JDP U12 TSG
JDP U12 TSG
First Touch
Session 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Session 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Session 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
1v1
Session 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Session 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Session 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Simply conduct a different session for each week of training. For example, Week 1: First Touch
(Session 1), Week 2: Striking the Ball (Session 1), Week 3: Running with the Ball (Session 1), Week
4: 1 v 1 (Session 1). Repeat the cycle after 1v1 (Session 3).
Be Flexible
Because all coaches are faced with their own unique set of challenges and issues at training,
always try and be flexible in your delivery and be willing to modify certain aspects of each session
in order to cater to the circumstances presented.
In short, if the session is not working as well as you’d like, CHANGE IT!
Be Prepared
After conducting your first sessions for each of the designated core skills, you will obviously have
a much greater understanding of each player’s current level of ability. This shall, in turn, help you
to better prepare for the next time you hold the session.
In saying this, always keep an extra game or exercise up your sleeve and always be willing to use
it when things don’t go according to plan. Ideally, this should be a game you have used before or
one that you know your players will enjoy.
Remember that, at this age, we still want our players having as much fun at training as possible.
As long as they are all involved in each exercise and have plenty of opportunities to repeat the
designated core skill – you are succeeding as their coach.
‘At this stage of their development, always praise the level of effort of
each player, not their talent.’
    Effective coaching of this age group is not only about good organization and keen observation,
    but also giving clear explanations and demonstrations to your players.
All Coaches thus facilitate the playing and learning environment by ensuring all sessions are:
The table below provides a useful tool when accessing the success of your sessions.
    Suffice to say, if you can answer each question with an emphatic ‘yes’ you have more than
    fulfilled your role as your team’s Coach.
Session Objective:
‘To improve each player’s ability to take an excellent first touch, using both feet.’
Frame:
Briefly explain and demonstrate the difference between ‘trapping the ball’ and
taking a good ‘first touch’ into space. For example:
‘Today, kids, we are going to have lots of fun practicing how to take a confident
first touch into space.’
‘Remember, a good first touch sets you up for what you want to do next.’
MV Player Message:
‘Practice Makes Permanent’.
SET UP
   A grid 20m (width) x 20m (length).
HOW TO PLAY
   9-12 players split into 3 groups of 3-4. For odd numbers, the coach can act as a ‘wall player’.
   The red players are positioned around the outside of the grid with a ball each.
   An orange player is positioned on each corner without a ball.
   The blues move around inside the grid calling for the ball and moving it with their first touch
    into a space before then passing to a free player outside the grid who does not have a ball.
   Players cannot pass back to the player they just received the ball from.
   Change roles after 1 minute and practice for 10 minutes with a drink break.
VARIATIONS
   Players use their left/right foot only (inside or outside).
   Players receive the ball on the ‘half turn’ (furthest foot from the ball).
SET UP
   A grid 20m x 20m + 4 small goals (1 in each corner of the grid).
HOW TO PLAY
   Play 3 v 3 + 3-4 wall players. For odd numbers, the Coach can act as a wall player.
   The blues use the orange wall players to ‘keep the ball for as long as possible’ in order to stop
    the red team from scoring in one of the four small goals.
   Minimum 2-touch requirement. Disallowing a direct pass will force players to take a good
    first touch in order to pass/move the ball away from the defender with their 2nd/3rd touch!
   As soon as they win the ball, the red defending team can score in one of the four goals.
   The defending team cannot use the wall players.
   The team that scores the most goals wins.
   Change the defending team after 1-2 minutes.
   Play for 20 minutes with regular drink breaks.
Coach
SET UP
   Using cones, mark out one grid: 15m (width) x 15-20m (length).
HOW TO PLAY
   7 players: Play 6 v 1, 5 v 2 (very difficult).
   6 players: Play 5 v 1.
   Players try to keep the ball away from the defender(s), just like a ‘piggy in the middle’ game.
   Instruct the defender(s) to hold his/her bib and to always try and win the ball.
   If the defender wins the ball he/she swaps places with the player who gave the ball away.
