small space. Firm passes; an under-hit pass in an 11 m box is an interception.
Tactical
Less space means decide earlier, not move faster. The information has to be gathered before the ball arrives, because there is no time to gather it afterwards.
Physical
Short, sharp movement with high defensive workload. Rotate the defenders every 45 seconds in Stage 2 — three defenders in an 11 m box is genuinely hard running.
Psychological
Stage 2 will feel like failure for the first minute. Warn them: this one is meant to be too hard. Watch what you start doing differently.
Social
In a small box the calls have to be early and short. One word each: names, or turn, or man on.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 15 homeworkwhat's the most opponents you saw one pass take out?
  2. Minutes 3–6 — Stage 1 (5 v 2, 14 m). Two touches. This should be comfortable; it's the baseline.
  3. Minute 6 — Stage 2 (4 v 3, 11 m). Say nothing except the numbers. Let it fall apart for a minute.
  4. Minute 8 — one question. What's different? What do you have to do sooner? You want the word look, not the word quicker.
  5. Minutes 8–10 — Stage 2 again, with one instruction: decide before it arrives. Compare the difference out loud.
Watch for
Panic — hitting it away first time in Stage 2
You had a second. What could you have done with it? Then: when should you have looked?
Heads down as space reduces
The core diagnostic of the night. Look before it comes. That's the only thing that's changed.
Under-hit passes
In a small box a slow pass is a gift. Hit it.
Outside players stepping in to help
Stay on your line. Making the box smaller makes it worse.
Defenders exhausted
Rotate on schedule. Three in an 11 m box is the hardest role in the session.
Ask them
  • What's different in the small box?
  • Do you need to play faster, or look earlier?
  • When should you have decided?
  • How many passes did you string together in each one?
Harder
  • 4 v 3 in a 9 m box for the last ninety seconds.
  • One touch throughout.
Easier
  • Stay at 5 v 2 and shrink the box only.
  • Three touches in Stage 2.

Six against four in a tight area, with two release gates as the reward. The overload is real but so is the press — and the squad has to learn that six against four is an advantage only if you use the free player.

Set up
  • One area 22 × 18 m with a 4 m release gate in the middle of each end line.
  • Six in possession against four pressing. With 14–16 players run two areas, or one area with rolling changes every 90 seconds.
  • The four defenders are told explicitly to press as a group — nearest player to the ball, others cutting passing lanes.
  • One ball plus two spares with the coach.
  • Coach standing to the side where the whole picture is visible.
Rules & scoring
  • 1 point for a pass out through either release gate. 1 point to the defenders for winning the ball.
  • Two touches maximum for the possession team from minute 8.
  • The possession team restarts from the coach after scoring — no dwelling.
  • Defenders press as a unit. A defender chasing alone is a coaching moment, not a foul.
  • Ball out: instant restart with a spare.
Coaching points — the four corners
Technical
First touch away from the nearest presser. Firm passing — under a four-player press, a soft pass is a turnover. Receive side-on so the escape route is available immediately.
Tactical
Find the free player. With six against four, two players are always unmarked; the skill is knowing which two. Escape routes: round the press with a wide pass, over it with a longer one, or through it if two pressers have converged. Changing direction is usually more effective than playing faster.
Physical
Very demanding for the pressing four. Rotate on schedule; a tired press stops teaching anything.
Psychological
Four defenders in a small space is intimidating and some players will hide. Watch for the player who stops asking for the ball — and get it to them deliberately.
Social
The free player must announce themselves. In a press, being visible is a skill: "here!" loudly and early.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 40 seconds. Six of you against four. Keep it, and score by passing out through a gate.
  2. Minutes 0–4 — free. Let them experience being pressed by four. Most groups lose the ball within three passes and it feels chaotic.
  3. Minute 4 — one freeze, twenty seconds. Stop the ball and ask: six against four — where is the free player right now? Somebody will point at them. That's the whole practice.
  4. Minutes 4–10 — scored. 1 point for a pass out through a gate; the possession team then restarts from the coach. Defenders score 1 for a win.
  5. Minutes 10–15 — the three-second rule. The pressing team must win the ball within three seconds of losing shape, or drop off and let the possession team reset. This teaches the pressers about sustained pressure and gives the possession team a rhythm to read.
  6. Rotation: swap two possession players with two defenders every three minutes.
Watch for
Panicked clearances under the press
You had six against four. Where were the other two?
Everyone coming towards the ball
If you all come, they don't have to move. Someone stay away from it.
Passing into the press rather than round it
Which way are they facing? Go the other way.
The same two players always on the ball
Change the group order rather than saying anything, then check it improves.
Defenders chasing individually
Coach them: One goes, three close the lanes. This is this theme arriving early and it will help them later on.
Ask them
  • Six against four — where is the free player right now?
  • Round it, over it or through it? What decides?
  • What happens if all six of you come towards the ball?
  • Defenders — what worked? What made it hard for you?
Harder
  • Six against five.
  • One touch for the possession team.
Easier
  • Seven against four, or six against three.
  • Bigger area (26 × 22 m).

A real game with an asymmetry: one team is told to press hard for ninety seconds while the other tries to play. Then they swap. Both jobs are coached, and the neutral player makes the overload available to whoever has the ball.

Set up
  • Two pitches, each 30 × 22 m, side by side with a 5 m corridor.
  • Per pitch: two mini goals at each end, 4 red bibs, 4 blue bibs, one neutral player in yellow who always plays for the team in possession.
  • 4 v 4 + 1 neutral per pitch = 9 players. With 14–16, run one pitch of 9 and one of 5–7 (3v3 + 1), rotating the neutral.
  • Announce which team is pressing before each ninety-second spell, and mean it — the pressing team hunts the ball as a unit.
  • Coach in the corridor between the pitches.
Rules & scoring
  • Possession team: 1 point for six passes, 2 for a goal. Pressing team: 2 points for winning the ball within five seconds.
  • The neutral always plays for whoever has the ball and may not be tackled in their own half of the pitch — this keeps the overload alive.
  • Ninety-second spells, then swap roles.
  • Ball out: the coach rolls a new one in immediately to the possession team.
  • No stoppages within a spell. Coaching happens in the fifteen-second swaps, in one sentence.
Coaching points — the four corners
Technical
Under a hunting press, the first touch decides everything. Firm passing; a bouncing ball invites a tackle.
Tactical
In possession: use the neutral, change direction, and don't be predictable. Pressing: the nearest player goes, the others cut the passing lanes rather than following the ball. This is the first time the squad has been asked to press as a group and it seeds this theme directly.
Physical
Ninety seconds of hunting is genuinely hard. The fifteen-second swap is not a rest — build in a longer break at the halfway point.
Psychological
Both roles are rewarded, which matters. A squad that only gets praised for possession will never press properly, and vice versa.
Social
The pressing team has to talk — go!, I've got him!, behind you! A silent press is four players guessing.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Bibs out while you explain. Neutrals identified clearly.
  2. Explain in 25 seconds: Reds press for ninety seconds — hunt it. Blues try to keep it and score. Then we swap. Neutral plays for whoever has the ball.
  3. First spell — no coaching. Watch both jobs. The pressing team will be disorganised and the possession team will panic; both are normal.
  4. After the first swap, one question to the pressing team: who goes first, and what do the other three do? And to the possession team: where's the free man?
  5. From spell three, add the scoring: possession team scores 1 for six passes and 2 for a goal; pressing team scores 2 for winning the ball within five seconds of the possession team receiving it.
  6. Ninety-second spells with fifteen seconds between, so both teams do each job four or five times.
Watch for
The press becoming four players chasing
One goes. What do the other three do? Let them answer; the word you want is cut off.
The possession team ignoring the neutral
You've got a spare player. Why isn't he touching it?
Panicked long balls under the press
Was there an option? Where? Then rerun the same picture in the next spell.
The press giving up after five seconds
That's the rule — praise it. Sustained pressing is for this theme; tonight it's about the first five seconds.
One team enjoying pressing far more than possession
Note the names. That's useful information for this theme and worth writing down.
Ask them
  • Pressers — who goes first, and what do the other three do?
  • In possession — where's the free man?
  • What's the best escape from a press: round, over or through?
  • Which job did you prefer? Why?
Harder
  • Remove the neutral for the last two spells.
  • Two-touch for the possession team.
Easier
  • Two neutrals.
  • Bigger pitch (34 × 24 m).

Every behaviour from the block is on the scoreboard, and you say almost nothing. This is a measurement, not a coaching session — what appears without prompting is what the squad actually owns.

Set up
  • 50 × 36 m with full-size goals and the 5 m stay-wide zones from Session 13 marked.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 shape. Assign it, then leave it alone.
  • Coach on the halfway line with a notebook. This is the only practice in the curriculum where writing things down matters more than talking.
Rules & scoring
  • Goal = 3. Switch of play = 1. Six consecutive passes = 1. A pass beating two or more opponents = 2.
  • Wingers stay in the wide zones when their team has possession in the opposition half.
  • No touch restrictions. This is a match.
  • Keepers restart within five seconds and count as passers.
  • The coach announces nothing during the first seven minutes.
Coaching points — the four corners
Technical
Everything from four themes of work. Expect it to be imperfect and resist fixing it tonight.
Tactical
Width, depth, angles, forward. The four ideas in this theme, and the honest question is which of them exist without you. Note which team's shape holds when they're tired.
Physical
Fifteen minutes of match play at the end of a demanding session and a demanding block.
Psychological
Saying nothing for seven minutes is harder for the coach than the players. Do it anyway — the information is worth more than the intervention.
Social
Listen. The squad should be organising itself by now, and what they say to each other is your best evidence of what has landed.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Shape assigned in 30 seconds.
  2. Explain the scoring once and then stop talking: Goal is 3. A switch is 1. Six passes is 1. A pass that beats two of them is 2. Go.
  3. Minutes 0–7 — say nothing at all. Not one coaching point. Write down what appears and what doesn't.
  4. Minute 7 — drinks break. Read out the score by category, not by team: five switches, two six-pass sequences, one line-break. Let the numbers speak, then ask one question: which one are we worst at?
  5. Minutes 8–13 — play on. Two individual interventions maximum, and only to the category they identified themselves.
  6. Final two minutes — no conditions, no scoring. Just football. Watch what survives.
Watch for
Which category scores least
That's this theme's homework, and the players should name it themselves at the break.
Shape holding or collapsing under fatigue
Note the minute at which it changes.
Who talks
Write the names down. The squad's on-pitch voices are about to matter a lot in this theme.
Goalkeepers being used or ignored
Whatever you see tonight tells you exactly how hard this theme will be.
The final two minutes
Everything you need for the review is in these two minutes.
Ask them
  • Which of the four are we worst at?
  • Which one comes most naturally now?
  • When you got tired, what was the first thing to go?
  • In the last two minutes with no points — what did we keep doing?
Harder
  • Double all bonuses in the opposition half only.
  • Two-touch in the middle third.
Easier
  • Score two categories only — switch and six passes.
  • Bigger pitch (55 × 38 m).
Goalkeeper — Your keeper has nothing to do — give them this

Make them a permanent outside player in the pressure box. In the match: the keeper is where possession survives contact. Under a real press, the ball goes back to them and comes out the other side — and if they are not brave enough to take it, the press has worked without winning anything.

Session aims & kit list
By the end, players can
  • Keep the ball in a smaller space by looking earlier rather than playing faster.
  • Escape a four-player press using the overload, a wide release and a change of direction.
  • Use a spare player deliberately — recognise where the free man is and find them.
  • Choose between keeping and breaking under genuine pressure, without defaulting to either.
  • Perform all four this theme behaviours — width, depth, support angles and the forward pass — in a match with no coaching.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Mini goals · Full-size goals

Building from the back · 14–16 players · 60 min

Every player takes a turn as the goalkeeper. Groups of three: a pass back to the keeper, the keeper opens out and plays to the free side. It is a passing warm-up with one difference — the middle player is doing the goalkeeper's job, and by the end everybody has done it.

Set up
  • 28 × 20 m grid marked with flat markers.
  • Groups of three, one ball each. The middle player wears a yellow bib and plays as the goalkeeper — feet only, no hands.
  • Groups travel around the grid; the 'keeper' is not restricted to a goal.
  • Balls at the grid edge so early arrivals start immediately.
  • Coach inside the grid from minute 5.
Rules & scoring
  • The keeper uses feet only.
  • The keeper must be rotated every 45 seconds — everybody plays the role.
  • Two touches for the keeper from minute 7.
  • The pass to the keeper must be firm and to the correct side — a weak back-pass is the most dangerous ball in football and should be called out from the first minute.
  • Loose ball: nearest player retrieves; the group restarts on the move.
Coaching points — the four corners
Technical
Keeper: open the hips before the ball arrives, receive with the foot furthest from the pressure, first touch out of the feet and towards the space. Passer: firm, along the ground, to the side away from any opponent — never straight at the keeper.
Tactical
The keeper's first look should be to the far side. The nearest option is usually the one under pressure.
Physical
Ordinary passing warm-up demands. Include lateral shuffles for the players in the keeper role, as that's the movement they'll need.
Psychological
Outfield players who have never thought about the keeper's job are about to. Expect some sympathy for the goalkeepers by the end of ten minutes, which is exactly the point.
Social
The receiving player must call which side they want it. "Left!" or "right!" — two words that prevent most back-pass disasters.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 16 homeworkhow many times did that goalkeeper receive a pass from a teammate?
  2. Minute 3 — form threes. A passes to the keeper. The keeper opens out and plays to C. Then C becomes the keeper. Ninety seconds.
  3. Minute 5 — the body shape. Keeper — open out as the ball travels, so you can see both ends of the grid. Never square to the pass. Demonstrate once, twenty seconds. This is Session 1's habit, and it matters more for a keeper than anyone.
  4. Minute 7 — add the touch limit. Two touches for the keeper. One to open the body, one to pass.
  5. Minutes 8–10 — add a passive presser. One player per two groups jogs in to apply mild pressure to the keeper. Nothing aggressive — the point is to make the keeper look before it arrives.
Watch for
Back-passes hit weakly or straight at the keeper's feet
The most important correction of the night: That's how goals get conceded. Firm, and to the side away from trouble.
Keeper receiving square-on and having to take three touches
Open out before it comes. Same as everyone else.
Keeper's first touch under the body
Out of your feet. You've got less time than anyone.
Nobody calling a side
Give them the two words and require them every repetition.
Actual goalkeepers being poor with their feet
Entirely normal — most U12 keepers have never practised it. Say so publicly so they aren't embarrassed.
Ask them
  • Which foot should the keeper receive with?
  • Where should a back-pass go — at the keeper, or to one side?
  • What should the keeper look at first?
  • How many touches should it take?
Harder
  • One touch for the keeper.
  • Live presser rather than passive.
Easier
  • Three touches and no pressure.
  • Bigger groups (four) so there is more time.

The 9v9 build-up picture in its purest form: goalkeeper, two centre-backs who split wide, one midfielder showing in front, against three players pressing. The numbers say four against three — the skill is using that.

Set up
  • One station at each full goal: 32 × 26 m in front of the goal, with a 10 m build zone marked across the width.
  • Two 3 m escape gates on the far line, wide left and wide right.
  • Building team: goalkeeper, two centre-backs (2 and 3) and a pivot (6). Pressing team: three.
  • Seven per station plus rotations; with 14–16 run both goals, or one station with players rotating in every 90 seconds.
  • Coach positioned to the side of the build zone, where the goalkeeper's body shape is visible.
Rules & scoring
  • 2 points for getting the ball out through a gate along the ground. 1 point for the long option over the top. 2 points to the pressers for winning the ball inside the build zone.
  • The pressing three may not enter the six-yard area — the goalkeeper always has a moment.
  • The centre-backs must be outside the width of the goal when the goalkeeper has it.
  • Two touches maximum for the building team from minute 8.
  • Ball out or won: instant restart from the goalkeeper.
Coaching points — the four corners
Technical
Goalkeeper: receive side-on, look across the pitch before the first touch, pass firmly along the ground. Centre-backs: open body, receive on the back foot, first touch forward. Pivot: never in a straight line between the goalkeeper and a presser.
Tactical
Split wide, show short, and pick the free one. Three pressers cannot cover four players; whoever they leave is the answer. If their striker presses the goalkeeper, both centre-backs are free. If both centre-backs are marked, the pivot is free. If everything is marked, the space behind them is free — and that's the long ball, which is a choice, not a failure.
Physical
Low intensity for the building team, high for the pressers. Rotate the pressing three on schedule.
Psychological
This is where fear lives. Losing the ball twenty metres from your own goal feels catastrophic. Say clearly and repeatedly: if we lose it here tonight, it costs us nothing. On Saturday it costs us a goal, and we'll still keep doing it.
Social
The goalkeeper needs information they can't get themselves. Centre-backs call "time!" or "man on!"; the pivot calls "turn!" Three words that make the whole thing possible.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 45 seconds. Keeper, two centre-backs, one midfielder. Three of them. Get the ball out through a gate.
  2. Minutes 0–4 — walk it, then jog it. Pressers at half pace. The centre-backs split as wide as the zone allows; the pivot shows on an angle. Everybody sees the shape before anyone competes for it.
  3. Minute 4 — one freeze, twenty seconds. Four against three. Who is free right now? Somebody points. That's the practice.
  4. Minutes 4–11 — live. Pressers go properly. The building team scores by getting the ball out through either gate.
  5. Minutes 11–15 — add the long option. The goalkeeper may now go long over the top to a target beyond the gates, and that counts for 1 point rather than 2. Suddenly the decision is real rather than forced.
  6. Rotation: swap the pressing three with three of the building team every three minutes. Rotate the goalkeeper at the halfway point.
Watch for
Centre-backs standing too narrow
Get outside the posts. If you're both in the middle, one of them marks both of you.
The pivot standing in line with the goalkeeper and the presser
Straight back to Session 14: He's screening you. Move two metres.
The goalkeeper looking at one option only
Look across before your first touch. Who's free on the other side?
Panic clearances the moment a presser moves
How close was he really? You had two seconds.
Pressers pressing individually
Coach them: One goes to the ball, the others take the two nearest passes. this theme groundwork again.
Ask them
  • Four against three — who is free?
  • If their striker presses the keeper, who does that leave?
  • Where should the centre-backs stand?
  • Where should the pivot NOT stand?
Harder
  • Four pressers against the goalkeeper and three.
  • One touch for the centre-backs.
Easier
  • Two pressers instead of three.
  • Add a second midfielder, making it five against three.

The build-up inside a real game, with a build zone that gives the team a head start. Every restart comes from the goalkeeper, and a goal that begins with a short build is worth double.

Set up
  • One pitch, 40 × 28 m, using both full goals with a goalkeeper in each.
  • An 11 m build zone marked in front of each goal. The opposition may not press inside it until the goalkeeper's first pass is played.
  • 5 v 5 outfield plus two goalkeepers (12). With 14–16, use rolling substitutes every two minutes — call the changes yourself.
  • Spare balls behind each goal so restarts are instant.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Every restart is from the goalkeeper and must be played short — no punts.
  • Goal = 1. Goal from a possession that started with a short build = 2. Goal scored by the opposition after winning it in the build zone = 3.
  • No pressing inside the build zone until the goalkeeper's first pass is played.
  • Rolling subs every two minutes with 14 or more players.
  • No stoppages within a spell; coaching happens during substitutions, in a sentence.
Coaching points — the four corners
Technical
First touch out of the feet under pressure, firm passing, the goalkeeper's distribution along the ground.
Tactical
The build zone gives you a head start — use it to get the shape right, not to dawdle. Centre-backs wide, pivot showing, wide players high and wide to stretch them. Once the first pass is played the head start is gone, so the second pass has to be planned before the first one is made.
Physical
Continuous play with rolling subs. Manage the goalkeepers' workload — they are doing more thinking tonight than in tthe rest of the set combined.
Psychological
The 3-point counter-goal will frighten some teams into going long. That's fine — let them, and then ask them at the break whether it worked.
Social
Goalkeepers should be organising the shape before they play: split!, show! If a keeper is arranging their defenders, the session has already succeeded.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams and keepers set in 30 seconds.
  2. Explain in 25 seconds: Every restart comes from the keeper, played short. They can't press until the first pass has gone. A goal is 1 — but a goal that started with a short build-up is 2.
  3. Minutes 0–4 — let it run. Watch how quickly the short build turns into a panicked long ball once the pressure arrives.
  4. Minute 4 — 45 seconds, one question: Where does the keeper look first? You want the far side. Restart.
  5. Minutes 5–11 — add the counter-cost: if the opposition win the ball inside the build zone and score, that goal is worth 3. Now the risk is explicit and the decision-making sharpens immediately.
  6. Minutes 11–15 — rolling subs continue. Announce the build-up goals by name and by sequence: keeper, two, six, eleven — two points.
Watch for
Long balls from the keeper despite the rule
Enforce it once, then ask: what were you afraid of?
The shape not set before the first pass
You've got a free second. Use it to get in position, not to stand still.
Centre-backs receiving and passing straight back to the keeper
That's fine once. Twice is a problem — what were you looking for?
Wide players coming short and crowding the build
Stay high and wide. If you all come to it, there's nowhere to go.
A team conceding a 3-point goal and abandoning the build
Expected. One mistake. Do it again — we're not changing because of one.
Ask them
  • Where does the keeper look first?
  • What should you do with the free second before they can press?
  • Where should the wide players be while we build?
  • What happened when we went long instead?
Harder
  • Remove the no-press rule — they can press from the goal kick.
  • The build must include four players before crossing the halfway line.
Easier
  • Widen the build zone to 15 m.
  • No pressing until the ball crosses the build-zone line, not just the first pass.

A full match with the retreat line — the rule used across youth football worldwide to make building from the back possible. Every goal kick is short, and the opposition must retreat to the halfway line until it is played.

Set up
  • 50 × 34 m with full-size goals. A retreat line at the halfway line, marked or simply named.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 shape. Name the roles: two centre-backs who split, a six who shows, wide players who stay high and wide.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Every goal kick is played short. No punts, no exceptions.
  • The opposition retreat to the halfway line and may not cross it until the goalkeeper's pass is played.
  • Goal = 3 points. A goal from a possession that began with a goal kick = +2.
  • Keepers restart within ten seconds — the retreat line makes this comfortable.
  • Two individual interventions maximum, and none at all after a mistake.
Coaching points — the four corners
Technical
Everything from the block so far, at match size and match speed.
Tactical
The first pass is free; the second one is the game. Centre-backs should be receiving already facing up the pitch. The six must be available immediately, and the wide players high enough to stretch the opposition's retreat. When they do come, the space behind their press is exactly where the ball should go — which is Session 15's line-breaking pass in a new place.
Physical
Moderate. The goalkeepers are the ones under load, mentally more than physically.
Psychological
Say nothing when it goes wrong. Not one word, not a wince. Your reaction to the first mistake decides whether they attempt the tenth.
Social
Listen to the goalkeepers. By the end of tonight they should be the loudest players on the pitch, because they're the only ones who can see the whole picture.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Keepers and shape in 30 seconds.
  2. Explain the condition once: Every goal kick is short. When we have a goal kick, they retreat to halfway and can't cross it until the keeper plays it.
  3. Minutes 0–5 — no interruption. Watch what happens after the first pass, when the retreat line stops helping.
  4. Minute 5 — drinks break, one question: We get the first pass for free. What has to happen before the second one? Restart.
  5. Minutes 6–13. Announce successful build-ups by naming the sequence of players. Say nothing at all when one goes wrong.
  6. Final two minutes — remove the retreat line. Normal goal kicks, normal pressing. Watch whether they still try to play out — and be honest about what you see.
Watch for
The second pass being a panicked clearance
The first one was free. What did you plan to do with it?
Centre-backs receiving facing their own goal
Open out as it comes. You're the only one with the whole pitch in front of you.
The six hiding behind their striker
Move. If he can see you, so can the keeper.
Wide players dropping deep to help
Stay high. Helping means stretching them, not standing next to me.
A goal conceded from a build-up
Say nothing at all. Then at the next goal kick, encourage them to do it again.
Ask them
  • We get the first pass for free. What has to happen before the second one?
  • Which way should the centre-back be facing when it arrives?
  • Where should the wingers be while we build?
  • When they came at us, what did that leave behind them?
Harder
  • Remove the retreat line for the whole game.
  • The build must reach the halfway line through four players.
Easier
  • Retreat line moved to the opposition's defensive third, giving even more room.
  • No pressing at all in the defensive third for the first five minutes.
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Play as a goalkeeper with their feet — receive a back-pass side-on, and pass accurately to a moving teammate.
  • Split wide as a centre-back to give the goalkeeper two separated options.
  • Show as the pivot — a midfielder available in front of the goalkeeper, on an angle, never in a straight line.
  • Recognise which option is free and take it without hesitating.
  • Know when to go long — because sometimes the correct answer really is over the top, and that is a decision, not a failure.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Full-size goals · Goalkeeper gloves

Building from the back · 14–16 players · 60 min

Four against one is comfortable. The skill being warmed up is not keeping the ball — it is transferring it out of a pressured space into a free one, which is exactly what beating a press is.

Set up
  • Three 11 × 11 m squares in a row, with 1 m between them, marked in flat markers.
  • Four players and one defender in each square. Fifteen players fills three squares exactly; with 14 run one square as four v nothing to start, with 16 add a second defender to one square.
  • The ball may be transferred between adjacent squares by a pass.
  • Balls at the end of the row so early arrivals start immediately.
  • Coach at the side, calling the escapes.
Rules & scoring
  • Three seconds to escape once the call is made.
  • Two touches maximum throughout.
  • The escape pass must be controlled by the receiving group — a hopeful ball into the next square doesn't count.
  • Defenders may not leave their square.
  • Loose ball: nearest player retrieves and the group restarts.
Coaching points — the four corners
Technical
Firm passes, first touch out of the feet. The escape pass is often 12–14 m and must be accurate.
Tactical
Know your escape before the call comes. The players who look up while the ball is safe are the ones who escape cleanly when it isn't.
Physical
Gentle. Constant small adjustments with occasional sharp movement.
Psychological
The three-second limit creates artificial urgency, which is the point. Notice who speeds up and who looks up — those are different responses and only one of them works.
Social
The receiving square must call for it. "Here!" early, from a player who has already found space.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 17 homeworkhow many goal kicks were short?
  2. Minute 3 — four v one in your own square. Two touches. Ninety seconds. This should be comfortable.
  3. Minute 5 — the escape. On the coach's call of "OUT!", the group must transfer the ball into the next square within three seconds. The receiving group keeps it until the next call.
  4. Minute 7 — two defenders in the middle square only, so one escape route is genuinely contested.
  5. Minutes 8–10 — continuous. Calls every fifteen to twenty seconds, alternating direction. Count successful escapes as a whole group.
Watch for
Panic on the call
You had three seconds and four players. What was the rush?
Escape passes into a crowd
Who was free in the next square? Look before the call comes.
Nobody in the receiving square moving
They need you. Show yourself before they need to look.
Groups waiting for the call
Keep playing. The call comes when it comes.
Ask them
  • When should you decide where the escape is going?
  • Four against one — why does it still go wrong sometimes?
  • What should the next square be doing while you're keeping it?
  • Do you need to be quicker, or to look earlier?
Harder
  • Two seconds to escape.
  • Two defenders in every square.
Easier
  • Five seconds to escape.
  • Bigger squares (14 m).

The full build-up picture against a press that has stopped being polite. Three routes are available and all three score — the practice teaches the squad that the press chooses the answer, not the coach.

Set up
  • One station at each full goal: 34 × 28 m, with a 3 m escape gate in each far corner.
  • Building team: goalkeeper, two centre-backs, a six, and two wide players who stay high and wide. Pressing team: four.
  • Eleven per station; with 14–16 run one station and rotate, or two stations with reduced numbers (goalkeeper + four v three).
  • Brief the pressers properly: the nearest player goes to the ball, the other three take the nearest passes. A disorganised press teaches nothing.
  • Coach positioned to the side where the goalkeeper's first look is visible.
Rules & scoring
  • 2 points for escaping through a gate along the ground (third man or drive). 1 point for the long ball reaching a wide player. 2 points to the pressers for winning the ball in the build zone.
  • The wide players must stay high and wide until the ball is released.
  • Two touches maximum for the centre-backs and the six from minute 10.
  • The pressers may press the goalkeeper.
  • Ball out or won: instant restart from the goalkeeper.
Coaching points — the four corners
Technical
The third-man sequence needs three good actions: a firm pass into the six, a receive on the half-turn, and an accurate release wide. Any one of them failing kills it.
Tactical
Read what the press has left. If their winger comes inside to press your centre-back, your winger is free — that's the third man. If nobody engages your centre-back, drive. If they've committed four players high, the space is over the top. The press picks the answer; the squad just has to see it.
Physical
Hard for the pressing four and for the six, who is constantly repositioning. Rotate on schedule.
Psychological
This is genuinely difficult and there will be turnovers in dangerous positions. Keep the tone light and say the thing again: this costs nothing here.
Social
The six is the key voice — they must tell the centre-back whether they're free. "Time!" or "man on!", loud and early.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 45 seconds. They're not retreating tonight. There are three ways out — find whichever one they've left you.
  2. Minutes 0–4 — one route at a time. Three minutes rehearsing the third-man escape: keeper to centre-back, centre-back to six, six to the free winger. Walk it, then jog it, then play it.
  3. Minute 4 — add the drive. If nobody comes to you, run with it. Two minutes. Centre-backs discover that an unpressed defender should carry the ball forward, not pass it sideways.
  4. Minute 7 — add the long ball. The goalkeeper may go over the top to a winger. Worth 1 point rather than 2, and available at any time.
  5. Minutes 8–15 — free. All three routes live, pressers choosing their own approach. Score all three differently and announce which route was used every time.
  6. Rotation: swap the four pressers with four of the building team every three minutes. Rotate the goalkeeper at the halfway point.
Watch for
Centre-backs passing sideways when unmarked
Nobody's within ten metres of you. Why aren't you running?
The six standing still and being marked out of the game
Move. Find the angle. If he can see you, you're in the wrong place.
Wingers coming short to help
Stay high. If you come short, you're just another player in the crowd.
The long ball chosen every time
Was the short one on? Look first, then decide.
The long ball never chosen
They've got four players in our half. What's behind them?
Ask them
  • If their winger presses your centre-back, who is free?
  • If nobody comes to you, what should you do?
  • When is the long ball the right answer?
  • What does a press leave behind it?
Harder
  • Five pressers.
  • One touch for the centre-backs.
Easier
  • Three pressers.
  • Add a second midfielder.

A game with no retreat line and no protection. Every goal kick is short and the opposition may press it from the moment it is placed — which is exactly Saturday.

Set up
  • One pitch, 40 × 28 m, using both full goals with a goalkeeper in each.
  • No build zone and no retreat line. The pressing team may start pressing as soon as the ball is placed.
  • 5 v 5 outfield plus two goalkeepers (12). With 14–16, rolling substitutes every two minutes.
  • Spare balls behind each goal.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Short goal kicks by default, but a long one is allowed from minute 5 and scores 1 if a teammate wins it.
  • Goal = 2. Beating the press into the opposition half = 2.
  • The pressing team may press from the moment the ball is placed.
  • Rolling subs every two minutes with 14 or more players.
  • No stoppages within a spell; coaching during substitutions, in a sentence.
Coaching points — the four corners
Technical
Everything faster than in Session 17. First touch is the whole thing — a heavy touch under a live press is a goal against.
Tactical
Count what's behind their press. Four pressing means three or fewer defending, which is why beating it is worth so much. If the press is well organised and you can't find a route, the long ball is not a failure.
Physical
High intensity for both teams. Rolling subs are essential; use them.
Psychological
Turnovers here lead directly to goals and the mood can drop fast. Keep announcing the successful escapes and let the failed ones pass in silence.
Social
The goalkeeper has to be decisive and vocal. Hesitation is what gets punished, not the wrong choice.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams and keepers set in 30 seconds.
  2. Explain in 25 seconds: Short goal kicks, and they can press straight away. If you beat the press and get into their half with the ball, that's 2 points. A goal is 2 as well.
  3. Minutes 0–4 — let it run. Expect chaos and turnovers. Say nothing.
  4. Minute 4 — 45 seconds, one question: When they send four players at us, how many have they got left at the back? Restart.
  5. Minutes 5–11 — add the reward for going long: a long goal kick that a teammate wins is worth 1. The choice is now genuinely open and the players have to weigh it themselves.
  6. Minutes 11–15 — rolling subs continue. Announce every successful escape by naming the route.
Watch for
Goalkeepers hesitating and being closed down
Decide before they arrive. Wrong and quick beats right and late.
The press being beaten and then possession wasted
You've beaten four of them. Now look up — there's nobody left.
Everyone dropping deep to help
If we all come back, who are we passing to?
Long balls chosen out of fear rather than judgement
Was that a choice or a panic? Be honest.
Mood dropping after a conceded goal
Address it directly and briefly: that's the cost. We're still doing it.
Ask them
  • When they send four at us, how many have they got left?
  • What's the first thing the keeper should do?
  • Was that long ball a choice or a panic?
  • Once you've beaten the press, what's in front of you?
Harder
  • No long ball at all.
  • Two-touch in your own half.
Easier
  • Reinstate a small build zone where pressing is delayed by two seconds.
  • Bigger pitch (46 × 30 m).

Saturday, in training. No retreat line, no build zone, no protection — just a full match in which the squad has to decide, every single goal kick, whether they believe in what they have been taught.

Set up
  • 50 × 34 m with full-size goals. No special markings at all.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 shape. Remind the wide players to stay high and wide.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3. Beating the press into the opposition half with the ball = +2.
  • Goal kicks may be short or long — the choice belongs to the goalkeeper and the coach does not comment on it.
  • No touch restrictions. This is a match.
  • Keepers restart within ten seconds.
  • Two individual interventions maximum, and none after a mistake.
Coaching points — the four corners
Technical
All of this theme under match conditions.
Tactical
The press decides the route. Third man round it, drive through it, or go over it. And once beaten, the press has left space — the next pass after an escape should be forward, not sideways.
Physical
Full match intensity with a heavy load on the six and the centre-backs.
Psychological
This is the week where a squad either commits to building from the back or quietly abandons it. Your reaction to the first conceded goal is the deciding factor — again.
Social
Listen to the goalkeepers and the six. If those two are talking, the build works. If they're silent, it won't.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Keepers and shape in 30 seconds.
  2. Explain the condition once: Normal football. If you beat their press and get into their half with the ball, that's two points.
  3. Minutes 0–5 — no interruption. Count how many goal kicks are played short when nobody is making them.
  4. Minute 5 — drinks break, one question: How many did we play short when we didn't have to? Then: what stopped us the other times? Restart.
  5. Minutes 6–13. Announce escapes by route: third man, that's two. Say nothing when it goes wrong.
  6. Final two minutes — one team is told to press everything. The other must survive. Then swap for the last minute if there's time.
Watch for
Long goal kicks by default now that nobody is forcing the short one
The break question handles it. Don't instruct.
Escapes followed by a sideways pass
You've beaten four of them. What's in front of you?
Wide players dropping in to help under pressure
Stay high. You're the escape route, not the rescue party.
Centre-backs refusing to drive even when unmarked
Nobody's near you. Take it.
A goal conceded from a build-up
Say nothing. Encourage the next one.
Ask them
  • How many did we play short when we didn't have to?
  • What stopped us the other times?
  • Which of the three routes did we use most?
  • Once we beat the press, what did we do next?
Harder
  • Every goal kick must be short, whatever the score.
  • The escape must reach the opposition half within four passes.
Easier
  • Reinstate the retreat line for one team at a time.
  • Bigger pitch (55 × 38 m).
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Survive the first six seconds of a press without panicking or clearing.
  • Use the third man — goalkeeper to centre-back to midfielder to a free wide player.
  • Drive out with the ball as a centre-back when nobody engages.
  • Choose the long ball deliberately when the press has committed, and know why that is a good decision.
  • Recognise what a press leaves behind — four players pressing means four spaces somewhere else.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow · Full-size goals · Goalkeeper gloves

Building from the back · 14–16 players · 60 min

Learn the shape before anybody defends it. Groups of four — goalkeeper, two centre-backs, a six — pass and move across a wide shallow area until the positions feel like places rather than instructions.

Set up
  • 36 × 16 m area — deliberately wide and shallow, because that is the shape of a build-up.
  • A dashed line 5 m from the back marks the first line.
  • Groups of four: one plays as the goalkeeper (feet only), two as centre-backs on either side, one as the six in front.
  • With 14–16 players, run three or four groups in adjacent areas.
  • Coach walking the areas, calling "drop!" and "step!" at intervals.
Rules & scoring
  • Centre-backs stay wide — outside the width of a goal, if there were one.
  • The six is never in a straight line between the goalkeeper and either centre-back.
  • The goalkeeper uses feet only.
  • Two touches maximum from minute 7.
  • Rotate roles every 90 seconds.
Coaching points — the four corners
Technical
Firm passes across 12–18 m. Receive side-on. The six should always be able to see both centre-backs and the goalkeeper without turning their head twice.
Tactical
The shape exists so that the ball can always reach somebody. Width at the back is not decoration — it makes a single presser cover twenty metres instead of five.
Physical
Gentle lateral movement, which is the movement pattern of a defensive line. Good preparation for the session.
Psychological
Some players will be delighted to be given a position and some will be disappointed. Repeat the framing: these are jobs for tonight.
Social
The six calls "drop" or "step" for themselves once they understand it — the position that organises itself is the one that works.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 18 homeworkwhich of the three ways out did that team use?
  2. Minute 3 — set the shape. Keeper in the middle, centre-backs wide, six in front on an angle. Pass in the shape while moving laterally across the area. Ninety seconds.
  3. Minute 5 — name the positions out loud. Two and three are the centre-backs. Six is the pivot. Use the numbers all evening from here.
  4. Minute 7 — add the drop. On "drop!" the six moves between the two centre-backs, making three across the back; on "step!" they move back in front. The shape must keep working through both.
  5. Minutes 8–10 — rotate roles. Everyone plays every position for at least ninety seconds, including the six.
Watch for
Centre-backs drifting narrow
Wider. If you're both in the middle, one player can mark you both.
The six standing behind the centre-backs
In front, not behind. You're the next pass, not another defender.
The six screened by an imaginary opponent
If you were being marked, could he reach you? Move a metre.
Shape collapsing during the drop
Walk it once. The drop is the hardest movement of the night and it needs one slow repetition.
Players unhappy with their role
Rotate faster and say it again — jobs for tonight.
Ask them
  • Where do the centre-backs stand?
  • Where does the six stand, and where must they NOT stand?
  • What happens to the shape when the six drops in?
  • Why do we make the back line wide?
Harder
  • One touch.
  • Add a passive presser who moves between the centre-backs.
Easier
  • Three touches and no calls.
  • Walk the whole shape for the first three minutes.

The full structure against a full press. The six drops in to make three at the back, the full-backs push up the touchlines, and five players stretch across the pitch against four pressers. Somebody is always free — the practice is learning to find them.

Set up
  • One station at each full goal: 40 × 28 m with a 3 m escape gate in each far corner.
  • Building team: goalkeeper, two centre-backs (4 and 5), a six who drops in, two full-backs (2 and 3) high and wide. Pressing team: four.
  • Eleven per station. With 14–16, run one station with rotations every two minutes, or reduce to goalkeeper + four v three at each goal.
  • Mark the touchlines clearly — the full-backs must be genuinely wide, and this only works if they can see where wide is.
  • Coach positioned to the side where the width of the first line is visible.
Rules & scoring
  • 1 point for escaping through a gate. 2 points if a full-back receives and carries it out. 2 points to the pressers for winning it in the build area.
  • The full-backs must stay on the touchline until the ball is played to them.
  • The six may drop in or stay in front — their choice, from minute 6.
  • Two touches maximum for the centre-backs from minute 10.
  • Ball out or won: instant restart from the goalkeeper.
Coaching points — the four corners
Technical
Long-range accuracy matters here — the pass from a centre-back to a high full-back is 20–25 m and must be along the ground and firm.
Tactical
Count the pressers, then count yourselves. Four pressing against five means one spare, and the spare is usually the furthest player from the ball. The six's decision — drop in or stay in front — should be made by looking at how many are pressing: two pressers, stay in front; three or four, drop in.
Physical
The full-backs cover the most ground and the pressers work hardest. Rotate both.
Psychological
Being the spare player thirty metres from the ball is boring right up until the moment it isn't. Name the patience, as in Session 13.
Social
The six should be organising the shape aloud. If a player is doing that by the end of tonight, you have found your captain.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set the picture in 45 seconds. Five of you across the pitch, four of them. Find the spare one.
  2. Minutes 0–4 — with the six in front. The standard shape from the warm-up, now with four pressing. Let them discover it's tight.
  3. Minute 4 — the six drops in. Now you're three at the back and the full-backs are high. Count the players across the pitch — five against four. Two minutes to feel the difference.
  4. Minute 6 — one freeze, twenty seconds. Five against four. Who is the spare player right now? Somebody points at a full-back. That's the session.
  5. Minutes 6–13 — live and scored. Escape through a gate for 1 point; 2 points if a full-back receives it and drives.
  6. Minutes 13–15 — pressers may add a fifth. Now it's five against five and the answer has to come from movement rather than numbers. This is the honest version of Saturday.
Watch for
Full-backs coming inside to help
Stay on the line. You're only the spare player if you're somewhere they can't reach.
The six dropping in every time regardless
How many are pressing? Two? Then stay in front and give us an extra one up the pitch.
Under-hit passes to the full-backs
That's a twenty-five metre pass. Get your body over it.
Centre-backs too narrow after the six drops in
Three across the pitch, not three in the middle of it.
Pressers pressing without a plan
Coach them properly: One to the ball, the others take the nearest passes. Force them one way.
Ask them
  • How many are pressing? How many are we?
  • Who is the spare player right now?
  • Six — when do you drop in, and when do you stay in front?
  • Full-backs — how do you become the free player?
Harder
  • Five pressers throughout.
  • One touch for the centre-backs.
Easier
  • Three pressers.
  • Add a second midfielder in front of the six.

A game with one structural rule: the ball must travel through the first line before it can cross halfway. It cannot be hit long over the top of the structure, so the structure has to work.

Set up
  • One pitch, 40 × 30 m, using both full goals with a goalkeeper in each.
  • A 14 m build third marked at each end.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • Each team lines up with two centre-backs, a six, and three ahead of them.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • The ball must be touched by at least two of the first line (goalkeeper, centre-backs, six) before crossing halfway.
  • Goal = 2. Building out and crossing halfway with control = 2. The six touching it twice in a build = +1.
  • No long balls from the goalkeeper over the first line.
  • Rolling subs every two minutes with 15 or more.
  • No stoppages within a spell; coaching during substitutions, in a sentence.
Coaching points — the four corners
Technical
Receiving on the half-turn, especially for the six. Firm passing between the lines of the structure.
Tactical
The six is the connection. If the six is not receiving, the team is playing round its own structure rather than through it. The centre-backs must be wide enough to open the angle into them.
Physical
Continuous, moderate. The six is the busiest player and should be rotated.
Psychological
The six's job is unglamorous and central to everything. Praise it by name, repeatedly.
Social
The centre-backs should be telling the six whether they're marked. "Turn!" and "man on!" — the oldest phrase in the set and still the two most useful words in football.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams and keepers set in 30 seconds. Name the positions as you set them.
  2. Explain in 25 seconds: The ball has to go through your first line — keeper, centre-backs, six — before it can cross halfway. No long balls over the top of it. Two points if you build out and cross halfway with control.
  3. Minutes 0–4 — let it run. Watch whether the six ever gets on the ball.
  4. Minute 4 — 45 seconds, one question: How many times has our six touched it? If the answer is 'once', the shape isn't working. Restart.
  5. Minutes 5–11 — add the reward for the six: any possession where the six touches the ball twice before halfway is worth an extra point.
  6. Minutes 11–15 — rolling subs continue. Announce successful build-ups by naming the sequence.
Watch for
The six never touching the ball
The break question exposes it. Then: whose job is it to find him — him, or you? The answer is both.
Centre-backs too narrow, closing the angle to the six
Wider. Open the passing lane.
The ball going round the structure via the touchline every time
That works. But what happens when they close the line? What's the other route?
The six receiving with their back to the game
Open out. You're the only one who can see forward.
Teams waiting in the build third rather than progressing
The structure is for getting out, not for staying in.
Ask them
  • How many times has our six touched it?
  • Whose job is it to find the six?
  • What has to happen for the pass into the six to exist?
  • Six — what do you need to hear from your centre-backs?
Harder
  • All three of the first line must touch it before halfway.
  • Two-touch in the build third.
Easier
  • One of the first line must touch it, rather than two.
  • Bigger build third (18 m).

A full match with the positions named and held. The point is not to restrict the players but to let them feel what a structure does — that when everybody is where they should be, the right pass is usually obvious.

Set up
  • 50 × 34 m with full-size goals.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • Positions named out loud as you set up: goalkeeper, two centre-backs, a six, two full-backs, a striker.
  • Coach on the halfway line, outside the pitch.
Rules & scoring
  • Goal = 3. A build-up through the first line reaching the opposition half = +2.
  • Players hold their positions while their team is building — free movement once the ball is in the opposition half.
  • No touch restrictions otherwise.
  • Keepers restart within ten seconds and always short.
  • Two individual interventions maximum, plus the scheduled break question.
Coaching points — the four corners
Technical
Everything from the block, at match speed.
Tactical
Structure first, decisions second. When the shape is right the choices become simple. Watch for the moment the structure breaks — usually a full-back coming inside or the six drifting — and note what happens to the build-up immediately afterwards.
Physical
Full-backs cover the most ground; rotate them if the squad allows.
Psychological
Some players will find holding a position restrictive after a run of sessions built on freedom. Frame it honestly: this is the shape that makes the freedom possible.
Social
By the end of this theme the six and the goalkeeper should be running the build-up between them without you.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Name every position as you point at the player. 45 seconds.
  2. Explain the condition once: Hold your positions when we've got the ball at the back. A build-up that goes through the first line and reaches their half is two points.
  3. Minutes 0–5 — no interruption. Watch whether the shape survives contact, and specifically whether the full-backs stay wide.
  4. Minute 5 — drinks break, one question: When our keeper has it, where should each of you be? Get six answers, one per position. Restart.
  5. Minutes 6–13. Announce build-ups by sequence. Two individual interventions maximum.
  6. Final two minutes — swap the six and a full-back on each team. Different players, same structure. This tests whether the shape is understood or memorised by individuals.
Watch for
Full-backs coming inside under pressure
Stay wide. That's the whole point of you.
The six drifting out of the centre
Come back to the middle. You're the connection.
Centre-backs both on the same side of the goal
One of you goes the other way. Always.
The structure held but the ball going nowhere
Shape isn't the point — it's what lets us go forward. What's the next pass?
The shape collapsing when players swap positions
Useful information: the structure is being learned by individuals, not by the team. Note it for the review.
Ask them
  • When our keeper has it, where should each of you be?
  • Six — when do you drop in?
  • Full-backs — how wide is wide enough?
  • What happened when we swapped positions?
Harder
  • Swap all outfield positions at the halfway point.
  • Two-touch in the defensive third.
Easier
  • Fix the positions and don't swap them.
  • Bigger pitch (55 × 38 m).
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Occupy the width of the pitch as a back line — centre-backs outside the width of the goal, goalkeeper between.
  • Show as the six — in front of the centre-backs, on an angle, never screened by an opponent.
  • Drop in as the six when the press is heavy, creating a back three.
  • Push on as a full-back to stretch the press and become the free player.
  • Recognise the overload — count the pressers and know how many spare players you have.
Kit

Footballs (size 4) · Flat markers · Cones (tall) · Bibs — red / blue / yellow / grey · Full-size goals · Goalkeeper gloves

Building from the back · 14–16 players · 60 min

Small, fast, uncomfortable. A goalkeeper and three against two, then against three, with one job — get the ball over a line thirty metres away. Ninety-second rounds so nobody has time to settle.

Set up
  • Two areas, each 15 × 16 m, side by side, with an escape line across the far end of each.
  • Goalkeeper plus three against two to start; against three from minute 6.
  • Seven or eight per area with rotations.
  • No gates, no zones — the whole far line is the target.
  • Coach between the areas with a stopwatch.
Rules & scoring
  • Ninety-second rounds, rotating the pressers every round.
  • 1 point for crossing the escape line with the ball under control; 1 point to the pressers for winning it.
  • From minute 8, a long ball over the line that a teammate controls also counts.
  • The goalkeeper must start every repetition.
  • Loose ball: instant restart from the goalkeeper.
Coaching points — the four corners
Technical
First touch away from pressure; firm, accurate passing at 10–15 m.
Tactical
With no spare player, you have to make one. Movement creates the overload that numbers used to provide.
Physical
Sharp and demanding for the pressers. Ninety-second rounds with rotation is a sensible work-to-rest pattern.
Psychological
Three against three at the back is genuinely hard and losing the ball is frequent. Keep it fast and light — the tempo stops anyone dwelling on mistakes.
Social
Short calls only. There isn't time for anything longer.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling. Collect the Session 19 homeworkhow often did that midfielder drop between the centre-backs?
  2. Minute 3 — three v two. Ninety seconds per round. Count successful escapes per round.
  3. Minute 6 — three v three. Same ninety seconds. The count will drop sharply and that's the point.
  4. Minute 8 — one question, twenty seconds. What changed? You want no spare player, so we had to move them first.
  5. Minutes 8–10 — final rounds with the groups choosing whether to play out or go long over the line. Both count; the choice is theirs.
Watch for
Panic on the first press
Ninety seconds, lots of goes. Take your time on this one.
Nobody moving to create space
Three against three — where does the spare player come from?
The goalkeeper rushing the first pass
He can't tackle you in there. One extra second.
Long balls chosen instantly once available
Was that a choice? Tell me why.
Ask them
  • What changed when they added the third presser?
  • Where does the spare player come from when you haven't got one?
  • How long do you actually have?
  • Was the long ball a choice or a panic?
Harder
  • Three v four.
  • Sixty-second rounds.
Easier
  • Four v two.
  • Bigger areas (20 m).

The full structure against equal numbers, with nothing to help it. Five against five plus a goalkeeper, no zones, no gates, no retreat — just a line to cross and three ways to get there.

Set up
  • One station at each full goal: 40 × 30 m with an escape line across the far end.
  • Building team: goalkeeper, two centre-backs, the six, two full-backs. Pressing team: five.
  • Eleven or twelve per station. With 14–16, run both goals or one station with rotations every two minutes.
  • No marked gates or zones. The players find their own routes.
  • Coach to the side with almost nothing to say.
Rules & scoring
  • 2 points for crossing the escape line with the ball under control. 1 point for a controlled long ball over it. 2 points to the pressers for winning it in the building half.
  • No zones, no gates, no restrictions on the press.
  • The goalkeeper starts every repetition.
  • Each group must be able to name the route they used — the coach asks at random.
  • Ball out or won: instant restart.
Coaching points — the four corners
Technical
Everything under real duress. The first touch and the 25 m pass are the two techniques that decide this practice.
Tactical
Equal numbers means somebody has to be created. The six dropping in, a full-back pushing on, or a centre-back driving — each of those movements manufactures the spare player that the numbers don't provide. When six press five, the space is behind them and the long ball is right.
Physical
Hard for both sides. Rotate on schedule, not on exhaustion.
Psychological
Turnovers will be frequent and some will lead to goals. The tone you set here decides what survives into this theme.
Social
By now the six and the goalkeeper should be organising without you. If they are silent, that's the thing to note in the review.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 30 seconds. Five of you, five of them, plus the keeper. Get it over the line. You know the three ways.
  2. Minutes 0–5 — no coaching at all. Watch which route each group defaults to and how quickly the structure breaks.
  3. Minute 5 — one freeze, twenty seconds. Which of the three did you just use? Was it the right one? Ask two players. Restart.
  4. Minutes 5–12 — scored. 2 points for crossing the line along the ground; 1 for a long ball that a teammate controls; 2 to the pressers for winning it in the building half.
  5. Minutes 12–15 — the pressers add a sixth. Now the building team is genuinely outnumbered and going long becomes the correct answer more often. This is a lesson, not a punishment — say so.
  6. Rotation: swap the two teams every three minutes; rotate goalkeepers at the halfway point.
Watch for
The structure dissolving under pressure
Where should you be? Get back there and start again. Once, then let them find it.
One route used exclusively
Which of the three have you not tried?
Long balls chosen because thinking is hard
Name the reason. If you can name it, fine.
The six disappearing
He's the connection. Where is he? Ask the centre-backs, not the six.
A group giving up on playing out
Step in properly: You've done this for a month. Two more goes.
Ask them
  • Which of the three did you use? Was it right?
  • With equal numbers, how do you make a spare player?
  • When they added a sixth, what changed?
  • Is going long ever the right answer? When?
Harder
  • Six pressers throughout.
  • Two touches for the building team.
Easier
  • Four pressers.
  • Bigger area (46 × 34 m).

One team is told to hunt the ball for two minutes — properly, aggressively, as a unit. The other has to keep building. Then they swap, so both jobs get done and both get praised.

Set up
  • One pitch, 40 × 30 m, using both full goals with a goalkeeper in each.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes between spells.
  • Announce the hunting team before each two-minute spell. They press from the goal kick, as a unit, for the full two minutes.
  • Spare balls behind each goal.
  • Coach on the halfway line with a stopwatch.
Rules & scoring
  • Building out into the opposition half = 2 points. Winning the ball in the opposition's build third = 2 points. A goal is 2.
  • Two-minute spells with fifteen seconds between; the hunting team swaps each spell.
  • Short goal kicks by default; a long one is allowed and scores nothing either way.
  • No stoppages within a spell.
  • Coaching happens in the fifteen-second swaps, in one sentence.
Coaching points — the four corners
Technical
Composure. The first touch under a five-player press is the whole game.
Tactical
Watch the press get tired. After ninety seconds of hunting, the gaps appear — a team that keeps building is rewarded in the last thirty seconds of every spell. That is a genuine tactical lesson and it applies directly to matches.
Physical
Two minutes of hunting is brutal and deliberately so. Give a proper rest at the halfway point.
Psychological
Both jobs scored equally. The squad should finish this practice respecting both.
Social
Hunting requires constant talking. Listen for whether the pressing team communicates or just runs.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams and keepers set in 30 seconds.
  2. Explain in 20 seconds: Reds hunt for two minutes. Blues build. Then we swap. Building out and getting into their half is 2 points; winning it in their build third is 2 points.
  3. First spell — no coaching. Watch both jobs.
  4. After the first swap, one question to each team. To the hunters: who goes first, and what do the other four do? To the builders: where was the free player?
  5. Spells three and four — add the fatigue factor: the hunting team presses for two minutes with no substitutions, so the last thirty seconds are genuinely tired. Note whether the building team recognises when the press weakens.
  6. Minutes 12–15 — final two spells, announcing scores by category.
Watch for
Hunting as five individuals
One goes, four cut the passes. Otherwise you're just running.
Builders going long the moment the press starts
You've got a spare player somewhere. Find him.
The building team not noticing the press weakening
They've been running for ninety seconds. What's changed?
Goalkeepers rushing
Nobody can tackle you there. Look first.
The hunting team giving up after sixty seconds
Two minutes. That's the deal.
Ask them
  • Hunters — who goes first, and what do the other four do?
  • Builders — where was the free player?
  • What happens to their press after ninety seconds?
  • Which job did you prefer?
Harder
  • Three-minute spells.
  • Two-touch for the building team.
Easier
  • Ninety-second spells.
  • Bigger pitch (46 × 32 m).

No conditions at all. A full match, a scoreline, and you standing on the halfway line with a notebook counting rather than coaching. What the squad does at their own goal kick when nobody is making them is the honest answer to this theme.

Set up
  • 50 × 34 m with full-size goals. No markings, no conditions, no retreat line.
  • Four spare balls in the back of each goal.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 shape assigned and then left alone.
  • Coach on the halfway line with a notebook. Nothing else.
Rules & scoring
  • No conditions. Goals are goals.
  • Goal kicks may be short or long — the choice is entirely the players'.
  • Keepers restart within ten seconds.
  • The coach says nothing for the first seven minutes.
  • Two individual interventions maximum after the break.
Coaching points — the four corners
Technical
Whatever survives. Note it rather than fixing it.
Tactical
The four this theme markers: short goal kicks, split centre-backs, an involved six, wide full-backs. Count all four.
Physical
End of a hard session and a hard block. Expect quality to drop and let it.
Psychological
Seven minutes of silence is difficult for a coach who cares. The information is worth it.
Social
Listen to who organises the build-up. That player is your captain in everything but name.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Shape in 30 seconds.
  2. Say one sentence: Normal football. I'm not going to say anything for a while. Then stop talking.
  3. Minutes 0–7 — complete silence. Count: short goal kicks versus long, six involvements, times a full-back was wide, times the structure held under a press.
  4. Minute 7 — drinks break. Read the numbers out, flatly, without judgement. Then one question: what do those numbers tell you?
  5. Minutes 8–13 — play on. Two individual interventions maximum, and only on the thing they identified themselves.
  6. Final two minutes — free play, then straight into the review page while they're still on the pitch.
Watch for
The ratio of short to long goal kicks
The single number that summarises this theme.
Whether the six shows when nobody asks them to.
Full-backs under pressure — wide, or tucked in for safety?
What happens after a mistake — do they go again, or go long for the rest of the match?
Who talks during a build-up.
Ask them
  • What do those numbers tell you?
  • How many did we play short when nobody made us?
  • What stopped us the other times?
  • Which of the three ways out did we use most?
Harder
  • Both teams press every goal kick with five.
  • Every goal kick must be short.
Easier
  • Retreat line reinstated for one team.
  • Bigger pitch (55 × 38 m).
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Build under a genuine press with no artificial help.
  • Choose between the three ways out — round, through, over — with no coach naming them.
  • Hold the structure while tired, in the last third of the session.
  • Recover after losing the ball in the build-up, and try again immediately.
  • Know when going long is right — and be able to say why afterwards.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow / grey · Full-size goals · Goalkeeper gloves · Notebook

Transitions · 14–16 players · 60 min

A familiar rondo with one new rule that changes everything. Lose the ball and you don't walk into the middle — you and the two nearest players hunt it back immediately, and if you get it inside five seconds nothing changes.

Set up
  • Two 12 × 12 m grids, seven or eight players in each.
  • Five outside, two in the middle to start.
  • One ball per grid, spares on the outside.
  • Coach between the grids, counting out loud.
  • Everybody in the same bib colour except the two in the middle.
Rules & scoring
  • Two touches for the possession team.
  • Lose the ball and the nearest three go immediately — the player who lost it plus the two closest.
  • Won back inside five seconds: everybody keeps their place. Not won back: the player who lost it goes in the middle.
  • A five-second win counts as 1 point to the group.
  • The two in the middle score 1 for winning it and surviving five seconds.
Coaching points — the four corners
Technical
Two-touch passing under pressure; the tackle or interception itself, made front-on and at speed.
Tactical
Nearest three, not everybody. A counter-press is three players doing three jobs, not seven players chasing one ball. The moment more than three go, the exit is enormous.
Physical
Repeated short accelerations from a standing start — the exact demand of counter-pressing. Naturally intermittent, so no separate conditioning is needed.
Psychological
This rule punishes the sulk. There is no time to be annoyed, and by minute 8 you will see the mood change.
Social
Somebody has to shout press! or the three don't go together. Notice who does it.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling and juggling. Collect the Session 20 homeworkwhat did the professional team do after they lost it playing out?
  2. Minute 3 — plain rondo, no new rules. Five v two, two touches. Let it flow.
  3. Minute 5 — add the rule. If you lose it, you and the two nearest go and get it back. You've got five seconds. Get it back in five and nothing changes — you stay outside. Then count out loud every single time.
  4. Minute 7 — one question, twenty seconds. Why is the ball easy to win straight after you lose it? You want because they're not ready yet.
  5. Minutes 7–10 — competition. Count successful counter-presses per grid. Announce the score.
Watch for
Everybody chasing at once
Three of you. Who are the three?
Nobody reacting for a full second
Count with me. Five, four…
Players standing still after losing it
You lost it — that means you go first.
Diving in and getting beaten
Get there fast, then slow down. Arrive, don't lunge.
The rule making the rondo scrappy
Widen the grid by 2 m and let the passing breathe again.
Ask them
  • Why is the ball easy to win straight after you lose it?
  • How many should go? Why not everybody?
  • What happens to their heads in the first second after they win it?
  • What do the other four do while the three are hunting?
Harder
  • One touch for the possession team.
  • Three seconds instead of five.
Easier
  • Unlimited touches for the possession team.
  • Bigger grid (14 × 14 m).

Slow the moment down and name the three jobs. One player presses the ball, two cut the nearest passes, one blocks the ball going forward. Done together it takes half a second; done separately it does nothing at all.

Set up
  • 36 × 26 m, no goals — this is a possession practice with a transition rule.
  • Six v six. With 14–16, add two neutrals who always play with the team in possession, or run rotations every two minutes.
  • Score by completing six consecutive passes.
  • Coach on the touchline with a whistle for freezes.
  • Mini goals available if you want to add a target (see progressions).
Rules & scoring
  • Six consecutive passes = 1 point. Winning the ball back within five seconds of losing it = 2 points.
  • Two-touch maximum for the team in possession.
  • Only the nearest three or four counter-press — the rest recover towards their own goal side.
  • If the counter-press fails, the pressing team must drop and reorganise — no chasing across the whole area.
  • Ball out: restart with the team who did not put it out.
Coaching points — the four corners
Technical
Approaching the ball at speed then decelerating to arrive balanced. A counter-press that ends in a lunge is a counter-press that ends in a free-kick.
Tactical
The three jobs are simultaneous, not sequential. Pressing the ball without cutting the passes just moves the ball. Cutting the passes without pressing the ball gives them time to pick a longer one. The block behind is the job nobody wants and the one that decides whether it works.
Physical
Very demanding in short bursts. Build in a proper drink at minute 9.
Psychological
The instruction is not win the ball — it is do your job. A player who cuts the nearest pass has counter-pressed successfully even if somebody else makes the tackle. Say that out loud.
Social
One voice has to trigger it. If nobody triggers, appoint a player for two minutes and then remove the appointment.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 30 seconds. Six passes is a point. Play for two minutes with no transition rule so the passing rhythm establishes.
  2. Minute 2 — introduce the three jobs. Walk it through once, static, with one team: when we lose it, the nearest man goes at the ball, the next two cut the closest passes, and one of you gets behind the ball so it can't go forward. Ninety seconds, no more.
  3. Minutes 4–9 — live, with freezes. Freeze on the whistle at the moment of a turnover. Ask three players: what's your job right now? Ten seconds each, then play on. Three or four freezes maximum.
  4. Minute 9 — one question to the group. Which of the three jobs are we worst at? It is almost always the fourth one — nobody wants to run backwards to block the ball going forward.
  5. Minutes 9–15 — scored properly. Six passes = 1 point. Winning the ball back inside five seconds = 2 points. That scoring tells them which behaviour you value more.
  6. Rotation: swap two players between teams every three minutes so nobody settles into one job.
Watch for
Only one player reacting
He's gone. Who's cutting the pass?
All six players charging
Three. The rest of you get behind the ball.
The press arriving late and lunging
Fast for four steps, then small steps. Arrive on your feet.
Nobody blocking the ball forward
Freeze it and show them the pass they just allowed. This is the one worth freezing for.
Chasing after five seconds
It's gone. Get back and set up. Knowing when to stop is part of the skill.
Ask them
  • What are the three jobs?
  • Which one do we forget?
  • Who decides when we go?
  • What should you do if you're the fifth-nearest player?
Harder
  • Three seconds instead of five.
  • One touch for the possession team.
Easier
  • Seven seconds.
  • Add two neutrals permanently.

Both halves of the moment scored equally. Win it back inside five seconds and you get a point. Survive the counter-press and get out of that area and so do they. Now both teams have a reason to be sharp in the same three seconds.

Set up
  • One pitch, 40 × 30 m, both full goals with a goalkeeper in each.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • Normal football — the only additions are the two transition scores.
  • Spare balls behind both goals for instant restarts.
  • Coach on the halfway line, counting out loud.
Rules & scoring
  • Goal = 2 points. Winning the ball back inside five seconds = 1 point. Escaping the counter-press with a completed pass to a free player = 1 point.
  • Goalkeepers restart within eight seconds — a slow restart kills transition work.
  • No offside.
  • The coach counts to five out loud for the first five minutes only.
  • Rolling substitutions at natural stoppages.
Coaching points — the four corners
Technical
Two techniques matter: the front-on tackle or interception, and the first touch away from pressure by the player being counter-pressed.
Tactical
Both jobs are the same picture from opposite sides. The team that has just won the ball has one clean pass available before the press arrives, and finding it is the entire escape. Point that out to both teams in the same sentence.
Physical
Genuinely intense. Substitute regularly and keep the drinks short and frequent.
Psychological
Losing the ball now has an immediate job attached to it, which is the fastest cure for sulking that youth football has.
Social
Listen for the trigger word. Some squads say press, some say now, some say go. Let them choose it and then insist on it.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain in 20 seconds: Goals are 2. Winning it back inside five seconds of losing it is 1. Getting out of the counter-press with a pass to a free player is 1. Both of those are worth having.
  3. Minutes 0–5 — count out loud on every turnover and announce the points as they happen. The counting is the coaching.
  4. Minute 5 — one question to each team. To the team that has counter-pressed better: what do you do first? To the other: how did they get out of it?
  5. Minutes 6–12 — stop counting out loud. See whether the reaction survives without your voice. This is the real test.
  6. Minutes 12–15 — announce scores by category so both behaviours are visible, then finish with two minutes of straight football.
Watch for
The reaction dying when you stop counting
Say nothing for two more minutes. If it still doesn't come back, one reminder only.
Players counter-pressing from thirty metres away
You're too far. Get back and set up instead.
The team who wins it panicking
One clean pass. Where is it?
Fouls in the counter-press
Give the free-kick every time and be strict. A counter-press that fouls is worse than no counter-press.
Goalkeepers dawdling at restarts
Eight seconds. Transition starts with you.
Ask them
  • What's the first thing you do when we lose it?
  • How did they get out of your press?
  • When you win it, where's the free player?
  • Is it always right to counter-press? When isn't it?
Harder
  • Three seconds instead of five.
  • Winning it back inside five seconds makes the next goal count double.
Easier
  • Seven seconds.
  • Bigger pitch (46 × 32 m).

A proper match with one condition that makes counter-pressing worth doing: win it back inside five seconds and your next goal counts double. The reward is delayed, which is exactly why players have to think about it rather than just react.

Set up
  • 50 × 34 m with full-size goals and marked boxes.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • 2-3-1 shape assigned.
  • Announce the double-goal condition clearly and keep the running count yourself.
  • Coach on the halfway line.
Rules & scoring
  • Winning the ball back inside five seconds of losing it makes your next goal worth 2. Otherwise a goal is 1.
  • From minute 7: counter-pressing from more than fifteen metres away concedes possession to the other team.
  • Keepers restart within eight seconds.
  • No offside.
  • Free-kicks given strictly for fouls in the press.
Coaching points — the four corners
Technical
Everything at match speed. Note the tackling technique and whether players arrive balanced.
Tactical
Counter-pressing is a decision, not a duty. The fifteen-metre rule teaches the judgement that the five-second rule alone cannot: if you are not close enough to affect it, your job is to get back, not to run at it.
Physical
The heaviest load of the session. Substitute generously in the last five minutes and let the tempo drop.
Psychological
Watch what happens after a team concedes. A squad that counter-presses well tends to restart faster and complain less.
Social
The trigger word from 21.3 should now be audible in a match. If it is, name the player who used it.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape and teams in 60 seconds.
  2. Explain the condition in one sentence: Win it back within five seconds of losing it, and the next goal your team scores is worth two.
  3. Minutes 0–6 — play, keeping the count. Say double live whenever a team earns it, so everybody knows the stakes have changed.
  4. Minute 6 — drinks and one question: when is counter-pressing the wrong idea? Guide them towards two answers: when nobody is close enough, and when everybody is already tired late in a match.
  5. Minutes 7–13 — add the balance. Anyone who counter-presses from more than about fifteen metres away hands possession to the other team. Now they have to judge distance, not just effort.
  6. Final two minutes — remove all conditions. Watch whether the behaviour stays.
Watch for
The reaction fading as they tire
Expected and worth naming: last ten minutes of a match — this is when it's hardest and most valuable.
Players sprinting thirty metres to press
Too far. What should you have done?
Defenders being dragged out by the counter-press
The back line stays; counter-pressing is mostly a midfield and forward job.
Nobody getting behind the ball
The one job that keeps disappearing. Ask, don't tell.
The double-goal condition being forgotten
Announce double live louder. The reward has to feel real.
Ask them
  • When is counter-pressing the wrong idea?
  • How far away is too far?
  • What's changed about how it feels to lose the ball?
  • Who should never counter-press? Why?
Harder
  • Three seconds for the double.
  • Losing the ball and not counter-pressing at all concedes a corner.
Easier
  • Seven seconds.
  • Remove the fifteen-metre rule entirely and keep only the reward.
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • React inside one second of losing the ball, without waiting to be told.
  • Know the three jobs in the counter-press — press the ball, cut the nearest passes, block the ball going forward.
  • Understand that only the nearest three go, and everybody else recovers.
  • Recognise when the counter-press has failed and drop into shape instead of chasing.
  • Stop reacting to losing the ball emotionally and start reacting to it tactically.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Mini goals · Stopwatch or phone

Transitions · 14–16 players · 60 min

Four against four in a middle square with a target zone at each end. Win the ball and you have five seconds to get it over a line — which is only possible if somebody is already running and somebody looks forward straight away.

Set up
  • 30 × 16 m, with a 14 × 13 m square in the middle and an 8 m target zone at each end.
  • Four v four inside the square. With 14–16, run two areas or rotate a group in every ninety seconds.
  • Each team attacks one target zone.
  • Balls with the coach for instant restarts.
  • Coach at the side of the middle square.
Rules & scoring
  • Four v four in the middle square, both teams free to move anywhere.
  • Win the ball and you have five seconds to get it into the opposite target zone — carried in or passed to a teammate arriving in it.
  • 1 point per break-out. 1 point to the other team if they stop it within the five seconds.
  • Ball out: coach serves immediately.
  • Nobody may stand in a target zone waiting — you have to arrive.
Coaching points — the four corners
Technical
The first touch after winning the ball must go forward or into space, never back under your own feet.
Tactical
A counter needs a runner. However quickly you look forward, if nobody is moving ahead of the ball there is nothing to look at. The run and the look have to happen in the same second.
Physical
Short, sharp, repeated efforts with natural rests. A proper warm-up rather than a fitness drill.
Psychological
Enjoyable and fast — a good contrast to the discipline of Session 21. Let it be loud.
Social
The runner has to be seen. Listen for players calling for the ball as they run rather than after they have arrived.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling and passing in pairs. Collect the Session 21 homeworkhow many players reacted in the three seconds after their team lost it?
  2. Minute 3 — possession only. Four v four in the square, keep the ball, no target zones yet. Two minutes.
  3. Minute 5 — open the target zones. Win the ball and you've got five seconds to carry or pass it into their zone. Count out loud.
  4. Minute 7 — one question, twenty seconds. What has to happen in the first second? You want two answers: someone looks forward and someone runs.
  5. Minutes 7–10 — competition. 1 point per successful break-out. Announce the score and let them play.
Watch for
The first touch going backwards
Which way are you facing when you win it? Turn as you take it.
Nobody running ahead of the ball
Who's ahead of him? Nobody. So there's no pass.
Waiting in the target zone
Give the ball to the other team. The rule teaches timing.
Slow decisions after the win
Five seconds. You've used two looking at your feet.
Passing sideways out of habit
Forward first. If it's not on, then sideways is fine.
Ask them
  • What has to happen in the first second after you win it?
  • Why does the runner matter as much as the passer?
  • Which way should your first touch go?
  • What do you do if the forward pass isn't on?
Harder
  • Three seconds instead of five.
  • Two touches maximum.
Easier
  • Seven seconds.
  • Bigger square (16 × 14 m).

The real picture. One team attacks a full goal; the other defends, wins it, and counters into two mini goals at the far end — with only two opponents allowed to recover. Numbers up, space ahead, eight seconds to use it.

Set up
  • 44 × 30 m with a full goal and goalkeeper at one end and two mini goals at the other.
  • Five blues attacking the full goal; five reds defending it and countering into the mini goals.
  • Eleven or twelve players per station. With 14–16, add a rolling substitute pair changing every ninety seconds.
  • Spare balls with the coach behind the full goal.
  • Coach beside the full goal so you can see the whole counter unfold in front of you.
Rules & scoring
  • Blues score 1 in the full goal. Reds score 2 in a mini goal within eight seconds of winning it, 1 after eight seconds.
  • Only two blues may recover once the ball is won. The rest must wait until the counter finishes.
  • From minute 10: six completed passes = 1 point to the reds as an alternative to countering.
  • Reds cannot dribble the ball into a mini goal from closer than 6 m — it must be passed or struck from distance.
  • Ball out or goal: immediate restart from the coach to the blues.
Coaching points — the four corners
Technical
Two techniques carry the whole practice: the forward pass of 15–25 m played first time or in one touch, and the finish into a small target under fatigue.
Tactical
Look before you touch it. The best counter-attackers have decided where the ball is going before it arrives. And the counter needs width or depth ahead of the ball — two mini goals rather than one exist precisely to teach them to attack the space nobody is defending.
Physical
Long sprints forward, which is exactly what a counter costs. Build in a real drink at minute 10 when the roles swap.
Psychological
Counters fail more often than they succeed, even at professional level. Praise the decision, not just the goal.
Social
The player who wins the ball needs to hear a call. If the forwards are silent, the counter is guesswork.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 45 seconds. Blues attack, reds defend. When reds win it, you've got eight seconds to score in a mini goal — and only two blues are allowed to chase back.
  2. Minutes 0–4 — live, no coaching. Watch what the first touch and first look after the win actually do.
  3. Minute 4 — one freeze, thirty seconds. Stop it the instant a red wins the ball and ask the winner: what can you see? Then ask the two forwards: where should you be right now? Restart.
  4. Minutes 4–10 — scored. Blues score 1 in the big goal. Reds score 2 in a mini goal inside eight seconds, 1 if they take longer.
  5. Minute 10 — swap the roles so both groups counter and both groups get countered on.
  6. Minutes 10–15 — add the judgement rule: if the reds win it and the counter is clearly not on, they can score 1 by keeping the ball for six passes instead. Now go or keep is a real choice with a real reward.
Watch for
The winner taking three touches
Look before you touch it. What did you see?
Forwards standing still while the ball is won
The pass exists because you run. Go before he looks up.
Everybody counter-attacking
Three of you go. Somebody has to stay. A counter that leaves nobody behind is a goal conceded next time.
Sideways first pass
Freeze it and show them the forward pass that was on. Once is enough.
Countering when it obviously isn't on
Was that on? What else could you have done? This is why the six-pass option exists.
Ask them
  • What can you see the moment you win it?
  • Where should the forwards be before you look up?
  • How many of us should go on a counter?
  • How do you know the counter isn't on?
Harder
  • Six seconds instead of eight.
  • Three blues may recover.
Easier
  • Ten seconds.
  • Only one blue may recover.

A normal match with one number attached: score within eight seconds of winning the ball and it counts double. The condition makes the counter worth attempting; the scoreline makes wasting possession worth avoiding. The squad has to weigh them.

Set up
  • One pitch, 40 × 30 m, both full goals with a goalkeeper in each.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • No zones, no restrictions — only the timing condition.
  • Spare balls behind both goals for eight-second restarts.
  • Coach on the halfway line with a stopwatch, calling the count.
Rules & scoring
  • A goal scored within eight seconds of winning the ball = 2 points. Any other goal = 1 point.
  • Goalkeepers restart within eight seconds.
  • No offside.
  • The coach counts out loud for the first five minutes only.
  • Rolling substitutions at natural stoppages.
Coaching points — the four corners
Technical
Passing range under fatigue. A counter usually needs one pass of 20 m or more played accurately while sprinting.
Tactical
Go or keep is the whole lesson. A counter is on when there is space behind their defence, a runner already moving, and fewer defenders than attackers ahead of the ball. If any one of those three is missing, it isn't on — and keeping the ball is the better decision, not the coward's one.
Physical
Repeated maximal sprints. Substitute generously and expect quality to fall in the last three minutes.
Psychological
The doubling reward can make players greedy. The antidote is praising restraint out loud, repeatedly, in front of everybody.
Social
Watch for a player who consistently makes the run that creates the option even when they never receive it. Name them publicly — that work is invisible otherwise.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain in 20 seconds: Score within eight seconds of winning the ball and it's worth two. Otherwise a goal is one. Everything else is normal football.
  3. Minutes 0–5 — count out loud from every turnover so the eight seconds becomes something they can feel rather than something they are told.
  4. Minute 5 — one question: how many of our counters have actually been on? Expect an honest and slightly deflating answer. That is the point.
  5. Minutes 6–12 — stop counting. Award the doubles silently and announce them after the fact. Watch whether the forward look survives without your voice.
  6. Minutes 12–15 — final spell, and deliberately praise two decisions not to counter as loudly as you praise the goals.
Watch for
Forcing counters that were never on
Three things have to be true. Which one was missing?
Nobody running ahead of the ball
There's no counter without a runner.
The whole team pouring forward
Who's left at the back? Count them.
The eight seconds being wasted on one heavy touch
Look before it arrives.
Doubles stopping once the counting stops
Say nothing for two more minutes before intervening.
Ask them
  • When is the counter on? Give me three things.
  • How many of ours were actually on?
  • What's the cost of countering when it isn't on?
  • Who's making the runs that nobody's using?
Harder
  • Six seconds for the double.
  • Triple points for a counter finished by a player who was inside their own half when the ball was won.
Easier
  • Ten seconds.
  • Keep counting out loud for the full fifteen minutes.

Both halves of the transition moment in one game. Ten seconds to score after winning the ball for a double — and Session 21's five-second counter-press still live. Now every turnover matters to both teams at the same instant.

Set up
  • 50 × 34 m with full-size goals and marked boxes.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • 2-3-1 shape assigned.
  • Both transition conditions live — counter-press reward and counter-attack reward.
  • Coach on the halfway line.
Rules & scoring
  • Goal within ten seconds of winning the ball = 2 points.
  • Winning the ball back within five seconds of losing it makes your next goal worth 2 (carried over from Session 21).
  • From minute 7: losing the ball with more than four players ahead of it concedes a corner.
  • Keepers restart within eight seconds. No offside.
  • Both conditions removed for the last two minutes.
Coaching points — the four corners
Technical
Everything at match speed — the forward pass, the run beyond, the finish while breathing hard.
Tactical
Transition is one moment seen from two sides. Every turnover is simultaneously somebody's counter-press and somebody's counter-attack, and the team that reacts first usually wins the exchange. The four-player rule teaches the other half of the truth: a counter that fails with six players upfield is how good teams concede.
Physical
The heaviest session of the block so far. Rotate freely and let the last three minutes be slower.
Psychological
Two live conditions is a lot to hold. If the squad looks confused, drop the counter-press condition and keep the counter-attack one — do not persist with clutter.
Social
By now there should be a trigger word for pressing. Listen for whether a second word has appeared for the counter — many squads invent one themselves.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape and teams in 60 seconds.
  2. Explain both conditions in two sentences: Score within ten seconds of winning the ball and it's worth two. Win the ball back within five seconds of losing it and your next goal is worth two as well.
  3. Minutes 0–6 — play and announce. Call counter live and double live as they happen so the squad hears both behaviours being valued equally.
  4. Minute 6 — drinks and one question: which is harder — the three seconds after we lose it, or the three seconds after we win it? There is no right answer; the discussion is the point.
  5. Minutes 7–13 — add the balance rule: a team that loses the ball while counter-attacking with more than four players forward concedes a corner. This teaches that counters have a cost.
  6. Final two minutes — all conditions removed. Watch what stays.
Watch for
Both conditions being chased at once and neither being done well
Drop one for five minutes. Clarity beats completeness.
Six players on every counter
The corner rule will do the teaching for you. Give it without comment.
Defenders never joining a counter
Sometimes it's you. When? Late in a match, at 1–0 down, with space ahead.
The forward look disappearing as they tire
Name it rather than fixing it: this is minute 12 — this is when it gets hard.
Who reacts first at every turnover
That player is your transition player. Tell them so.
Ask them
  • Which is harder — after we lose it or after we win it?
  • How many should go on a counter?
  • What does a failed counter cost us?
  • Should a defender ever join the counter? When?
Harder
  • Eight seconds for the counter double.
  • Three-player limit ahead of the ball on a counter.
Easier
  • Twelve seconds.
  • Drop the counter-press condition and run the counter-attack reward alone.
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • Look forward first in the moment the ball is won, before any other option.
  • Play the first pass forward when it is available, without a touch wasted.
  • Run beyond the ball — a counter-attack needs someone ahead of it.
  • Judge go or keep — recognise when the counter is on and when it is not.
  • Attack at speed with fewer players, because a counter is rarely a full-team attack.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Mini goals · Stopwatch or phone

Transitions · 14–16 players · 60 min

The recovery run on its own, in a lane, at pace. An attacker sets off with a head start; the defender has to get back past them on the inside and turn to face the ball before the goal is reached.