   Minimum 2-touch requirement. Disallowing a direct pass will force players to take a good
    first touch in order to pass/move the ball away from the defender with their 2nd/3rd touch!
   Play for 10-15 minutes with a drink break.
SET UP
   22m (width) x 36m (length) + 2 large or small-sized goals.
HOW TO PLAY
   Directional game. No Goalkeepers, corners, offsides or throw-ins.
   For odd numbers, allow one player to be ‘Messi’ – he/she plays with the team in possession.
   Minimum 2-touch requirement.
   Every player from the same team must complete a pass before their team can score a goal.
   Every player from the same team must be either on half-way or within the opposition half for
    the goal to count. Maximize the level of participation!
   When the ball goes out, it must be passed back into the area or played in by the Coach.
   Play for 15-20 minutes with a drink break every 4-5 minutes.
Session Objective:
‘To improve each player’s ability to take an excellent first touch, using both feet.’
Frame:
Briefly explain and demonstrate the difference between ‘controlling and trapping
the ball’ and taking a good ‘first touch’ into space. For example:
‘Today, kids, we are going to have lots of fun practicing how to take a confident
first touch into space.’
‘Remember, a good first touch sets you up for what you want to do next.’
MV Player Message:
‘Practice Makes Permanent’.
SET UP
    Using cones, create 2-3 passing lanes (depending on player numbers).
    Each passing lane should be 7-10m in length with a safe distance between each lane.
    Split players into groups of 3-5 players with one ball between them.
HOW TO PRACTICE
    The blue player starts by passing the ball to the red player and follows his/her pass.
    The reds use their first touch to move the ball away from the approaching blue player and
     with their second touch pass to the next blue player in the line.
    The red player then jogs to the back of the opposite line.
    Gradually increase the speed of the practice as the players improve.
    Alternate between a right foot and left foot first touch.
    Practice for 10 minutes with a drink break.
PROGRESSION
    Concluding Competition:
      Which group can complete 10 passes first?
Start
Start
Always encourage your players to be ‘on their toes’ and ready to receive the ball!
SET UP
   A grid 20m x 20m + 4 small goals (1 in each corner of the grid).
HOW TO PLAY
   Play 3 v 3 + 3-4 wall players. For odd numbers, the Coach can act as a wall player.
   The blues use the orange wall players to ‘keep the ball for as long as possible’ in order to stop
    the red team from scoring in one of the four small goals.
   Minimum 2-touch requirement. Disallowing a direct pass will force players to take a good
    first touch in order to pass/move the ball away from the defender with their 2nd/3rd touch!
   As soon as they win the ball, the red defending team can score in one of the four goals.
   The defending team cannot use the wall players.
   The team that scores the most goals wins.
   Change the defending team after 1-2 minutes.
   Play for 20 minutes with regular drink breaks.
SET UP
   Using cones, mark out one grid: 15m (width) x 15-20m (length).
HOW TO PLAY
   7 players: Play 6 v 1, 5 v 2 (very difficult).
   6 players: Play 5 v 1.
   Players try to keep the ball away from the defender(s), just like a ‘piggy in the middle’ game.
   Instruct the defender(s) to hold his/her bib and to always try and win the ball.
   If the defender wins the ball he/she swaps places with the player who gave the ball away.
   Minimum 2-touch requirement. Disallowing a direct pass will force players to take a good
    first touch in order to pass/move the ball away from the defender with their 2nd/3rd touch!
   Play for 10-15 minutes with a drink break.
SET UP
   18m (width) x 28m (length) + 4-6 small goals (2-3 at either end).
HOW TO PLAY
   Directional game. Blues v Reds. No Goalkeepers, corners, offsides or throw-ins.
   For odd numbers, allow one player to be ‘Messi’ – he/she plays with the team in possession.
   Minimum 2-touch requirement.
Key Rule:
   When one team scores they cannot score again until after the other team has scored.
   If the other team does score a goal, then normal play resumes until either team scores again.
   This rule will ensure close games whilst continuing to teach the players the importance of
    keeping the ball for as long as possible to stop the other team from scoring.