Set up
  • 32 × 18 m split into two lanes, each with a mini goal at the far end.
  • Pairs — one attacker, one defender — working in each lane, queue of two behind each start.
  • The attacker starts four metres ahead of the defender.
  • Balls at each starting point, plenty spare.
  • Coach between the lanes.
Rules & scoring
  • Attacker starts four metres ahead and attacks the mini goal.
  • The defender may not tackle from behind. He must get goal-side first.
  • 1 point to the defender for being goal-side and side-on before the attacker reaches the goal, or for a count of four without a shot.
  • 1 point to the attacker for a goal.
  • Swap roles every repetition; everybody does both.
Coaching points — the four corners
Technical
Running mechanics: sprint the first four steps, then get low and small as you arrive. Body turned so you can see the ball and your goal at the same time.
Tactical
The recovery line is a line to the goal, not a line to the ball. The shortest useful route is the one that puts you between the ball and the thing you are protecting.
Physical
Repeated 20 m sprints with recovery between repetitions. A genuine warm-up load with real football purpose.
Psychological
Defenders lose this repeatedly at first. Point out that a recovery run that fails but forces the shot wide has done its job.
Social
Pairs should be swapped every couple of minutes so nobody is always the slower one.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and turning at your call. Collect the Session 22 homeworkwhere did the first pass go after teams won the ball? Give me the three numbers.
  2. Minute 3 — walk the recovery line once. Show it rather than describe it: jog the wrong way (chasing the ball) then the right way (running at your own goal), so they see the difference. Sixty seconds.
  3. Minutes 4–7 — live pairs. Attacker sets off, defender recovers. The defender's target is to be goal-side and side-on before the attacker reaches the goal — not to tackle.
  4. Minute 7 — one question, twenty seconds. Why not just run at the ball? You want because you'd arrive behind him.
  5. Minutes 7–10 — add the finish. Attacker may now shoot. Defender scores a point for forcing the shot wide or delaying long enough for the coach to count to four.
Watch for
Chasing the ball from behind
Where's your goal? Run at that.
Arriving square and getting turned
Side-on. Show him the outside.
Lunging on arrival
Don't tackle. Slow him down.
Giving up when beaten
Keep going. Half of these get saved by the second effort.
Attackers slowing down to make it fair
Full speed. He needs the real problem.
Ask them
  • Why not just run straight at the ball?
  • What do you want to be able to see when you arrive?
  • What's your job when you get there — win it or slow it?
  • How does the attacker make it hardest for you?
Harder
  • Six-metre head start.
  • Longer lane (26 m) so the sprint is more demanding.
Easier
  • Two-metre head start.
  • Shorter lane (16 m).

Three attackers break against two defenders while three more defenders recover from behind. The attack should score if the recovery is wrong and should be smothered if it is right. Same picture, twice a minute, until the running lines change.

Set up
  • 46 × 32 m with a full goal and goalkeeper at one end.
  • Three attackers break from the halfway line; two defenders are set in front of the goal; three defenders start behind the ball on a marked recovery line and may only set off when the attack starts.
  • Twelve or thirteen players including the keeper. With 14–16, rotate a group of three in every ninety seconds.
  • Coach beside the recovery line with the balls, serving each repetition.
  • Rotate so everybody recovers and everybody attacks.
Rules & scoring
  • Attackers score 1 in the full goal. Defenders score 1 for winning it or forcing it backwards, 2 for finishing the phase with four behind the ball.
  • Recovering defenders start on the coach's call and must run to the goal side of the ball before engaging.
  • From minute 10: the nearest defender may not tackle until a second defender has recovered.
  • Recovering defenders must pass inside the ball, not around the outside.
  • Eight seconds per repetition, then reset.
Coaching points — the four corners
Technical
Sprinting while looking over the shoulder; arriving balanced enough to change direction.
Tactical
Recover inside first. The middle of the pitch is where goals come from, so the recovering player fills the centre and lets the wide space go. And the delay is the whole practice: two defenders holding up three attackers for four seconds turns a three-against-two into a three-against-five.
Physical
Long sprints with short rests. Watch for form breaking down and rotate rather than pushing through it.
Psychological
Defending a counter feels hopeless at first. The scoring exists so that a well-defended phase feels like a win even when no ball is won.
Social
The defenders in front need to communicate with the ones recovering behind. Listen for hold him! or I'm in!
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 45 seconds. Serve the ball to the middle attacker; the three recovering defenders go on your call.
  2. Minutes 0–4 — live, no coaching. Almost every recovering defender will run straight at the ball. Let them, and let the attackers score.
  3. Minute 4 — one freeze, forty seconds. Stop the play with the recovering defenders mid-run and ask them: if you keep running there, where will you be when he shoots? Then walk the correct line once. Restart.
  4. Minutes 5–10 — scored. Attackers score 1 for a goal. Defenders score 1 for winning the ball or forcing the attack backwards; 2 if the attack ends with four defenders behind the ball.
  5. Minute 10 — add the delay rule: the nearest defender may not tackle until a second defender has recovered. This forces the delay habit and is the single most valuable condition in the session.
  6. Minutes 10–15 — full speed with rotation every ninety seconds.
Watch for
Running at the ball rather than the goal
The one thing worth freezing for. Show it once and then ask rather than tell.
Recovering round the outside
Inside. Give him the touchline, not the middle.
The first defender diving in
Count to three before you go. Who's coming?
Defenders in front backing off too far
There is a balance — delay does not mean retreating into the goalmouth. Slow him, don't invite him.
Recovering players jogging when the attack looks lost
Half of these get saved by somebody who kept running.
Ask them
  • Where should you be running — at the ball or at your goal?
  • Inside or outside? Why?
  • When can the first defender go and win it?
  • How long do we need to survive before it's even?
Harder
  • Four attackers against two, with three recovering.
  • Six seconds per repetition.
Easier
  • Two attackers against two, with two recovering.
  • Recovering defenders start closer.

A full game in which killing a counter-attack scores as well as scoring does. Session 22's condition stays live, so one team is trying to counter within eight seconds while the other is trying to survive those same eight seconds. Both are being rewarded for the same moment.

Set up
  • One pitch, 40 × 30 m, both full goals with a goalkeeper in each.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • No zones — only the two timing conditions.
  • Spare balls behind both goals.
  • Coach on the halfway line with a stopwatch.
Rules & scoring
  • Goal within eight seconds of winning the ball = 2 points. Any other goal = 1 point.
  • Killing a counter within eight seconds = 1 point to the defending team — the ball won, forced backwards, or forced out of play.
  • From minute 6: the first defender back may not tackle for two seconds.
  • Keepers restart within eight seconds. No offside.
  • Rolling substitutions at natural stoppages.
Coaching points — the four corners
Technical
Jockeying at speed — the hardest defensive skill there is, because the defender is running backwards and sideways while the attacker runs forwards.
Tactical
Defending a counter is a numbers race. Every second of delay is another teammate arriving. A defender who understands that will never dive in, because diving in stops the clock in the attacker's favour.
Physical
Very demanding both ways. Rotate freely and let the last three minutes be slower.
Psychological
Scoring the defensive job is what makes it worth doing. Announce those points as enthusiastically as the goals or nobody will believe you value them.
Social
The recovering players and the defenders in front have to talk to each other. Silence here is the most common cause of a conceded counter.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain in 25 seconds: If you score within eight seconds of winning the ball, it's worth two. If you stop their counter inside eight seconds — win it, force it backwards, or force it out — you score one too.
  3. Minutes 0–5 — call both out loud as they happen so the squad hears that defending the moment is worth as much as attacking it.
  4. Minute 5 — one question to the defending side: who's the first one back, and what's his job? You want slow it down, not win it.
  5. Minutes 6–12 — add the discipline rule: the first defender back may not tackle for two seconds. Awkward at first, then genuinely transformative.
  6. Minutes 12–15 — remove the two-second rule and see whether the delay habit stays without it.
Watch for
The first defender lunging
The two-second rule will fix it faster than any instruction.
Everybody recovering to the same place
One of you goes to the ball. The rest fill the middle.
Recovering wide instead of inside
Inside first, every time.
Defensive points being ignored by the players
Read the two scores out separately at minute 8 and again at the end.
Delay disappearing when the two-second rule is removed
Note it and say so — that is the honest measure of the session.
Ask them
  • Who's the first one back? What's his job?
  • What does every second of delay buy us?
  • Inside or outside — where do the rest of you go?
  • What happens if he dives in and misses?
Harder
  • Six seconds to kill the counter.
  • Three-second no-tackle rule.
Easier
  • Ten seconds.
  • Remove the no-tackle rule and coach the delay verbally instead.

Rest defence, made visible. Two named players must always be behind the ball while their team attacks. It looks like a restriction and is actually the thing that lets everybody else attack freely — which is exactly the point the squad needs to arrive at themselves.

Set up
  • 50 × 34 m with full-size goals and marked boxes.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • 2-3-1 shape assigned.
  • Two players per team wear grey bibs over their kit — these are the two who must stay behind the ball.
  • Coach on the halfway line.
Rules & scoring
  • Two named players per team must always be behind the ball while their team has possession.
  • Breach: indirect free-kick to the other team where the ball was.
  • Grey bibs swap to two different players at minute 5.
  • Keepers restart within eight seconds. No offside.
  • Bibs removed for the final four minutes.
Coaching points — the four corners
Technical
Nothing new. Tonight is positional.
Tactical
Rest defence is what makes attacking safe. Two players behind the ball turn a conceded counter from a three-against-one into a three-against-three, which is a defendable problem. Say the trade-off out loud: we are giving up two attackers to gain the freedom for four others to go.
Physical
Lighter than the previous two practices. Deliberately so — the squad has done a lot of sprinting tonight.
Psychological
Being one of the two who stay feels like a punishment until a counter is stopped because of it. Point that moment out the first time it happens.
Social
In the last four minutes, watch who volunteers to stay. That is a genuine leadership signal and worth naming at the end.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape, bibs and the two grey players named in 60 seconds.
  2. Explain in one sentence: The two in grey must always be behind the ball. Everybody else attacks normally.
  3. Minutes 0–5 — play. Award a free-kick against any team whose grey players get ahead of the ball. Two or three of those and the habit forms.
  4. Minute 5 — swap the grey bibs to two different players so the job is not permanently the defenders'.
  5. Minutes 6–11 — one question at the drink: what does having two behind the ball let the rest of you do? You want them to arrive at attack without worrying.
  6. Minutes 11–15 — remove the grey bibs entirely and see whether two players choose to stay without being told. That is the whole session in one observation.
Watch for
Grey players drifting forward when the team attacks
The free-kick teaches it faster than you can.
The two staying too deep
Behind the ball, not on the goal line. Stay connected — you're still in the game.
Nobody staying once the bibs come off
The honest result. Name it neutrally and make it Saturday's objective.
The two who stay switching off
You're not resting. You're the reason they can go.
A counter being stopped because of them
Stop the game for ten seconds and show everybody why it worked.
Ask them
  • What do two players behind the ball let the rest of you do?
  • Where exactly should those two stand?
  • Should it always be the same two? Why not?
  • What happens when nobody stays?
Harder
  • Three must stay behind the ball.
  • The two who stay must also be within fifteen metres of each other.
Easier
  • One player stays instead of two.
  • Warning instead of a free-kick for the first three breaches.
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • Run to the goal side of the ball, not at the ball, when recovering.
  • Delay rather than tackle as the first defender back.
  • Recover inside first — protect the middle and let the wide space go.
  • Understand rest defence — that some players stay behind while others attack.
  • Rebuild the defensive shape rather than defending as scattered individuals.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow / grey · Full-size goals · Mini goals · Poles

Transitions · 14–16 players · 60 min

Four against four with a target zone at each end and three words available. The player who wins the ball shouts go or keep; the team who lost it shouts hunt. Small, loud, and over quickly.

Set up
  • 30 × 18 m with a 6 m target zone at each end.
  • Four against four in the middle. With 14–16, run two areas or rotate every ninety seconds.
  • Each team attacks one target zone.
  • Balls with the coach for instant restarts.
  • Coach on the side, saying nothing except the score.
Rules & scoring
  • Every turnover must be calledgo, keep or hunt — by a player, out loud.
  • Uncalled possessions score nothing, however good they are.
  • 1 point for reaching the target zone. 1 point for a hunt that wins it within five seconds.
  • The whole team must follow the call — if somebody shouts keep, nobody goes long.
  • Ball out: coach serves immediately.
Coaching points — the four corners
Technical
Everything from the rest of this theme at low intensity — the forward first touch, the recovery angle, the front-on tackle.
Tactical
The call binds the team. One player deciding is only useful if the other three do the same thing. This is the point of saying it out loud rather than thinking it.
Physical
Short bursts with natural rest. A proper warm-up.
Psychological
Quiet players find calling hard. Give them the easiest word — hunt — first, because it's the one everybody agrees with.
Social
This practice is entirely about talking. If a group is silent, stop them and restart rather than letting it drift.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, free dribbling and passing. Collect the Session 23 homeworkhow many defenders ran back, and how many of them ran at the ball?
  2. Minute 3 — plain game. Four v four into the target zones, two minutes, no words.
  3. Minute 5 — add the words. Whoever wins the ball shouts GO or KEEP. Whoever lost it shouts HUNT. If you don't say it, it doesn't count. Sixty seconds of it being awkward is normal.
  4. Minute 7 — one question, twenty seconds. How do you know whether it's go or keep? You want whether there's space and someone running.
  5. Minutes 7–10 — competition. 1 point per target zone reached, 1 point for a hunt that wins the ball within five seconds. No points at all for anything nobody called.
Watch for
Silence
If nobody says it, it doesn't count. Take the point away once and it will not happen again.
One player calling everything
Somebody else. Whoever's nearest calls it.
The call and the action not matching
You said keep and then hit it forty yards. Which was it?
Always calling go
Was that on? Tell me why.
Calling after the pass
Before. That's the whole point.
Ask them
  • How do you know whether it's go or keep?
  • Who should make the call?
  • What happens if two people call different things?
  • Which word is hardest to say?
Harder
  • **Add the fourth word — *drop*** — for the team who lost it.
  • Three seconds for the hunt.
Easier
  • Two words onlygo and hunt.
  • Bigger area (34 × 20 m).

Four choices, all four scored. Whichever way the ball turns over, both teams have two options and a reason to pick well. The scoring does the coaching, so you can spend fifteen minutes watching instead of talking.

Set up
  • 42 × 30 m, both full goals with a goalkeeper in each.
  • Five v five outfield plus two goalkeepers. With 14–16, roll substitutes every two minutes.
  • No zones and no restrictions — only the four scores.
  • Spare balls behind both goals.
  • Coach on the halfway line with the four scores written down where you can see them.
Rules & scoring
  • GO = 2 points for a goal within eight seconds of winning the ball.
  • KEEP = 1 point for six consecutive passes after winning it.
  • HUNT = 2 points for winning the ball back within five seconds of losing it.
  • DROP = 1 point for getting four players behind the ball within five seconds of losing it.
  • Minutes 0–11: every turnover must be called. Uncalled possessions score nothing.
Coaching points — the four corners
Technical
All four behaviours have a technique attached: the forward pass, the safe pass under pressure, the front-on tackle, the recovery run. Watch which one is weakest.
Tactical
The right choice depends on the picture, not on preference. Space and a runner means go. No space means keep. Three of us close means hunt. Nobody close means drop. A team that only ever scores in two of the four columns is a predictable team.
Physical
Demanding but varied — keep and drop are recovery options within the practice itself, which is a neat accident of the design.
Psychological
Some players will always choose the aggressive option and some the safe one. Both are personality, not football, and both need stretching in the opposite direction.
Social
By minute 6 the calling should be loud. If it isn't, the practice is too complicated — drop to two options and rebuild.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set up and explain in 90 seconds. Write the four scores on paper if it helps: GO 2, KEEP 1, HUNT 2, DROP 1.
  2. Minutes 0–4 — with calls. Every turnover must be called by both teams. Award points loudly and by name so the words attach to the outcomes.
  3. Minute 4 — one freeze, thirty seconds. Stop it on a turnover and ask the winning team: go or keep? Then ask the losing team: hunt or drop? Take one answer each and restart.
  4. Minutes 5–11 — running score. Announce the four totals at minute 8. A team scoring only in one column is a team with a habit rather than a decision, and saying so is useful.
  5. Minutes 11–15 — remove the calls but keep the scores. Watch whether the decisions stay sharp without the words.
  6. Rotation: substitutes on every two minutes; goalkeepers change at the halfway point.
Watch for
One column dominating the score
You've scored eight from GO and nothing from KEEP. What does that tell you?
Calls that don't match the picture
You shouted go. Where was the space?
The safe options being treated as failure
Announce a KEEP point as enthusiastically as a GO point. They will believe your tone, not your words.
Drop being used as an excuse to jog
Four behind the ball in five seconds. That's a sprint, not a stroll.
The calling fading
Stop and restart it once. It is the mechanism, not decoration.
Ask them
  • How do you decide between go and keep?
  • How do you decide between hunt and drop?
  • Which column are we not scoring in? Why not?
  • Can a good decision still go wrong?
Harder
  • Six seconds for GO, three for HUNT.
  • Eight passes for KEEP.
Easier
  • Two options per side only — GO and HUNT.
  • Ten seconds for GO, seven for HUNT.

The same four choices in a bigger, faster game, with one change that matters enormously: the point is awarded for the decision, not the outcome. A correct call that fails still scores. A lucky choice that works does not.

Set up
  • One pitch, 40 × 30 m, both full goals with a goalkeeper in each.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • The coach judges the calls, which means you have to concentrate — this is the one practice tonight where you are genuinely working.
  • Spare balls behind both goals.
  • Coach on the halfway line.
Rules & scoring
  • Right call that works = 2 points. Right call that fails = 1 point. Wrong call = 0, whatever happens.
  • The call must be audible before the action.
  • The coach's judgement is final and given immediately with a short reason.
  • Keepers restart within eight seconds. No offside.
  • Calls optional for the last three minutes.
Coaching points — the four corners
Technical
Note quality but do not coach it tonight. This practice is about judgement.
Tactical
Separating decision from outcome is the single most valuable idea in the session. Young players judge themselves entirely by results, which teaches them to avoid difficult decisions. Rewarding the process is how you build players who keep trying the right thing.
Physical
Standard game load. Rotate as normal.
Psychological
Watch for the player who visibly relaxes when they realise a failure can still score. That player has been playing scared and has just been given permission not to.
Social
The loudest caller is not always the best decision-maker. If one voice is dominating and getting it wrong, say so kindly and directly.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain the change in one sentence: Tonight you get the point for making the right call, even if it doesn't come off — and you get nothing for a lucky one.
  3. Minutes 0–5 — award and explain. Every point comes with three words of reason: right call, space was there. Or: wrong call, nobody was running.
  4. Minute 5 — one question: can you make the right decision and still lose the ball? Get them to say yes out loud. It is one of the most important things a young player can understand.
  5. Minutes 6–12 — competition. Two points for a right call that also works; one for a right call that doesn't; nothing for a wrong call however it turns out.
  6. Minutes 12–15 — normal football, calls optional, so the session ends with a game rather than a test.
Watch for
Players changing the call after seeing the outcome
You said keep. I heard you. Be firm; the integrity of the practice depends on it.
Wrong calls being repeated
That's the third time. What are you not seeing?
Quiet players never calling
Give them a two-minute spell as the designated caller.
The reason mattering more than the point
Good sign. If players start arguing about whether a call was right, the session has worked.
Coach judgement slipping when the game gets fast
Award fewer points and explain each one properly rather than guessing.
Ask them
  • Can you make the right decision and still lose the ball?
  • Which call are we getting wrong most often?
  • What are you looking at before you call?
  • Is a safe call ever the brave one?
Harder
  • Only the player on the ball may call.
  • A wrong call concedes a point to the other team.
Easier
  • Two options only.
  • Any player may call.

No conditions, no calls, no coaching. Seven minutes of silence with a notebook, counting the four things this theme was about. What the squad does at a turnover when nobody is watching for it is the honest answer to this theme.

Set up
  • 50 × 34 m with full-size goals and marked boxes. No markings, no conditions, no calls.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 shape assigned and then left alone.
  • Four spare balls behind each goal.
  • Coach on the halfway line with a notebook. Nothing else.
Rules & scoring
  • No conditions. Goals are goals.
  • No calls. Tonight's words are not allowed in this practice.
  • Keepers restart within ten seconds. No offside.
  • The coach says nothing for the first seven minutes.
  • Two individual interventions maximum after the break.
Coaching points — the four corners
Technical
Whatever survives. Note it rather than fixing it.
Tactical
The four this theme markers: reaction speed at a turnover, the first pass forward, the recovery angle, and two players behind the ball. Count all four honestly.
Physical
End of a hard block. Expect quality to fall and let it.
Psychological
Seven minutes of silence is uncomfortable. The information it produces is worth more than anything you would have said.
Social
Listen for who talks at a turnover now that the formal calls are banned. Some squads keep the words anyway, which is the best possible outcome.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Shape in 30 seconds.
  2. Say one sentence: Normal football. No calls, no rules, and I'm not going to say anything for a while. Then stop talking.
  3. Minutes 0–7 — complete silence. Count four things: turnovers where somebody reacted within a second; first passes after winning the ball that went forward; recovery runs that went goal-side; and possessions where two players stayed behind the ball.
  4. Minute 7 — drinks break. Read the four numbers out flatly, without judgement, then ask one question: what do those numbers tell you?
  5. Minutes 8–13 — play on. Two individual interventions maximum, and only on the thing the players identified themselves.
  6. Final two minutes — free play, then straight into the review page while they are still on the pitch.
Watch for
Reaction time at turnovers
The single number that summarises this theme. Count the ones where somebody moves inside a second.
Where the first pass goes after winning it
Recovery angles — goal-side, or chasing the ball?
Whether anybody stays behind the ball without being told.
Whether the words survive the ban. If they do, the vocabulary is now theirs.
Ask them
  • What do those four numbers tell you?
  • How quick were we when the ball turned over?
  • Where did our first pass go?
  • Did anyone stay behind the ball?
Harder
  • Both teams press every restart.
  • Smaller pitch (44 × 30 m) so turnovers are constant.
Easier
  • Reinstate the calls for one team.
  • Bigger pitch (55 × 38 m).
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • Choose between going and keeping after winning the ball, without being told.
  • Choose between hunting and dropping after losing it, without being told.
  • Say the decision out loud and commit the whole team to it.
  • Judge the situation, not the habit — the right choice changes with the picture.
  • Accept that a right decision can have a bad outcome, and vice versa.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Notebook · Stopwatch or phone

Defending as a team · 14–16 players · 60 min

Three against three to two mini goals — the smallest number of players in which all three defensive jobs exist at once. Small enough that nobody can hide, and short enough that everybody does all three within ten minutes.

Set up
  • 32 × 20 m with two mini goals at one end, about 9 m apart.
  • Three attackers against three defenders. With 14–16, run two areas or rotate a three in every ninety seconds.
  • Attackers score in either mini goal; defenders score by winning the ball and dribbling over the halfway line.
  • Balls with the coach behind the mini goals.
  • Coach at the side.
Rules & scoring
  • Attackers score 1 in either mini goal. Defenders score 1 for winning the ball and dribbling over the halfway line.
  • Only one defender may press at a time. Two on the ball is a free-kick to the attackers.
  • Ninety-second rounds with rotation.
  • Ball out: coach serves immediately to the attackers.
  • Everybody defends at least three rounds.
Coaching points — the four corners
Technical
Everything from this theme — side-on stance, patience, showing one way. It should be second nature by now; if it isn't, that is the note to take.
Tactical
The jobs are decided by distance from the ball, not by position or by name. Whoever is nearest presses. That means all three change constantly, and a defender who thinks I'm a defender rather than I'm the second one right now will always be in the wrong place.
Physical
Short and sharp with rotation built in. A proper warm-up.
Psychological
Twelve-year-olds all want to be the one who tackles. Covering feels like doing nothing. Point out the covering player every time a press succeeds because of them.
Social
The three jobs need naming out loud — I'm first, you cover. Encourage it now; it becomes essential in 25.4.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and turning. Collect the Session 24 homeworkgive me one moment where you'd have chosen differently.
  2. Minute 3 — walk it once, statically. Put three defenders out, roll a ball to one side, and name the three jobs as they happen: you press, you cover, you balance. Then move the ball across and let them adjust. Ninety seconds, no longer.
  3. Minutes 4–7 — live. Play it properly. Every time you stop the practice, ask one defender only: which job are you?
  4. Minute 7 — one question, twenty seconds. What's the worst thing three defenders can do? You want all go to the ball.
  5. Minutes 7–10 — scored. Attackers 1 for a goal; defenders 1 for winning it and getting over the halfway line. Rotate so everybody defends.
Watch for
Two defenders pressing the same ball
Give the free-kick. It's the fastest teacher in the practice.
The covering player standing square beside the presser
Behind him and inside. If he's beaten, where are you?
The third defender marking the far attacker
Come in. The ball's over there — the danger's in the middle.
Nobody pressing at all
Who's nearest? Then it's you.
Jobs not changing when the ball moves
Freeze it once and ask three players who they are now.
Ask them
  • Which job are you right now?
  • How do you know whose job is whose?
  • What's the worst thing three defenders can do?
  • Where exactly should the covering player stand?
Harder
  • Four attackers against three defenders.
  • Bigger area (36 × 24 m) so the distances are real.
Easier
  • Three attackers against four defenders.
  • Smaller area (26 × 18 m).

The same three jobs across a full back line. Five attackers try to work the ball from side to side; four defenders and a keeper hold a shape that slopes towards the ball and slides when it is switched. The picture the squad should leave with is a diagonal, not a straight line.

Set up
  • 44 × 32 m with a full goal and goalkeeper at one end.
  • Five attackers working across the top; a back four defending. The attackers may not go behind the back line until the ball does.
  • Ten to twelve per station. With 14–16, rotate the back four every two minutes so everybody defends.
  • Attackers score in the full goal; defenders score by winning it and passing to the coach.
  • Coach beside the goal with a supply of balls.
Rules & scoring
  • Attackers score 1 in the full goal. Defenders score 1 for winning it, 2 for winning it with the shape held.
  • The back four must stay connected — never more than about 8 m between neighbours.
  • The far defender must be inside the width of the goal. If they aren't when the ball is won, no bonus point.
  • From minute 10: at least one switch of play per possession.
  • Ball out or goal: restart from the coach to the attackers.
Coaching points — the four corners
Technical
Sliding without crossing the feet, and staying side-on so the whole line can see the ball and the space behind.
Tactical
The far defender is the one everybody gets wrong. Under-12 defenders follow the player nearest them, so the far full-back stands on the far touchline marking a winger who is thirty metres from the ball — and the middle of the pitch is empty. Say it plainly: when the ball is over there, you come in here. The far winger is not your problem until the ball reaches him, and by then you will have slid across.
Physical
Continuous sideways movement. Less intense than it looks but tiring in the legs; rotate on schedule.
Psychological
Holding a shape is boring compared with tackling. The bonus point exists to make the boring thing scoreable.
Social
The back line has to talk constantly — slide, tuck in, I'm in. A silent back four is a broken back four.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 45 seconds. Attackers pass among themselves and try to break in; back four defends.
  2. Minutes 0–3 — walking pace only. Move the ball slowly from side to side and let the back four slide. Stop it three times and ask the far full-back: how far in should you be? The answer is always further than you think.
  3. Minute 3 — introduce the slope. Show it once from behind the goal if you can: the near defender is highest, the far defender is deepest and narrowest. Ninety seconds.
  4. Minutes 5–10 — live at three-quarter pace. Attackers may now attack. Defenders score 1 for winning the ball, 2 if they win it having kept the diagonal.
  5. Minute 10 — add the switch. The attackers must attempt a switch of play at least once per possession, so the back line has to slide properly rather than holding one position.
  6. Minutes 10–15 — full speed with rotation every two minutes.
Watch for
A flat back line
The most common error. Who's the deepest? It should be whoever's furthest from the ball.
The far defender marking the far winger
The single most valuable correction in the practice. Freeze it and show them the gap in the middle.
Gaps opening between defenders
Eight metres. If he can play between you, you're too far apart.
The line collapsing backwards as one
Sliding is sideways, not backwards. Across, not back.
Nobody pressing the ball at all
A shape with no pressure is just a queue. Nearest one, go.
Ask them
  • Who should be the deepest defender?
  • Where should the far full-back be standing right now?
  • What happens if you all stay flat?
  • How far apart should you be?
Harder
  • Six attackers against four.
  • Two switches per possession.
Easier
  • Four attackers against four.
  • Walking pace for the first five minutes.

One rule, and it does all the coaching: you may only press the ball if a teammate is within five metres. Suddenly nobody can chase, everybody has to arrive in pairs, and the shape holds itself together without you saying a word.

Set up
  • One pitch, 40 × 30 m, both full goals with a goalkeeper in each.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • The five-metre rule applies to both teams for the whole practice.
  • Spare balls behind both goals.
  • Coach on the halfway line judging the rule.
Rules & scoring
  • You may only press the ball if a teammate is within about five metres. Breach: indirect free-kick against you.
  • A goal = 1 point. Winning the ball with support within five metres = 1 point.
  • Keepers restart within eight seconds. No offside.
  • The coach's judgement on the five metres is final and immediate.
  • Rule removed for the last three minutes, points retained.
Coaching points — the four corners
Technical
Approach speed and body shape while pressing — all this theme material, now with a partner.
Tactical
Support distance is the whole game. Too far and the presser is alone; too close and one pass beats both of you. Five metres is roughly right at this age, and the players will find it themselves within ten minutes.
Physical
Less running than an ordinary game, because chasing is banned. A useful recovery practice inside a hard block.
Psychological
The rule frustrates the most enthusiastic defender in the squad for about four minutes. Once they realise they win the ball more often in pairs, the frustration turns into cooperation.
Social
The rule forces communication because you cannot press without checking who is with you. This is the most reliable talking practice in the whole curriculum.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain in one sentence: You can only go and press the ball if one of your own is within about five metres of you. Press on your own and it's a free-kick against you.
  3. Minutes 0–5 — be strict. Give five or six free-kicks in the first three minutes. The rule teaches nothing if it is enforced loosely.
  4. Minute 5 — one question: what do you have to do before you can press? You want look for who's with me — and once they say it, they will start doing it.
  5. Minutes 6–12 — score the defending. 1 point for winning the ball with support within five metres; goals are 1. Announce both scores.
  6. Minutes 12–15 — remove the rule but keep the point for supported wins. Watch whether players still arrive in pairs.
Watch for
Pressing alone out of habit
Free-kick, every time, without discussion.
Two defenders arriving at exactly the same place
One presses, one covers. Not both.
Nobody pressing at all because nobody is close
Then move so somebody is. Get closer to each other.
Players checking over their shoulder before pressing
Exactly right. Name it out loud so everybody copies it.
The support standing square rather than behind
Behind and inside. Same as the warm-up.
Ask them
  • What do you have to check before you press?
  • How far away should your support be?
  • What happens if your support is too close?
  • Who presses and who covers when you both arrive?
Harder
  • Three metres instead of five.
  • Two teammates within five metres before pressing.
Easier
  • Seven metres.
  • Warning instead of a free-kick for the first five breaches.

The three jobs in a full match, with one reward attached: win the ball with support close by and your next goal counts double. The condition is deliberately gentle, because tonight the point is that the squad can already do this if they think about it.

Set up
  • 50 × 34 m with full-size goals and marked boxes.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • 2-3-1 shape assigned.
  • No pressing restrictions — only the reward.
  • Coach on the halfway line.
Rules & scoring
  • Winning the ball with a teammate within five metres makes your next goal worth 2. Otherwise a goal is 1.
  • From minute 7: **the presser calls press and the coverer answers cover.**
  • Keepers restart within eight seconds. No offside.
  • Free-kicks given strictly for fouls in the press.
  • All conditions removed for the last two minutes.
Coaching points — the four corners
Technical
Match-speed defending. Note whether this theme individual habits survive under fatigue.
Tactical
Every defensive shape is press, cover and balance repeated across the pitch. In a 2-3-1 the three midfielders are doing exactly what the three defenders did in the warm-up, twenty metres higher. Say that explicitly — it is the idea that turns a set of drills into a way of playing.
Physical
Standard match load. The squad has had a lighter session than the rest of this theme and should still be fresh.
Psychological
Defending well as a unit produces a very specific feeling — the game gets quieter and easier. If the squad notices it, say so out loud.
Social
The calling rule at minute 7 is the important part. A back line that talks is worth two that don't.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape and teams in 60 seconds.
  2. Explain in one sentence: Win the ball with a teammate within five metres and your next goal is worth two.
  3. Minutes 0–6 — play and announce. Call supported! whenever it happens so the behaviour and the reward stay connected.
  4. Minute 6 — drinks and one question: when we defend, how many of us should be doing the same job? The answer is one, and it should now be obvious to them.
  5. Minutes 7–13 — add the naming rule: the pressing player must shout press and the covering player must answer cover. It sounds artificial and it works.
  6. Final two minutes — everything removed. Watch whether pairs still form.
Watch for
Herd chasing when a team goes behind
The classic under-12 collapse. One goes. Where are the rest of you?
The far side not tucking in
Freeze it once — the picture from the halfway line is always damning.
Midfielders pressing without the defenders sliding
The two lines must move together, or the gap between them becomes the whole game.
The calling being self-conscious
Join in yourself for a minute. They will follow.
Supported wins happening naturally by minute 10
Say so. Progress within a session is worth naming.
Ask them
  • How many of us should be doing the same job?
  • Who's the first defender right now? How do you know?
  • Where should the far side be?
  • What do you shout when you go?
Harder
  • Three metres for the supported win.
  • All three jobs must be called — press, cover, balance.
Easier
  • Seven metres.
  • Drop the calling rule.
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • Identify the first defender — the one nearest the ball — instantly and without argument.
  • Cover correctly — behind and inside the presser, close enough to help and far enough not to be beaten by the same pass.
  • Balance the far side by tucking in towards the middle rather than marking the far winger.
  • Never press without support — one goes only when somebody is with him.
  • Slide as a unit when the ball is switched, so the shape re-forms on the other side.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Mini goals · Poles

Defending as a team · 14–16 players · 60 min

Four servers pass the ball around the outside; four defenders inside have to stay within a ten-metre square that moves towards the ball. The square is imaginary but the discipline is real, and it teaches sliding as a unit in eight minutes.

Set up
  • 30 × 20 m with four servers, one on each side.
  • Four defenders inside, working as a unit. With 14–16, run two areas or rotate a four in every ninety seconds.
  • Mark an approximate 10 × 10 m square in the middle with four cones — it is a reference, not a cage.
  • Servers may pass to each other freely; defenders try to intercept.
  • Coach outside with spare balls.
Rules & scoring
  • Four servers outside, four defenders inside. Servers have two touches.
  • All four defenders must stay within about ten metres of each other.
  • Servers score 1 for ten passes. Defenders score 1 for an interception, 2 if the unit was together.
  • Defenders may not leave the area.
  • Rotate the four defenders every ninety seconds.
Coaching points — the four corners
Technical
Sideways movement without crossing the feet; scanning to see the ball and your nearest teammate at the same time.
Tactical
The block moves as one object. If one defender chases and the other three stay, the shape is broken and the pass goes through the gap. The distance between defenders matters more than the position of any one of them.
Physical
Continuous low-intensity movement — a genuinely good warm-up for the legs and hips.
Psychological
Chasing the ball feels productive and sliding feels passive. The double point for a unit interception is what corrects that.
Social
Somebody has to call the slide. Across! Across! is enough.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and passing in pairs. Collect the Session 25 homeworkhow far infield did the far defender stand?
  2. Minute 3 — walk it. Servers pass slowly; the four defenders shuffle so that all four stay roughly within a ten-metre square that keeps the ball on its edge. Ninety seconds at walking pace.
  3. Minute 5 — jogging pace. Servers pass more quickly, including across the middle. Defenders slide. Freeze it once and ask: how far apart are you two?
  4. Minute 7 — one question, twenty seconds. Why do we all move when the ball moves? You want because otherwise there's a gap.
  5. Minutes 7–10 — competitive. Servers score 1 for ten consecutive passes; defenders score 1 for an interception, 2 if all four were inside the square when they won it.
Watch for
One defender chasing the ball
You've left three behind. Come back and take them with you.
The unit stretching to twenty metres
Look at the gap between you two. Could I pass through it?
Sliding too late
Move when the ball moves, not when it arrives.
Defenders standing still and reaching
Feet, not arms.
Servers making it too easy by passing slowly
Score them properly and it stops.
Ask them
  • Why do all four of you move when the ball moves?
  • How far apart should you be?
  • What happens if one of you chases and three don't?
  • Which pass are you trying to stop?
Harder
  • Six servers, four defenders.
  • Bigger area (36 × 24 m) so the sliding distances are longer.
Easier
  • Four servers, five defenders.
  • Smaller area (24 × 16 m).

The whole defending shape at once. Seven attackers work the ball around a full defending unit that has to stay inside about twenty-five metres square. Slow at first, then real, until the shape holds itself together without you saying anything.

Set up
  • 46 × 34 m with a full goal and goalkeeper at one end.
  • Seven attackers with the ball; seven defenders in a 3-3-1 block plus the goalkeeper.
  • Mark the block boundary with markers the first time — a 21 × 22 m rectangle is close enough — then remove them at minute 8.
  • Attackers score in the full goal; defenders score by winning the ball and passing to the coach.
  • Coach behind the goal, or higher if there is anywhere to stand.
Rules & scoring
  • Attackers score 1 in the goal. Defenders score 1 for winning it, 2 if the block was intact.
  • No more than about nine metres between lines and about nine between players in a line.
  • The block may not be more than about 25 m from front to back.
  • Attackers must play through or around — no long balls over the top for the first eight minutes.
  • Ball out or goal: restart from the coach to the attackers.
Coaching points — the four corners
Technical
Sliding, turning to face the ball, and the front defender's angled approach that shuts off the inside pass.
Tactical
Nine metres between the lines is the number that matters. At twenty metres, a pass between the lines beats six players at once. At nine, the same pass is contested by two. And the space behind the block is given away on purpose — the goalkeeper covers it, and it is a far less dangerous space than the one in front of your own goal.
Physical
Constant small adjustments rather than sprinting. Tiring in a different way; rotate at minute 12.
Psychological
Defending in a block feels passive to players who like tackling. The point to make is that a good block means the ball keeps arriving in front of you rather than behind you.
Social
The block cannot hold without talking. Two calls are enough: slide and step up.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 90 seconds. Walk the block into position and let them see the shape once, standing still.
  2. Minutes 0–4 — walking pace. Attackers pass around; the block slides. Stop it three times and ask about distances: how far from him? How far from the line in front? Nine metres is the answer both times.
  3. Minute 4 — add the striker's job. The single defender at the front is not waiting for a counter — he is the front of the block, and his job is to stop the easy forward pass. Sixty seconds.
  4. Minutes 5–10 — three-quarter pace, scored. Attackers 1 for a goal. Defenders 1 for winning it, 2 if the whole block was inside the markers.
  5. Minute 8 — remove the markers. The shape should now hold from memory. This is the moment the practice either works or needs another walk-through.
  6. Minutes 10–15 — full speed with rotation. Swap seven and seven at minute 12 so everybody defends.
Watch for
The gap between defence and midfield growing
The single most important thing to watch. Freeze it and stand in the gap yourself — the picture is unanswerable.
The striker drifting upfield
You're the front of the block, not a spectator. Come in.
The block dropping deeper and deeper
Compact does not mean deep. Stay where you are — they haven't beaten anyone yet.
Individuals stepping out to press and leaving a hole
One goes, the rest slide with him. Same as in Session 25.
The shape falling apart when the markers come off
Put them back for two minutes without comment and try again.
Ask them
  • How far should you be from the man in front of you?
  • Where's the space we're giving them? Why is that all right?
  • What's the striker's job when we haven't got the ball?
  • What happens if the gap between the lines gets big?
Harder
  • Eight attackers against seven.
  • Long balls allowed from the start.
Easier
  • Six attackers against seven.
  • Leave the markers down for the whole practice.

A game with a visible band marked across the pitch. When you haven't got the ball, your whole team has to be inside it. Concede while somebody is outside and the goal counts double — which makes the straggler everybody's problem, not just yours.

Set up
  • One pitch, 44 × 30 m, both full goals with a goalkeeper in each.
  • A 25 m band marked across the middle with poles or markers on both touchlines.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • The band applies to whichever team does not have the ball.
  • Coach on the halfway line judging the band.
Rules & scoring
  • The team without the ball must have all six outfield players inside the 25 m band.
  • A goal scored while any defender is outside the band counts double.
  • The band moves with play — it is the space between your deepest and highest player, judged by the coach.
  • Keepers restart within eight seconds. No offside.
  • Markers removed for the last three minutes, rule retained.
Coaching points — the four corners
Technical
Nothing new — this is entirely positional.
Tactical
The striker who stays upfield costs his team the whole midfield. Six defenders in a band is a wall; five defenders and a hopeful striker is a wall with a door in it. The trade-off is real and worth stating: you lose the quick counter, and you gain a team that is genuinely hard to play through.
Physical
Demanding for the forwards, who now have to run back forty metres and then forward again. Substitute them more often than the defenders.
Psychological
Strikers hate this rule. Give them the counter-attacking reward from this theme alongside it if morale dips — the two conditions work well together.
Social
The doubling makes the whole team care about one player's position, which produces both good communication and, if you are not careful, blame. Watch the tone.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain in two sentences: When you haven't got the ball, all six of you must be inside the band. If they score while one of you is outside it, the goal is worth two.
  3. Minutes 0–5 — be visible about it. Call out outside! by name when someone strays, without stopping play. Four or five of those and the habit starts.
  4. Minute 5 — one question: who's usually the one outside the band? It is nearly always the striker, and it is worth them hearing it from their teammates rather than from you.
  5. Minutes 6–12 — competition. Play properly with the doubling live. Announce every doubled goal loudly and identify — without blame — which player was outside.
  6. Minutes 12–15 — remove the band markers but keep the rule. Watch whether the shape holds without the visual reference.
Watch for
The striker outside the band
Expected and constant. Come in — you can go again when we win it.
The back line dropping to the goal line
The band has a back edge too. You're too deep — push up.
Players inside the band but not connected
Being inside a band and being compact are different things. Watch the gaps as well as the edges.
Teammates blaming the straggler
Address it immediately: he's running more than any of you.
The shape holding once the markers come off
The honest measure. Say so.
Ask them
  • Who's usually the one outside the band?
  • What does it cost us when one player stays out?
  • How deep is too deep?
  • Are we inside the band and still stretched? What's the difference?
Harder
  • A 20 m band.
  • Both teams must be inside a band, in and out of possession.
Easier
  • A 30 m band.
  • Five players inside rather than all six.