   Play 5 x 3-4 minute games with drink breaks.
VARIATION
   Play ‘all in’ to finish the session. Normal SSG rules apply.
Session Objective:
‘To improve each player’s ability to take an excellent first touch, using both feet.’
Frame:
Briefly explain and demonstrate the difference between ‘trapping the ball’ and
taking a good ‘first touch’ into space. For example:
‘Today, kids, we are going to have lots of fun practicing how to take a confident
first touch into space.’
‘Remember, a good first touch sets you up for what you want to do next.’
MV Player Message:
‘Practice Makes Permanent’.
SET UP
   Create 2-4 passing lanes 10m (length) x 5m (width) plus a small 2m x 2m square in the middle
    of each lane as shown. Each passing lane is designed for 3 players.
   Ensure an adequate distance in between each passing lane (minimum of 5m).
HOW TO PRACTICE
Exercise 1:
   The first blue player passes to the red player in the centre grid.
   The red player takes a good 1st touch out of the cones and with his/her 2nd touch passes the
    ball back to the same blue player.
   The red player then turns and performs the same action with the other blue player.
   Alternate between a left foot/right foot first touch (passes can be on either foot).
   Repeat 5 times then change roles.
Outside players:
- ‘Aim your passes at your team-mate’s correct foot.’
Inside players:
- ‘Focus on taking a confident first touch into space.’
- ‘Remember, your first touch is a little pass for yourself.’
- ‘And your second touch is a bigger pass for someone else.’
Outside players:
- ‘Aim your passes at your team-mate’s correct foot.’
Inside players:
- ‘Focus on taking a confident first touch into the space.’
- ‘Remember, your first touch is a little pass for yourself.’
- ‘And your second touch is a bigger pass for someone else.’
PROGRESSION
   Concluding Competition – Exercise 1:
     Which group can complete 10 passes first?
   Concluding Competition – Exercise 2:
     Which group can complete 10 passes first?
SET UP
   A grid 20m x 20m + 4 small goals (1 in each corner of the grid).
HOW TO PLAY
   Play 3 v 3 + 3-4 wall players. For odd numbers, the Coach can act as an extra wall player.
   The blues use the orange wall players to ‘keep the ball for as long as possible’ in order to stop
    the red team from scoring in one of the 4 small goals.
   Minimum 2-touch requirement. Disallowing a direct pass will force players to take a good
    first touch in order to pass/move the ball away from the defender with their 2nd/3rd touch!
   As soon as they win the ball, the red defending team can score in any of the 4 goals.
   The defending team cannot use the wall players.
   The team that scores the most goals wins.
   Change the defending team after 1-2 minutes.
   Play for 20 minutes with regular drink breaks.
SET UP
   Using cones, mark out one grid: 15m (width) x 15-20m (length).
HOW TO PLAY
   7 players: Play 6 v 1, 5 v 2 (very difficult).
   6 players: Play 5 v 1.
   Players try to keep the ball away from the defender(s), just like a ‘piggy in the middle’ game.
   Instruct the defender(s) to hold his/her bib and to always try and win the ball.
   If the defender wins the ball he/she swaps places with the player who gave the ball away.
   Minimum 2-touch requirement. Disallowing a direct pass will force players to take a good
    first touch in order to pass/move the ball away from the defender with their 2nd/3rd touch!
   Play for 10-15 minutes with a drink break.
SET UP
   18m (width) x 28m (length) + 2 small goals.
   Place all spare balls around the outside of the playing area for quick & easy access.
HOW TO PLAY
   Directional game. Blues v Reds. No Goalkeepers, corners, offsides or throw-ins.
   For odd numbers, allow one player to be ‘Messi’ – he/she plays with the team in possession.
   The Coach gives each player from each team a number. For example, Blue 1/Red 1, etc.
    These players must ‘man mark’ each other and cannot tackle any other player.
   Minimum 2-touch requirement. Disallowing a direct pass will force players to take a good
    first touch away from their opponent in order to pass to a team-mate.
   When the ball goes out, it must be passed back into the area or played in by the Coach.
   Change opponents regularly and play for 15-20 minutes with a drink break.
VARIATION
   Play ‘all in’ to finish the session. Normal SSG rules apply. Players must still take a first touch!
Session Objective:
‘To improve each player’s ability to play a ‘wall pass’, using the inside & outside of
both feet.’
Frame:
Briefly explain the purpose of the session. For example:
‘Today, kids, we are going to have lots of fun practicing how to play wall passes
with each other, using both feet.’
MV Player Message:
‘Practice Makes Permanent’.
SET UP
   14-22m (width) x 14-22m (length) + 4 mannequins/poles.
   The distance between the mannequins/poles on each side should be 8-10m.
HOW TO PRACTICE
   The red players are wall players and remain where they are ready to receive the ball.
   The blue players pass quickly to the reds and exchange a short 1-touch wall pass, before
    passing on to the blue opposite them as shown. The blues always follow their final pass.
   The blues must always pass to the next blue player in between the mannequins/poles.
   Change the wall players every 1-2 minutes.
   Ensure 50% practice on each foot (by simply changing the starting position).
   Practice for 10 minutes and try to increase the ball speed throughout.
Start
SET UP
   Remove the mannequins/poles and use the same area as the first part of the exercise.
   Grid size: 14-22m (width) x 14-22m (length) + 4 small goals as shown.
HOW TO PLAY
   Attackers v Defenders. The blue players now go 1v1 using the red wall players.
   Commence play at one end. If the defender wins the ball he/she can score.
   To score, a blue player must exchange a wall pass with one of the reds on either side.
   Players have 20 seconds to score.
   Instruct the wall players to move up and down the line to offer support.
   Ensure everyone has a turn at being a wall player and change opponents regularly.
   Which player scores the most goals?
   Play for 10 minutes with a drink break.
HOW TO PLAY
 Directional game. Blues v Reds. No Goalkeepers, corners, offsides or throw-ins.
 With more players add extra wall players or create a third team.
 For odd numbers, allow one player to be ‘Messi’ – he/she plays with the team in possession.
 Place 2 wall players for each team on either side of the opponent’s half.
 The team in possession must pass to a wall player before their team can score.
 The wall players are 1-touch.
 Goals count as double if scored directly from a wall pass.
 When the ball goes out, it must be passed back into the area or played in by the Coach.
 Change the wall players and Messi every 2 minutes.
 Play for 15-20 minutes with a drink break.
SET UP
   Use the same area as the previous exercise.
HOW TO PLAY
   Directional game. Blues v Reds. No Goalkeepers, corners, offsides or throw-ins.
   For odd numbers, allow one player to once again be ‘Messi’ – he/she can play with the team
    in possession. Messi can now only play 2-touch.
   The team in possession must complete 3 passes before they can score.
   All players from the same team must be inside the opp. half for the goal to count.
   Goals are worth double if scored directly from a wall pass.
   When the ball goes out, it must be passed back into the area or played in by the Coach.
   Change Messi every 2 minutes.
   Play for 15 minutes with a drink break.
Session Objective:
‘To improve each player’s ability to play a ‘killer pass’, using both feet.’
Frame:
Briefly explain the purpose of the session. For example:
‘Today, kids, we are going to have lots of fun practicing how to play killer passes for
each other, using both feet.’
MV Player Message:
‘Practice Makes Permanent’.
SET UP
   14-18m (width) x 14-18m (length) + 5 mannequins or poles.
HOW TO PRACTICE
For 5-6 players practice with 1 ball – Diagram 1 (overleaf):
 Player #1 passes to Player #2.
 Player #2 then ‘bounces’ (passes) it back to Player #1.
 Player #1 then plays a ‘killer pass’ to Player #3.
 Player #3 then takes a 1st touch and before passing to Player #4 with his/her 2nd touch.
 All players involved move to the next cone after completing their action/pass.
 Every 2-3 minutes change the direction of the pass to ensure equal repetitions on both feet.
 Practice for 15 minutes followed by a drink break.