A full match with one measurement attached: if the opposition score while your team is stretched beyond about twenty-five metres, the goal counts double. No zones, no markers — just you, watching the distance between the highest and deepest player at the moment the ball goes in.

Set up
  • 50 × 34 m with full-size goals and marked boxes.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • 2-3-1 shape assigned.
  • No marked band. You judge the distance by eye, and you should tell them that.
  • Coach on the halfway line, or higher if there is anywhere to stand.
Rules & scoring
  • A goal conceded while stretched beyond about 25 m counts double.
  • From minute 7: winning the ball while compact makes your next goal worth 2.
  • The coach's judgement is by eye, immediate, and final.
  • Keepers restart within eight seconds. No offside.
  • All conditions removed for the last two minutes.
Coaching points — the four corners
Technical
Match-speed sliding and stepping up. Note whether the back line steps forward together when the ball is cleared.
Tactical
Compactness is what makes the pitch feel small to the opposition and big to you. A team that holds twenty-five metres forces every attack into the wide areas, which is exactly where you want it — and which is what Session 27 is about. Say that now so the block has a through-line.
Physical
The hardest physical demand of the block, because compactness means the whole team moves every time the ball does. Substitute generously.
Psychological
This is the session where a squad first sees itself as a team rather than eleven — or nine — individuals. If you get one moment where the whole shape slides together, stop the game and let them look at it.
Social
Squeeze! is the word most teams settle on. Whatever they choose, insist on it.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape and teams in 60 seconds.
  2. Explain in one sentence: If they score while you're stretched — more than about twenty-five metres from your deepest to your highest — it counts double.
  3. Minutes 0–6 — play and judge. When a doubled goal happens, say so calmly and describe the picture: your striker was on the halfway line and your back three were on the six-yard box.
  4. Minute 6 — drinks and one question: what does being compact stop them doing? Guide towards playing through us, and point out that they have been forcing the opposition wide all evening without noticing.
  5. Minutes 7–13 — add the counter-balance: a team that wins the ball while compact gets a double for their next goal too. This stops the session becoming purely defensive and connects it to this theme.
  6. Final two minutes — all conditions removed. Watch the shape.
Watch for
The distance from front to back at the moment a goal is conceded
The measurement that drives the whole practice.
The back line failing to step up after a clearance
Out! Out! The most valuable single moment of compactness in a match.
The block getting deeper as they tire
Expected in the last five minutes. Name it: this is when it's hardest.
Attacks being forced wide
Point it out the first time it happens — the squad will not notice it themselves.
The gap between the lines rather than just the overall distance
A team can be twenty-five metres deep and still have a hole in the middle.
Ask them
  • How far apart were we when they scored?
  • What does being compact stop them doing?
  • Where are we making them play instead?
  • When should the back line step up?
Harder
  • Twenty metres instead of twenty-five.
  • Larger pitch (58 × 38 m) so compactness requires real running.
Easier
  • Thirty metres.
  • Mark the band so the judgement is visible rather than by eye.
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • Keep the whole team inside about 25 metres from the deepest outfield player to the highest.
  • Hold eight to nine metres between the lines, not twenty.
  • Slide as a unit when the ball moves sideways, rather than individuals chasing.
  • Understand that the striker is the front of the block, not a spectator waiting upfield.
  • Give away the space that doesn't matter — the far touchline and the area behind the ball.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Poles · Tape measure or measured strides

Defending as a team · 14–16 players · 60 min

One against one in a wide channel with one rule that changes everything: the defender concedes the outside and shuts the inside. The winger going down the line is a good outcome; the winger coming inside is a goal.

Set up
  • 32 × 15 m channel along one side, with a full goal at the far end positioned centrally — so the inside route leads to goal and the outside route leads to the corner.
  • Pairs — one winger, one full-back. Queue of two at each start.
  • The winger starts on the ball, 12 m from the defender.
  • Balls at the starting point; plenty spare.
  • Coach at the side of the channel.
Rules & scoring
  • The winger scores 1 for getting inside the defender, 1 for reaching the byline.
  • The defender scores 1 for forcing him outside, 2 for winning the ball or forcing it out near the corner.
  • Defenders may not tackle for the first three minutes — position only.
  • Swap roles every repetition.
  • Everybody defends at least four times.
Coaching points — the four corners
Technical
Body shape is the whole skill: side-on, inside shoulder forward, low, and close enough to influence but far enough not to be knocked past.
Tactical
Concede the space that does not lead to goal. A defender who tries to stop everything stops nothing. And the touchline is a defender you do not have to pick — every metre the winger goes towards it is a metre of help.
Physical
Repeated short efforts with rest between. A proper warm-up load.
Psychological
Being beaten on the outside feels like being beaten. Say clearly that it isn't — a winger on the byline with nobody in the box is a wasted attack.
Social
In a match this job is never done alone. Mention that now; 27.2 is about the help.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and turning. Collect the Session 26 homeworkhow far apart were the highest and deepest players?
  2. Minute 3 — show the body shape, statically. Stand side-on with your inside shoulder forward and walk it: my body says you can go that way, not this way. Sixty seconds, no more.
  3. Minutes 4–7 — live pairs. Winger tries to get inside; defender tries to send him outside. Nobody is trying to tackle yet.
  4. Minute 7 — one question, twenty seconds. Why is outside better than inside? You want because the goal is inside.
  5. Minutes 7–10 — scored. Winger 1 for beating the defender on the inside, or for reaching the byline. Defender 1 for forcing him outside and 2 for winning it in the corner.
Watch for
Square body shape
The root of everything. Turn your body. Which way are you sending him?
Diving in
Don't tackle. Steer him.
Standing too far off
The winger just cuts inside at speed. Close enough to touch him if you had to.
Defenders happy to be beaten outside and then giving up
Now go with him. He's still got to cross it.
Wingers going outside voluntarily
Make him work. Try to get inside.
Ask them
  • Why is outside better than inside?
  • What does your body have to look like?
  • How close should you be?
  • What's the best thing that can happen out there?
Harder
  • Wider channel (9 m) so the winger has room to change direction.
  • Two attackers against one defender.
Easier
  • Narrower channel (5 m).
  • Winger at three-quarter pace.

The one-against-one becomes a three-against-one, which is what it should be in a match. The full-back shows outside, the midfielder shuts the inside pass, and the next player squeezes across. The corner becomes a trap rather than an escape.

Set up
  • 46 × 34 m with a full goal and goalkeeper at one end.
  • Five attackers against five defenders in a block, ball starting wide and high.
  • Mark the trap — a 16 × 10 m box in the attacking corner — so the defenders can see where they are trying to win it.
  • Attackers score in the goal or by reaching the byline; defenders score by winning it in the trap.
  • Coach behind the goal.
Rules & scoring
  • Attackers score 1 in the goal, 1 for reaching the byline in control.
  • Defenders score 1 for winning the ball, 2 inside the trap.
  • The full-back must show outside. Beaten on the inside concedes a point regardless of what happens next.
  • The rest of the block must stay connected — no more than about nine metres apart.
  • Ball out or goal: restart from the coach to the attackers, alternating sides.
Coaching points — the four corners
Technical
Approach angle. The full-back arrives on a curve so his body already points the winger outside before contact.
Tactical
The trap only works because of the second defender. Showing outside with nobody covering the inside pass means the winger simply plays it back inside and the block is bypassed. And the third movement — the squeeze across — is what stops the switch, which is the attackers' best answer to being trapped.
Physical
Repeated angled sprints. Rotate every three or four minutes.
Psychological
Winning the ball in the corner as a group is enormously satisfying and worth celebrating out loud the first two or three times.
Social
The trap is triggered by a call. Line! or outside! is enough, and it should come from the covering midfielder, not the full-back.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 60 seconds. Ball to the wide attacker; defenders start in a block.
  2. Minutes 0–3 — walk the three movements. Full-back shows outside, midfielder cuts the inside pass, next defender squeezes across. Show it once slowly and then let them try it twice at walking pace.
  3. Minutes 3–8 — live at three-quarter pace, scored. Attackers 1 for a goal, 1 for the byline. Defenders 1 for winning it, 2 for winning it inside the trap.
  4. Minute 8 — one freeze. Stop it the moment the ball goes wide and ask three defenders: what's your job right now? Restart.
  5. Minutes 8–13 — full speed, attackers free to switch the ball to test whether the block slides back.
  6. Minutes 13–15 — swap the teams so everybody defends.
Watch for
The full-back showing inside
The whole practice fails here. Watch the hips, not the feet.
Nobody covering the inside pass
Where's the pass he wants to play? Stand there.
Everybody going to the ball
Three jobs, three players — same as Session 25. One shows, one cuts, one squeezes.
The far side not sliding
The switch will punish it and the score will show it.
Defenders waiting for the winger rather than pressing him wide
Go to him. Make him go outside — don't hope.
Ask them
  • What's your job when the ball goes wide?
  • Where's the pass he wants to play?
  • Who calls the trap?
  • What do they do if we trap them well?
Harder
  • Six attackers against five.
  • Attackers may switch the ball freely.
Easier
  • Four attackers against five.
  • Walking pace for five minutes.

The cross comes in anyway — so defend it properly. Four defenders, four jobs, and a point for the team that wins the second ball. Fifteen minutes of repeated crossing that is also the best goalkeeping practice of the season.

Set up
  • 40 × 34 m with a full goal and goalkeeper at one end and marked crossing channels on both flanks.
  • Four attackers against four defenders in the box, plus two crossers who alternate sides and are unopposed.
  • Twelve or thirteen players including the keeper. Rotate the crossers every two minutes so everybody crosses and everybody defends.
  • A supply of balls with each crosser.
  • Coach behind the goal where you can see the four jobs at once.
Rules & scoring
  • Attackers score 1 from a cross. Defenders score 1 for clearing beyond the edge of the box, 2 for also winning the second ball.
  • All four jobs must be filled before the cross comes in. If one is empty, the defending team cannot score on that repetition.
  • Crossers alternate sides and are unopposed.
  • Clearances must be high, wide and away — a clearance straight up the middle scores nothing.
  • Eight seconds per repetition, then the next cross.
Coaching points — the four corners
Technical
Heading and clearing technique: attack the ball, meet it, and send it back where it came from — high, wide, and away from the middle. Also the goalkeeper's decision to come or stay, which is the biggest single variable in defending crosses at this age.
Tactical
Near post and edge of the box are the two jobs nobody wants and the two that concede the goals. The near post stops the cross that beats everybody; the edge picks up the ball that gets headed out twelve metres. At under-12, more goals come from second balls than from first contacts — worth saying out loud, because it will surprise them.
Physical
Repeated jumping and short sprints. Give a proper break at minute 9.
Psychological
Defending crosses is frightening for smaller players. Pair them with the edge job rather than the far post, and say why: you're quicker to the second ball than anybody.
Social
The goalkeeper has to organise this and nobody else can. If your keeper is quiet, give them one word — away! — and insist on it every cross.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 60 seconds. Name the four jobs out loud and put a defender in each: near post, middle, far post, edge of the box.
  2. Minutes 0–4 — walk two crosses. Freeze the defenders as the ball is struck and let them look at where they are. Almost nobody will be on the edge of the box, and that is the lesson.
  3. Minutes 4–9 — live, alternating sides. Attackers score 1. Defenders score 1 for clearing it beyond the edge of the box, 2 if they also win the second ball.
  4. Minute 9 — one question: which of the four jobs keeps disappearing? It is the edge, every time, and the players should say so themselves.
  5. Minutes 9–13 — the crossers may now cut inside occasionally, so the defenders cannot set themselves before the ball arrives.
  6. Minutes 13–15 — rotate the goalkeepers and finish with crosses only, no scoring, so both keepers get a clean run.
Watch for
Nobody on the edge of the box
The most common gap and the most expensive one.
Ball-watching
Defenders staring at the crosser and losing the runner behind them. See both. Head on a swivel.
Clearances straight up the middle
High, wide and away. The scoring enforces it.
The goalkeeper staying rooted
Encourage decisions in both directions: coming and staying are both fine, dithering is not.
Defenders too deep, on the goal line
Off the line. Meet it.
Ask them
  • What are the four jobs?
  • Which one keeps disappearing?
  • Where should the clearance go?
  • Who wins the second ball?
Harder
  • Five attackers against four defenders.
  • Crossers may take on a defender before crossing.
Easier
  • Three attackers against four defenders.
  • Mark the four positions with cones for the whole practice.

A match in which crossing is worth twice as much, so both teams have to attack the wide areas and both teams have to defend them. The condition creates about four times the normal number of repetitions of tonight's picture.

Set up
  • 50 × 34 m with full-size goals and marked boxes.
  • Wide channels marked 6 m in from each touchline along the full length.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • 2-3-1 shape assigned.
  • Coach on the halfway line.
Rules & scoring
  • A goal from a cross = 2 points. Any other goal = 1 point.
  • Stopping a cross — blocking it, forcing it out, or winning it in the wide channel — = 1 point.
  • From minute 7: a crossed goal with one of the four box jobs empty counts triple.
  • Keepers restart within eight seconds. No offside.
  • All conditions removed for the last two minutes.
Coaching points — the four corners
Technical
Match-speed body shape from the full-backs, and clearing technique under real pressure.
Tactical
Where the cross comes from matters more than whether it comes. A cross from the byline with defenders facing their own goal is dangerous; a cross from thirty metres out with everybody set is a goal kick. The block does not stop crosses — it makes them bad ones.
Physical
Wide play means a lot of running for full-backs and wingers. Rotate those positions more than the central ones.
Psychological
The triple-goal rule will produce at least one loud disagreement about whose job was empty. Handle it as information rather than blame.
Social
The goalkeeper organising the box is the sound of a team that defends well. If it appears tonight, name it.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape and teams in 60 seconds.
  2. Explain in two sentences: A goal scored from a cross is worth two. Stopping a cross — forcing it out, blocking it, or winning it in the wide channel — is worth one to you.
  3. Minutes 0–6 — play and announce both scores. The crossing reward will produce a lot of wide play very quickly, which is the point.
  4. Minute 6 — drinks and one question: where are we making them cross from? You want them to notice the difference between a cross from the byline and one from thirty metres out.
  5. Minutes 7–13 — add the four jobs rule: if a goal is scored from a cross and any of the four box jobs was empty, it counts triple. Harsh, and it works.
  6. Final two minutes — all conditions removed. Watch whether the full-backs still show outside.
Watch for
Full-backs showing inside under match pressure
The habit is only two practices old. One reminder, then let the scoreline teach.
Crosses coming from deep
Point out that these are almost never dangerous. It reassures defenders enormously.
The edge of the box empty
Expected. The triple rule will find it.
The block failing to slide when the ball is switched
Back to Session 26 — one word: slide.
Second balls falling to the attacking team
Note who wins them; that player belongs on the edge of the box permanently.
Ask them
  • Where are we making them cross from?
  • Which crosses are actually dangerous?
  • Who's on the edge of the box?
  • Full-backs — which way are you sending him?
Harder
  • Crosses must come from inside the wide channel and beyond the halfway line.
  • A goal from a cross counts triple throughout.
Easier
  • Drop the triple rule.
  • Remove the wide-channel marking and judge crosses by eye.
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Show the winger down the line, never inside, using body shape rather than words.
  • Shut the inside pass as the second defender, so the trap has a lid on it.
  • Use the touchline as a defender and win the ball in the corner.
  • Fill the four jobs in the box on every cross — near post, middle, far post, edge.
  • Clear it high, wide and away, and then win the second ball.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Poles · Goalkeeper gloves

Defending as a team · 14–16 players · 60 min

Blocking as a technique rather than an accident. Close the distance fast, then small steps, then big and side-on with the front foot forward. Twenty repetitions each and it starts to look deliberate.

Set up
  • 30 × 16 m with a full goal and goalkeeper at one end.
  • Pairs — a shooter and a blocker. Shooter starts 15 m from goal; blocker starts 4 m in front of the goal.
  • Two or three pairs working at once, queueing behind.
  • Balls at each shooting position, plenty spare.
  • Coach beside the goal.
Rules & scoring
  • Shooter has three touches and must shoot within five seconds.
  • Blocker scores 1 for a block or for forcing the shot wide; shooter scores 1 for a goal.
  • No sliding. A slide scores nothing and the shooter gets a free shot from 10 m.
  • Blockers must start behind a marker and may only move when the shooter's first touch happens.
  • Swap roles every repetition.
Coaching points — the four corners
Technical
The deceleration is the skill. Sprint, then short steps, then set — side-on, front foot towards the ball, hands tucked in. Feet apart and low, not upright and narrow.
Tactical
Distance is everything. A blocker two metres away blocks; a blocker five metres away is a spectator with a good view. And the angle matters as much as the distance — arriving between the ball and the goal, not beside it.
Physical
Repeated short sprints and decelerations. Genuinely good warm-up loading.
Psychological
Blocking a shot hurts sometimes, and players who have been hit once become reluctant. Use a size 4 ball at proper pressure, keep the shooting distance sensible, and never let anyone shoot at close range at a face.
Social
Pair players sensibly by size for this one. A very small player blocking a very big striker's shots is not a fair or useful exercise.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and striking gently at the goal. Collect the Session 27 homeworkhow many wingers got inside the full-back?
  2. Minute 3 — walk the technique once. Sprint four steps, then three small ones, then set: feet apart, side-on, front foot forward, hands in. Ninety seconds.
  3. Minutes 4–7 — live. Shooter has three touches maximum and must shoot. Blocker closes and blocks. No sliding, from the first repetition.
  4. Minute 7 — one question, twenty seconds. Why do you slow down at the end? You want so I don't run past him.
  5. Minutes 7–10 — scored. Blocker 1 for a block, 1 for forcing a shot wide. Shooter 1 for a goal. Swap every repetition.
Watch for
Sliding
Stop it every single time, from the first one. No exceptions tonight.
Arriving at full speed and running past
Fast, then slow. Four big steps, three small ones.
Turning away from the ball
The most common instinct and the most dangerous. Face it. Side-on, not back-on.
Blocking from too far away
Two metres. He can't shoot through you from there.
Shooters blasting from 15 m every time
Three touches. Get closer and pick your spot — it makes the practice harder for the blocker, which is the point.
Ask them
  • Why do you slow down at the end?
  • How close do you need to be?
  • Where should you be — between him and the goal, or beside him?
  • What happens if you turn your back?
Harder
  • Two shooters against one blocker.
  • Shooter starts closer (10 m).
Easier
  • Shooter starts further out (20 m).
  • Blocker starts closer to the shooter.

The ball played in behind, which is how most goals against a compact block arrive. The habit is to run alongside rather than at the ball, steer the attacker away from goal, and let the goalkeeper make the decision out loud.

Set up
  • 36 × 30 m with a full goal and goalkeeper and the penalty area marked.
  • A server plays balls in behind from 25 m; one attacker and one defender start level, 8 m in front of the server.
  • Ten to twelve players; queue two attackers and two defenders, rotating every repetition.
  • Serve alternately to the left and right sides so both are practised.
  • Coach beside the server.
Rules & scoring
  • Attacker scores 1 for a shot on target, 2 for a goal. Defender scores 1 for steering him wide, 2 if the keeper collects.
  • No slide tackles. A slide concedes a goal to the attacker automatically.
  • The goalkeeper must call away or mine every repetition from minute 10, and the defender must obey.
  • The defender may not touch the ball until it has bounced once or the attacker has touched it — this forces the running technique rather than an interception.
  • Alternate the serve left and right.
Coaching points — the four corners
Technical
Running shoulder to shoulder while looking at the ball; turning the hips to steer without using the arms. And for the keeper: the decision to come, and the volume of the call.
Tactical
Do not try to win it — try to make it worthless. An attacker forced to the byline with the keeper set has almost no chance of scoring. A defender who lunges to win it has a one-in-three chance of conceding a penalty and a two-in-three chance of being beaten. And the goalkeeper is the only player who can see everything — which is why the call belongs to them.
Physical
Repeated long sprints. Give a real break at minute 10 and rotate the keepers there too.
Psychological
Being run in behind is frightening and defenders panic. The instruction you don't have to win it is calming and true, and it is worth repeating.
Social
This practice is the best communication training a goalkeeper gets all season. If the keeper is quiet, stand behind the goal and make the call with them for three repetitions.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 45 seconds. Server plays the ball in behind; attacker and defender both go.
  2. Minutes 0–4 — no coaching. Almost every defender will sprint at the ball, get there second, and end up chasing. Let it happen four or five times.
  3. Minute 4 — walk the alternative. Run with him — shoulder to shoulder, on the goal side, steering him towards the corner rather than the penalty spot. Ninety seconds.
  4. Minutes 5–10 — live, scored. Attacker 1 for a shot on target, 2 for a goal. Defender 1 for steering him wide of the box, 2 if the goalkeeper collects it.
  5. Minute 10 — add the goalkeeper's call. The keeper must shout away or mine on every repetition. The defender must obey it.
  6. Minutes 10–15 — full speed with rotation every repetition so everybody does both jobs at least three times.
Watch for
Sprinting at the ball rather than with the man
The whole practice. Run with him, not at it.
Turning the back on the attacker
See him and the ball. Shoulder to shoulder.
Diving in as a last resort
Automatic goal. Be unbending.
Steering towards the penalty spot rather than the corner
Ask: where do you want him to end up?
Silent goalkeepers
The single biggest improvement available to most U12 teams and it costs nothing.
Ask them
  • Do you have to win the ball?
  • Where do you want him to end up?
  • What happens if you turn your back?
  • Goalkeeper — what's your call?
Harder
  • Two attackers against one defender.
  • Server plays the ball earlier, so the defender starts a yard behind.
Easier
  • Defender starts a yard in front.
  • Slower, higher serves.

A short, wide pitch so that almost everything happens near a box. Blocks and clearances score, which turns fifteen minutes of defending into something worth competing for rather than something to survive.

Set up
  • 36 × 32 m — deliberately short and wide — with full goals and goalkeepers at both ends.
  • Boxes marked at both ends.
  • 5 v 5 outfield plus two goalkeepers (12). With 14–16, roll substitutes every ninety seconds.
  • Spare balls behind both goals for fast restarts.
  • Coach on the halfway line.
Rules & scoring
  • A goal = 2 points. A block = 1 point. A clearance out of the box = 1 point.
  • No slide tackles anywhere. A slide in the box is a penalty; outside it, a free-kick and a point to the other team.
  • Short pitch, fast restarts, keepers within six seconds.
  • No offside.
  • Defensive scoring removed for the last three minutes.
Coaching points — the four corners
Technical
Blocking under real pressure and clearing with the right surface — laces or forehead, high and wide, not a toe-poke across your own box.
Tactical
A shot blocked is exactly as valuable as a shot saved, and far more likely. In a busy box, the defender is nearly always closer to the shooter than the goalkeeper is. And clearing across your own box is how good teams concede — high, wide, and away, every time.
Physical
Very intense because the pitch is short. Substitute every ninety seconds and mean it.
Psychological
This is the practice where defenders enjoy defending. Watch for the player who has spent the season wanting to be a striker suddenly throwing themselves in front of shots.
Social
Both goalkeepers should be organising constantly. Reward it verbally more than anything else tonight.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain the scoring in one sentence: Goals are 2. A block is 1. A clearance out of the box is 1. And nobody slides — a slide is a penalty, every time, no argument.
  3. Minutes 0–5 — award the defensive points loudly and by name. The whole design depends on defending feeling like scoring.
  4. Minute 5 — one question: how many of their shots have actually reached the goalkeeper? The answer is usually far fewer than they think, and it is a good moment.
  5. Minutes 6–12 — competition with both scoreboards visible. Give a penalty for every slide without discussion.
  6. Minutes 12–15 — remove the defensive scoring. Watch whether the blocks keep happening.
Watch for
Sliding
Penalty. Every time. The consistency is the coaching.
Clearances across the box
Across your own goal is how they score. High, wide, away.
Defenders standing off shots
You're two metres away. Get in the way.
Blocks with the face or chest rather than the front foot
Technique, and worth stopping for once.
Nobody picking up rebounds
The second ball again — same lesson as in Session 27.
Ask them
  • How many of their shots reached the keeper?
  • Where should a clearance go?
  • Who's closer to the shot — you or the goalkeeper?
  • Why is a slide a bad idea in there?
Harder
  • Six attackers against five defenders.
  • A block is worth 2.
Easier
  • Bigger pitch (44 × 32 m) so there is time to set.
  • 4 v 4 so the box is less crowded.

No conditions, no coaching, a notebook and seven minutes of silence. Four things to count, all of them from this theme, and none of them anything the squad can fake once you stop talking.

Set up
  • 50 × 34 m with full-size goals and marked boxes. No conditions.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 shape assigned and then left alone.
  • Four spare balls behind each goal.
  • Coach on the halfway line with a notebook.
Rules & scoring
  • No conditions. Goals are goals.
  • Keepers restart within ten seconds. No offside.
  • The coach says nothing for the first seven minutes.
  • Two individual interventions maximum after the break.
  • Slide tackles still banned — the one rule that stays.
Coaching points — the four corners
Technical
Whatever survives. Note it rather than fixing it.
Tactical
The four this theme markers: one presser not three, the far side tucked in, about twenty-five metres front to back, and nobody on the floor in the box.
Physical
End of a hard block. Expect quality to fall and let it.
Psychological
Watch the body language when they defend well for a spell. A team that has learned to defend together looks different — calmer, closer, quieter.
Social
Listen for who organises. In defending, it is almost always either the goalkeeper or a centre-back, and that player is your captain.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Shape in 30 seconds.
  2. Say one sentence: Normal football. I'm not going to say anything for a while. Then stop talking.
  3. Minutes 0–7 — complete silence. Count four things: how many players go to the ball at once; whether the far side tucks in; the distance from front to back when the ball is in your half; and slides in the box.
  4. Minute 7 — drinks break. Read the four numbers out flatly. One question: what do those numbers tell you?
  5. Minutes 8–13 — play on. Two individual interventions maximum, and only on what they identified themselves.
  6. Final two minutes — free play, then straight into the review page while they are still on the pitch.
Watch for
How many go to the ball
The single number that summarises this theme. One is right; three is a habit that has not gone.
The far-side player
In, or marking a winger thirty metres from the ball?
Front-to-back distance when defending
Slides in the box
Should be zero. If it is not, that is next time's first conversation.
Who organises the defence without being asked.
Ask them
  • What do those four numbers tell you?
  • How many of us went to the ball?
  • How big were we?
  • Where was the far side?
Harder
  • Both teams press high from every restart.
  • Smaller pitch (44 × 30 m).
Easier
  • Reinstate the five-metre press rule for one team.
  • Bigger pitch (55 × 38 m).
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Block shots properly — close fast, arrive balanced, front foot.
  • Defend the ball in behind by running alongside rather than at the ball.
  • Steer attackers away from goal rather than trying to win it back immediately.
  • Stay on your feet in the box. No slides, ever.
  • Communicate with the goalkeeper — away, or mine.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Goalkeeper gloves · Notebook

Attacking and finishing · 14–16 players · 60 min

Threes working through a gate that stands for the gap between two defenders. The runner goes first and the pass follows — which is the opposite of what most under-12 players do, and the whole point of the exercise.

Set up
  • 32 × 18 m with two gates of 3 m in the middle, made from poles or cones.
  • Groups of three: a passer, a runner, and one recovering to the start.
  • Two groups per gate.
  • One ball per group.
  • Coach between the gates.
Rules & scoring
  • The runner must be moving before the ball is played. A pass to a stationary player scores nothing.
  • The ball must go through the gate and be reached in stride.
  • 1 point per successful repetition; nothing if the runner has to slow down.
  • Rotate roles every repetition.
  • Both feet — alternate which foot passes.
Coaching points — the four corners
Technical
Weight and timing. The pass is firm enough to beat the imagined defender and soft enough that the runner does not have to sprint out of play to reach it.
Tactical
The run creates the pass. Say it, then prove it: ask a passer to find a pass while nobody is running, and let them fail for ten seconds. It is a more convincing argument than any explanation.
Physical
Repeated accelerations with recovery. A good warm-up load.
Psychological
Runners who go early and do not get the ball feel foolish. Praise the run itself, loudly, the first four or five times it happens without a pass.
Social
A look or a call has to happen. The best pairs will develop a signal within five minutes.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and striking. Collect the Session 28 homeworkhow many slide tackles did the professionals make in their own box?
  2. Minute 3 — walk it. Runner sets off, passer waits half a second, then plays the ball into the space beyond the gate, not at the runner's feet. Ninety seconds.
  3. Minutes 4–7 — live at pace. The runner must be moving before the ball is played, and the ball must go through the gate.
  4. Minute 7 — one question, twenty seconds. Who decides when the pass happens? You want the runner, and it is a surprising answer to most of them.
  5. Minutes 7–10 — competitive. 1 point for a pass through the gate that the runner reaches in stride; nothing if the runner has to stop or check back.
Watch for
The runner waiting to be found
The whole practice. Go first. Make him find you.
Passes to feet
Into the space. He's running — pass where he's going to be.
Passes too heavy
He's got to reach it in stride, not chase it.
The passer taking too long
Half a second. Any longer and the gap has gone.
Runners going too early and arriving before the ball
Also a fault — mention the timing rather than just the willingness.
Ask them
  • Who decides when the pass happens?
  • Where does the pass go — to him, or in front of him?
  • What happens if nobody runs?
  • How hard should it be?
Harder
  • Narrower gates (2 m).
  • One touch for the passer.
Easier
  • Wider gates (4 m).
  • Unlimited touches.

Five against four and a goalkeeper in the final third, with three named ways to get in and a different score for each. Deliberately overloaded, because the point tonight is repetition of the picture rather than a fair contest.

Set up
  • 44 × 32 m with a full goal and goalkeeper at one end and the penalty area marked.
  • Five attackers against four defenders, ball starting 30 m from goal.
  • Mark a cutback zone — the area beside the box near the byline — so the third route has a visible target.
  • Ten to twelve per station. Rotate the defenders every two minutes so nobody defends for the whole practice.
  • Coach behind the goal with a supply of balls.
Rules & scoring
  • In behind = 1 point. Carrying past a defender and scoring = 1 point. A goal from a cutback = 2 points.
  • From minute 11: goals from outside the box do not count.
  • Defenders may not leave the marked final third.
  • Each attack lasts twelve seconds, then the next ball comes in.
  • Rotate two attackers into defence every two minutes.
Coaching points — the four corners
Technical
The through pass with the correct weight; the carry with the ball out of the feet; and the cutback itself, which must be firm and along the ground.
Tactical
Choosing between the three is the skill. In behind needs space behind the defence. Carrying needs a one-against-one you can win. The cutback needs somebody to get to the byline first. And the reason the cutback scores double is that it genuinely is twice as valuable — defenders are facing their own goal, the keeper is committed, and the finisher is running forwards.
Physical
Repeated forward sprints in the attacking third. Rotate as scheduled.
Psychological
This is the enjoyable end of the season. Let the celebrations happen and keep the tempo up.
Social
The cutback only exists if somebody sprints to the byline knowing they will not be the one who scores. Name that player every time.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 60 seconds. Name the three routes and write the scores where everybody can see them: in behind = 1, past him = 1, cutback = 2.
  2. Minutes 0–4 — free play, no coaching. Watch which route they default to. It is almost always the shot from distance, which is not one of the three.
  3. Minute 4 — one freeze. Stop it at the moment the ball reaches the final third and ask the player on the ball: which of the three is on? Then ask two teammates: what are you doing to help him?
  4. Minutes 5–11 — scored properly. Announce the totals by route at minute 8.
  5. Minute 11 — add the condition that makes the point: shots from outside the box no longer count. Now the three routes are the only routes.
  6. Minutes 11–15 — full speed with rotation.
Watch for
Shooting from 25 m
The default at this age. The minute-11 condition fixes it faster than talking.
Nobody running in behind
If nobody goes, there's no pass. Who's going?
Crossing from deep instead of reaching the byline
Two more steps and it's a cutback instead of a hopeful ball.
The cutback going to nobody
Somebody has to be arriving. Who?
One player trying to do all three
Which one is on? Pick it and commit.
Ask them
  • Which of the three is on right now?
  • What do the other four do to help?
  • Why is the cutback worth two?
  • How do you know when to run in behind?
Harder
  • Five against five.
  • Eight seconds per attack.
Easier
  • Five against three.
  • Fifteen seconds per attack.

A normal game with the cutback doubled and a marked zone to aim for. Fifteen minutes of players deliberately running to the byline instead of shooting from wherever they happen to be.

Set up
  • One pitch, 42 × 30 m, both full goals with a goalkeeper in each.
  • Cutback zones marked — a 9 × 9 m box beside each goal, near the byline, on both sides.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • Spare balls behind both goals.
  • Coach on the halfway line.
Rules & scoring
  • A goal = 1 point. A goal from a cutback played out of the marked zone = 2 points.
  • From minute 6: the double requires two attackers inside the box when the cutback is played.
  • Keepers restart within eight seconds. No offside.
  • Cutbacks must be along the ground.
  • Rolling substitutions at natural stoppages.
Coaching points — the four corners
Technical
The cutback must be firm, along the ground and behind the near-post defender. A soft cutback is a goalkeeper's easiest ball.
Tactical
A cross goes forwards; a cutback goes backwards. That single difference is why one is defended comfortably and the other is not. And the second attacker is what turns the cutback from a good idea into a goal — one runner is marked, two are not.
Physical
Wide players will run a long way. Substitute them more often than the central players.
Psychological
The player who sprints to the byline gets none of the glory. Give it to them explicitly, by name, every time.
Social
Watch for the pair who work it out together and start looking for each other. That partnership is worth naming and keeping on the same side on Saturday.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain in one sentence: Goals are 1. A goal from a ball cut back out of that zone is 2.
  3. Minutes 0–5 — play and announce every double loudly. Name both players — the one who got to the byline and the one who finished.
  4. Minute 5 — one question: what's the difference between a cross and a cutback? You want a cutback goes backwards, and they're all facing the wrong way.
  5. Minutes 6–12 — add the arrival rule: a cutback goal only counts double if two attackers were inside the box when the ball was played. This stops the lone striker waiting on the penalty spot.
  6. Minutes 12–15 — free play, scoring retained, and see how many doubles come naturally.
Watch for
Crossing early instead of reaching the byline
Two more steps. It is almost always two more steps.
Cutbacks lifted off the ground
Along the floor. Every time.
One attacker in the box
The arrival rule at minute 6 will find it.
Everybody sprinting to the near post
One near, one back. Don't all go to the same place.
The finisher arriving too early and having to stop
Timing again — the same lesson as the warm-up, twenty metres higher.
Ask them
  • What's the difference between a cross and a cutback?
  • How many of us need to be in the box?
  • Where should the cutback go — near post or penalty spot?
  • Who's getting to the byline?
Harder
  • Only cutback goals count.
  • Three attackers required in the box for the double.
Easier
  • Larger cutback zones.
  • Remove the arrival rule.

One condition, and it is the most useful attacking condition in youth football: a goal only counts if three of your players are inside the box when the ball arrives there. It solves the lone-striker problem in about four minutes.

Set up
  • 50 × 34 m with full-size goals and clearly marked boxes.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • 2-3-1 shape assigned.
  • The box markings must be unambiguous — this condition depends on everybody being able to see the line.
  • Coach on the halfway line.
Rules & scoring
  • A goal only counts with three attackers inside the box when the ball enters it.
  • From minute 7: three in the box, or two in the box and one on the edge.
  • Keepers restart within eight seconds. No offside.
  • The coach's judgement is immediate and final.
  • Condition removed for the last two minutes.
Coaching points — the four corners
Technical
Finishing first time, because a box with three attackers and three defenders in it gives nobody a second touch.
Tactical
Chances are not created by the player on the ball alone. Three attackers in the box means three defenders occupied, which creates the space the fourth arrives into. And the third runner is nearly always a midfielder — the position that gets forward least and scores the most unmarked goals when it does.
Physical
Serious running for the midfielders. Substitute them regularly and expect the arrivals to slow in the last five minutes.
Psychological
Disallowing a well-worked goal is deflating. Explain once, clearly, then be consistent — inconsistency is what makes conditions resented.
Social
Listen for players calling each other forward. Get in! from a full-back to a midfielder is exactly the sound you want.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape and teams in 60 seconds.
  2. Explain in one sentence: A goal only counts if three of you are in the box when the ball gets there.
  3. Minutes 0–6 — be exact. Disallow goals cleanly and without argument. Three or four disallowed goals will change the behaviour permanently.
  4. Minute 6 — drinks and one question: who's usually the third one? The answer should be a midfielder, and it is worth them hearing that arriving late is their job.
  5. Minutes 7–13 — relax it slightly: three in the box, or two in the box plus one on the edge. This is closer to a real attacking shape and prevents the box becoming a scrum.
  6. Final two minutes — condition removed. Count how many attackers are in the box on each attack.
Watch for
The lone striker
The thing this condition exists to fix.
Midfielders stopping at the edge
You're the third one. In you go.
All three arriving at the same spot
Near post, penalty spot, back post. Spread out.
Attacks slowing down so everybody can arrive
A real trade-off worth naming: sometimes the quick chance is better than the crowded one.
Rest defence disappearing
Three forward means three fewer behind. Reference Session 23 and check the balance.
Ask them
  • Who's usually the third one in?
  • Where should the three of you be — same place or spread out?
  • What does having three in there do to their defenders?
  • What's the cost of everybody going forward?
Harder
  • Four attackers in the box.
  • The three must occupy three different areas — near post, middle, back post.
Easier
  • Two attackers in the box.
  • Warning rather than disallowing for the first three goals.
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Run before the pass exists, rather than waiting to be found.
  • Pass into space, not to feet, when playing in behind.
  • Recognise the three ways in and choose between them.
  • Get to the byline and cut it back rather than crossing early.
  • Arrive in the box late — three attackers in there when the ball comes.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Poles · Goalkeeper gloves

Attacking and finishing · 14–16 players · 60 min

Pairs, a served ball, two touches, and a cone in each corner of the goal to aim at. Nobody is allowed to hit it hard. By minute eight most of the squad will have discovered that passing it in works better than smashing it.

Set up
  • 30 × 18 m with a full goal and goalkeeper at one end.
  • A cone just inside each post as a target.
  • Pairs — a server and a finisher, working from both sides, two or three pairs at once.
  • Balls at each serving point. As many as you can find.
  • Coach beside the goal.
Rules & scoring
  • Two touches maximum — set it, then finish.
  • Side-foot only. A shot with the laces scores nothing, however good it is.
  • 1 point for a goal, 2 for a goal inside a cone.
  • Alternate feet in threes.
  • Swap server and finisher every three repetitions.
Coaching points — the four corners
Technical
Standing foot beside the ball and pointing at the target; ankle locked; follow through towards the corner; head down and still through the strike. That is the whole technique and it is the same as a 12 m pass.
Tactical
The corners are always open. A goalkeeper standing centrally can reach the middle of the goal and not both corners, so the only question is whether the finisher is accurate enough — and with a side-foot at 12 m, they are.
Physical
Light. This is a warm-up and a technical session, not a fitness one.
Psychological
Twelve-year-olds equate power with quality. The scoring and the goal count are what change their minds, not the instruction.
Social
Servers matter. A bad serve wastes a finisher's repetition — say so once and the quality will rise.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and striking gently. Collect the Session 29 homeworkhow many attackers got in the box on a professional cross?
  2. Minute 3 — one demonstration, thirty seconds. Side-foot a ball into the corner from 12 m and say nothing except that's the shot.
  3. Minutes 4–7 — pairs, side-foot only. Server rolls across the finisher; two touches — one to set it, one to pass it in. No laces allowed.
  4. Minute 7 — one question, twenty seconds. How many of those went in? The number will be high and it makes the argument for you.
  5. Minutes 7–10 — scored. 1 point for a goal, 2 for a goal that passes over a cone. Alternate feet — three with the right, three with the left.
Watch for
Blasting it
No point scored, calmly, every time.
Head coming up to look at the keeper
Look at the ball. You already know where the corner is.
Standing foot pointing the wrong way
The most common technical error. Plant it towards the corner.
Three or four touches
Two. Set it and finish it.
Weak side-foots that the keeper walks to
Accuracy and firmness together — pass it hard.
Ask them
  • How many went in?
  • Where's your standing foot pointing?
  • Which is easier — hitting the corner or hitting it hard?
  • Where should you be looking when you strike it?
Harder
  • One touch only.
  • Serves from behind so the finisher has to turn.
Easier
  • Three touches.
  • Static ball rather than a served one.