For 7-10 players you can practice with 2 balls passed simultaneously from opposite ends of
the grid – Diagram 2 (overleaf):
 Player #1 passes to Player #2 and Player #3 passes to Player #4.
 Player #2 then ‘bounces’ (passes) it back to Player #1 and Player #3 bounces Player #4.
 Player #1 then plays a ‘killer pass’ to Player #3.
 Players #3 then takes a 1st touch before passing to Player #4 with his/her 2nd touch.
 All players involved move to the next cone after completing their action/pass.
 Every 2-3 minutes change the direction of the pass to ensure equal repetitions on both feet.
 Practice for 15 minutes followed by a drink break.
Player #3
Player #4 Player #2
Start Player #1
Start Player #3
Player #4 Player #2
Start Player #1
SET UP
   Two grids 12m x 12m (A & C) separated by a narrow grid 12m x 5m (B).
   This positioning game can be used for 6-12 players.
HOW TO PRACTICE
   In this example we’ve used 9 players:
    3 teams of 3 players (greens, oranges & blues) – 1 team in each grid as shown.
   The Coach is positioned centrally with all the balls.
   The Coach starts the game with a pass to a green player in grid A. At that moment, 1 red
    player from grid B sprints into grid A to defend/win the ball, thereby making it a 3v1 in grid A.
   Greens must now look for the right moment to play a killer pass through grid B (and the 2
    remaining red defenders who can intercept the ball) to a blue player in grid C.
   The killer pass must always be played below knee height (no lofted passes).
   When this occurs another red player sprints into grid C to defend while the defender from
    grid A returns to grid B.
   If a defender wins the ball in grid A/C or the defenders intercept the killer pass in grid B, they
    change grids with the team that lost the ball.
   Play for 20 minutes with drink breaks.
A B C
Coach
SET UP
   Grid A: 22m (width) x 44m (length).
   Grids B + C: 22m (width) x 8m (length) + 6 small goals (or gates positioned at opposing end).
HOW TO PLAY
   Directional game. 4 v 4 + 1 ‘Messi’ who plays with the team in possession.
   To score, teams must shoot in any of the 3 goals – anywhere from within grid A.
   Players can enter grids B + C but cannot score within these zones.
   The ball must be played below knee height at all times.
   A goal scored represents a killer pass played between defenders.
   If the ball goes out, the Coach plays another one in.
   Play 4 x 4-5 minute games with a drink break.
B A C
Session Objective:
‘To improve each player’s ability to shoot at goal using the instep drive.’
Frame:
Briefly explain the purpose of the session. For example:
‘Today, kids, we are going to have lots of fun shooting at goal using what we call
the instep drive.’
‘Who knows what part of the foot we need to use to shoot with our instep?’
MV Player Message:
‘Practice Makes Permanent’.
SET UP
   A large grid 15-20m x 15-20m.
   Inside the centre of the large grid is a smaller grid 7-10m x 7-10m.
   Adjust the size of the two grids depending on total player numbers.
HOW TO PRACTICE
   3-6 players are positioned evenly around the outside of the large grid with a ball each.
    They start the exercise as the ‘servers’.
   3-6 players are positioned evenly around the inside the smaller grid without a ball.
    They start the exercise as the ‘shooters’ and stand opposite each server.
   On the coach’s call, each server rolls a ball to the shooter and with a controlled instep drive,
    he/she then shoots it back into the server’s hands.
   The shooters then move on to the next server in an anti-clockwise direction (to their right).
   Once they returned to where they started, the shooters then move in a clockwise direction
    (to the left) using the left foot only to practice the instep drive.
   Change roles every 2 minutes.
PROGRESSION
 Practice 2 – instep drive on the volley:
‘Now servers, throw the ball and shooters, try to volley it back into the server’s hands.’
 Practice 2 – instep drive on the half-volley:
‘Now servers and shooters, let’s try a half volley.’
SET UP
   As shown.
HOW TO PRACTICE
   4-9 players – 2 lines of players + 1 Goalkeeper (an Assistant Coach is preferable).
   For 10+ players you can create 4 lines and have them shooting from both sides of the 18-
    yard box (or the designated shooting area).