Three stations round one goal, each rehearsing a finish that genuinely occurs in matches — the one-touch from a cutback, the side-foot across the keeper in a one-against-one, and the first-time strike from the edge. Rotate every three minutes and everybody gets all three.

Set up
  • 42 × 34 m with a full goal and goalkeeper, the box marked.
  • Three serving stations: A beside the byline, B centrally 30 m out, C wide of the box at 20 m.
  • Three finishing queues, one per station, three or four players in each.
  • Balls at every station. Volume matters more than anything tonight.
  • Coach roaming between stations; goalkeepers rotate every three minutes.
Rules & scoring
  • Station A: one touch only. Station B: the finisher may take two touches and must finish before the 6 m line. Station C: first time only.
  • Everybody works all three stations.
  • Shots must be on target to count; a goal is a goal.
  • Retrieve your own ball and rejoin the back of the queue.
  • Goalkeepers change every three minutes.
Coaching points — the four corners
Technical
Three techniques: the side-foot redirect (A), the side-foot pass across the goalkeeper (B), and the low driven shot with the head over the ball (C). Only C uses the laces.
Tactical
These are the three shots that actually happen. A volley from 25 m is not one of them, which is why we do not practise it. And in a one-against-one, across the keeper is nearly always right — it uses the space he cannot reach and, if he saves it, the rebound comes back across the goal to a teammate rather than to him.
Physical
Short efforts with queueing. Genuinely restful compared with the rest of the block.
Psychological
Missing in front of a queue is embarrassing. Keep the tempo so high that nobody has time to dwell on a miss, and never comment on an individual failure in front of the group.
Social
Goalkeepers should be thanked out loud at every rotation. They make this session possible and get very little from it.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set up the three stations in 90 seconds. Name each finish as you set it: one touch from the cutback, across the keeper, first time from the edge.
  2. Minutes 0–4 — station A only, all three groups, so everybody sees the picture once. Then split.
  3. Minutes 4–13 — three stations running, rotating every three minutes. Keep the balls moving; there should be a shot every four or five seconds across the practice.
  4. Two coaching points per station, no more. A: one touch, across the keeper. B: don't wait for him — strike it early. C: head over the ball, keep it down.
  5. Minute 13 — a competition. Two minutes, one shot each in turn from a station of their choice, most goals wins.
  6. Rotate the goalkeepers at minutes 3, 6, 9 and 12.
Watch for
Waiting for the keeper to commit at station B
Early. He's not set yet — that's the moment.
Shots rising over the bar at station C
Head over the ball, knee over the ball, keep it down.
Two touches at station A
In a real box you get one. Enforce it.
Slow rotation and long queues
The enemy of the session. Add balls, shorten queues, split into four stations if you have the goals.
Goalkeepers wilting
Rotate on time regardless of what is happening.
Ask them
  • Which of the three is hardest? Why?
  • In a one-against-one, where does the ball go?
  • Why do we shoot early rather than waiting?
  • What happens to the rebound if you shoot across him?
Harder
  • One touch at all three stations.
  • A recovering defender chasing at station B.
Easier
  • Two touches at all stations.
  • Closer serving points.

A game with one rule that produces goals from nothing: every shot must be followed in by two players, and a goal from a rebound counts double. It is the cheapest source of goals in youth football and almost nobody coaches it.

Set up
  • One pitch, 42 × 30 m, both full goals with a goalkeeper in each.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • No zones. Fast restarts — spare balls behind both goals.
  • Encourage shooting: the practice needs volume.
  • Coach on the halfway line.
Rules & scoring
  • Every shot must be followed in by at least two players. A goal from an unfollowed shot still counts, but no bonus applies.
  • A goal from a rebound = 2 points.
  • From minute 12: a shot taken within two seconds of receiving inside the box, that scores, = 2 points.
  • Keepers restart within six seconds — quick restarts keep the volume high.
  • No offside.
Coaching points — the four corners
Technical
Finishing off balance, from awkward angles, at speed — because that is what a rebound gives you.
Tactical
At this age keepers parry far more than they catch. Roughly one shot in five produces a loose ball, and the player who is already moving gets there first. The follow-in also changes the goalkeeper's decision — a keeper who knows two attackers are arriving is more likely to try to catch, and more likely to spill it.
Physical
Repeated short sprints into the box. Substitute forwards regularly.
Psychological
Following in is unglamorous work with a low success rate, which is exactly why it needs a reward attached. Announce every rebound goal by name.
Social
Follow it! becomes a squad call very quickly. Encourage it from the players who are not shooting.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain in one sentence: Every time somebody shoots, two of you follow it in — and a goal from a rebound is worth two.
  3. Minutes 0–5 — count the follow-ins aloud. Two in! Nobody in! Call it every single shot until it becomes automatic.
  4. Minute 5 — one question: how many of their shots did the keeper hold? The answer will be about half, and it makes the case for the rule better than you can.
  5. Minutes 6–12 — competition. Announce the rebound goals separately so the squad can see how many there have been.
  6. Minutes 12–15 — add the early-shot rule: any shot taken from inside the box within two seconds of receiving the ball counts double as well. Now both habits are live at once.
Watch for
Nobody following the shot
Call it out loud every time until it stops.
Both followers going to the same spot
One near post, one back post.
Players stopping to admire the shot
The exact habit this session exists to break.
Shot volume dropping
Shoot. You can't score if you don't. Some squads become reluctant when finishing is the focus.
Goalkeepers holding everything
Then say so — it is a compliment to them and a genuine result.
Ask them
  • How many of their shots did the keeper hold?
  • Where should the two followers go?
  • Why do we follow a shot that looks like a goal anyway?
  • What does it do to the keeper when he sees you coming?
Harder
  • Three players must follow in.
  • Only rebound goals count for three minutes.
Easier
  • One player follows in.
  • Smaller pitch (36 × 28 m) so the box is closer.

A full match with one condition inside the penalty area: two touches maximum. It removes the hesitation that costs most under-12 goals and forces the finish to happen at the moment the chance exists rather than three touches later.

Set up
  • 50 × 34 m with full-size goals and clearly marked boxes.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • 2-3-1 shape assigned.
  • The condition applies inside the box only — unlimited touches everywhere else.
  • Coach on the halfway line.
Rules & scoring
  • Two touches maximum inside the penalty area. A third touch is an indirect free-kick to the other team.
  • From minute 7: rebound goals count double.
  • Keepers restart within six seconds. No offside.
  • The condition applies to both teams and to defenders as well as attackers — which produces its own useful problems.
  • All conditions removed for the last two minutes.
Coaching points — the four corners
Technical
First touch inside the box has to go somewhere useful, because there is no second chance to fix it. This is the highest-pressure first touch in football.
Tactical
Hesitation is the most expensive habit in the box. A chance exists for perhaps half a second, and a player taking three touches has already given it away. The condition also affects defenders, who now have to clear it in two — which teaches the same urgency from the other side.
Physical
Standard match load. Rotate as usual.
Psychological
Some players will avoid the box entirely rather than risk the free-kick. Watch for it and reassure them — the point is to be quicker, not to be perfect.
Social
Expect complaints about the free-kicks. Be consistent, explain once, and let the goals do the persuading.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape and teams in 60 seconds.
  2. Explain in one sentence: Two touches maximum inside the box. Three touches and it's a free-kick out to them.
  3. Minutes 0–6 — enforce it exactly. The first four or five free-kicks will feel harsh and then the behaviour changes.
  4. Minute 6 — drinks and one question: how many chances did we take earlier than we normally would? Then point out how many of them went in.
  5. Minutes 7–13 — add the follow-in from 30.3: rebound goals still count double, so both habits are live.
  6. Final two minutes — all conditions removed. Watch whether the finishing stays quick.
Watch for
A third touch
Free-kick, every time, without discussion.
Players avoiding the box
Get in there. Two touches is plenty.
First touches going backwards under the pressure
The technical work to note for next time you run this.
Defenders panicking with two touches
Legitimate and useful — it produces turnovers in dangerous areas, which is the game.
Chances being taken earlier
Name it the first time it produces a goal.
Ask them
  • How many chances did we take earlier than usual?
  • How many of those went in?
  • What does a third touch cost you?
  • Where should your first touch go inside the box?
Harder
  • One touch inside the box.
  • Two touches inside the whole final third.
Easier
  • Three touches inside the box.
  • Condition applies to attackers only.
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Side-foot the ball into the corner rather than blasting it.
  • Shoot early, before the goalkeeper is set.
  • Finish first time inside the box, because a second touch rarely exists.
  • Follow every shot in — two players, every time.
  • Keep the head still and look at the ball, not the goalkeeper.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Cones · Goalkeeper gloves

Attacking and finishing · 14–16 players · 60 min

The simplest overload there is, and the one every other overload is built from. Carry at the defender until he commits, then release. The spare player's only job is to stay wide and wait.

Set up
  • 32 × 18 m with a full goal and goalkeeper at one end.
  • Two attackers against one defender, starting 20 m out.
  • Queues of two behind each attacking pair; the defender rotates every repetition.
  • Balls at the starting point, plenty spare.
  • Coach beside the goal.
Rules & scoring
  • The ball carrier must carry it at the defender. A pass played before he engages scores nothing.
  • The spare player must stay wide until the pass is made — no drifting inside.
  • 1 point for a goal, 2 if the defender was committed first.
  • Six seconds per attack.
  • Rotate roles every repetition; everybody defends.
Coaching points — the four corners
Technical
Carrying with the ball far enough from the feet to travel, close enough to change direction. The pass is usually a short side-foot played while running.
Tactical
The defender decides the outcome, and your job is to force him to decide. If he goes to the ball, pass. If he covers the pass, keep going and shoot. The one thing that never works is doing neither — carrying half-heartedly and passing early leaves him defending both.
Physical
Short repeated efforts. Standard warm-up load.
Psychological
Carrying at somebody feels risky, and a player who tries it and loses the ball feels responsible. Praise the attempt every time it fails, or it will stop happening.
Social
The spare player should be calling — but calling late, not from thirty metres out. Timing applies to the voice as well as the run.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and passing. Collect the Session 30 homeworkhow many goals were blasted and how many were passed in?
  2. Minute 3 — walk it once. Carry at the defender, watch his feet, and pass the moment he moves towards you. Sixty seconds.
  3. Minutes 4–7 — live. Attackers score in the goal; the defender scores for winning the ball or forcing a shot from outside the box.
  4. Minute 7 — one question, twenty seconds. When exactly do you pass? You want when he commits — and if somebody says when he moves, that is better still.
  5. Minutes 7–10 — scored. 1 point for a goal; 2 if the pass came after the defender committed. You judge it, out loud.
Watch for
Passing too early
The default. He hadn't moved yet. Take him on.
The spare player running inside
Stay wide. If you come to me, he can defend us both.
Carrying too slowly
At him, properly. He has to believe you're going past.
Never passing at all
The opposite fault. He committed — where was your teammate?
Defenders diving in
Coach them too: stay on your feet and make them decide.
Ask them
  • When exactly do you pass?
  • What's the spare player's job before the pass?
  • What happens if you pass too early?
  • What if he doesn't come to you at all?
Harder
  • Four seconds per attack.
  • Two against two with one defender starting behind.
Easier
  • Eight seconds.
  • Passive defender for the first two minutes.

The overload that actually occurs in matches. Three attack two and a goalkeeper, with four seconds on the clock — enough time to do it properly and not enough to think about it twice.

Set up
  • 42 × 32 m with a full goal and goalkeeper, the box marked.
  • Three attackers against two defenders, starting 25 m out.
  • Twelve or thirteen players; two groups of three attacking alternately, defenders rotating every two repetitions.
  • Balls with the coach for instant restarts.
  • Coach at the halfway point with a stopwatch.
Rules & scoring
  • Four seconds from the first touch to the shot; three seconds from minute 10.
  • 1 point for a goal, 2 if a defender was committed first.
  • No square passing across the front of the defenders — the ball must go forward or diagonally.
  • Defenders score 1 for winning it or running the clock out.
  • Rotate after every two repetitions.
Coaching points — the four corners
Technical
Carrying at speed and passing while moving. Almost no under-12 practises the pass played mid-stride, and it is the pass this situation requires.
Tactical
Attack the gap between the two defenders, not one of them. Carrying at the space between them forces one to come, which creates the two-against-one on the other side. And the third attacker's job is to be far away — the width is what makes the second defender unable to cover both.
Physical
Short sprints with rest between repetitions. Comfortable.
Psychological
Four seconds is deliberately uncomfortable. Say why: an overload in a match lasts about that long, and practising it slowly teaches a habit that does not exist on Saturday.
Social
Three players attacking need almost no talking and a lot of looking. Point that out — this is one of the few situations where shouting makes it worse.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 45 seconds. Three go, two defend, four seconds from the first touch.
  2. Minutes 0–4 — free, no coaching. Most groups will pass square twice and run out of time. Let them.
  3. Minute 4 — one freeze, forty seconds. Stop it on the first pass and ask: has anybody been made to choose yet? The answer is nearly always no, and it is the lesson of the practice.
  4. Minutes 5–10 — scored. 1 point for a goal, 2 if the goal came after a defender was committed. Announce which kind each goal was.
  5. Minute 10 — tighten the clock to three seconds. It forces the carry to start immediately.
  6. Minutes 10–15 — rotate everybody through defending.
Watch for
Square passing
The rule bans it and the score punishes it, but say it once as well: sideways doesn't beat anybody.
All three attacking the same channel
Spread out. He can't cover both of you if you're twenty metres apart.
Nobody carrying
The freeze at minute 4 exists for this. Who's making them choose?
The clock running out
Time it audibly — four, three, two — and they will speed up without being told.
Shooting from distance to beat the clock
Fair, but note whether the overload was used first.
Ask them
  • Has anybody been made to choose yet?
  • Where should you carry it — at him, or between them?
  • Where's the third attacker?
  • How long does an overload last in a match?
Harder
  • Three seconds.
  • Three against three with one defender starting five metres behind.
Easier
  • Six seconds.
  • Three against one.

One neutral player who always plays for whoever has the ball, so there is a permanent overload somewhere. The skill is finding it fast — and the scoring makes sure they look.

Set up
  • One pitch, 42 × 30 m, both full goals with a goalkeeper in each.
  • 6 v 6 outfield plus one neutral in grey who plays for the team in possession, plus two goalkeepers (15).
  • With 14, play 5 v 5 plus a neutral. With 16, add a second neutral.
  • The neutral has two touches maximum so they cannot dominate.
  • Coach on the halfway line.
Rules & scoring
  • The neutral always plays for the team in possession and has two touches maximum.
  • A goal scored within three passes of the neutral touching the ball = 2 points.
  • Keepers restart within eight seconds. No offside.
  • The neutral may not score.
  • Rotate the neutral every three or four minutes.
Coaching points — the four corners
Technical
Receiving on the half-turn under no pressure — the neutral's whole game — and the pass that arrives quickly enough to keep the overload alive.
Tactical
An overload is only useful where the ball can reach. A spare player on the far touchline is a spare player in theory. And the overload moves — the moment the ball is played, the spare man is somebody else, and the whole team has to keep re-reading it.
Physical
Standard game. The neutral works hardest — rotate them on time.
Psychological
Being the neutral is the most enjoyable role in football. Give it to a quieter or less confident player first and watch what happens.
Social
Teams that use the neutral well are talking constantly. Listen for players directing him rather than calling for the ball themselves.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs, neutral and keepers in 90 seconds.
  2. Explain in one sentence: Grey plays for whoever has the ball, so one of you is always spare — find him.
  3. Minutes 0–5 — play. Point out the overload as it happens: seven against six — where is it?
  4. Minute 5 — one question: where should the spare man be standing? You want away from the ball, where there's space rather than in the middle.
  5. Minutes 6–12 — scored. A goal scored within three passes of the neutral touching the ball counts double.
  6. Minutes 12–15 — rotate the neutral so a different player experiences always being free. It is the best fifteen minutes of football a shy player will have all season.
Watch for
The neutral being ignored
Seven against six and you didn't use him. Say it once per occurrence and it stops.
The neutral running to the ball
Stay away from it. You're only free while you're not near it.
The neutral taking three touches
Enforce the two-touch rule or the game becomes about one player.
Overloads being found and then wasted
Same lesson as 31.2 — the four seconds still apply.
A quiet player thriving as the neutral
Name it and remember it. It often reveals a player who has been positionally lost rather than lacking ability.
Ask them
  • Where should the spare man stand?
  • How quickly does the overload disappear?
  • Who is the spare man right now?
  • What happens when he comes towards the ball?
Harder
  • The neutral has one touch.
  • Only goals within two passes of the neutral count.
Easier
  • The neutral has unlimited touches.
  • Two neutrals.

A match with wide channels marked and one reward: get three of your players into a channel against two of theirs, and a goal from that side counts double. It teaches the squad to build an overload deliberately rather than stumble into one.

Set up
  • 50 × 34 m with full-size goals and marked boxes.
  • Two wide channels marked 11 m in from each touchline, running the full length.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • 2-3-1 shape assigned, but players may go anywhere.
  • Coach on the halfway line, counting bodies in the channels.
Rules & scoring
  • Three attackers against two defenders in a wide channel, then a goal from that side = 2 points.
  • From minute 7: the goal must come within eight seconds of the overload existing.
  • Players may move freely between channels and the middle.
  • Keepers restart within eight seconds. No offside.
  • Conditions removed for the last two minutes.
Coaching points — the four corners
Technical
The switch of play — a firm, accurate pass of 25 m or more, usually driven along the ground at this age rather than lofted.
Tactical
Overloads are built by switching, not by running. Three players cannot sprint across a pitch faster than the ball can travel, so the way to create an overload on one side is to attack the other one first. That is the whole idea, and it is the most sophisticated thing in this theme.
Physical
Wide players will run a long way. Substitute them more often than the central players.
Psychological
Some squads will find this genuinely difficult and that is fine — it is a Year 8 idea being introduced at Year 7. Keep the tone light and treat partial success as success.
Social
The player who spots the overload is usually not the one who uses it. Name the spotter.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape, channels and teams in 90 seconds.
  2. Explain in two sentences: If you get three players into one wide channel against two of theirs, and you score from that side, it's worth two. So look at which side has the space.
  3. Minutes 0–6 — call the counts out loud. Three against two on the left! The commentary is what teaches them to look.
  4. Minute 6 — drinks and one question: how do we get three players over there quickly? The answer is a switch of play, and it connects directly to Session 13.
  5. Minutes 7–13 — add the timing rule: the double only counts if the goal comes within eight seconds of the overload being created. Now it has to be used, not just built.
  6. Final two minutes — conditions removed. Watch whether they still move the ball to the free side.
Watch for
Everybody following the ball into one channel
The natural under-12 instinct, and the opposite of what creates an overload.
Overloads created and then not used
The eight-second rule at minute 7 fixes it.
Switches being played in the air and taking too long
Along the ground. Faster.
The far-side player drifting inside
Same fault as the warm-up, forty metres higher up the pitch.
Nobody looking up before receiving
You cannot switch to a side you have not looked at. Back to Session 1.
Ask them
  • How do we get three players over there quickly?
  • Which side has the space right now?
  • Why doesn't running across work?
  • Who spotted it?
Harder
  • Four against three required for the double.
  • Six seconds to use it.
Easier
  • Two against one in the channel counts.
  • Twelve seconds to use it.
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • Carry the ball at a defender to commit him before passing.
  • Release at the moment he commits — not before, not after.
  • Stay wide as the spare player, rather than running towards the ball.
  • Use the overload within about four seconds, before the defence recovers.
  • Recognise where the overload is and move the ball there quickly.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow / grey · Full-size goals · Poles · Stopwatch or phone

Attacking and finishing · 14–16 players · 60 min

One move containing everything from this theme — a pass in behind, a run to the byline, a cutback, and somebody arriving to finish. Groups of four, no defenders, and enough repetitions that the sequence becomes familiar rather than clever.

Set up
  • 34 × 20 m with a full goal and goalkeeper at one end.
  • Groups of four: one passer, one runner who becomes the crosser, one arriving finisher, one retrieving.
  • Two groups working alternately from opposite sides.
  • Balls at the starting point.
  • Coach beside the goal.
Rules & scoring
  • All four parts must happen — in behind, to the byline, cutback, finish.
  • A completed sequence counts even if the finish misses.
  • The cutback must be along the ground.
  • Alternate sides so both feet are used.
  • Everybody does every role.
Coaching points — the four corners
Technical
Four techniques in twelve seconds — the weighted pass, the carry at speed, the firm low cutback, and the one-touch finish.
Tactical
Timing is the whole sequence. The runner goes before the pass; the finisher arrives after the cutback. Every failure in this warm-up is a timing failure, not a technical one.
Physical
Repeated sprints with recovery. A good warm-up load.
Psychological
Counting sequences rather than goals sets the tone for the whole evening. Do it deliberately.
Social
Who made that goal? is worth asking four or five times tonight. It changes what players notice.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and striking. Collect the Session 31 homeworkhow often did the carrier run at the defender before passing?
  2. Minute 3 — walk the sequence once. Pass in behind, run to the byline, cut it back, finish. Ninety seconds, no coaching detail.
  3. Minutes 4–7 — live at pace, alternating sides so both feet get used.
  4. Minute 7 — one question, twenty seconds. Who made that goal? You want them to name the runner and the passer, not just the finisher.
  5. Minutes 7–10 — competitive. Count completed sequences per group. A sequence counts if all four parts happen, whether or not it goes in.
Watch for
The finisher arriving too early
Wait. Come in behind the ball, not in front of it.
Cutbacks lifted
Along the ground.
Crossing before the byline
Two more steps. Same as Session 29.
The sequence being rushed into chaos
Slow it once, then rebuild the pace.
Only the strong foot being used
Alternate sides and it fixes itself.
Ask them
  • Who made that goal?
  • When does the finisher start his run?
  • Where does the cutback go?
  • What went wrong when it didn't work — the technique or the timing?
Harder
  • One touch on the finish.
  • A passive defender in the box.
Easier
  • Two touches on the finish.
  • Walk the sequence twice more.

Six attack four and a goalkeeper with twelve seconds on the clock, and every attack is expected to produce a chance. The score is kept in two columns — chances made and goals scored — and the first column is the one that matters.

Set up
  • 46 × 32 m with a full goal and goalkeeper, the box marked.
  • Six attackers against four defenders, starting from the halfway line.
  • Eleven to thirteen players. Rotate four attackers into defence every three minutes.
  • Balls with the coach for instant restarts.
  • Two columns written down where the players can see them: CHANCES and GOALS.
Rules & scoring
  • Twelve seconds per attack, eight from minute 11.
  • A chance = a shot from inside the box that is not blocked. Score it whether or not it goes in.
  • A goal also scores in the goals column — the two are counted separately, not instead of each other.
  • Defenders score 1 for winning the ball or running the clock down.
  • Rotate four players into defence every three minutes.
Coaching points — the four corners
Technical
All of this theme under time pressure. The weakest link will show itself within four minutes and that is what to work on next.
Tactical
Six against four should produce a chance almost every time, and when it doesn't the reason is nearly always speed — the ball moved too slowly and four defenders became organised. Ask which of the three routes is being neglected and the answer is usually the cutback, because it takes the longest.
Physical
Repeated attacking sprints. Rotate on schedule; defenders get more rest than attackers, which is fair.
Psychological
The two-column score is the point of the practice. A group who make nine chances and score two should finish the practice pleased, and it is your job to make sure they do.
Social
Ask who made that one? after every chance. It takes four seconds and it changes the culture of a squad.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 60 seconds. Define a chance out loud and simply: a shot from inside the box with a defender not blocking it. Everybody needs the same definition.
  2. Minutes 0–4 — play, and count aloud. That's a chance. That's not — too far out. The commentary teaches the definition faster than any explanation.
  3. Minute 4 — one question: how many chances have we made in four minutes? Then: how many would we need in a match? Three or four is a realistic answer for under-12.
  4. Minutes 5–11 — twelve seconds per attack, scored in both columns. Announce both totals at minute 8.
  5. Minute 11 — reduce to eight seconds. The chance has to arrive faster, which forces the direct routes.
  6. Minutes 11–15 — rotate so everybody defends at least once.
Watch for
Chances not being created at all
Six against four should be enough. What are we doing with the extra two?
Everything going down one side
Back to Session 31 — which side has the space?
Shots from outside the box
Not a chance by the definition. Say so calmly and consistently.
The clock running out
Twelve seconds is ages. What took so long?
Only the same two players finishing
Check whether the others are arriving in the box at all.
Ask them
  • How many chances have we made?
  • How many would we need in a match?
  • Which of the three routes are we not using?
  • Who made that one?
Harder
  • Eight seconds from the start.
  • Six against five.
Easier
  • Sixteen seconds.
  • Six against three.

A normal match in which a chance is worth a point and a goal is worth three. It removes the all-or-nothing feeling of finishing practice and rewards the team that keeps making things happen even when the finishing is poor.

Set up
  • One pitch, 44 × 30 m, both full goals with a goalkeeper in each.
  • Boxes marked at both ends.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • Spare balls behind both goals.
  • Coach on the halfway line, judging and announcing every chance.
Rules & scoring
  • A shot on target from inside the box = 1 point. A goal = 3 points.
  • Shots from outside the box score nothing, on target or not.
  • Keepers restart within six seconds to keep the tempo high.
  • No offside.
  • The coach's judgement on what counts is immediate and final.
Coaching points — the four corners
Technical
Finishing under fatigue, and the first touch inside the box that makes a shot possible.
Tactical
More players in the box means more chances, and more chances means more goals — in that order, and the order matters. A team chasing goals directly will shoot from anywhere; a team chasing chances will get into the box, which is where goals come from anyway.
Physical
Standard match load with high tempo. Substitute regularly.
Psychological
This is the practice that rescues a struggling finisher's evening. If somebody has missed four, make sure they are credited for the four chances they got into — and say why.
Social
By now who made that? should be coming from the players. If it is, the block has done something beyond football.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain the scoring in one sentence: A shot on target from inside the box is one. A goal is three.
  3. Minutes 0–5 — announce every chance out loud with the creator's name as well as the shooter's.
  4. Minute 5 — one question: which team is making more? Why? The answer is usually about the number of players getting into the box, which is Session 29 again.
  5. Minutes 6–12 — competition with both running totals called out at minute 9.
  6. Minutes 12–15 — free play, scoring retained, and the squad should now be generating chances without any prompting.
Watch for
Shooting from distance to chase points
Nothing scored, calmly, every time.
One player in the box
Session 29 again — the chance count will be low and the reason is visible.
Chances being made and not recognised
Announce them. Every one.
A team behind on goals but ahead on chances
Point it out — it is the most useful thing they can learn tonight.
Goalkeepers being overworked
Rotate at the halfway point.
Ask them
  • Which team is making more chances? Why?
  • How many of us are getting into the box?
  • Is it better to make five chances or score one lucky goal?
  • Who made that one?
Harder
  • Only shots from inside the box that follow a cutback count.
  • A chance requires two attackers in the box.
Easier
  • Any shot from inside the box counts, on target or not.
  • Smaller pitch (38 × 28 m) so the box is closer.

No conditions, no coaching, and four things counted in seven minutes of silence: chances created, shots on target, attackers in the box, and goals. Four numbers that between them describe everything this theme was about.

Set up
  • 50 × 34 m with full-size goals and marked boxes. No conditions.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll subs every 90 seconds.
  • 2-3-1 shape assigned and then left alone.
  • Four spare balls behind each goal.
  • Coach on the halfway line with a notebook and four columns.
Rules & scoring
  • No conditions. Goals are goals.
  • Keepers restart within eight seconds. No offside.
  • The coach says nothing for the first seven minutes.
  • Two individual interventions maximum after the break.
  • Slide tackles still banned — the one rule that stays from this theme.
Coaching points — the four corners
Technical
Whatever survives. Note it rather than fixing it.
Tactical
The four this theme markers: chances created, shots on target, attackers in the box, and whether the three routes in are being used.
Physical
End of a hard block. Expect quality to fall and let it.
Psychological
Reading four numbers out neutrally is the most useful five seconds of the session. Do not editorialise; the numbers speak.
Social
Listen for whether the players credit creators without being prompted. That is the cultural result of this theme.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Keep the bibs and teams. Shape in 30 seconds.
  2. Say one sentence: Normal football. I'm not going to say anything for a while. Then stop talking.
  3. Minutes 0–7 — complete silence. Count four things: chances created, shots on target, the number of attackers in the box each time the ball arrives there, and goals.
  4. Minute 7 — drinks break. Read the four numbers out flatly, then ask one question: what do those numbers tell you?
  5. Minutes 8–13 — play on. Two individual interventions maximum, only on what they identified themselves.
  6. Final two minutes — free play, then straight into the review page while they are still on the pitch.
Watch for
Chances created
The number that summarises the block. Anything above six in seven minutes is good at this age.
Attackers in the box when the ball arrives there
Three is the target and the average will probably be closer to one and a half.
Shots on target as a proportion of shots
The finishing measure.
Which of the three routes in is missing
Whether anybody follows a shot in
Session 30's habit, unprompted.
Ask them
  • What do those four numbers tell you?
  • How many chances did we make?
  • How many of us were in the box?
  • Which route in did we never use?
Harder
  • Smaller pitch (44 × 30 m) so chances come faster.
  • Both teams press high.
Easier
  • Bigger pitch (55 × 38 m).
  • 6 v 6 on 44 × 30 m with rolling subs.
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • Combine all three routes in — behind, past him, and the cutback — in one attack.
  • Create chances repeatedly, rather than hoping for one.
  • Finish quickly and accurately when the chance arrives.
  • Count what we make, not only what we score.
  • Recognise who created the chance, not just who finished it.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Goalkeeper gloves · Notebook

Match intelligence · 14–16 players · 60 min

Shielding and holding the ball in a corner, with support arriving. It is a proper technical skill, it is almost never coached at this age, and it wins matches.

Set up
  • 30 × 18 m with a corner zone marked at two opposite corners.
  • Threes: two attackers against one defender, working in a corner.
  • Two groups per corner, rotating every ninety seconds.
  • One ball per group.
  • Coach in the middle with a stopwatch.
Rules & scoring
  • Fifteen seconds in the corner zone scores 1 point.
  • Winning a throw-in also scores 1 point.
  • No pushing or holding. The arm is for balance; a foul concedes the point.
  • The supporting attacker must stay within about five metres.
  • Rotate the defender every ninety seconds.
Coaching points — the four corners
Technical
Low centre of gravity, side-on, ball on the foot furthest from the defender, arm bent across for balance. Small touches, never a big one.
Tactical
The corner is the safest place on the pitch — it is furthest from your own goal, the touchlines do half the defending, and the worst realistic outcome is a throw-in. And the support player is what makes it work; one player in a corner is trapped, two are in control.
Physical
Isometric and awkward rather than tiring. A good change of stimulus in a warm-up.
Psychological
Some players find shielding uncomfortable because it involves contact. Pair sensibly and be strict about fouls.
Social
This is a two-player skill. Watch for the support arriving and staying, rather than arriving and drifting.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and turning. Collect the Session 32 homeworkhow many chances per goal did the professionals make?
  2. Minute 3 — show the shield once. Body between the defender and the ball, arm across for balance not for pushing, ball on the far foot. Sixty seconds.
  3. Minutes 4–7 — live. The pair must keep the ball inside the corner zone for fifteen seconds. The defender tries to win it or force it out.
  4. Minute 7 — one question, twenty seconds. What's the second-best outcome if you can't keep it? You want a throw-in to us — and it is a genuinely new idea for most of them.
  5. Minutes 7–10 — scored. 1 point for fifteen seconds kept; 1 point for winning a throw; 1 point to the defender for winning it cleanly.
Watch for
Turning into the defender
Away from him. Ball on the far foot.
Standing upright
Lower. You're twice as hard to move like that.
Pushing with the arm
Free-kick, and say why: balance, not a shove.
The support player standing off
Five metres. He needs an out.
Big touches
Small ones. Never let it get away from you.
Ask them
  • What's the second-best outcome if you can't keep it?
  • Where should the ball be — near foot or far foot?
  • Why is the corner safer than the middle?
  • How close should your support be?
Harder
  • Twenty seconds in the corner.
  • Two defenders against two attackers.
Easier
  • Ten seconds.
  • Two attackers against one passive defender.

One team is a goal up with three minutes left. That is the entire brief. They have to work out — and then practise — what a team ahead and short of time actually does with the ball.

Set up
  • 46 × 32 m with a full goal and goalkeeper at one end only.
  • Six against six. Reds are a goal up and defending the goal; blues are chasing the game and must score.
  • A safe third marked at the far end, away from the goal.
  • Twelve to fourteen players. Swap roles at the halfway point.
  • Coach with a stopwatch, calling the time remaining every thirty seconds.
Rules & scoring
  • Three-minute rounds. Reds start one goal up; blues must score.
  • Reds score 1 point per thirty seconds of possession in the far half. Blues score 3 for a goal.
  • No time-wasting. Kicking the ball away, going to ground or delaying a restart concedes a free-kick and a point.
  • Throw-ins and goal kicks are taken within five seconds.
  • Swap roles at the halfway point.
Coaching points — the four corners
Technical
Shielding, receiving on the back foot facing away from pressure, and the short pass under pressure. Nothing new, all of it under a different kind of stress.
Tactical
The ball is the best defender you have. A team with the ball in the opposition corner cannot concede. And the biggest error is going too deep — a team that drops onto its own box invites twenty minutes of pressure and eventually somebody scores.
Physical
Less running than a normal game for the leading team and much more for the chasing team. Swap on time.
Psychological
This is the most anxious situation in football and it is worth naming: this feels horrible, and the way through it is to hold the ball, not to hide from it.
Social
The leading team needs a calm voice. Notice who provides it — that player is captain material and it will not always be the loudest one.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 60 seconds. Reds, you're one up with three minutes left. Blues, you have to score. Go.
  2. Minutes 0–3 — first round, no coaching. Most red teams will defend deep, kick it away, and concede. Let it happen once.
  3. Minute 3 — one question, ninety seconds. What went wrong? Guide them to the answer: we kept giving it back. Then give them the three rules — keep it in their half, two players near the ball, nothing risky in our own half.
  4. Minutes 5–10 — repeat with the rules. Reds score 1 point for every thirty seconds of possession in the far half; blues score 3 for a goal.
  5. Minute 10 — swap the roles.
  6. Minutes 10–15 — final rounds, with the losing side of the first half getting the reds' job.
Watch for
Kicking it away
The instinct, and the thing that loses the game. Every time you kick it away, they get it back.
Dropping too deep
Push up. Ten metres of grass in front of the ball is worth more than ten behind it.
Playing out from the back when a goal up
Legitimate but risky. Ask them: is this the moment?
One player being isolated with the ball
Two of us near it, always.
Any time-wasting
Stop it immediately and explain the difference once, clearly.
Ask them
  • What went wrong that time?
  • Where do we want the ball to be?
  • What happens every time we kick it away?
  • Should we push up or drop off?
Harder
  • Two minutes per round.
  • Blues get a seventh player for the last minute.
Easier
  • Four minutes per round.
  • Blues play with five.

A running match in which the coach announces a new score and a new time remaining every two minutes. The football does not change; what changes is what each team should be trying to do, and the squad has to work that out for themselves.

Set up
  • One pitch, 44 × 30 m, both full goals with a goalkeeper in each.
  • Safe corners marked at both ends of the pitch.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • Write each new state on paper and hold it upReds 2–1 up, 5 minutes left.
  • Coach on the halfway line with the stopwatch and the paper.
Rules & scoring
  • A new score and time is announced every two minutes and applies immediately.
  • Goals count towards the announced score until the next change.
  • No time-wasting, whatever the state.
  • Keepers restart within six seconds.
  • The coach says nothing except the announcements.
Coaching points — the four corners
Technical
Note whether the technique changes under different pressures. It should — a team protecting a lead needs its best passing, not its worst.
Tactical
Every state has a right answer and the squad can find most of them. Ahead and short of time: keep it, high and wide. Behind and short of time: risk it, everybody up, press high. Level and content: both of the above, which is why 2–2 with a minute left produces the strangest football of the evening.
Physical
Chasing a game is exhausting. Substitute the chasing team more often than the leading one.
Psychological
The best moment is when a team behind with a minute left gets desperate and concedes on the counter. Do not intervene — say afterwards what did that cost you?
Social
Listen for who organises the change. A squad in which one player says we're one up, keep it has learned something no drill teaches.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain in one sentence: Every two minutes I'll give you a new score and a new time. Play like it's real.
  3. Announce five or six states across the fifteen minutes. Suggested: 0–0, ten minutes · Reds 1–0 up, three minutes · Blues 2–0 up, eight minutes · Reds 1–0 down, two minutes · 2–2, one minute, and a draw is enough for both of you.
  4. Minute 8 — one question: what should you be doing right now? Ask one player from each team and let them disagree.
  5. Minutes 8–15 — continue the states, and add the awkward one: 2–2, one minute, a draw is enough. Watch two teams both refuse to commit and let them feel how strange it is.
  6. No coaching of the football at all — only the announcements.
Watch for
No change in behaviour when the state changes
The whole point. You're one up with two minutes left. Is this how you'd play?
Panic when behind
You've got three minutes. That's ages. Don't throw it away in ten seconds.
The leading team going deep
Same fault as 33.2.
Nobody noticing the announcement
Hold the paper up and say it twice. They will look next time.
Interesting disagreements between players
Let them run. This is exactly the thinking you want.
Ask them
  • What should you be doing right now?
  • You're two down with eight minutes — is that a lot of time or a little?
  • You're one up with two minutes — where do you want the ball?
  • A draw is enough for both of you. Now what?
Harder
  • A new state every ninety seconds.
  • Add a player sent off for one team as a state.
Easier
  • A new state every three minutes.
  • Use only three states — level, one up, one down.

One state, ten real minutes, and complete silence from the touchline. Reds are a goal up. Blues have to score. Nobody gets any help, because on Saturday they will not get any either.

Set up
  • 50 × 34 m with full-size goals and marked boxes.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • Reds start 1–0 up with ten minutes on the clock. Announce it once.
  • Corner zones marked at the reds' attacking end.
  • Coach on the halfway line, silent, with the stopwatch.
Rules & scoring
  • Reds are one goal up. Ten minutes, then four more.
  • No time-wasting. Any of it and the goal is chalked off — the sanction has to be severe enough to be real.
  • The coach says nothing for the full ten minutes.
  • Keepers restart within six seconds regardless of the score.
  • No offside.
Coaching points — the four corners
Technical
Passing under anxiety, which is a different skill from passing under pressure. Note who keeps their technique.
Tactical
The three markers: possession in the far half, cheap giveaways, and whether the back line stays up or retreats onto its own goal.
Physical
Chasing a game for ten minutes is genuinely tiring. The blues will need more substitutions.
Psychological
The whole session is here. A twelve-year-old protecting a lead feels something close to fear, and the only cure is having done it before. That is what this fifteen minutes provides.
Social
Silence from you means somebody else has to organise. Whoever does it is your captain, and you should tell them so afterwards.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams and state announced in 30 seconds. Reds are one up. Ten minutes. Off you go.
  2. Minutes 0–10 — complete silence from you. Count only how many times the reds give the ball away cheaply and how many times they hold it in the far half.
  3. Minute 10 — stop, whatever the score. Read the two numbers out and ask: what would you do differently?
  4. Minutes 11–15 — run it again for four minutes with the same teams and the same state, and see whether the second attempt is better.
  5. Choose the reds carefully: give the leading role to the group that would find it hardest, not the group that would find it easy.
  6. If the blues equalise, let it stand and let the reds sit with it. That is the lesson.
Watch for
Cheap giveaways
Count them. It is the number that decides the exercise.
The back line retreating
The most common collapse. It always ends the same way.
Who takes responsibility
Under silence, leadership becomes visible in about ninety seconds.
Any time-wasting
Chalk the goal off. Once is enough.
The blues' plan
A chasing team needs structure too — watch whether they have one or just run forward.
Ask them
  • How many times did we give it away cheaply?
  • Where were we holding the ball?
  • Did we go deeper as the clock ran down? Why?
  • Who was organising?
Harder
  • Fifteen minutes.
  • Blues get an extra player for the last three minutes.
Easier
  • Six minutes.
  • Reds two goals up.
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • Read the score and the clock and change how they play accordingly.
  • Keep the ball in safe areas when ahead and short of time.
  • Take controlled risks when behind, rather than panicking.
  • Shield the ball and win throw-ins as a deliberate skill.
  • Make these decisions themselves, without instruction from the touchline.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Stopwatch or phone · Whiteboard or paper

Match intelligence · 14–16 players · 60 min

A familiar rondo in which the defenders switch, on your call, between hunting the ball and holding their position. The possession team is not told which — they have to notice, and the answer is different each time.

Set up
  • Two 14 × 16 m grids, seven or eight players in each.
  • Five outside, two in the middle.
  • The two defenders are given a card or a call — HUNT or HOLD — every forty-five seconds, quietly.
  • One ball per grid, spares outside.
  • Coach between the grids with the calls.
Rules & scoring
  • HUNT: the two defenders press the ball aggressively. HOLD: they stay compact and wait.
  • Against a hunt, the possession team must play round — a first-time pass away from the pressure.
  • Against a hold, somebody must carry the ball into them before passing.
  • 1 point for the right answer. Nothing for the wrong one, however it turns out.
  • The call changes every forty-five seconds.
Coaching points — the four corners
Technical
First-time passing away from pressure, and carrying at a stationary defender — two techniques the squad already has, chosen by circumstance rather than habit.
Tactical
Pressure creates space behind it; no pressure creates space in front of it. That single sentence covers both halves of tonight and is worth writing down.
Physical
Standard rondo load with natural rests.
Psychological
Some players will guess rather than look. Scoring only the right answer forces looking within about three minutes.
Social
Somebody has to say it out loud — they're holding! Encourage it now; it is the whole point of 34.3 and 34.4.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and passing. Collect the Session 33 homeworkwhat did the leading team do with the ball at the end?
  2. Minute 3 — plain rondo for ninety seconds so the rhythm is established.
  3. Minute 5 — introduce the switch. Every forty-five seconds I'll tell the two in the middle to hunt or to hold. I won't tell you which. Work it out.
  4. Minute 7 — one question, twenty seconds. How do you know which one they're doing? You want they come at us versus they wait — and then: so what changes?
  5. Minutes 7–10 — scored. 1 point for playing round a hunt; 1 point for carrying into a hold. Nothing for using the wrong answer, even if it works.
Watch for
Playing the same way regardless
The habit tonight exists to break. Which one are they doing?
Carrying into a hunt
They're coming. Round them, not into them.
Passing round a hold
Nobody's coming. Take it in and make somebody come.
Guessing without looking
How do you know? Tell me what you saw.
Defenders not committing to the call
The practice fails if the two in the middle are lukewarm. Be specific with them.
Ask them
  • How do you know which one they're doing?
  • If they hunt, where's the space?
  • If they hold, where's the space?
  • Who should be saying it out loud?
Harder
  • The call changes every twenty seconds.
  • Three defenders with only one of them hunting.
Easier
  • The call changes every ninety seconds.
  • Announce the call out loud for the first three minutes.

Two half-pitches, two opposite problems, and eight minutes on each. One end is a team pressing high; the other is a team sitting on its own box. The squad plays both and finds that almost nothing they do is the same.

Set up
  • One pitch split into two half-pitches, each with a full goal and goalkeeper.
  • End A — the high press: four of us against three of them, who press from the moment the goalkeeper has it.
  • End B — the deep block: four of us against four of them, who may not leave their own third.
  • Split the squad in half; each group does eight minutes at one end and then swaps.
  • Balls at both ends; coach moves between them.
Rules & scoring
  • Press end: the three defenders press from the goal kick and may not drop off. 1 point for getting out through them, 2 for going over them.
  • Block end: the four defenders may not leave their own third. 1 point for a shot, 2 for a goal from a cutback.
  • Eight seconds per repetition at the press end; twenty at the block end.
  • Nobody may be told which answer to use — only asked where the space is.
  • Swap ends at minute 8.
Coaching points — the four corners
Technical
Two very different passes: the driven ball over a press, and the patient short pass against a block. Also the long carry, which is how you attack a deep block without a pass.
Tactical
Against a high press, the fastest player is the most important one — the space behind is enormous and it lasts about two seconds. Against a deep block, the most important player is the one who is patient — every rushed shot from twenty-five metres is a goal kick and a chance to reset for them.
Physical
The press end is sprinting; the block end is not. Split accordingly if you have a tired group.
Psychological
Playing against a deep block is frustrating, and frustration produces long shots. Name that before it happens and it happens less.
Social
When the groups swap, listen for the first group briefing the second. That is exactly the behaviour you want on Saturday.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set both ends up in 90 seconds and say only this: this lot press, that lot don't. Work out the difference.
  2. Minutes 0–4 — no coaching at either end. Let them use the wrong answers.
  3. Minute 4 — thirty seconds at each end. At the press end: where's the space? Behind. At the block end: where's the space? Wide, and in front of them.
  4. Minutes 5–8 — scored. Press end: 1 for getting the ball out through them, 2 for going over them to a runner. Block end: 1 for a shot, 2 for a goal from a cutback.
  5. Minute 8 — swap the groups over, and say nothing at all for the first two minutes of the swap.
  6. Minutes 8–15 — second round, with the second group usually solving it faster because the first group will have told them.
Watch for
Playing short into a press
They want you to. Where aren't they?
Shooting from distance against a block
How many of those went in? Try one more pass.
Nobody running in behind at the press end
The route only exists if somebody goes.
No width against the block
They're eight players in a box twenty metres wide. Make it forty.
The same answer used at both ends
The thing this practice is designed to expose. Ask rather than tell.
Ask them
  • Where's the space when they press?
  • Where's the space when they sit?
  • Who's the most important player against a press? And against a block?
  • How many of our long shots went in?
Harder
  • Press end: four defenders. Block end: five defenders.
  • Six seconds at the press end.
Easier
  • Press end: two defenders. Block end: three defenders.
  • Twelve seconds at the press end.

A normal match in which one team is quietly given a new instruction every three minutes. The other team's job is to notice, say what it is, and change accordingly — and they score a point for naming it correctly.

Set up
  • One pitch, 44 × 30 m, both full goals with a goalkeeper in each.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every three minutes.
  • Write four instructions on paper beforehand. Suggested: press every goal kick with three · everybody behind the halfway line · only attack down their left · stay in your positions, no overlaps.
  • Give the instruction to one team quietly at a drinks break or during a stoppage.
  • Coach on the halfway line.
Rules & scoring
  • One team receives a secret instruction every three minutes.
  • The other team scores 1 point for naming it and 1 more for changing something because of it.
  • One guess per instruction — no fishing.
  • The instructed team must follow the instruction properly, even when it costs them.
  • Goals count as normal alongside the points.
Coaching points — the four corners
Technical
Nothing new. Tonight is entirely about perception.
Tactical
Recognising a pattern is a skill and it can be taught. The clue is almost never the ball — it is where the players are standing when the ball is somewhere else. Say that once; it is the single most useful hint you can give.
Physical
Standard match load.
Psychological
Some players will find this immediately obvious and others will not see it at all, and that gap has nothing to do with football ability. Pair a noticer with a non-noticer and let them talk.
Social
The naming has to be collective. If one player always answers, ask a different one — what do you think?
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain in two sentences: Every three minutes I'll tell one team to do something. The other team gets a point for telling me what it is — and another point if you change what you're doing because of it.
  3. Minutes 0–3 — first instruction, given to the reds. Let the blues play blind.
  4. Minute 3 — ask the blues. What are they doing? One guess only. Award the point or don't, and move on quickly.
  5. Minutes 3–12 — three more instructions, alternating which team receives them.
  6. Minutes 12–15 — both teams get an instruction at the same time, which is chaotic, funny, and closest to a real match.
Watch for
Nobody noticing anything
Give a hint: look at where they're standing when we've got the ball.
Naming it but not changing
The second point exists for exactly this. Fine — so what are we going to do about it?
One player answering everything
Rotate who you ask.
The instructed team abandoning the instruction when it costs them a goal
Be firm; the practice needs it followed.
Wild guesses
One guess only, and make it cost nothing to be wrong but nothing to be lucky either.
Ask them
  • What are they doing?
  • How do you know?
  • What are we going to do about it?
  • Where were they standing when we had the ball?
Harder
  • A new instruction every two minutes.
  • More subtle instructionsdrop five metres deeper, press only their left side.
Easier
  • A new instruction every four minutes.
  • Very obvious instructionseverybody behind halfway.

Both teams get a secret instruction at the start and neither knows the other's. At half time each team has one attempt to name what the other has been doing, worth three points — and then a second half in which they can use what they worked out.

Set up
  • 50 × 34 m with full-size goals and marked boxes.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • Two instructions written down beforehand, one per team, given quietly before kick-off.
  • Suggested pairing: reds press every goal kick with three; blues keep everybody behind the ball and counter.
  • Coach on the halfway line, mostly silent.
Rules & scoring
  • Each team has a secret instruction which must be followed for the full fifteen minutes.
  • Naming the other team's instruction at half time = 3 points. One attempt, thirty seconds to confer.
  • Goals count as normal.
  • The coach says nothing in the first half.
  • Instructions are read out at half time whether or not they were guessed.
Coaching points — the four corners
Technical
Whatever the instructions demand. Note it rather than fixing it.
Tactical
The second half is the real test. Naming a pattern is easy compared with changing your own football because of it, and most squads will name it correctly and then play exactly as before.
Physical
Standard match load, though a press everything instruction is tiring — substitute that team more.
Psychological
Being confused for seven minutes is uncomfortable and it is the point. Resist the urge to help.
Social
The thirty-second conference at half time tells you a lot about who listens to whom. Watch it rather than joining it.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape, teams and instructions given quietly in 90 seconds. Nobody tells anybody.
  2. Minutes 0–7 — first half, no coaching. Let both teams struggle with something they have not identified.
  3. Minute 7 — the naming. Each team confers for thirty seconds and gives one answer. 3 points for a correct naming. Read out both actual instructions afterwards regardless.
  4. Minutes 8–14 — second half with the instructions still live and now known. Watch whether either team actually uses the knowledge.
  5. Final minute — one question to everybody: what would you do differently if you played them again?
  6. Keep the instructions simple and visible. A clever instruction that nobody can see is a wasted fifteen minutes.
Watch for
Who notices first
It is often not the best player, and that is worth saying out loud.
The conference at half time
Does anybody ask a quiet player what they saw?
The second half
Named and then ignored is the most common outcome. Name it afterwards, gently.
An instruction being abandoned
Remind the team once; the practice depends on it.
A team solving it early
Excellent — and worth asking how.
Ask them
  • What have they been doing?
  • How did you work it out?
  • Who saw it first?
  • What did we change because of it?
Harder
  • More subtle instructions.
  • A new instruction at half time as well, unannounced.
Easier
  • Very obvious instructions.
  • A hint at minute 4.
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • Recognise a high press and choose the route over or round it.
  • Recognise a deep block and choose width, patience and cutbacks.
  • Notice when the opposition change what they are doing.
  • Describe what the other team is doing in a sentence.
  • Change our own football because of what we have noticed.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Paper and pen · Stopwatch or phone

Match intelligence · 14–16 players · 60 min

The same pass they have played all season, at twice the distance. Most of the squad has never been asked to pass thirty metres accurately along the ground, and they will find out tonight whether they can.

Set up
  • 44 × 18 m or as long as the space allows.
  • Pairs, starting at 15 m and working out to 30–35 m.
  • A gate of 4 m in the middle of the long distance, so the pass has to be accurate as well as long.
  • One ball per pair; spares at both ends.
  • Coach in the middle.
Rules & scoring
  • Along the ground. A lofted pass scores nothing, however accurate.
  • Through the gate at the long distances.
  • Both feet — alternate in threes.
  • The receiver must control it within two touches.
  • Move out to a longer distance every two minutes.
Coaching points — the four corners
Technical
The technique for a 30 m pass is the same as for a 10 m pass with a longer backswing and a firmer strike — laces or inside of the foot through the middle of the ball, ankle locked, head still.
Tactical
Longer passing is what makes a big pitch playable. A team that can only pass fifteen metres will be pinned into one corner of an eleven-a-side pitch and will spend the season chasing.
Physical
Light. This is technique, not conditioning.
Psychological
Some players will find thirty metres genuinely beyond them, and that is a growth issue rather than a technique one. Say so, and give them 25 m instead of 32 m without any fuss.
Social
Pair by size and strength for this one, or the smaller players spend ten minutes failing.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and passing. Collect the Session 34 homeworkdescribe a team you watched in one sentence.
  2. Minute 3 — start at 15 m. Two-touch, both feet. Ninety seconds at a distance everybody is comfortable with.
  3. Minute 5 — move out to 25 m, then 32 m at minute 7. Add the gate at the longer distances.
  4. Minute 7 — one question, twenty seconds. What changes about the technique? The answer is almost nothing except how hard you hit it — which is worth them discovering rather than being told.
  5. Minutes 7–10 — scored. 1 point per pass through the gate reached in control; nothing for a ball that has to be chased or that leaves the ground.
Watch for
Lofting it
Along the floor. Hit through the middle of it.
Leaning back
The cause of almost every ball that goes into the air. Head over it.
Short backswing
Longer swing, not a harder kick.
Only using the strong foot
Enforce the alternation; weak-foot range matters more at 11-a-side.
Smaller players struggling
Shorten their distance without comment.
Ask them
  • What changes about the technique?
  • Why does it have to stay on the ground?
  • What happens to a team that can't pass thirty metres?
  • Which foot is harder? Practise that one.
Harder
  • 40 m.
  • One touch.
Easier
  • 25 m maximum.
  • Three touches.

Walk the shape. Where the two extra players go, what the four positions across the back actually do, and why the middle of the pitch now needs three. Fifteen minutes of walking and talking is worth more here than any amount of playing.

Set up
  • The biggest pitch you can mark out, with both goals.
  • Eleven players in position if you have them, or seven with the missing positions marked by poles and named out loud.
  • Two grey bibs for the two positions that did not exist at nine-a-side — the fourth defender and the third midfielder.
  • No opposition for the first eight minutes.
  • Coach walking among them.
Rules & scoring
  • Walking or half pace throughout. This is a positional practice, not a game.
  • Everybody names their own position when asked.
  • The two grey players explain their job to the group once each.
  • Rotate at least four players through unfamiliar positions.
  • No scoring.
Coaching points — the four corners
Technical
Nothing. Tonight is geography.
Tactical
Four at the back is two pairs, not a line of four. The centre-backs work together and each full-back works with the winger in front of them — which is exactly what the squad already knows from this theme, with one more player. And the third midfielder is what makes attacking safe: one sits, two go, which is Session 23's rest defence with a proper name.
Physical
None. Use it as recovery.
Psychological
Players will immediately ask which position they will play next season. Be honest: you do not know, and at twelve nobody should have a fixed one. Say it clearly, because the anxiety is real.
Social
Getting the grey players to explain their own job to the group is worth doing properly. It is the best test of whether an idea has landed.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–4 — walk the shape into place. Name every position out loud as it stands: right back, two centre-backs, left back; three across the middle; two wide and a striker. Let them stand still and look at each other.
  2. Minute 4 — the two new jobs, ninety seconds. The extra defender means the centre-backs are now a pair rather than a trio, and the extra midfielder means one of the three can sit while two go forward. Nothing more complicated than that.
  3. Minutes 5–9 — walk the ball around with no defenders, stopping every thirty seconds to ask one player: where should you be now?
  4. Minutes 9–13 — add four defenders and play at half pace. The shape should hold and the distances should feel long.
  5. Minute 13 — measure something. Walk the distance between the back line and the midfield line and count it out. Thirteen metres. It is bigger than they think and smaller than they fear.
  6. Minutes 13–15 — rotate four players into new positions so nobody leaves thinking they have been assigned a job for life.
Watch for
Players standing too close together
The commonest reaction to a big pitch. Spread out. Look how much room there is.
The full-backs standing next to the centre-backs
Wide. You're a full-back, not a third centre-back.
Anxiety about positions
Address it directly and move on.
The three midfielders standing in a line
One of you sits. Two of you go. Not all three of you level.
Nobody asking questions
Ask them instead: what's different about your job?
Ask them
  • What's your position called?
  • Who do you work with?
  • What's different about your job compared with nine-a-side?
  • How far apart are the lines?
Harder
  • Add six defenders and play at three-quarter pace.
  • Introduce offside and explain it here, statically, where it is easy to see.
Easier
  • No defenders at all for the full fifteen minutes.
  • Mark every position with a pole and let them stand on it.

The game they have played all season, on a pitch that is far too big for the numbers. It produces the exact experience of eleven-a-side — long distances, lots of space, and the discovery that the block still has to be twenty-five metres.

Set up
  • 60 × 40 m — deliberately far too large for 7 v 7.
  • Both full goals, as far apart as you can manage.
  • 7 v 7 outfield plus two goalkeepers (16). With 14–15, play 6 v 6 and make the pitch no smaller.
  • Mark a 25 m block on the pitch with poles so they can see that it does not grow.
  • Coach on the halfway line.
Rules & scoring
  • Normal football on a deliberately oversized pitch.
  • A goal conceded while stretched beyond about 25 m counts double.
  • Keepers restart within eight seconds — long distances make slow restarts fatal.
  • No offside yet.
  • Rolling substitutions every two minutes; the running load is high.
Coaching points — the four corners
Technical
Longer passing under pressure, and the long carry — on a big pitch, dribbling forty metres into space is a genuine option for the first time.
Tactical
The block does not get bigger. This is the single idea of the practice and it is counter-intuitive: a bigger pitch means you give away more space, not that you cover more of it. Which also means the ball can be switched much further — so the far-side player has to look across, not just in front.
Physical
The hardest running of the block. Substitute every two minutes and expect the quality to drop late.
Psychological
A big pitch is intimidating and some players will hide in it. Watch for the player who has gone quiet and give them a specific job.
Social
Talking has to be louder over longer distances — a genuine and slightly funny discovery. Let them work it out.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain in one sentence: Normal football. The pitch is twice the size. The block is still twenty-five metres.
  3. Minutes 0–5 — play and let them spread out. Most teams will stretch to fill the pitch when defending, which is the error the marked block exists to expose.
  4. Minute 5 — one question: how big should we be when we haven't got the ball? Point at the poles. That big. Not that big.
  5. Minutes 6–12 — scored. A goal conceded while the block is stretched beyond the poles counts double, exactly as in Session 26.
  6. Minutes 12–15 — free play, and see whether the squad has understood that a bigger pitch means more running between the moments, not a bigger shape.
Watch for
The block stretching to fill the pitch
The whole practice. Point at the poles rather than explaining.
Nobody switching the ball
There is more room to switch than ever before and it is usually the last thing they try.
Players hiding in the space
Come and get involved. Where's your nearest teammate?
Everyone exhausted by minute 8
Substitute more. This pitch is bigger than their fitness.
Long carries into space
New and worth praising — at 9v9 the space to do it did not exist.
Ask them
  • How big should we be when we haven't got the ball?
  • What's easier on this pitch? What's harder?
  • How far can you switch it now?
  • Where's the space? There's a lot of it.
Harder
  • Bigger still (70 × 46 m).
  • A 20 m block rather than 25.
Easier
  • 50 × 36 m.
  • 8 v 8 so there are more bodies.

As close to eleven-a-side as your numbers allow, on the biggest pitch you can find, in the 4-3-3 shape from 35.2. Fifteen minutes of feeling it. There is very little to coach and a great deal to notice.

Set up
  • The largest pitch available, with both goals as far apart as possible.
  • If you can borrow players — another age group, a parent or two, a coach — do it and play as close to 11 v 11 as you can.
  • If you cannot, play 7 v 7 or 8 v 8 in the 4-3-3 shape with the missing positions marked by poles and named.
  • Shape assigned from 35.2, with everybody in the position they walked.
  • Coach on the halfway line, saying very little.
Rules & scoring
  • As close to eleven-a-side as numbers allow, in the 4-3-3 shape.
  • Keepers restart within ten seconds.
  • Offside introduced from minute 7 if your league uses it — explained once and given generously.
  • Rolling substitutions; the running load is the highest of the season.
  • No other conditions.
Coaching points — the four corners
Technical
Everything at longer range. Note who can pass thirty metres under pressure and who cannot — it is next season's individual programme.
Tactical
Nothing new is being taught. Every principle from the last a full season applies unchanged; only the distances differ. Say that explicitly at the end, because the squad will assume they are starting again.
Physical
The most demanding fifteen minutes of the year. Substitute freely and stop early if the quality collapses.
Psychological
Some players will love the space and some will be swallowed by it. Both reactions are normal and neither predicts next season.
Social
Communication over long distances is a genuinely new skill. If the squad finishes the session shouting more than they started, that is a result.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape and teams in 90 seconds, using the same positions as 35.2 so nothing is new except the movement.
  2. Minutes 0–6 — play, with almost no coaching. Two reminders maximum, and both about distance rather than decision.
  3. Minute 6 — drinks and one question: what's the hardest thing about this? Expect it's so far and I can't hear anyone — both correct and both solvable.
  4. Minutes 7–13 — play on, and introduce offside if your league will use it. Explain it once, simply, and give it generously.
  5. Final two minutes — free play, then finish with the squad standing in the middle of the pitch looking at how big it is.
  6. Note who copes and who struggles, because it is rarely the players you expect.
Watch for
Who copes with the space and who disappears in it
Rarely the players you expect.
Passing range under pressure
The clearest technical marker for next season.
Whether the block holds
The main carry-over from 35.3.
Communication
Everybody goes quiet on a big pitch at first.
Reaction to offside
Introduce it gently and expect confusion. It takes months, not minutes.
Ask them
  • What's the hardest thing about this?
  • What's actually different from what we've been doing?
  • Who could you hear?
  • How far did you have to run to press?
Harder
  • Full eleven-a-side if you can borrow the players.
  • Offside from the start.
Easier
  • A smaller pitch (55 × 38 m) if the running is too much.
  • No offside at all.
Goalkeeper — Your keeper is scenery here — give them a job

This is the session they need most and nobody prepares them for it. At eleven-a-side the goal goes from 16 × 7 ft to 24 × 8, the pitch gets far longer and the box gets deeper. Give them the LONGER warm-up with the outfielders — goal kicks at the new distance — and let them find out now rather than in September. Angles, starting position and the sweeping they will suddenly have to do all change on the bigger pitch.

Session aims & kit list
By the end, players can
  • Pass accurately over 25–35 metres, along the ground.
  • Understand the 4-3-3 shape and where the two extra players go.
  • Keep the block at about 25 metres even on a much bigger pitch.
  • Recognise that distances change and principles do not.
  • Experience the size of an eleven-a-side pitch rather than being told about it.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow / grey · Full-size goals · Poles · Tape measure or measured strides

Match intelligence · 14–16 players · 60 min

The squad picks the warm-up. Offer three from the season, let them vote, and then let them set it up themselves while you stand back and watch how much they remember.

Set up
  • 36 × 18 m with three grids marked, or let them mark them.
  • Offer three warm-ups from the season — a rondo, a passing-through-gates practice, a two-against-two.
  • They vote, they set it up, they explain the rules to each other.
  • Balls and markers available; nothing pre-arranged.
  • Coach standing back.
Rules & scoring
  • The squad chooses, by vote, and the vote stands.
  • They set it up and explain it themselves.
  • The coach does not correct the organisation unless it is unsafe.
  • Everybody plays; nobody sits out.
  • Ten minutes and then it stops, whatever is happening.
Coaching points — the four corners
Technical
Whatever the chosen practice contains. Note the quality rather than coaching it.
Tactical
Nothing tonight.
Physical
A warm-up. Make sure they actually warm up rather than standing about voting for five minutes.
Psychological
Being trusted to organise is a bigger deal to a twelve-year-old than it looks. Some will take to it immediately and some will find it uncomfortable.
Social
Watch who leads the set-up. It is frequently not the best player and frequently not the loudest one.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each. Collect the Session 35 homeworkwhich position would you like to try, and what would you need to get better at? Write the answers down; they are useful in August.
  2. Minute 3 — the vote. Name the three options, take a show of hands, and accept the result without editing it.
  3. Minutes 4–5 — they set it up. Say nothing, even if it is slightly wrong. A grid that is two metres too big does not matter.
  4. Minutes 5–10 — they run it. Your only job is to watch and to notice what has become automatic.
  5. One question at the end, twenty seconds: why did you pick that one? The answer is usually because it's fun, which is a perfectly good reason and worth saying so.
Watch for
Who organises
The most interesting thing in the ten minutes.
Whether the explanation is clear
Explaining a practice is a real skill and some of them will be good at it.
Arguments about the rules
Let them resolve it. Only intervene if it stalls completely.
What has become automatic
Body shape, scanning, first touch — all of it visible without being asked for.
Somebody being left out of the decision
The one thing worth stepping in for.
Ask them
  • Why did you pick that one?
  • Who set it up?
  • Is it the same as we used to do it, or have you changed it?
  • What would you change about it?
Harder
  • No options offered — they propose the warm-up themselves.
  • Two groups running two different warm-ups.
Easier
  • Two options rather than three.
  • Coach sets it up, squad runs it.

One practice containing a full season. Build out of the back, cross the middle third, finish in the final third — Blocks 5, 4 and 8 in a single move, with the transitions of this theme whenever it breaks down.

Set up
  • 56 × 34 m divided into three zones — build, middle, finish — with a full goal and goalkeeper at each end.
  • Six against four, with the four defenders spread across the middle and finishing zones.
  • Twelve to fourteen players. Rotate the defenders every three minutes.
  • Every attack starts with the goalkeeper.
  • Coach beside the halfway line.
Rules & scoring
  • Every attack starts with the goalkeeper.
  • 1 point for leaving the build zone in control, 1 for crossing the middle, 2 for a goal.
  • From minute 11: defenders score 2 for a counter within eight seconds; attackers score 1 for winning it back within five.
  • Twenty seconds per attack.
  • Rotate four players into defence every three minutes.
Coaching points — the four corners
Technical
Everything. This practice is a technical audit and you should treat it as one — watch rather than correct.
Tactical
The whole season is one move. Say it once at the end: getting out, getting through, getting in. Every block fits into one of those three, and the squad now has an answer for all three.
Physical
Demanding but familiar. Rotate on schedule.
Psychological
Some squads will play this beautifully and some will be scrappy on the last night of the season. Neither means very much — tiredness, weather and end-of-term excitement all play a part.
Social
Listen for the vocabulary. Nine months of phrases — man on, time, switch it, press, follow it in — should be audible without prompting.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 90 seconds. Start with the keeper. Get out of the back, cross the middle, score. Same as always.
  2. Minutes 0–5 — no coaching at all. Watch which theme shows up strongest and which has faded.
  3. Minute 5 — one question: which bit of that was hardest? Their answer tells you what to start with in August.
  4. Minutes 5–11 — scored. 1 point for getting out of the build zone, 1 for crossing the middle in control, 2 for a goal. Announce all three totals.
  5. Minute 11 — add the transition: when the defenders win it, they have eight seconds to score in the far goal, and the attackers have five seconds to win it back. Blocks 6 and 7 join the practice.
  6. Minutes 11–15 — full speed with rotation, and no coaching beyond the score.
Watch for
Which block is strongest
It is usually the one you enjoyed coaching most, which is worth knowing about yourself.
Which block has faded
That is August's starting point.
The vocabulary
Count how many of the fifty phrases you hear.
Who organises the build-up
Your captain, one more time.
Reaction at the turnover
this theme, unprompted.
Ask them
  • Which bit of that was hardest?
  • Which bit do we do best?
  • What would you want to work on first next season?
  • How many of our words did you hear?
Harder
  • Six against five.
  • Fifteen seconds per attack.
Easier
  • Six against three.
  • Thirty seconds per attack.

They design it. Pitch size, teams, rules, scoring, and refereeing — all of it theirs. Your entire job is to time it and to keep your mouth shut, which is considerably harder than it sounds.

Set up
  • One pitch, roughly 44 × 30 m, both goals with goalkeepers.
  • The squad picks the teams — and it is worth insisting the two captains are chosen by lot rather than by reputation.
  • The squad chooses the rules: any conditions from the season, any scoring system, any pitch adjustment.
  • The squad referees. You do not.
  • Coach with a stopwatch and nothing else.
Rules & scoring
  • The squad decides everything except the pitch and the time.
  • The squad referees. The coach does not adjudicate anything.
  • Captains are drawn at random, not chosen.
  • Three minutes to design it, then it starts whether or not it is finished.
  • The coach may intervene once, and only if the game has stopped.
Coaching points — the four corners
Technical
Nothing.
Tactical
Nothing.
Physical
Nothing.
Psychological
This is the practice where you find out what kind of squad you have. How they pick teams, how they treat the weakest player in the selection, and how they handle a disputed decision all happen in the next fifteen minutes.
Social
Everything. Watch the team selection especially closely — it is the moment that most reveals a squad's culture, and if it goes badly it is worth a quiet conversation another day.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — the design. Two captains drawn at random pick teams; the group agrees the rules. Give them three minutes and hold the line on it.
  2. Minutes 3–13 — they play. No coaching, no refereeing, no comment on the rules however odd they are.
  3. Minute 8 — one intervention only, and only if the game has broken down entirely. Otherwise nothing.
  4. Minutes 13–15 — one question to the group: was that a good game? What would you change? Then let them finish it.
  5. Expect the rules to be strange. Goals only count from outside the box is a real thing an under-12 squad will vote for, and letting it happen is the point.
  6. Note who resolves disagreements, because that is a genuine leadership signal.
Watch for
How they pick teams
The single most revealing thing you will see all season.
Who is picked last and how they are treated
Who resolves arguments
Leadership, unprompted.
Whether the rules they choose are from the season
Most squads pick two or three conditions they enjoyed, which tells you what landed.
Whether they can referee themselves
Most can, better than adults expect.
Ask them
  • Was that a good game?
  • What would you change about the rules?
  • How did you decide the teams?
  • Did the refereeing work?
Harder
  • No coach present at all — stand thirty metres away.
  • They must use three conditions from the season.
Easier
  • Coach picks the teams, squad picks the rules.
  • Offer a menu of five conditions to choose from.

No conditions. No scoring systems. No coaching. Fifteen minutes of football on the last night of the season, and the most informative fifteen minutes of the whole year — because everything that appears now, appeared without being asked for.

Set up
  • 50 × 34 m with full-size goals and marked boxes.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes freely.
  • No shape assigned. Let them arrange themselves.
  • Spare balls behind both goals.
  • Coach on the halfway line with a notebook, and silent.
Rules & scoring
  • No conditions at all.
  • Normal football, normal restarts, normal goals.
  • The coach says nothing for fifteen minutes.
  • Substitutions handled by the players.
  • It stops on time.
Coaching points — the four corners
Technical
Everything, unprompted. Write it down.
Tactical
Everything, unprompted. Write that down too.
Physical
Last session of the year — expect it to be either flat or wild. Both are fine.
Psychological
Fifteen silent minutes at the end of a season is a strange and rather good experience for a coach. Use it.
Social
Listen to how they talk to each other now compared with September. It is usually the biggest change of all and the one nobody plans for.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams in 30 seconds — keep the ones from 36.3 if they worked.
  2. Say one sentence: That's it. Just play. Then stop talking for fifteen minutes.
  3. Minutes 0–15 — write down everything you see that they were not taught to do tonight. Split centre-backs. A scan before receiving. Somebody following a shot in. A full-back holding width. Three in the box. A reaction in the first second after a turnover.
  4. Do not stop it, do not correct anything, and do not celebrate anything either. Just watch.
  5. Finish exactly on time, with five minutes still available.
  6. Then bring them into the middle of the pitch and sit them down for the review. Do not do it standing by the bags.
Watch for
What appears without being asked for
The entire point. Every item on that list is something they have genuinely learned.
What has vanished
Equally useful, and it is August's plan.
The vocabulary
How they treat each other after a mistake
The single best measure of a season's coaching.
Who has changed most since September
Have the name ready for the review.
Ask them
  • Nothing during the game.
  • Afterwards: did you notice how much of that you did without anybody telling you?
  • What are you best at now that you couldn't do in September?
  • What do you want to work on in the summer?
Harder
  • Twenty minutes if the light and the legs allow.
  • Bigger pitch to carry Session 35 forward.
Easier
  • Ten minutes and a longer review.
  • Smaller pitch if the squad is tired.
Goalkeeper — Your keeper is scenery here — give them a job

The keeper is in this session, but as scenery rather than as somebody being coached. Use the four-phase defaults to give them a job for the first forty-five minutes.

Session aims & kit list
By the end, players can
  • Play without instruction and see what has actually stuck.
  • Take responsibility for the warm-up, the rules and the refereeing.
  • Recognise their own progress across a full season.
  • Finish a season deliberately rather than letting it fade out.
  • Leave wanting to come back in August.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Your notes from any review pages you have filled in · Something for each player

Set pieces · 14–16 players · 60 min

Two techniques, twenty repetitions each. The driven ball — flat, hard, across the box — and the whipped ball that bends away from the goalkeeper. Most under-12 players have never been shown that these are different skills.

Set up
  • 34 × 20 m with four target zones marked with cones along one end.
  • Pairs — one rolls the ball out, one strikes it from a standing start.
  • Three or four pairs working at once, at least 8 m apart for safety.
  • As many balls as you can find; a bucket at each striking point.
  • Coach walking between pairs.
Rules & scoring
  • Dead ball, standing start — no rolling deliveries.
  • 1 point for a driven ball in a target zone, 2 for a whipped one.
  • Ten repetitions of each technique before scoring starts.
  • Strikers and servers swap every ten balls.
  • Nobody strikes a ball until the area in front of them is clear.
Coaching points — the four corners
Technical
Driven: laces, through the middle, head over it, follow through low. Whipped: inside of the foot, across the bottom half, follow through across the body. The difference is where on the ball you strike it, not how hard.
Tactical
Away from the goalkeeper, every time. A ball that bends towards the keeper is a catch; the same ball bending away is a header. It is the single most useful thing to say about corner delivery at this age.
Physical
Light. Watch for anybody striking dead balls repeatedly with poor technique — it is one of the few genuine overuse risks at this age.
Psychological
Everybody wants to be the taker. Let everybody try, and choose the takers on evidence at the end of the session rather than on reputation.
Social
Servers should be counting and calling the score. It keeps the queue engaged.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and gentle striking. Ask one question at the door: when did we last score from a corner? Most squads cannot remember, which sets the session up.
  2. Minute 3 — the driven ball, ninety seconds. Non-kicking foot beside the ball, laces through the middle, head still and over it. Flat and hard. Ten each.
  3. Minute 5 — the whipped ball, ninety seconds. Inside of the foot across the bottom half, non-kicking foot slightly behind, follow through across the body. It bends away from the keeper.
  4. Minute 7 — one question, twenty seconds. Which one do you use for a corner? Either — but a whipped ball away from the keeper is safer, because a driven ball that goes wrong ends up in his hands.
  5. Minutes 7–10 — scored. 1 point per ball landing in a target zone, 2 for the whipped one. Both feet if anybody can.
Watch for
Trying to hit it as hard as possible
Accuracy first. A perfect ball at half pace beats a rocket into the stand.
Leaning back
The cause of every ball over the bar. Head over it.
No follow-through
Finish the swing. That's where the bend comes from.
Everybody wanting to be the taker
Fine — but everybody does the reps.
Balls being struck into a queue
Stop it immediately. Safety first at every set-piece station.
Ask them
  • Which one would you use for a corner? Why?
  • What's the difference between the two techniques?
  • Where do you strike the ball for each?
  • Why away from the keeper rather than towards him?
Harder
  • Smaller target zones.
  • Weak foot only for two minutes.
Easier
  • Bigger target zones.
  • Shorter distance (14 m).

One corner routine with four named jobs. Near post, middle, back post, edge of the box — plus one player who stays back. Repeat it until everybody knows their own job without being told, and then stop.

Set up
  • 40 × 34 m with a full goal and goalkeeper and a marked penalty area.
  • Five attackers, three defenders, a goalkeeper, and a taker.
  • Mark the danger area — the six-yard box extended to the penalty spot — so the delivery has a visible target.
  • Balls at both corners; alternate sides.
  • Coach behind the goal where you can see the whole box.
Rules & scoring
  • Four jobs, named, every time: near post, middle, back post, edge.
  • One player stays back for the counter. Always.
  • Runs start as the ball is struck — anybody standing still when it is delivered scores nothing.
  • Attackers 1 for a header or shot on target, 2 for a goal. Defenders 1 for a clearance beyond the edge of the box.
  • Alternate sides every repetition.
Coaching points — the four corners
Technical
Attacking the ball — meeting it moving, and heading or striking through it rather than letting it hit you. Also the taker's consistency, which matters more than their power.
Tactical
Near post and edge are the two jobs that win corners at this age. A ball flicked on at the near post beats everybody, and the edge of the box collects everything that gets cleared. And the short corner is the most underused weapon in youth football — two players and a cutback beats a box full of taller children more often than a floated ball does.
Physical
Jumping and short sprints. Comfortable.
Psychological
Smaller players assume corners are not for them. Give them the near-post flick and the edge — both are about timing rather than height, and both score goals.
Social
By the end of this practice every player should be able to say their own job without hesitating. Test it by asking three of them at random.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — walk it once, statically. Put the four attackers in their positions and name each one out loud: near post, middle, back post, edge. Then walk their runs, slowly, twice.
  2. Minute 3 — the fifth job. One player does not go in the box at all — they stay on the halfway line for the counter. Say why: a corner conceded on the break is the most demoralising goal in youth football.
  3. Minutes 4–9 — live at three-quarter pace, alternating sides. Ten or twelve repetitions. Attackers score 1 for a header or shot on target, 2 for a goal; defenders score 1 for a clearance beyond the edge.
  4. Minute 9 — one question: when do you start your run? The answer is as the taker strikes it, not before — an under-12 box is full of players who arrive early and stand still.
  5. Minutes 9–13 — add a second routine: a short corner, two players, and a cutback. It is the most effective corner in youth football because nobody defends it.
  6. Minutes 13–15 — swap the defenders and attackers so both groups get the picture.
Watch for
Everybody standing on the penalty spot
The default. Name the four positions again and put them in them.
Nobody on the near post
The most valuable job and the one nobody volunteers for.
Nobody on the edge
Same lesson as Session 27 — the second ball.
Runs starting too early
As he strikes it. Not before.
Nobody staying back
Be strict. A counter conceded from your own corner is the worst goal there is.
Ask them
  • What's your job?
  • When do you start your run?
  • Who's staying back? Why?
  • Which of the four jobs is most likely to score?
Harder
  • Five defenders.
  • Two routines, called by a signal from the taker.
Easier
  • Two defenders.
  • One routine only.

The two restarts under-12 teams waste most often. A wide free-kick is a corner with a better angle; a long throw is a corner that cannot be offside. Both need a target area and two players attacking it.

Set up
  • 44 × 32 m with a full goal and goalkeeper.
  • Mark the landing area — a 9 × 14 m box between the penalty spot and the near post.
  • Five attackers against three defenders, with a designated taker and a designated thrower.
  • Free-kicks served from 25 m wide; throws from the touchline about 22 m out.
  • Coach beside the goal.
Rules & scoring
  • Deliveries must land in the marked area to be scored.
  • The same four jobs as the corner — near post, middle, back post, edge.
  • 1 point for a shot on target, 2 for a goal, 1 to the defenders for a clearance beyond the box.
  • Everybody attempts at least two long throws.
  • No offside from a throw — say it out loud, because most of them do not know.
Coaching points — the four corners
Technical
The long throw: both feet on the ground, ball behind the head, a run-up, and a flat trajectory rather than a lob. It is a technique and it improves quickly with practice.
Tactical
A wide free-kick is easier to attack than a corner because the ball crosses the defenders' line of vision rather than running along it. And a long throw cannot be offside, which makes it the safest attacking restart in football and the reason it is worth having one player who can do it.
Physical
Long throwing is hard on the back and shoulders. Ten or twelve each is plenty.
Psychological
You will discover a long thrower nobody knew about, and it will probably not be the biggest player. Watch for it.
Social
Identify and name your two takers and your long thrower by the end of the session. Being given a job is a real thing at twelve.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 60 seconds. Same four jobs as the corner. Different delivery.
  2. Minutes 0–5 — wide free-kicks only. Ten deliveries, alternating sides. The target is beyond the near post and short of the goalkeeper — say it once and mark it.
  3. Minute 5 — one question: why is this easier than a corner? Because the ball comes across the defenders rather than along their line, so it is much harder to defend and much easier to attack.
  4. Minutes 6–11 — long throws. Find your two longest throwers and let everybody try. Flat and to the near post is the only instruction that matters.
  5. Minute 11 — the flick-on. One player at the near post, one behind them. It is the whole point of a long throw and it takes two minutes to teach.
  6. Minutes 11–15 — scored, alternating deliveries. 1 for a shot on target, 2 for a goal, 1 to the defenders for a clearance.
Watch for
Deliveries too deep
Beyond the near post, short of the keeper. That's the space.
Throws lobbed rather than driven
Flat. It has to arrive quickly or they'll all get there first.
Nobody flicking on
Two minutes to teach and it doubles the value of every long throw.
The same three players attacking everything
Rotate the jobs deliberately.
Anybody straining to throw
Stop them. Technique before distance, always.
Ask them
  • Why is a wide free-kick easier to attack than a corner?
  • Where should the delivery land?
  • Can you be offside from a throw-in?
  • What's the near-post player's job?
Harder
  • Five defenders.
  • Deliveries must be first time from a rolled ball.
Easier
  • Two defenders.
  • Shorter free-kick distance (18 m).