   On the Coach’s call, the first blue player passes the ball to the first red player and runs to
    apply passive pressure (no tackling).
   The blue player then takes a good 1st touch into space and shoots with his/her right foot.
   The red player then joins the shooting line while the blue player retrieves his/her ball and
    joins the passing line.
   The Coach should manipulate the angle/distance between the groups to ensure the shooting
    player always has enough time to shoot with his/her 2nd touch (and avoid a 1v1 scenario).
   Change sides after 4-5 minutes to ensure all players receive equal repetitions using both feet.
   Practice for 20 minutes with a drink break.
OPTION 1 – ‘Hotshots’
SET UP
   As shown – 20m x 20m + two large goals.
   Ensure all the balls are in or next to each of the goals for quick and easy access.
HOW TO PLAY
   Directional game. No corners, goal-kicks or throw-ins.
   Play 3v3/4v4 with 1 player from each team also playing as the Goalkeeper.
   For additional players, you can create 3 teams and have the 3rd/resting team playing as wall
    players for the team in possession – they are 1-touch only.
   In each half of the field, there is a GK + 2 from one team and one player from the other team
    to create a 3v1 scenario. All players must stay in their own half of the grid.
   The game always starts/re-starts with the Goalkeeper or the Coach.
   Teams can only score by shooting from inside their own half or from a finish from the ‘lone
    striker’ (No. 9).
   Rotate the players regularly every 2 minutes.
   Play for 15-20 minutes (maximum).
PROGRESSIONS
   Allow players from both teams to play anywhere.
   Limit the time or number of passes required to take a shot to ensure every player is given
    plenty of opportunities to shoot at goal.
HOW TO PLAY
   Non-directional game. No corners, goal-kicks or throw-ins.
   Play 4v4/5v5 with one Goalkeeper.
   Both teams can shoot from anywhere on the field – except from inside the smaller grid.
   Players can enter this area to keep possession or to set a team-mate up for a shot.
   Whenever the ball goes out, the Coach plays a new one in.
   Play for 15-20 minutes (maximum) with drink breaks.
PROGRESSIONS
   Limit the time or number of passes required to take a shot to ensure every player is given
    plenty of opportunities to shoot at goal.
Session Objective:
‘To improve each player’s ability to run with the ball by taking bigger touches in
open space (using both feet).’
Frame:
Briefly explain what the session is about. For example:
‘Today, kids, we are going to have lots of fun running with the ball in open space.’
MV Player Message:
‘Practice Makes Permanent.’
SET UP
   A grid 30m x 30m.
HOW TO PRACTICE
Diagram 1 Diagram 2 A
C D
SET UP
   20m (width) x 30m (length) + 4 small goals with a 5-7m shooting zone at each end.
HOW TO PRACTICE
   Relay Racing. 8-12 players split into 2 teams (Reds v Blues).
   On the coach’s signal the first player from each team starts running with the ball to the
    opposite goal.
   When they enter the green shooting zone they pass the ball into the empty goal.
   As soon as the ball passes the goal-line the next player can go.
   If a player misses the goal, he/she must tag his team-mate instead.
   Alternate races between right foot and left foot RWB only.
   Which team will score the most goals?
   Practice for 10 minutes followed by a drink break.
SET UP
   A short and wide playing area: 32m (width) x 22m (length).
   Where possible use poles to mark out the end-lines for clearer visibility.
HOW TO PLAY
   Directional game. 4 v 4 (Blues v Reds) + 1 ‘Ronaldo’ who plays with the team in possession.
   Players can only pass the ball backwards or sideways. This key condition forces players to
    attack the open space in front of them and take on opponents without fear.
   No slide tackling for safety.
   When the ball goes out, it must be dribbled back into the field or passed in by the Coach.
   Play 4 x 4-5 minute games with regular drink breaks.
SET UP
   Use the same area as the previous exercise and simply add 4 small goals as shown.
HOW TO PLAY
   Directional game. No Goalkeepers, corners, offsides or throw-ins.
   4 v 4 (Blues v Reds). Teams have to score in one of their two small goals as per a normal SSG.
   After 2-3 minutes, the Coach calls ‘SWITCH’ and both teams switch to defend the area on
    their left. (Note: If this proves too difficult simply play a normal SSG).
   Teams now have to score by RWB over the opposing yellow end-lines as shown.
   When the Coach calls ‘SWITCH BACK’ normal play resumes utilizing the 4 goals.
   When the ball goes out, it must be dribbled back into the area or played in by the Coach.
   Change make-up of teams to ensure all players have plenty of opportunities to score a goal.
   The Coach can also utilize the switch to ensure players are getting enough repetitions RWB.
   Play 4 x 4-5 minute games with regular drink breaks.
Session Objective:
‘To improve each player’s ability to run with the ball by taking bigger touches in
open space (using both feet).’
Frame:
Briefly explain what the session is about. For example:
‘Today, kids, we are going to have lots of fun running with the ball in open space.’
MV Player Message:
‘Practice Makes Permanent.’
SET UP
   22m (width) x 32m (length).
   For safety reasons, always ensure the area is ‘too big’ rather than ‘too small’.
HOW TO PRACTICE
   Divide players into pairs (where possible) with a ball each.
   On the coach’s signal, one player dribbles in front while the other follows at a short distance.
   Every 1-2 minutes, the coach should instruct players to add the following variations:
-   Stop-starts (with their studs).
-   Sharp turns and changes of direction.
-   Feint stops and turns followed by an acceleration.
   The coach should always ask the players to “scan the field” to avoid running into each other.
   Practice for 10 minutes with a drink break.
SET UP
   Use the same area as the first part of the exercise.
HOW TO PLAY
   One player starts as the ‘Bull’ with all other players spreading out behind one end-line.
   On the coach’s call, players then try to run with the ball across to the opposite end-line.
   Players are allowed 10-15 seconds recovery at each end.
   Players become bulls when they are tagged.
   The last player left wins the game.
   Aim for 50% playing time – left foot RWB only.
   Play for 10 minutes with a drink break.
VARIATION
   Add another bull to start the game.
SET UP
   24m (width) x 32m (length) + a Finishing ‘line’ – 12m away from the goal as shown (the ball-
    runner cannot score until he/she reaches this area).
HOW TO PRACTICE
   2 teams play off against each other (Blues & Oranges). The Coach can play as the Goalkeeper.
   The first blue player from Group A passes to the first orange player from Group B.
   Player B receives and runs with the ball through the gate – directly toward the goal.
   Player A follows his/her pass, runs around the cone before chasing Player B – who tries to
    score in the large goal.
   Then the blue player returns to position A and the orange player goes back to position B.
   Now it’s Group D and Group C’s turn. Which team scores the most?
   Change sides regularly to practice using both feet.
   Practice for 20 minutes with a drink break.
A D
B C
SET UP
   20m (width) x 32m (length) + 2 small goals + 3 ‘end-zones’ (4m x 4m).
   Place all spare balls around the outside of the playing area for quick & easy access.
HOW TO PLAY
   Directional game. Blues v Reds. No Goalkeepers, corners, offsides or throw-ins.
   The Blues are the ‘Ball Runners’ and have to score by running with the ball into one of the
    three end-zones and stopping it with their studs. Defenders are not allowed to slide tackle.
   The Reds are the ‘Sharp Shooters’ and can score in the large goal.
   When the ball goes out, it must be dribbled back into the area or played in by the Coach.
   Play 4 x 5 minute games with a drink break.
   Ensure both teams get to attack each end.
SET UP
   A short & wide playing area: 32m (width) x 22m (length) + 6 ‘end zones’ (6m x 6m).
   Place all spare balls around the outside of the playing area for quick & easy access.
HOW TO PLAY
   Directional game. Blues v Reds. No Goalkeepers, corners, offsides or throw-ins.
   Players score by running with the ball into one of their opponent’s end-zones & stopping it
    with their studs. Defenders are not allowed inside these zones and there is no slide tackling.