A match in which every stoppage becomes a set piece and goals from restarts count double. It produces about four times the normal number of corners and free-kicks, and it is the only way to practise them at match speed.

Set up
  • 50 × 34 m with full-size goals and marked boxes.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • Every ball out of play on the byline is a corner, whoever put it out — which is artificial and produces the repetitions you need.
  • Free-kicks given generously.
  • Coach on the halfway line.
Rules & scoring
  • Every ball out on the byline is a corner to the attacking team.
  • A goal from any restart — corner, free-kick or throw — counts double.
  • From minute 7: corners must be taken within ten seconds.
  • One player must always stay back on a set piece; a goal conceded on the counter while nobody stayed counts double against them.
  • No offside.
Coaching points — the four corners
Technical
Delivery under fatigue, which is much harder than delivery in a static practice.
Tactical
Speed of organisation is worth more than the routine itself. A corner taken in eight seconds against a disorganised defence beats a perfect routine taken after twenty. And the one who stays back is the whole difference between a set piece being free and a set piece being a risk.
Physical
Lighter than a normal match because of the stoppages. A good session for tired legs or a hard pitch.
Psychological
Set-piece goals are enormously satisfying for the players who do the unglamorous jobs. Name the near-post flicker and the edge-of-the-box player every time one goes in.
Social
Watch who organises the set piece. It is often a different player from the one who organises open play.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape and teams in 60 seconds.
  2. Explain in two sentences: Every ball out on the byline is a corner to the attacking team. A goal from any restart is worth two.
  3. Minutes 0–6 — play. Expect eight or nine corners in six minutes, which is the point.
  4. Minute 6 — drinks and one question: are we getting into position quickly enough? Most squads take fifteen seconds to organise a corner, which in a real match is fifteen seconds of the opposition also organising.
  5. Minutes 7–13 — add the ten-second rule: a corner must be taken within ten seconds. Now the routine has to be automatic rather than discussed.
  6. Final two minutes — normal restarts, and see whether the four jobs still get filled.
Watch for
Slow organisation
The ten-second rule fixes it. Count out loud.
Four jobs collapsing under match pressure
Expected. Two reminders, then let the scoreline teach.
Nobody staying back
Give the doubling penalty once and it stops.
Short corners being ignored
You've got a two-against-one down there. Use it.
The same player taking everything
Fine if they are the best at it — but check the other side is covered.
Ask them
  • How quickly are we getting organised?
  • Who's staying back?
  • What's your job at a corner?
  • Did anybody try a short one?
Harder
  • Eight seconds to take a corner.
  • Only restart goals count.
Easier
  • Fifteen seconds.
  • Corners only — drop free-kicks and throws from the doubling.
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Strike a dead ball two ways — driven and whipped — with some accuracy.
  • Know the four jobs at a corner — near post, middle, back post, edge.
  • Attack the ball rather than waiting for it to arrive.
  • Deliver a wide free-kick and a long throw to the right area.
  • Always leave one player for the counter.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Cones · Goalkeeper gloves

Set pieces · 14–16 players · 60 min

A ball served high into a space, one defender and one attacker, and one instruction: go and get it. The defender who moves first wins it almost every time, and ten minutes is enough to prove that to a squad.

Set up
  • 32 × 20 m with two clearing zones marked in the far corners.
  • Threes: a server, a defender and an attacker.
  • The server throws or chips the ball high into the middle; both players start level, 8 m away.
  • Three groups working at once, well apart.
  • Coach in the middle.
Rules & scoring
  • Both players start level, 8 m from where the ball will land.
  • Clear with the foot or the head — a foot clearance scores exactly the same.
  • 1 point for a clearance into a corner zone; 1 to the attacker for a controlled touch.
  • Heading repetitions kept low and counted — see the setup note.
  • Rotate all three roles every three repetitions.
Coaching points — the four corners
Technical
Meeting the ball on the move, taking off from one foot, and clearing through the ball rather than at it. If heading: eyes open, forehead, neck firm, attack it — never let it hit you.
Tactical
Whoever moves first wins the ball. Size matters far less than a metre of momentum, and this is the practice that proves it to the smaller players in your squad.
Physical
Jumping and short accelerations. Keep the heading volume low and the repetitions plentiful.
Psychological
Smaller defenders assume aerial balls are not theirs. Ten minutes of evidence changes that, and it is worth naming when it happens.
Social
Servers must serve well. A bad serve wastes a repetition — say it once.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and passing. Ask one question at the door: how many did we concede from corners last season? Most coaches do not know either, which is itself the point.
  2. Minute 3 — first four repetitions with no contest. Just the defender, meeting a dropping ball and clearing it into a corner zone. Feet are fine and encouraged.
  3. Minute 5 — add the attacker. Both start level. Whoever moves first usually wins it, and by the fourth repetition somebody will say so out loud.
  4. Minute 7 — one question, twenty seconds. Who won most of those, the big one or the one who moved first? It is almost always the second, and it is the most encouraging thing a small defender hears all year.
  5. Minutes 7–10 — scored. 1 point to the defender for a clearance into a corner zone; 1 to the attacker for any controlled touch. Rotate all three roles.
Watch for
Waiting for the ball to arrive
The whole practice. Go and get it. Don't let it come to you.
Backing away under the flight
Forwards. Always forwards.
Clearing it straight back down the middle
Into the corner. Away from where you are.
Anybody uncomfortable heading
Let them clear with their feet, every time, with no comment.
Heading volume creeping up
Count it. Stop when you reach the limit.
Ask them
  • Who won most of those?
  • Was it the biggest or the one who moved first?
  • Where should the clearance go?
  • What happens if you wait for it?
Harder
  • Two attackers against one defender.
  • Longer serves so the judgement is harder.
Easier
  • Defender starts a yard in front.
  • Lower, flatter serves that can be cleared with the foot.

Four jobs, a goalkeeper who owns his six-yard box, and one player left up the pitch. Twelve repetitions and the squad will never defend a corner the way they did earlier.

Set up
  • 40 × 34 m with a full goal and goalkeeper and a marked penalty area.
  • Mark the keeper's zone — the six-yard box — so everybody can see whose territory it is.
  • Five defenders against three attackers plus a taker, then even it up as they improve.
  • Balls at both corners; alternate sides.
  • Coach behind the goal.
Rules & scoring
  • Four jobs, named, every time: near post, two markers, the edge, one stays up.
  • The six-yard box belongs to the goalkeeper. If he calls, everybody moves.
  • Defenders score 1 for a clearance beyond the edge of the box, 2 for also winning the second ball.
  • Attackers score 1 for a shot on target, 2 for a goal.
  • Alternate the corner side every repetition.
Coaching points — the four corners
Technical
Clearing high, wide and away — through the ball, and towards the touchline rather than across the goal. And the goalkeeper's decision: come and claim, or stay and set.
Tactical
The near post is the most important job on the pitch at a corner. Almost every corner goal at this age comes from a flick-on that nobody attacked. And the goalkeeper's voice is the organising instrument — a keeper who shouts two clear words is worth more than any amount of marking.
Physical
Jumping and clearing. Keep the heading count within guidance and rotate the goalkeepers.
Psychological
Goalkeepers are frequently terrified of corners because nobody has ever told them the box is theirs. Telling them, explicitly, changes a season.
Social
By the end everybody should know their own job and the keeper's two words. Test three players at random.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — set the jobs, statically. Near post. Two markers. The edge. One stays up. Put each player in position and name them out loud. Then explain the keeper's zone: inside that box is his, and if he calls, you get out of the way.
  2. Minute 3 — the keeper's call, ninety seconds. Two words only: "keeper" and "away". Practise them with three static deliveries so the defenders learn to react to the voice rather than the ball.
  3. Minutes 5–10 — live at three-quarter pace, alternating sides. Defenders score 1 for a clearance beyond the edge of the box, 2 if they also win the second ball.
  4. Minute 10 — one question: which job is hardest? It is the near post, and the player doing it deserves to be told so.
  5. Minutes 10–13 — even the numbers up to five against five so the marking becomes real.
  6. Minutes 13–15 — one last thing: the player who stays up. Point out that leaving one player forward stops them committing everybody, which is worth more than the extra body in the box.
Watch for
Nobody on the near post
The single most common and most expensive error.
The goalkeeper rooted on his line
It's your box. Come and get it, or shout away.
Defenders ball-watching
See the ball and your man. Head on a swivel.
Clearances across the box
The second most expensive error. Towards the touchline.
Everybody in the box
One stays up. Always. It is worth a point against them if they forget.
Ask them
  • What's your job?
  • Whose box is that?
  • What are the keeper's two words?
  • Where should the clearance go?
Harder
  • Five attackers against five defenders.
  • Two attackers on the near post.
Easier
  • Two attackers against five.
  • Static deliveries for the first five minutes.

The restart that frightens young defenders most and is genuinely the easiest of all to defend — because a thrown ball is slow, predictable and beatable by anyone willing to move towards it.

Set up
  • 44 × 32 m with a full goal and goalkeeper.
  • Mark the landing area near the front post so everybody knows where it is going.
  • Four defenders against four attackers, plus a designated long thrower.
  • Throws from about 22 m out; ten or twelve repetitions.
  • Coach beside the goal.
Rules & scoring
  • One defender in front of the landing area, one behind it. Both named before each throw.
  • Nobody lets the ball bounce — a bounced ball in the box concedes the point.
  • Defenders 1 for clearing beyond the edge, 2 for winning it in front.
  • The goalkeeper may come for anything inside his box and must call it.
  • Everybody defends at least six repetitions.
Coaching points — the four corners
Technical
Attacking the flight, and clearing first time. A long throw arrives slowly, which makes it the easiest ball in football to time — say so, because the players do not believe it.
Tactical
One in front, one behind. The player in front wins the flick; the player behind picks up everything that beats him. Two players solve a long throw completely. And nobody lets it bounce — a bouncing ball in a crowded box is where the goals come from.
Physical
Moderate. Keep heading repetitions within guidance; most long throws can be cleared with the foot or chest.
Psychological
Squads develop a fear of the big thrower. Naming the plan out loud removes most of it before kick-off.
Social
The goalkeeper should be organising this. If yours is quiet, stand behind the goal and make the calls with them for three repetitions.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 45 seconds. They're going to throw it to the near post. Every time. Now stop it.
  2. Minutes 0–4 — no coaching. Most squads will retreat, let it bounce, and concede. Let that happen three or four times.
  3. Minute 4 — the three rules, ninety seconds. One in front of the target. One behind him. Nobody lets it bounce. That is the entire defence of a long throw and it takes two minutes to teach.
  4. Minutes 5–11 — live and scored. Defenders 1 for clearing beyond the edge, 2 for winning it in front of the target. Attackers 1 for a shot, 2 for a goal.
  5. Minute 11 — add the wide free-kick as an alternative delivery so they have to read which is coming.
  6. Minutes 11–15 — swap the teams so everybody defends and everybody throws.
Watch for
Retreating under the flight
Forwards. It's a slow ball.
Letting it bounce
The single fault that concedes from long throws.
Nobody behind the first defender
If he misses it, who's there?
Clearances back into the middle
Same as the corner — wide, always.
Everybody watching the thrower
Watch the space, not the arms.
Ask them
  • Where is it going? Every time?
  • Who's in front and who's behind?
  • Why must it not bounce?
  • Is a thrown ball fast or slow?
Harder
  • Five attackers against four.
  • Two possible deliveries — near post or back post — unannounced.
Easier
  • Three attackers against four.
  • Announce the target before each throw.

The mirror of A1.4. Every stoppage is a set piece, and this time the defending team is the one that scores — for clearing it properly and for winning the second ball. Fifteen minutes of repetitions at match speed.

Set up
  • 50 × 34 m with full-size goals and marked boxes.
  • 7 v 7 including goalkeepers (14). With 15–16, play 8v8 or roll substitutes every two minutes.
  • Every ball out on the byline is a corner, whoever put it out.
  • Free-kicks given generously in wide areas.
  • Coach on the halfway line.
Rules & scoring
  • Every ball out on the byline is a corner.
  • Defenders score 1 for clearing beyond the halfway line, 1 more for winning the second ball.
  • A goal from a set piece = 2 points to the attacking team.
  • From minute 7: the defending team has eight seconds to be organised.
  • The goalkeeper must call on every delivery into his box.
Coaching points — the four corners
Technical
Clearing under real pressure, and the goalkeeper's decision-making with bodies in front of him.
Tactical
Speed of organisation decides set-piece defending. A team set in six seconds defends comfortably; a team still arguing about who marks whom at ten seconds concedes. And clearing past halfway rather than to the edge is what turns a defended corner into an attack.
Physical
Lighter than a normal match because of the stoppages — a good option on a heavy pitch or with tired legs.
Psychological
Defending a corner successfully feels like nothing unless somebody names it. Announce every defensive point by name and the behaviour sticks.
Social
Listen for the goalkeeper. By minute 10 they should be organising the whole box, and if they are, tell them so in front of everybody.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Shape and teams in 60 seconds.
  2. Explain in two sentences: Every ball out on the byline is a corner. Clearing it past halfway is a point to the defenders, and winning the second ball is another.
  3. Minutes 0–6 — play and announce the defensive points loudly. The whole design depends on defending a set piece feeling like scoring.
  4. Minute 6 — drinks and one question: how many of their corners have come to nothing? Usually most of them, and the squad will not have noticed.
  5. Minutes 7–13 — add the organisation clock: the defending team has eight seconds from the corner being awarded to be set. If they are not, the attacking team's goal counts double.
  6. Final two minutes — no scoring for defending, and see whether the four jobs still get filled.
Watch for
Slow organisation
The eight-second clock fixes it. Count out loud.
The near post being abandoned under match pressure
Two reminders, then let the scoreline teach.
Clearances stopping at the edge of the box
Past halfway. Give yourself time to get out.
Everybody in the box
One stays up, still.
The goalkeeper going quiet
The commonest regression. One prompt, then leave it.
Ask them
  • How many of their corners came to nothing?
  • How quickly are we getting set?
  • Where did that clearance go?
  • Who's on the near post?
Harder
  • Six seconds to be organised.
  • Only defensive points count for five minutes.
Easier
  • Twelve seconds to be organised.
  • Corners only — drop free-kicks from the condition.
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Attack the dropping ball rather than waiting for it.
  • Fill the four jobs — near post, markers, the edge, one stays up.
  • Let the goalkeeper own his box, and answer his call.
  • Clear it high, wide and away — never across your own goal.
  • Defend the long throw by meeting it early, one in front and one behind.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Goalkeeper gloves · Softer or slightly under-inflated ball

Goalkeeping · 14–16 players, including 2 goalkeepers · 60 min

Everybody, not just the keepers. Three catching techniques in pairs — above the waist, below the waist, and to the side — because handling is a skill every player should have and one of them is going to end up in goal.

Set up
  • 32 × 20 m split into three lanes.
  • Pairs, 8 m apart, one ball between two.
  • Each lane rehearses one technique; pairs move up a lane every three minutes.
  • Goalkeepers work in pairs together at the far end with the coach.
  • Coach moving between the lanes.
Rules & scoring
  • Serves are firm but sensible — thrown, not kicked, in the warm-up.
  • Clean catch only — anything parried, juggled or trapped against the body resets the count.
  • Feet move before hands on every side serve.
  • Everybody does all three techniques.
  • Goalkeepers work as a pair with the coach and get double the volume.
Coaching points — the four corners
Technical
Above the waist: W hands, thumbs together, elbows soft. Below: hands down, little fingers together, body behind the line of the ball. To the side: feet first, then hands, and always take it in front of the body.
Tactical
Get the body behind it. At under-12 almost every dropped ball is a ball taken beside the body rather than in front of it. Nothing else in goalkeeping is as cheaply fixed.
Physical
Light. A genuinely good warm-up for hands, shoulders and feet.
Psychological
Outfield players are usually surprised to find handling is difficult. It builds a bit of quiet respect for the keepers, which is a useful side effect.
Social
Pair the two goalkeepers together for part of it — they rarely get to work with somebody who does their job.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and passing. Ask one question at the door, to everybody: who has ever gone in goal? More hands go up than you expect.
  2. Minute 3 — above the waist, ninety seconds. Hands in a W behind the ball, thumbs almost touching, elbows soft so the ball is absorbed rather than blocked. Fifteen catches each.
  3. Minute 5 — below the waist, ninety seconds. Hands turned down, little fingers together, forearms forming a barrier, and the whole body behind it.
  4. Minute 7 — to the side, ninety seconds. The point is the feet: move first, then catch. A ball taken while stretching is a ball that will be dropped.
  5. Minutes 7–10 — competitive. Pairs count consecutive clean catches. Anything dropped resets to zero, which produces both concentration and a lot of noise.
Watch for
Catching beside the body
In front of you. Body behind it.
Stiff arms
Soft elbows. Take the pace off it.
Reaching instead of moving
Feet first. Every time.
Fingers pointing at the ball
The commonest cause of a jammed finger. Fix it immediately.
Serves being fired too hard
Stop it. This is a technique practice, not a test.
Ask them
  • Where should your hands be for a high ball? A low one?
  • What moves first — your hands or your feet?
  • Where should the ball be when you catch it?
  • Why do we get the body behind it?
Harder
  • Serves from closer.
  • One-handed catches for the goalkeepers only.
Easier
  • Serves from further away and softer.
  • Two-bounce rule before catching.

Starting position, which is the single most productive thing you can coach a young goalkeeper. Most saves at this age are not saves — they are a keeper who was already standing in the right place.

Set up
  • 40 × 30 m with a full goal and a marked penalty area.
  • Mark the arc with four cones — the curve the goalkeeper's starting position follows as the ball moves across.
  • Shooters in three queues at 16 m: one wide left, one central, one wide right.
  • The two goalkeepers alternate every four shots; the coach moves the ball between queues.
  • Coach beside the goal.
Rules & scoring
  • The goalkeeper must be set before the ball is struck. A shot taken while he is moving scores nothing for him.
  • Keepers score 1 for a save, 2 for a save held rather than parried.
  • Shooters score 1 for a goal, and must strike low and inside the posts.
  • One queue shoots at a time, called by the coach.
  • Goalkeepers rotate every four shots.
Coaching points — the four corners
Technical
The set position — feet slightly wider than shoulders, weight on the balls of the feet, hands out in front and low. And the small steps that take the keeper along the arc rather than big strides across the goal.
Tactical
Stand on the line from the ball to the middle of the goal, and come as far out as you dare. Every metre forward makes the goal smaller. And the near post is never left open — if a keeper is beaten at their near post, they were in the wrong place, not unlucky.
Physical
Repeated short adjustments and dives. Rotate on schedule; the ground is hard on hips and shoulders.
Psychological
Goalkeepers get blamed for goals they had no chance with. Tell them plainly which of tonight's goals were their responsibility and which were not — nobody ever does, and it matters enormously.
Social
Get the shooters to say where they were aiming after each shot. It teaches both sides at once.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–4 — no shooting at all. Walk the ball slowly across the three positions and let the goalkeeper move along the arc. Stop three times and ask: where's the middle of the goal from here? The keeper should always be on that line.
  2. Minute 4 — the two rules, sixty seconds. Ball wide, stand nearer the near post. Ball central, come further out. That is the whole of angle play at this age.
  3. Minutes 5–11 — live shooting, one queue at a time, called by you. Keepers score 1 for a save, 2 for a save held rather than parried.
  4. Minute 11 — add the set position. As the shooter's foot goes back, the keeper stops moving, feet apart, hands out, weight forward. A moving goalkeeper cannot dive.
  5. Minutes 11–15 — random queues, so the keeper has to adjust before every shot. Rotate the keepers every four shots.
  6. Shooters have their own job: low and to the corners, from Session 30.
Watch for
Standing on the goal line
The default. Come out. Make the goal smaller.
Still moving as the ball is struck
Set. Stop your feet.
Near post beaten
Always a position error. Show it rather than saying it.
Big sideways strides
Small steps. You can't dive from a big one.
Parrying everything
Catch it if you can. A parry gives them another go.
Ask them
  • Where's the middle of the goal from where you're standing?
  • Ball wide — where do you stand? Ball central?
  • When do you stop moving?
  • Which of those goals could you have stopped?
Harder
  • Two shooters, one ball, so the keeper adjusts twice.
  • One touch and shoot.
Easier
  • Shots from 20 m and along the ground only.
  • Announce the queue every time.

The decision that shapes a goalkeeper's season. Balls served in behind and into the box, one defender and one attacker, and a keeper who must choose — and say which — before anybody else moves.

Set up
  • 42 × 32 m with a full goal and the penalty area marked.
  • Mark the keeper's territory — roughly the six-yard box extended — so 'come' and 'stay' have a visible boundary.
  • A server at 25 m, one attacker and one defender starting level 20 m out.
  • Queues of two attackers and two defenders; keepers alternate every four repetitions.
  • Coach beside the server.
Rules & scoring
  • The keeper must call "mine" or "away" before moving. No call, no points.
  • Inside the marked territory is the keeper's; outside it belongs to the defender.
  • Keeper 1 for a claim or save, 2 with the correct call first.
  • In a one-against-one the keeper may not dive until the attacker has touched the ball.
  • Rotate every four repetitions.
Coaching points — the four corners
Technical
Coming: attack the ball at its highest point, one knee up for protection, two hands, and take it in front. Staying: set, get big, and delay the dive until the attacker commits.
Tactical
Coming and staying are both correct answers; dithering is the only wrong one. A keeper who commits fully to either will be right most of the time and recoverable when wrong. And the call is what makes the defenders useful — a defender who hears mine gets out of the way, and a defender who hears nothing gets in the way.
Physical
Repeated dives and get-ups. Rotate frequently and stop if the ground is very hard.
Psychological
The fear of coming and missing is real and rational. Make it explicit: if you come and get it wrong, that's my fault for asking you. If you dither, that's the only thing I'll mind.
Social
The defenders should be reacting to the keeper's voice. If they are not, the keeper is not loud enough — and the defenders can be asked whether they heard anything.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 45 seconds. The server plays a ball either into the keeper's territory or short of it. The keeper decides.
  2. Minutes 0–4 — no coaching. Expect dithering: a step forward, a step back, and an attacker reaching it first. That is the picture the session exists to fix.
  3. Minute 4 — the boundary, ninety seconds. Inside that area is yours. Outside it, stay and set. Then the two words: "mine" and "away", shouted before moving, not while moving.
  4. Minutes 5–11 — live and scored. Keeper 1 for a clean claim or a save, 2 for either with the correct call made first. Attacker 1 for a shot, 2 for a goal.
  5. Minute 11 — add the one-against-one. Serves short of the box, so the keeper must stay, spread and make themselves big rather than diving early.
  6. Minutes 11–15 — mixed serves, unannounced, so the decision is genuine every time.
Watch for
Dithering
The whole session. Two steps out and one back concedes every time.
Silent decisions
Say it. Nobody can read your mind.
Coming for balls outside the territory
Also an error, and the boundary is there to show it.
Diving early in a one-against-one
Wait. Make him touch it first.
Defenders not reacting to the call
Ask them what they heard.
Ask them
  • Come or stay? Why?
  • Which two words?
  • Where's the edge of your territory?
  • In a one-against-one, when do you go down?
Harder
  • Two attackers against one defender.
  • Serves disguised — the server looks one way and plays the other.
Easier
  • Announce each serve type before it comes.
  • One attacker, one defender, slower serves.

A normal match in which the goalkeeper scores points for the team. Catches held, claims in the box, saves held rather than parried, and distribution that reaches a teammate in the opposition half. For once, the keeper is the one who can win the game.

Set up
  • One pitch, 46 × 32 m, both full goals with a goalkeeper in each.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • Write the four goalkeeper scores where everybody can see them.
  • Spare balls behind both goals.
  • Coach on the halfway line, awarding the keeper points loudly.
Rules & scoring
  • A goal = 2 points. The goalkeeper scores 1 for a catch held, a claim in the box, a save held rather than parried, or a distribution reaching a teammate in the opposition half.
  • From minute 7: restarts within six seconds.
  • No offside.
  • Outfield players may not pass back to the keeper more than twice in a row — the keeper is an option, not a hiding place.
  • Goalkeepers and two outfield players swap for the last two minutes.
Coaching points — the four corners
Technical
Distribution: the roll, the low throw, and the driven kick — three techniques, all of which improve fast with feedback nobody normally gives them.
Tactical
A goalkeeper who can find a teammate in the opposition half is worth a midfielder. At under-12, the distance is achievable and almost nobody works on it. And a save held rather than parried ends the attack — which is why it is worth a point and a parry is not.
Physical
Standard game for the outfield players; busy for the keepers. Give both keepers a proper drink at minute 7.
Psychological
This is the session's real purpose. A goalkeeper who has spent a season being blamed spends fifteen minutes being the reason their team is winning, and it changes how they arrive next time.
Social
Watch how the outfield players talk to their keeper once the keeper can score for them. It is usually a marked and slightly comic improvement.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain in one sentence: Goals are 2. The goalkeeper can score too — a catch held, a claim in the box, a save held, or a throw or kick that reaches one of you in their half. One point each.
  3. Minutes 0–6 — award the keeper points by name and loudly. It reframes the whole role within about four minutes.
  4. Minute 6 — one question to the outfield players: how do you help your keeper score? The answer is show for the ball, and it is the beginning of a squad that gives their keeper an option.
  5. Minutes 7–13 — add the six-second rule for restarts, so distribution has to be quick as well as accurate.
  6. Minutes 13–15 — swap the goalkeepers into outfield and let two outfield players go in goal. It is the best two minutes of the session for finding your next keeper.
Watch for
Keepers parrying by habit
Catch it if you can. That's a point.
Nobody showing for the distribution
He can't throw it to nobody.
Keepers hesitating to come
Straight back to A3.3 — one prompt only.
Outfield players hiding behind the keeper
The two-pass-back rule stops it.
Who volunteers for the last two minutes
Note the names.
Ask them
  • How do you help your keeper score?
  • Keeper — how many points did you get?
  • Which is better, a catch or a parry? Why?
  • Where's your first look when you've got it in your hands?
Harder
  • Distribution must reach the final third to score.
  • Four seconds for restarts.
Easier
  • Distribution reaching anybody scores.
  • Ten seconds for restarts.
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Catch a ball three ways — above the waist, below the waist, and to the side.
  • Move the feet before the hands, always.
  • Start in the right place — on the line between the ball and the middle of the goal.
  • Decide to come or to stay, and say which.
  • Distribute to start an attack rather than to end a problem.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Cones · Goalkeeper gloves

Set pieces · 14–16 players · 60 min

Ten minutes on a technique nobody has ever been taught. Both feet down, ball from behind the head, delivered flat and firm — and two common faults corrected before they become permanent.

Set up
  • 32 × 18 m with a clear line marked down it — a touchline if you have one.
  • Pairs, one either side, 8 m apart.
  • One ball per pair; the thrower stands at the line, the receiver in the field.
  • Spread the pairs along the line so nobody is throwing into anybody.
  • Coach walking down the line.
Rules & scoring
  • Both feet on the ground and behind the line. A foul throw is a foul throw, even in a warm-up.
  • Ball from behind and over the head, delivered with two hands.
  • Flat and firm, not looped.
  • The receiver's first touch goes away from the line.
  • Ten throws each, then swap.
Coaching points — the four corners
Technical
Feet either both behind the line or one behind and one on it; a short run-up if the player wants distance; hands spread behind the ball; the whole body throwing, not just the arms.
Tactical
Flat beats floated. A throw that arrives quickly gives the receiver time; a looped one gives the defender time. That single distinction is worth a lot of possession.
Physical
Light. Watch for anybody straining for distance and stop them — technique first.
Psychological
Being told you have been throwing illegally for three years is mildly embarrassing. Do it as a group, lightly, so nobody is singled out.
Social
Receivers should be calling for it. Nobody ever does at a throw-in, and it is free.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name, ball each, dribbling and passing. Ask one question at the door: how many throw-ins do you think there are in a match? Nobody guesses anywhere near forty.
  2. Minute 3 — the two faults, ninety seconds. Show them: a foot lifting as the ball is released, and the ball coming from in front of the head rather than behind. Almost everybody does one of the two.
  3. Minutes 4–7 — ten throws each, receiver stationary, thrower concentrating only on legality and firmness. Flat and firm, never looped.
  4. Minute 7 — one question, twenty seconds. Why does it have to be flat? Because a looped ball gives the defender two seconds to arrive, and a flat one arrives before he does.
  5. Minutes 7–10 — add the receiver's first touch. The receiver must control it away from the line, into the field. It is the single most valuable habit in the session.
Watch for
A foot lifting
The most common fault. It is worth ten seconds each to fix.
Ball from in front of the head
The second most common.
Looped throws
Flat. Get it there before he does.
First touch towards the line
Inside. Away from the touchline.
Straining for distance
Not tonight — this is the short throw.
Ask them
  • How many throw-ins are there in a match?
  • What are the two rules about your feet and the ball?
  • Why flat rather than looped?
  • Which way does the first touch go?
Harder
  • Receiver moving rather than stationary.
  • Throw to a specific foot.
Easier
  • Shorter distance (6 m).
  • Stationary receiver throughout.

Three ways out of a throw-in, and one piece of movement that creates all of them. One player checks short, one goes long, and the ball goes to whichever of the three is free — including back inside, which nobody ever uses.

Set up
  • 40 × 26 m with a wide channel marked along the throwing side.
  • Four attackers including the thrower, against three defenders.
  • Twelve to fourteen players; two groups working from opposite touchlines.
  • Balls at each throwing point.
  • Coach between the two groups.
Rules & scoring
  • Somebody must move before the ball is thrown. A throw to a stationary player scores nothing.
  • 1 point for three passes kept after the throw; 2 if the throw went inside.
  • The thrower must step onto the pitch immediately and can be used.
  • First touch away from the line, always.
  • Five seconds to take the throw.
Coaching points — the four corners
Technical
The receiver's first touch, taken across the body and into the field. And the thrower's accuracy to a moving target, which is harder than it looks.
Tactical
Two runs in opposite directions free a third player. The short run drags a marker forward, the long run drags one back, and whoever is left in between is free — which is why the pass inside is the most valuable and the least used. And the thrower is a spare player the moment he has thrown it, which is the cheapest overload in football.
Physical
Short repeated efforts. Very manageable.
Psychological
Throwing inside feels risky to a twelve-year-old. The double point is what gets them to try it.
Social
The two runners have to co-ordinate. Let them work it out rather than assigning it.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — walk the movement. One player checks short towards the thrower; one goes long down the line. That is it. Two runs, opposite directions, at the same time.
  2. Minute 3 — the three options, ninety seconds. To feet (short, then he gives it back), down the line (long, into space), or back inside to the player the two runs have freed.
  3. Minutes 5–10 — live and scored. 1 point for keeping the ball for three passes after the throw. 2 points if the throw goes inside — because that is the option nobody uses and it is usually the best one.
  4. Minute 10 — add the thrower. After throwing, he must step onto the pitch and be available. A team that forgets this is playing three against three instead of four against three.
  5. Minutes 10–15 — full speed with rotation, both groups, alternating sides.
Watch for
Nobody moving
The whole session. If nobody moves, there's nobody to throw to.
Both runners going the same way
One short, one long. Opposite directions.
The throw always going down the line
The default and usually the worst option. The scoring corrects it.
The thrower standing still afterwards
You're free. Get on the pitch.
First touch into the touchline
Back to the warm-up. Away from the line.
Ask them
  • Who has to move first?
  • Which two runs free the third player?
  • Which option do we never use?
  • Where does the thrower go after he's thrown it?
Harder
  • Four defenders against four attackers.
  • Two touches for the receiver.
Easier
  • Two defenders.
  • Walk the movement twice more.

The other side of it, and a genuine free lunch — because the throwing team is briefly a player short and there is no offside, so a defending team that marks everybody wins the ball back more often than not.

Set up
  • 40 × 26 m with the wide channel marked.
  • Four attackers including the thrower against four defenders — even numbers, because the thrower cannot play it twice.
  • Twelve to fourteen players; rotate the roles every three minutes.
  • Balls at the throwing point.
  • Coach in the middle.
Rules & scoring
  • Even numbers — the throwing team's advantage is that the thrower rejoins, not that they start with more.
  • Defenders 1 for winning it within three seconds, 2 for winning and keeping it.
  • Everybody within throwing range must be marked — an unmarked receiver concedes the point.
  • No offside, and the coach should say so out loud at least twice.
  • Rotate every three minutes.
Coaching points — the four corners
Technical
Marking touch-tight on the goal side, and intercepting a thrown ball — which is slower and easier to read than a passed one.
Tactical
Mark them all and keep one spare. The throwing team has one fewer player until the thrower gets back on, so an organised defence has a numerical advantage for about two seconds. And a thrown ball cannot be offside, which means the defensive line has no trap available and must simply be tight.
Physical
Short, sharp and stop-start. Comfortable.
Psychological
Winning the ball from a throw feels like a small victory. Announce it every time and defenders start looking forward to opposition throw-ins.
Social
Somebody has to organise the marking in the five seconds available. Watch who does it.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 45 seconds. They've got a throw. You've actually got a spare player — work out why. Give them thirty seconds to realise the thrower cannot receive it.
  2. Minutes 0–4 — live, no coaching. Most defending teams will leave somebody free and concede possession comfortably.
  3. Minute 4 — the two rules, ninety seconds. Mark everybody within throwing distance, and use the spare player to sit behind the markers where the ball will be flicked or laid off.
  4. Minutes 5–11 — scored. Defenders 1 point for winning the ball within three seconds of the throw, 2 for winning it and keeping it.
  5. Minute 11 — say the thing about offside. There is none from a throw-in, so a defending line cannot step up to catch anybody. It surprises most squads and it prevents a specific, silly goal.
  6. Minutes 11–15 — swap roles so everybody defends and everybody throws.
Watch for
Somebody left unmarked
The whole practice. Point at them rather than explaining.
Marking too loosely
Touch-tight. He's got his back to the game.
Everybody marking and nobody spare
The spare player is what turns a block into a turnover.
Defenders stepping up expecting offside
Say it plainly, twice.
Defenders ignoring the thrower once he's back on
He is the spare player now. Pick him up.
Ask them
  • Why have you actually got a spare player?
  • Can they be offside from a throw?
  • Who's marking the thrower once he comes back on?
  • How tight should you be?
Harder
  • Five attackers against four defenders.
  • Two seconds to win it for the point.
Easier
  • Three attackers against four defenders.
  • Five seconds to win it.

A normal match in which throw-ins are worth points to both sides. It produces the volume of repetitions that this restart deserves and never gets — probably twenty-five throws in fifteen minutes, all of them contested.

Set up
  • One pitch, 46 × 32 m, both full goals with a goalkeeper in each.
  • 6 v 6 outfield plus two goalkeepers (14). With 15–16, roll substitutes every two minutes.
  • Deliberately narrow — a narrow pitch produces far more throw-ins, which is the point.
  • Spare balls along both touchlines so throws are quick.
  • Coach on the halfway line, calling the points.
Rules & scoring
  • Three passes kept after your own throw = 1 point.
  • Winning the ball straight from their throw = 1 point.
  • From minute 7: throws must be taken within five seconds or they change hands.
  • Foul throws are given properly — it is the only session all year where you should be strict about it.
  • No offside.
Coaching points — the four corners
Technical
Throwing accurately to a moving target under fatigue, and receiving with the correct first touch under pressure.
Tactical
A quick throw beats an organised one. The five-second rule exists because the biggest advantage a throwing team has is that the opposition are not yet set. And forty throws a match, kept rather than given away, is a genuinely large amount of extra possession — worth saying out loud with the number attached.
Physical
Standard game with frequent short stoppages. A gentle option physically.
Psychological
This is a session where the least athletic players can be extremely good — throwing well and moving cleverly are not physical gifts. Notice who thrives.
Social
Listen for calls at throw-ins. By minute 10 there should be two players shouting on every one.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams, bibs and keepers in 60 seconds.
  2. Explain in two sentences: Keep the ball for three passes after your own throw and that's a point. Win it straight from their throw and that's a point to you.
  3. Minutes 0–6 — call both scores loudly. The narrow pitch will produce a throw every thirty seconds or so.
  4. Minute 6 — drinks and one question: how many of our throws did we keep? Most squads have never had the number and are startled by it.
  5. Minutes 7–13 — add the five-second rule: a throw not taken within five seconds goes to the other team. Quick throws are worth more than clever ones and the rule proves it.
  6. Final two minutes — no scoring for throws, and see whether anybody still moves before the ball is thrown.
Watch for
Nobody moving
Still the main fault, even after two practices.
Slow throws
The five-second rule fixes it entirely.
First touch into the line
One reminder, then let the turnovers teach.
The thrower staying off the pitch
You're free. Get on.
Foul throws
Be strict tonight. It is the only chance they will get to learn it.
Ask them
  • How many of our throws did we keep?
  • Who moved before the ball was thrown?
  • Which way did your first touch go?
  • Is a quick throw or a clever one better?
Harder
  • Four passes required after a throw.
  • Three seconds to take it.
Easier
  • Two passes required.
  • Eight seconds to take it.
Goalkeeper — Your keeper has nothing to do — give them this

They take part in the technique work — every player should be able to take a throw. In the match: two jobs. A throw-in inside our own third has the keeper as a permanent option, and any throw played back towards our box is theirs to command out loud. Defending throw-ins is organised by the only person facing the right way.

Session aims & kit list
By the end, players can
  • Throw legally and firmly — both feet down, ball behind the head, flat.
  • Move before the ball is thrown — short and long, so somebody is free.
  • Take the first touch away from the line.
  • Be an option again immediately after throwing it.
  • Defend a throw by marking everybody, because there is no offside.
Kit

Footballs (size 4) · Flat markers · Bibs — red / blue / yellow · Full-size goals · Poles

Contingency — when the plan does not fit · 14–16 players · 60 min

Everybody in one small area, everybody with a ball, nobody waiting. Ten minutes of touches, turns and looking up — and the warmest anybody will be all evening.

Set up
  • 24 × 18 m, or whatever you have — smaller is fine and arguably better.
  • A ball each. If you do not have sixteen, pair up and share, alternating every thirty seconds.
  • Four gates in the corners, 2.5 m wide.
  • Nothing else.
  • Coach in the middle with the group.
Rules & scoring
  • A ball each, or one between two with a thirty-second swap.
  • No contact and no barging — the area is small and getting smaller.
  • Turns on the call, everybody at once.
  • Nobody stops moving for ten minutes.
  • The box shrinks in the last two minutes.
Coaching points — the four corners
Technical
Close control, small touches, and turning with the outside of the foot. In a crowded area the ball never leaves the feet.
Tactical
Scanning, forced by geography. In a box this size a player who does not look up collides with somebody within about four seconds, which teaches the habit more effectively than any instruction.
Physical
A proper warm-up — continuous, varied, and it warms cold hands and feet faster than anything static.
Psychological
Starting the moment they arrive sets the tone that this is a real session, not a wet-weather holding pattern.
Social
It is noisy and it should be. Let it be.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — arrival. Greet each player by name and get them straight into the area with a ball. No standing, no talking through the plan.
  2. Minute 3 — traffic. Everybody dribbling in the same space, heads up, avoiding each other. The area is deliberately too small, so it is genuinely difficult.
  3. Minute 5 — turns on the call. Shout a turn — inside hook, outside hook, drag back, Cruyff — and everybody does it. Ninety seconds, four or five calls.
  4. Minute 7 — the gates. On the call, everybody dribbles through a corner gate and back into the middle. It adds direction and a bit of urgency.
  5. Minutes 8–10 — the shrinking box. Take a metre off each side every thirty seconds. By the end it is chaos and everybody's head is up, which is exactly the point.
Watch for
Heads down
The shrinking box fixes it without a word.
Big touches
Small ones. There's no room for a big one.
Players drifting to the edges
Through the middle. That's where it's hard.
Anybody standing still
The one thing to correct.
Collisions
Expected and fine, as long as nobody is barging.
Ask them
  • How do you avoid each other?
  • Which turn is easiest in a tight space?
  • What happens to your touches when the box gets smaller?
  • Where should you be looking?
Harder
  • Smaller box from the start.
  • Weak foot only for two minutes.
Easier
  • Bigger box.
  • One ball between two.

Four against four with two goals to attack and two to defend. It is the best small-space practice there is, because the picture changes every three seconds and a team that turns finds two undefended targets.

Set up
  • 26 × 20 m, with two small goals at each end, 3 m wide, made of markers.
  • Four against four, no goalkeepers.
  • With 14–16, run two pitches side by side or rotate a four in every two minutes.
  • Spare balls at the sides for instant restarts.
  • Coach between the pitches.
Rules & scoring
  • Four goals — two to attack, two to defend. No goalkeepers.
  • 1 point per goal, 2 if the attack switched from one goal to the other.
  • From minute 11: two touches maximum.
  • Ball out: instant restart from the side, no throw-ins.
  • Rotate teams every four or five minutes.
Coaching points — the four corners
Technical
Turning, first touch away from pressure, and the short pass under immediate pressure — the three techniques the whole main curriculum is built on.
Tactical
Two goals cannot both be defended by four players. The moment a team over-commits to one, the other is open — which is Session 31's overload idea in a form small enough to see in three seconds.
Physical
High intensity in short bursts, with almost no long running. Ideal for a cold night or a hard surface.
Psychological
Nobody can hide in a 4v4. Watch for the player who suddenly has to be involved and enjoys it.
Social
Four is the largest number that still feels like everybody matters. Expect a lot of talking.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in 45 seconds. Two goals that way, two that way. No keepers. Go.
  2. Minutes 0–5 — play, no coaching. Let them discover that switching attack from one goal to the other is nearly always free.
  3. Minute 5 — one question: why is it easier to score in the far goal? Because everybody has followed the ball to the near one, which is the entire lesson of the practice.
  4. Minutes 6–11 — scored. 1 point per goal, 2 if the ball has been switched from one goal to the other in the same attack.
  5. Minute 11 — two touches maximum, which in this space is more than enough and produces a noticeable jump in speed.
  6. Minutes 11–15 — rotate the teams so everybody plays everybody.
Watch for
Everybody chasing one goal
The whole practice. There's another one behind you.
Nobody turning
Turn. Look at what's behind you.
Big touches in a small space
The two-touch rule at minute 11 sorts it.
One player dominating
Rotate the teams rather than saying anything.
Slow restarts
Instant, from the side. Keep the ball rolling.
Ask them
  • Why is the far goal easier?
  • When should you turn?
  • How many of them can defend two goals?
  • What's your first touch doing?
Harder
  • One touch for two minutes.
  • Smaller pitch (22 × 16 m).
Easier
  • Bigger pitch (30 × 22 m).
  • Unlimited touches.

Three against three, ninety seconds, and the next three ready to come straight on. Almost no organisation, very high intensity, and a rotation that means nobody is off for more than three minutes.

Set up
  • 30 × 20 m with one small goal at each end, 3.5 m wide.
  • Teams of three, four or five teams depending on numbers.
  • Two teams on, the rest waiting on the side — but standing ready, not sitting.
  • One ball on the pitch, spares behind each goal.
  • Coach with a stopwatch and nothing else.
Rules & scoring
  • Ninety-second games. Score and you stay; concede and you go off. Nil-nil and both teams change.
  • Waiting teams stand ready at the side and come on within five seconds.
  • No stoppages — ball out means the nearest spare is played in immediately.
  • No slide tackles.
  • Keep a running tally of wins.
Coaching points — the four corners
Technical
Everything, under constant pressure. Note what breaks down but do not stop the game to fix it.
Tactical
Three against three is the smallest game that contains everything — a triangle in possession, press-cover-balance out of it, and a transition every few seconds. Say that once at the end rather than during.
Physical
Ninety seconds is close to maximal, and the rest between games is genuine recovery. A very efficient way to load a squad on a small surface.
Psychological
Winner-stays is the most motivating format in youth football. It also produces disappointment for the team that keeps losing — watch them and mix a player in if it becomes miserable.
Social
Teams of three form identities within about five minutes. It is one of the few formats where quiet players end up organising.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams of three, sorted in 60 seconds. Mix abilities rather than balancing them precisely — this format tolerates it.
  2. Explain in one sentence: Ninety seconds. Score and you stay on, concede and you're off. If it's nil-nil, both teams come off.
  3. Minutes 0–8 — run it continuously. No stoppages, no coaching, no talking except the timer.
  4. Minute 8 — one question to everybody: what's different about three against three? You want there's nowhere to hide and you get the ball all the time.
  5. Minutes 8–15 — keep it running, and keep a rough tally so there is a winner at the end. The tally matters more to them than it does to you.
  6. Resist coaching entirely. The format does the work and interrupting it wastes the best part of the session.
Watch for
Teams sitting down while waiting
Standing, ready. Five seconds and you're on.
One team losing every time
Swap one player quietly between games.
The tempo dropping
Ninety seconds is the maximum. Do not extend it.
Anybody hiding
Impossible in a three. Note who suddenly cannot.
Your own urge to coach
Resist it. This is the format working.
Ask them
  • What's different about three against three?
  • How often are you getting the ball?
  • Who's the spare player when you're attacking?
  • What happens when one of you goes and the other two don't?
Harder
  • Sixty-second games.
  • Two against two.
Easier
  • Two-minute games.
  • Four against four.

Five against five with futsal restarts — kick-ins instead of throw-ins, four seconds to restart, and no sliding. It keeps the ball rolling almost continuously and it is the closest thing to a real match that fits in this space.

Set up
  • 34 × 22 m with small goals at each end, or full goals if you have them.
  • 5 v 5 with goalkeepers if numbers allow; 5 v 5 outfield with small goals and no keepers if not.
  • With 14–16, roll substitutes every two minutes so everybody plays most of it.
  • Balls positioned all round the outside for instant restarts.
  • Coach on the side with a stopwatch.
Rules & scoring
  • Kick-ins from the side, not throw-ins.
  • Four seconds for every restart — kick-in, goal kick or corner.
  • No slide tackles, on any surface, for any reason.
  • Ball out at the end line: goal kick or corner as normal.
  • Rolling substitutions every two minutes.
Coaching points — the four corners
Technical
The sole of the foot — stopping the ball, rolling it, dragging it. It is the technique small spaces reward most and it barely appears in eleven-a-side coaching.
Tactical
Everything happens faster and closer. The principles are unchanged — support angles, press and cover, transition — but the distances are three metres rather than fifteen, which is why futsal players read the game so well.
Physical
Continuous and intense with very little long running. Substitute regularly; the load is higher than it looks.
Psychological
This is meant to be the most enjoyable fifteen minutes of a night that could have been cancelled. Make sure it is.
Social
Small pitches produce loud football. That is the correct outcome.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teams and goals set in 60 seconds.
  2. Explain the three futsal rules in twenty seconds: Ball out at the side is a kick-in, not a throw. Every restart within four seconds. Nobody slides.
  3. Minutes 0–6 — play. The four-second rule keeps the ball in play far more than a normal match and the tempo is noticeably higher.
  4. Minute 6 — one question: how does this feel different? Usually faster and I'm always involved — both correct.
  5. Minutes 7–13 — add one futsal habit: the sole of the foot. Stopping and rolling the ball with the sole is the defining futsal touch and it transfers directly to tight areas on grass.
  6. Minutes 13–15 — free play, no conditions, and let it finish on a high.
Watch for
Slow restarts
Four seconds. Count out loud for the first two minutes.
Anybody sliding
Stop it immediately and explain the surface once.
Big touches
The pitch punishes them without any help from you.
Players using the sole
Praise the first person who does it properly, by name.
Substitutions being forgotten
Set a timer; small-sided football is more tiring than it looks.
Ask them
  • How does this feel different?
  • Why is a kick-in quicker than a throw?
  • What can you do with the sole of your foot?
  • How often are you getting the ball?
Harder
  • Two touches.
  • Four v four in the same space.
Easier
  • Six v six so there is more help.
  • Six-second restarts.
Goalkeeper — Your keeper is scenery here — give them a job

Small space, small goals, no keepers — so this is the night your keeper is an outfield player for a full hour, which is exactly what the framework asks for and what they almost never get. Do not put them in goal. If they ask, tell them why.

Session aims & kit list
By the end, players can
  • Get a very high number of touches in a small area.
  • Turn and change direction under pressure in tight space.
  • Scan constantly, because in a small area the picture changes every second.
  • Play quickly — one and two touches by necessity rather than instruction.
  • Enjoy an evening that could easily have been cancelled.
Kit

Footballs — one each if possible · Flat markers · Bibs — red / blue / grey · Cones or poles for small goals · Futsal ball or slightly softer size 4

Contingency — when the plan does not fit · 8 to 24 players · 60 min

One ring of players that works with six or twenty-four. The number changes the size of the ring and the number of balls, and nothing else.

Set up
  • One ring, players about 3 m apart. Eight players make a small ring; twenty-two make a big one.
  • Two players in the middle. With big numbers, four in the middle.
  • One ball with a small group, two or three with a large one.
  • No cones needed at all — the players are the shape.
  • Coach inside the ring.
Rules & scoring
  • Everybody is on the ring. Nobody spectates and nobody queues.
  • Two touches, one if the group is strong.
  • Middle players win it, then swap with the giver.
  • More players means a bigger ring and more balls — never a second turn-taking line.
  • From minute 8, move after every pass.
Coaching points — the four corners
Technical
Passing and receiving with the correct foot, and an open body so the next option is already visible.
Tactical
Scanning before the ball arrives — with two or three balls moving, a player who does not look up will be hit by one, which is a memorable lesson.
Physical
Continuous and gentle at first, sharper once movement is added. Suits a group of any size.
Psychological
On a low-numbers night this stops the evening feeling thin. On a high-numbers night it stops it feeling chaotic. Both matter.
Social
A ring puts everybody at the same distance from everybody else, which is quietly good for a squad with a wide range of ability.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Count the heads as they arrive and set the ring accordingly. Do not wait for latecomers — they join the ring where they stand.
  2. Minutes 0–3 — passing round the ring, both directions, two touches. Everyone is involved from the first second.
  3. Minute 3 — passes across, which means looking through the middle players and choosing when.
  4. Minute 5 — put two in the middle trying to intercept. Get one, swap with whoever gave it away.
  5. Minute 7 — add a second ball (a third if you have twenty-plus). This is where the ring starts to demand real scanning.
  6. Minutes 8–10 — move on the pass. Pass, then jog to a different spot on the ring. The shape survives and the warm-up becomes properly dynamic.
Watch for
Anybody standing off the ring
There is no off. Get in the circle.
The ring collapsing inwards
Step back out. Keep it big.
Passes bobbling
Firm and along the ground. Say it once.
Players not looking before receiving
The second ball fixes it.
A big group getting bored
More balls, sooner.
Ask them
  • How do you know a ball's coming to you?
  • When is it on to pass across rather than round?
  • What happens if we shrink the ring?
  • How many touches do you need?
Harder
  • One touch.
  • Three balls, whatever the numbers.
Easier
  • Bigger ring.
  • Unlimited touches.

Twelve-metre grids with four players in each. Eight players means two grids. Twenty-two means five. The practice never changes — only how many of them are running at once.

Set up
  • 12 × 12 m grids, marked with four flat markers each, about 2 m apart.
  • Four players per grid — 2 v 2 — with a ball in each.
  • Odd numbers go into one grid as a 3 v 2. That grid is not broken; it is a different practice and it is fine.
  • Lay the grids in a line so you can walk the whole set.
  • Spare balls along the line.
Rules & scoring
  • Four players per grid, 2 v 2, one ball.
  • Spare players make a new grid or a 3 v 2 — never a queue.
  • From minute 5: three passes before a tackle is allowed.
  • Winners rotate one grid right every four minutes.
  • Ball out means straight back in — the nearest spare, immediately.
Coaching points — the four corners
Technical
Close control, turning and the short pass — the same technical content as any of the numbered sessions, running in parallel.
Tactical
Support angles at the smallest possible scale. In a 2 v 2 there is only one teammate, so the angle he offers is either right or wrong and it is instantly visible.
Physical
High touch counts and short bursts. Grids are the most efficient way to load a big group without long running.
Psychological
On a twenty-two night, grids stop the session feeling like a crowd. Everybody has a small home with three other people in it.
Social
The rotation mixes the squad without any team selection, which avoids the same four friends playing together all evening.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Count and divide in sixty seconds. Fourteen players is three grids and a 3 v 2. Twenty-two is five grids and a 3 v 2. Do the arithmetic out loud so they see it is deliberate.
  2. One instruction for everybody: keep the ball in your grid for as long as you can. Lose it and win it back.
  3. Minutes 0–5 — play, and walk. Say almost nothing. With a big group you will manage two visits per grid, which is enough.
  4. Minute 5 — one condition for all grids: three passes before you can be tackled. It gives the weaker pairs a chance to breathe.
  5. Minute 8 — rotate grids. Winners move one grid to the right, losers stay. It mixes abilities automatically and takes twenty seconds.
  6. Minutes 10–15 — free play in the grids, and rotate once more.
  7. Do not try to coach every grid. On a twenty-two night, pick three moments and make them count.
Watch for
Any grid standing still
The one thing to walk over and fix.
Grids drifting into each other
Reset the markers. Two metres between grids is enough.
The 3 v 2 grid dominating
Rotate it so a different pair gets the extra player.
Yourself trying to coach all five grids
You cannot. Choose three moments.
Balls constantly out
Bigger grids, or a rule that the ball must stay in.
Ask them
  • Where should you stand when your partner has it?
  • How many touches before you pass?
  • What's harder about two against two than four against four?
  • How would we set this up if thirty of us turned up?
Harder
  • 10 × 10 m grids.
  • Two touches.
Easier
  • 15 × 15 m grids.
  • 3 v 1 instead of 2 v 2.

The single most useful trick in coaching odd numbers. Every spare body goes on the outside of the pitch, plays one touch for whoever has the ball, and is never tackled. Two spare, two outside. Six spare, six outside.

Set up
  • 32 × 24 m square.
  • Even teams inside — 4 v 4, or 3 v 3, or 5 v 5, whatever divides.
  • Everybody left over stands on the outside in grey bibs, spread round the edges.
  • Outside players play for whichever team has the ball, one touch, and cannot be tackled.
  • One ball, spares round the outside.
Rules & scoring
  • Outside players play for whoever has the ball, one touch, never tackled.
  • Rotate the outside in every three minutes. Non-negotiable.
  • Ten passes = 1 point. A pass through an outside player counts double.
  • Inside players cannot leave the square; outside players cannot enter it.
  • Ball out means a new one in immediately.
Coaching points — the four corners
Technical
One-touch passing for the outside players — genuinely difficult and genuinely valuable — and receiving on the half-turn for those inside.
Tactical
There is always a free man. That is what outside players teach, and it is the same lesson as every possession session in the curriculum, just guaranteed rather than earned.
Physical
The inside is intense, the outside is recovery. The rotation gives everybody both, which is why this format handles awkward numbers so gracefully.
Psychological
Being on the outside must never feel like being dropped. Rotate visibly and on time and it will not.
Social
Outside players talk constantly — they can see everything and have nothing else to do. Encourage it; it is free coaching.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Divide into two even teams and put the remainder outside. Say the number out loud — four each and three outside — so it is clearly a design, not an afterthought.
  2. One instruction: outside players are always on your side. One touch. Nobody tackles them.
  3. Minutes 0–5 — play. Ten passes is a point. Using an outside player counts as two of your passes.
  4. Minute 5 — rotate the outside in. Every three minutes the outside players swap with three from the inside. This is what makes it fair.
  5. Minute 8 — one question: why is it easier with outside players? Because you always have a free option, which is the whole idea of support.
  6. Minutes 8–15 — keep it running and keep rotating. With a very large group, run two squares side by side rather than putting fifteen inside one.
Watch for
Forgetting to rotate
The one failure that turns this into a queue with extra steps.
Outside players taking two touches
One. Say it once, then let the game punish it.
Nobody using the outside
Who's free? He's free. He's always free.
Outside players switching off
Give them a job: count the passes out loud.
The square getting congested
Fewer inside, more outside — never the reverse.
Ask them
  • Why is it easier with outside players?
  • Who's always free?
  • What's hard about one touch?
  • What can you see from the outside that you can't see from the inside?
Harder
  • One touch inside as well.
  • Smaller square.
Easier
  • Bigger square.
  • Two touches on the outside.

One pitch that becomes two. With a small group, ignore the line and play one bigger game. With a large group, split it and run two games side by side, four minutes each, then swap.

Set up
  • 50 × 34 m with a goal at each end and a dashed line straight down the middle of the length.
  • Gates at each corner so the split pitches have targets without needing four goals.
  • Small group (8–12): ignore the line entirely. One game, full area, keepers.
  • Large group (18–24): two pitches, top and bottom, playing to the gates.
  • Balls all round the outside.
Rules & scoring
  • Small group: one pitch, full area, normal rules.
  • Large group: two pitches, four-minute games, swap opponents each time.
  • Corner gates count as goals on the split pitches.
  • Everybody plays at least ten of the fifteen minutes.
  • Instant restarts from the side.
Coaching points — the four corners
Technical
Whatever the season has been about. The match is the same match regardless of how the pitch was arranged.
Tactical
Space is relative. Eight players on a full area is a passing game; twenty on the same area is a fighting game. Setting the right size for the right number is the most consequential decision a coach makes each evening.
Physical
The small-group version involves more running; the split version more intensity. Both are fine — know which you are giving them.
Psychological
A small group can feel flat. Name it and beat it: there's ten of us, so we get twice as many touches each. Good night for it.
Social
The four-minute swap on a big night means every player plays with and against nearly everybody, which is worth doing deliberately once a month anyway.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Decide out loud which version you are running and set it in ninety seconds.
  2. Small group version: 5 v 5 or 6 v 6 with keepers across the full area. Normal rules. Big spaces suit small numbers.
  3. Large group version: two games of 5 v 5 to the corner gates, four minutes, then the top group swaps with the bottom group so everybody plays everybody.
  4. Either version, minutes 0–7 — play with no conditions. After a session about numbers, they have earned a game.
  5. Minute 7 — add one condition you have been working on this season: three passes before you can score, or a goal from a cutback counts double.
  6. Minutes 12–15 — free play, no conditions, no coaching, and finish on a high whatever the numbers were.
Watch for
Too many players in too small a space
The commonest error on a big night. Split it.
Too few players in too big a space
The commonest error on a small night. Shrink it.
One pitch finishing before the other
Call both swaps yourself.
Anybody sitting out
There should be nobody sitting out at all.
The atmosphere on a small night
Your job. Be louder than usual.
Ask them
  • Is this pitch the right size for us tonight?
  • What changes when there are fewer of us?
  • Would you rather play a big game or two small ones?
  • How many touches did you get compared to a normal week?
Harder
  • Smaller pitches on the split version.
  • Two touches.
Easier
  • Bigger area.
  • Unlimited touches.
Goalkeeper — Your keeper has nothing to do — give them this

When the numbers are odd, the keeper is the natural spare — outside player, or the extra in an overload. If you have two keepers, one plays out for the whole session. The one thing not to do is solve an odd number by parking a keeper in a goal, which is the reflex.

Session aims & kit list
By the end, players can
  • Run a full, proper session at any number from eight to twenty-four.
  • Absorb extra players on the outside, never in a queue.
  • Add grids rather than add waiting, when numbers are high.
  • Keep every practice recognisable so nothing is lost on an odd night.
  • Understand the four scaling rules well enough to apply them to any of the thirty-six sessions.
Kit

Footballs · Flat markers · Bibs — red / blue / grey · Cones or poles for gate goals · Mini goals

Contingency — when the plan does not fit · 12–20 players · 60 min

The game starts when the fourth player arrives. No whistle, no line-up, no explanation. Whoever turns up next joins whichever team has fewer.

Set up
  • One 30 × 20 m pitch with gate goals at each end, set before anybody arrives.
  • A ball in the middle and spares round the outside.
  • Bibs in two piles at the side — players take one as they walk on.
  • No cones for lining up, because there is no lining up.
  • Coach outside the pitch.
Rules & scoring
  • Game starts at four players, whatever the time.
  • You join the team with fewer. That is the whole rule.
  • Gate goals count from either side.
  • Ball out means a new one in, immediately, from wherever.
  • No coach speech. None.
Coaching points — the four corners
Technical
Everything, but do not name any of it. The warm-up is the game; the game warms them up.
Tactical
Uneven teams are a feature, not a fault. A 5v3 for ninety seconds teaches overload and underload better than a drill about overloads, and it resolves itself when the next player arrives.
Physical
Self-regulating. Children who play a small-sided game warm themselves up more effectively than most structured warm-ups, provided the area is small enough.
Psychological
The message of the first ten minutes sets the tone of the whole evening. Tonight's message is: this is yours.
Social
Watch who greets whom, who chooses which team, who plays with whom. You will learn more about your squad's social map in these ten minutes than in a month of normal sessions.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Before the first car arrives, the pitch is ready and a ball is on it.
  2. Players two, three and four arrive. The moment there are four, the game starts. Nobody blows anything.
  3. Every subsequent arrival joins the team with fewer players. They do not ask. They do not warm up separately. They walk on.
  4. Say nothing at all for the first six minutes. Not one instruction. Greet each player by name as they pass you, and that is your entire contribution.
  5. Minute 6 — if the pitch has more than twelve on it, split into two games. Do it by pointing, not by speaking.
  6. Minutes 6–10 — keep it going until the squad is warm, then move on with one sentence: right, four teams.
Watch for
Your own mouth
Genuinely the main thing to monitor for the first ten minutes.
Anybody hovering at the side
Point them on. Do not explain.
Very uneven teams for too long
One quiet swap, no announcement.
Latecomers looking for permission
Wave them on. They will stop asking by week three.
Injuries from cold starts
The only reason to intervene. It is a game, not a sprint, so this is rare.
Ask them
  • Nothing. This practice has no questions.
  • (Save them. You have four at the end.)
Harder
  • Smaller pitch.
  • Two touches.
Easier
  • Bigger pitch.
  • Wider gates.

Four teams of four, two pitches, six-minute games, everybody moves. The most game time per minute of any format, and the coach's only job is the watch.

Set up
  • Two pitches, each 24 × 14 m, side by side with 2 m between them.
  • Gate goals at each end of each pitch, 3 m wide. No keepers.
  • Four teams of four, four colours. With eighteen or twenty, make teams of five and roll a substitute each.
  • Balls behind every gate.
  • Coach in the gap between the pitches, with a watch.
Rules & scoring
  • Four v four, no keepers, gates count from both sides.
  • Six-minute games, then everybody moves.
  • Winners up, losers stay — the simplest rotation there is.
  • Instant restarts, always. A ball out is a ball in.
  • The coach keeps time and nothing else.
Coaching points — the four corners
Technical
Everything appears. Note what breaks down; write it on your hand for next time rather than saying it now.
Tactical
A 4v4 with no keepers means every player defends and every player attacks. There is no position to hide in, no specialist role, and no way to be uninvolved for thirty seconds.
Physical
Six minutes is a hard shift. The rotation gap is genuine recovery. This is well-designed conditioning that nobody will experience as conditioning.
Psychological
Winning and losing every six minutes normalises both. By the third game the result matters less and the football is better — which is a useful thing for a squad to discover about itself.
Social
Teams of four form fast and dissolve fast. Nobody carries a bad game for long.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Ninety seconds to make four teams. Mix abilities roughly and do not agonise — the rotation fixes any imbalance within twelve minutes.
  2. One sentence of explanation: six minutes, winners move up, losers stay. Go.
  3. Minutes 0–6 — first games. Say nothing. Walk the gap. Watch.
  4. Minute 6 — call time and rotate. Winners from pitch two go up to pitch one; losers from pitch one come down. Twenty seconds, no speeches.
  5. Minutes 6–12 — second games. Still nothing.
  6. Minute 12 — rotate again, third games to the end. If you must say something, make it one name and one word.
  7. Keep no table. They will keep it themselves, perfectly and loudly.
Watch for
The clock
Your actual job. Be exact — they will notice if you are not.
Your urge to coach
It will peak around minute four of game one. Let it pass.
Rotations dragging
Twenty seconds. Call it, point, and start the clock.
One team losing all three
Swap one player at the second rotation. Say nothing about why.
Arguments over goals
Let them settle it. Only intervene if it stops being football.
Ask them
  • Nothing during. Save it.
  • (One question at the end of A7.3, two at the end of the session.)
Harder
  • Smaller pitches.
  • Four-minute games, more rotations.
Easier
  • Bigger pitches.
  • Eight-minute games.

One four-a-side game with keepers, played for a proper stretch. Long enough for patterns to form, problems to appear, and the squad to solve them without you.

Set up
  • 44 × 30 m with a goal at each end and a goalkeeper in each.
  • Four v four outfield, keepers rotating every four minutes.
  • With a large squad, run two of these or roll substitutes every three minutes.
  • Balls behind both goals.
  • Coach behind one goal, not on the touchline. It makes staying quiet easier.
Rules & scoring
  • Four v four plus keepers.
  • Keepers rotate every four minutes, no exceptions and no volunteers-only.
  • Normal rules. Corners, goal kicks, the lot.
  • Instant restarts from the side.
  • One coach question at minute 7. Otherwise silence.
Coaching points — the four corners
Technical
You will see the true state of your squad's technique tonight, because nobody is being helped. That is information worth having.
Tactical
Everything in the thirty-six sessions appears here unprompted. Press, cover, support, switch, transition, rest defence. The curriculum did not invent them; it named them and gave them practice time. Four v four produces them on its own.
Physical
A sustained fifteen minutes at moderate-to-high intensity. Rotating keepers gives everybody a breather without anybody sitting out.
Psychological
A long game teaches game management — how to respond to going a goal down with eight minutes left, which no short practice can teach.
Social
Fifteen minutes is long enough for leaders to emerge. Note who organises when nobody is telling them to.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set up in sixty seconds. Four each, keepers, that goal and that goal. Go.
  2. Minutes 0–7 — say nothing whatsoever. This is the longest silence of the evening and the most valuable.
  3. Watch for the four things on the diagram: a 1v1 every few seconds, somebody always offering support, everybody attacking and defending, and transitions in both directions constantly. You will see all four within ninety seconds and you will not have asked for any of them.
  4. Minute 7 — rotate the keepers, and ask your one question of the practice: what's different about four a side? Take two answers. Do not add a third of your own.
  5. Minutes 8–15 — play on, silent again. Rotate keepers once more.
  6. If something is genuinely going wrong — one team miles better, or a player having a bad time — fix it by swapping a player, not by making a speech.
Watch for
All four principles appearing
The point of the practice. Look for them deliberately.
Who leads when you don't
Often not the player you would expect.
Who hides
In a 4v4 it is nearly impossible, which is why this is such a revealing format.
Keeper rotation
Every four minutes, everybody, no negotiating.
Your own silence
Count how many times you nearly spoke. It is a useful number.
Ask them
  • What's different about four a side? — the only question, at minute 7.
  • Take two answers. Do not add your own.
  • (Everything else waits until the end of the session.)
Harder
  • Smaller pitch.
  • Three v three plus keepers.
Easier
  • Bigger pitch.
  • Five v five plus keepers.

Their game. They pick the teams, set the rules, keep the score and settle the arguments. You stand outside the pitch and say nothing at all.

Set up
  • 44 × 28 m with gate goals, or whatever they decide to use.
  • Hand them the bibs and a ball and step off the pitch.
  • If they ask how to pick teams, say however you like.
  • If they ask the rules, say up to you.
  • Coach outside the pitch, watch in pocket, mouth shut.
Rules & scoring
  • They pick the teams.
  • They set the rules.
  • They keep the score.
  • They settle the arguments.
  • The coach stands outside the pitch and says nothing — safety and unkindness excepted.
Coaching points — the four corners
Technical
They will try things they would never try in a coached practice, because nobody is watching in the evaluating sense. Some of it will be excellent.
Tactical
Free play is where creativity actually lives. Every practice with a condition on it narrows the options; this one removes all the conditions and finds out what they do.
Physical
They will run more than you would have asked them to, and they will not notice.
Psychological
Autonomy is one of the strongest known drivers of long-term motivation in sport. Fifteen minutes a week of genuinely unsupervised football is a serious investment in whether these children still play at sixteen.
Social
Negotiating teams, resolving a disputed goal, including the quiet one — this is the part of football that has nothing to do with football and matters most.
Full detail — steps, watch for, questions, progressions
How it runs
  1. One sentence to start it: last fifteen minutes are yours. Sort it out.
  2. Then step off the pitch and stay off it. Physically leaving the playing area is the single most effective way to keep quiet.
  3. Expect two or three minutes of chaos while they pick teams. Let it happen. This is the practice, not a delay before the practice.
  4. Say nothing about the teams they pick, even if they are lopsided. They will fix it themselves, usually within one goal.
  5. Let them settle their own arguments — was it in, was it a foul, is it 4–3 or 4–4. This is genuinely one of the most valuable things football does for children and adults routinely take it away from them.
  6. Intervene only for safety, or for genuine unkindness. Nothing else. Not even for a handball.
  7. Stop them a minute before the end, while they still want more.
Watch for
Yourself, mostly
Standing outside the pitch is the whole technique. Do not drift back on.
How they pick teams
Watch who gets picked last, and quietly design around it next time. Do not fix it now.
Who settles disputes
Your future captain, possibly.
Anybody excluded
The one social thing worth a quiet word — afterwards, to an individual, not to the group.
Rules they invent
Often better than yours. Some are worth stealing.
Ask them
  • Nothing during. Not one word.
  • (Two questions at the end, and then home.)
Harder
  • Nothing. You do not condition free play. That is what makes it free play.
  • (If it needs a condition, it is a different practice and belongs earlier in the session.)
Easier
  • Nothing.
  • (If they cannot organise it in week one, they will in week three. Let them learn.)
Goalkeeper — Your keeper is coached in this one

The keeper is coached in the body of this session as written — nothing to add.

Session aims & kit list
By the end, players can
  • Maximise touches, decisions and 1v1s — more of all three than any other session in the folder.
  • Let the principles appear on their own, without instruction.
  • Give the players ownership of teams, rules and arguments.
  • Practise coaching restraint — the hardest skill on this list, and it belongs to the coach, not the squad.
  • Finish a session that they ask to keep playing.
Kit

Footballs · Flat markers · Bibs — four colours · Mini goals · A watch

Athletic development · 14–16 players · 60 min

Four lanes, four ladders, four poles. Quick feet, then a build-up run, then a controlled turn. The ladders are here to teach posture, not to make anybody faster.

Set up
  • Four lanes, each with a ladder, two markers 9 m apart, and a pole at the far end.
  • Three or four players per lane, so the longest wait is two people.
  • Ladders first, then the run, then the pole, then jog back down the outside.
  • Everything is at about 70 per cent. Nobody sprints in the first ten minutes of a session.
  • Coach walking the front of the lanes.
Rules & scoring
  • Three or four per lane, no more.
  • Nothing above 85 per cent at any point.
  • One foot in each square, then two, then sideways.
  • Slow into the pole, turn under control, jog back down the outside.
  • Quality over speed, every rep.
Coaching points — the four corners
Technical
Posture — tall through the hips and chest — and arms that drive from the shoulder rather than flapping across the body. These are the two things a coach can genuinely change in a twelve-year-old's running.
Tactical
None, deliberately. This is the one practice in the folder with no decisions in it, and ten minutes a fortnight is the right dose.
Physical
Ladders do not make players faster and it is worth knowing that. They are excellent for coordination, foot placement and posture, which is exactly why they appear here and not as a speed drill.
Psychological
Children enjoy moving well and noticing they move well. Name it when you see it.
Social
Lanes of three are a good place for the quiet ones. Mix the lanes deliberately.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Minutes 0–3 — ladders, walking then jogging. One foot in each square, then two feet in each square. Tall, chest up, arms bent and swinging from the shoulder.
  2. Minute 3 — add the run. Through the ladder, then marker to marker at about 70 per cent, then slow down into the pole and turn.
  3. Minute 5 — skipping and A-skips. Knee up, foot under the hip, land on the ball of the foot. Two lengths.
  4. Minute 7 — sideways. Through the ladder facing sideways, then a lateral shuffle to the first marker, then turn and run.
  5. Minutes 8–10 — build to about 85 per cent on the last two runs, and finish there. Nobody goes flat out in a warm-up.
  6. Three words all season: tall, relaxed, light. Use those and nothing else.
Watch for
Heads down, hunched shoulders
Tall. Look at the pole, not the ladder.
Arms crossing the body
Drive them front to back, not side to side.
Heavy, flat-footed landing
Light. I shouldn't hear you.
Anybody going flat out
Stop it. This is a warm-up.
Sloppy turns at the pole
Slowing down is the point. Do it properly.
Ask them
  • What should your arms be doing?
  • Where should your feet land — under you, or out in front?
  • Can you make yourself quieter?
  • Why don't we sprint in a warm-up?
Harder
  • Faster ladder patterns — two in, two out.
  • Longer run, 15 m rather than 9 m.
Easier
  • Walk the ladder for longer.
  • Shorter runs.

The most valuable ninety seconds of injury prevention in football, stretched to fifteen minutes and done properly. Two feet, soft, knees over toes, hold the landing.

Set up
  • Three lanes, each with a low hurdle and a landing square marked with four flats about 1.5 m across.
  • Pairs — one jumps, one watches. The watcher has a real job, which is looking at the jumper's knees.
  • Hurdles are ankle to shin height. No higher. The hurdle is a cue, not a challenge.
  • Five or six reps, then swap. Never more.
  • Coach moving between lanes.
Rules & scoring
  • Hurdles stay low. Ankle to shin. Not negotiable.
  • Five or six reps, then swap. Quality, not volume.
  • Hold every landing for a full second in lanes 1 and 2.
  • The watcher watches the knees and says one word: in or good.
  • Any landing that wobbles does not count.
Coaching points — the four corners
Technical
Knees over toes, not falling inwards. Soft, not stiff. Chest up, not folded forward. Those three cues are the entire technical content and they are worth repeating all season.
Tactical
None. This is one of only two practices in the whole curriculum with no decision in it, and it earns its place on injury grounds alone.
Physical
Landing mechanics are the best-evidenced modifiable risk factor for serious knee injury in football, and knees that collapse inwards on landing are the specific thing being trained out. Ten minutes a fortnight for a season is a meaningful intervention.
Psychological
Frame it as a skill, not as injury prevention. Land like a cat works better than any explanation of ligaments.
Social
The watcher role matters. A player who can see a bad landing in someone else can usually feel it in themselves.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Teach the landing before anybody jumps. Stand still, drop into a small squat, and show them: feet flat, knees bent, knees pointing over the toes, chest up. Ten seconds of demonstration.
  2. Show the wrong one too, exaggerated — knees falling inwards, straight legs, landing with a thud. Children remember the wrong one.
  3. Lane 1 — two feet up, two feet down. Over the hurdle, land in the square with both feet, hold it for a full second. Five reps, then swap.
  4. Lane 2 — one foot. Hop over, land on one foot, stick it. If they wobble it does not count. Five each leg.
  5. Lane 3 — land, then go. Land in the square, hold for half a second, then accelerate away. This is the match version, because in a game nobody lands and stands still.
  6. Rotate the lanes every four minutes.
  7. Stop a set the moment quality drops. Tired landings teach bad landings.
Watch for
Knees falling inwards on landing
The single most important thing in this session. Stop, show, repeat.
Straight-legged, stiff landings
Soft. Bend and absorb it.
Chest folding forward
Chest up. Look at me as you land.
Wobbling on one foot
It does not count. Do it again, slower.
Quality dropping through a set
End the set. Six good ones is the whole aim.
Ask them
  • Where should your knees point when you land?
  • Should you land soft or stiff? Why?
  • What does a bad landing look like?
  • When do you land in a match?
Harder
  • Land and immediately change direction.
  • Eyes on the coach, not on the floor, while landing.
Easier
  • No hurdle at all — jump on the spot and land in the square.
  • Two feet only, skip the single-leg lane.

A mirror game with a stop zone. Anybody can run fast — the skill, and the safety, is in slowing down, and this makes it a game rather than a drill.

Set up
  • 38 × 24 m with a stop zone marked in the middle, 8 × 8 m.
  • Six markers spread round the outside as reference points.
  • Pairs — a leader and a mirror. The leader goes where he likes; the mirror copies at about 2 m.
  • Swap roles every ninety seconds.
  • Coach in the middle, watching feet.
Rules & scoring
  • Mirror stays within about 2 m of the leader.
  • Anybody in the stop zone must come to a full stop before leaving it.
  • Three steps to stop, not one. Chest up, knees bent.
  • Swap roles every ninety seconds.
  • Nothing above about 80 per cent.
Coaching points — the four corners
Technical
Deceleration: short choppy steps, hips low, chest up. Stopping dead on one leg with a straight knee is exactly what we are training out.
Tactical
This is 1v1 defending in disguise. Staying with a leader who can go anywhere is the same problem as jockeying an attacker, which is why the second half of the practice becomes real football.
Physical
Change of direction and deceleration are trainable at this age and are where a large share of non-contact injuries occur. Practising them slowly and often is the intervention.
Psychological
Mirroring is genuinely enjoyable and slightly funny. Let it be.
Social
Pairs work better than groups here. Rotate the pairs once at minute 8.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Pairs, roughly matched for speed. Mismatched pairs make this frustrating for both.
  2. Minutes 0–4 — mirror, jogging only. Leader changes direction whenever he likes; the mirror copies. Deliberately slow at first.
  3. Minute 4 — add the stop zone. Anybody who enters the zone must come to a complete stop — chest up, knees bent, three steps to stop rather than one — before leaving it.
  4. Minute 7 — build the speed to about 80 per cent. Not more, because this is about control.
  5. Minute 9 — add a ball. The leader dribbles; the mirror defends at 2 m. Now it is football, and the stopping is happening inside a real problem.
  6. Minutes 11–15 — 1 v 1 to the markers. Leader tries to reach any outside marker; mirror tries to stop him. The stop-zone rule still applies to both.
  7. Swap leader and mirror every ninety seconds throughout.
Watch for
Stopping dead on one straight leg
The thing to fix. Three steps. Bend.
Chest folding over the knees
Chest up when you stop.
Mismatched pairs
Swap them at minute 8.
Speed creeping above 80 per cent
Pull it back. Control is the point.
Mirrors drifting to 5 m
Two metres. Close enough to touch him.
Ask them
  • How many steps do you need to stop properly?
  • What happens to your knees if you stop on one straight leg?
  • Is it easier to change direction fast or slow?
  • When do you have to stop suddenly in a match?
Harder
  • Two mirrors on one leader.
  • Smaller area, more direction changes.
Easier
  • Walking pace for longer.
  • Bigger area.

A normal game, watched with different eyes. No movement conditions at all — you are simply looking at how they land, how they stop, and who is quietly sore.

Set up
  • 48 × 32 m, 6 v 6 plus goalkeepers, goals at each end.
  • No movement conditions. None. This is a football match.
  • Rolling substitutions.
  • Balls round the outside for instant restarts.
  • Coach on the side, watching bodies rather than tactics.
Rules & scoring
  • Normal match, normal rules.
  • No movement conditions.
  • Rolling substitutions.
  • Ten minutes of football, then stop, whatever the score.
  • A real cool-down, not a token one.
Coaching points — the four corners
Technical
Whatever you have been working on. This is not a movement drill.
Tactical
As normal, if at all.
Physical
This is the observation practice. Landing and stopping technique that only exists in the drill is not technique yet. Note the names of the players whose landings fall apart under game pressure and give them ten seconds each next time.
Psychological
Watch for the child who is hurt and hiding it. At this age players routinely play through growth-related knee and heel pain because they do not want to come off, and a coach who notices without making a fuss is doing something genuinely valuable.
Social
Ending on a match matters, even a short one. Nobody wants a session that finishes with hurdles.
Full detail — steps, watch for, questions, progressions
How it runs
  1. Set it up in sixty seconds and let them play.
  2. Minutes 0–10 — a normal match, coached normally if you coach at all.
  3. Watch three things and nothing else: how they land after a jump, how they stop when they change direction, and who is limping and not saying so.
  4. Minute 10 — stop. Genuinely stop, even if it feels early. Growing bodies fatigue faster than adult ones and technique degrades faster with it, and the last five minutes of a tired session is where the injury happens.
  5. Minutes 10–15 — cool down properly, walking and easy stretching, and use the time for the reflection questions.
  6. Do not add a movement condition. The point of this practice is that good movement should survive contact with a real game without being asked for.
Watch for
Landings under real pressure
The whole point. Do they hold up?
Stopping and turning at full speed
Same question.
Anybody limping
Quiet word afterwards, not in front of the group.
Anybody rubbing a knee or a heel
See the appendix. Ask them privately.
Fatigue after minute eight
Real, and the reason for the ten-minute cap.
Ask them
  • Did you think about how you landed just then?
  • Is anything sore? Anything at all?
  • How does your body feel compared to the start?
  • What's the difference between tired and hurt?
Harder
  • Nothing. Do not condition this practice.
  • (If it needs a condition, it belongs earlier in the session.)
Easier
  • Eight minutes rather than ten if the squad is tired.
  • Bigger pitch so there is less stop-start.
Goalkeeper — Your keeper has nothing to do — give them this

The keeper needs this session more than anybody on the pitch and is usually left out of it. Landing from a dive is a single-shoulder, single-hip impact repeated hundreds of times a season, and diving technique at this age is mostly falling technique. Add: landing on the side rather than the front, pushing off one leg, and getting up without using the hand that is holding the ball. And read Welfare → Growing players alongside it — this session handles growth as an injury risk, which is only half of it. The other half is that the biggest keeper in the squad is often just the one who grew first.

Session aims & kit list
By the end, players can
  • Run properly — tall, relaxed, arms working, feet under the body.
  • Land properly — two feet, soft, knees over toes and not falling inwards.
  • Stop properly, because decelerating badly is how players get hurt.
  • Recognise growth-related pain and know what to do about it.
  • Understand the current heading guidance and follow it.
Kit

Agility ladders · Hurdles (low) · Poles · Flat markers · Footballs · Bibs