   If the ball goes out, it must be dribbled back into the field of play or passed in by the Coach.
   Change teams to ensure all players have plenty of touches on the ball.
   Play for 15 minutes with a drink break.
Session Objective:
‘To improve each player’s ability to run with the ball by taking bigger touches in
open space (using both feet).’
Frame:
Briefly explain what the session is about. For example:
‘Today, kids, we are going to have lots of fun running with the ball in open space.’
MV Player Message:
‘Practice Makes Permanent.’
SET UP
   An area approximately 30m x 30m with 4 small corner grids (5m x 5m).
HOW TO PRACTICE
   4 groups of 2-3 players are positioned in the corner grids with a ball each.
   On the Coach’s signal all players from the same group (all reds, for example) run with the ball
    to the next corner followed by the next group.
   When everyone is back in the grid where they started; we move in the opposite direction
    using the left foot only.
   Every 1-2 mins, the Coach can add the following variations:
   Stop-starts (with their studs).
   Sharp turns and changes of direction.
   Feint stops and turns followed by an acceleration.
   Practice for 5-10 minutes.
HOW TO PLAY
   1 player with a ball in every corner grid – the others start in the central area with a ball each.
   There are 1-2 ‘taggers’ without a ball who try to tip the players with a ball.
   The players that get tagged either become taggers or leave the grid and wait outside.
   A player can escape the tagger(s) by running with the ball into a corner grid but then the
    player standing there must immediately leave his/her corner grid.
   Ensure everyone has a turn at being the tagger(s).
   Play for 5-10 minutes.
SET UP
   Place two lines of cones – 15m outside the penalty box as shown.
   The distance between the two lines of cones should be 5m.
   The distance in width between the cones should be 7-10m.
HOW TO PRACTICE
   2 teams. Blues v Reds.
   Split the players into rival pairs of two positioned inside each grid.
   The exercise starts with each pair continually exchanging short passes with each other.
   As soon as the red player decides to pass the ball past a blue player in the direction of the
    goal, the blue player must then turn and run with the ball towards the goal to score with the
    red player in pursuit. The blue player can shoot as soon as he/she has passed the yellow
    poles/cones. No slide tackling for safety.
   When the action is completed, the next group goes.
   Regularly change opponents between the blue and red teams.
   Which team scores the most goals?
   Play for 20-25 minutes with drink breaks.
15m
5m
SET UP
   A long and narrow pitch: 22m (width) x 40m (length).
   Narrow or widen the pitch depending on total player numbers.
HOW TO PLAY
   3 teams of 3-4 players. Play 4 v 4 + 4 wall players (8 v 4 for the team in possession).
   Directional game. Offside applies. Wall players are 1-2 touches only.
   Change teams when a goal is scored or after 2-3 minutes.
   Play for 15-20 minutes with drink breaks.
VARIATIONS
   1-2 SSG goals without goal-keepers/large goals.
   No goals but ‘line football’.
Session Objective:
‘To improve each player’s ability to perform a feint against an opponent in a 1v1
situation (using both feet).’
Frame:
Briefly explain what the session is about. For example:
‘Today, kids, we are going to have lots of fun practicing how to beat a defender
using a feint.’
MV Player Message:
‘Practice Makes Permanent.’
SET UP
   4 markers placed 12-15m opposite each other with 4 markers centrally in a square 1-1.5m.
HOW TO PRACTICE
   Max. 2-3 players with a ball line up at the markers.
   To avoid possible collisions, ensure your instructions are clear and precise.
   On the coach’s call, 2 opposing players start dribbling towards each other.
   When they reach the middle, they perform a ‘feint’ to go around the right side of the
    markers before accelerating towards the opposite marker.
   After 2 minutes: now go around the left side of the markers.
PROGRESSION
   Speed up tempo whilst maintaining proper execution.
   For advanced players take out the central markers.
SET UP
   A grid 20m (width) x 30m (length) + 2 small goals placed on each back line with markers on
    the corners and on the touchline at 5m from the corners to mark the ‘scoring zone’.
HOW TO PLAY
   2 teams of 6 players line up behind the markers on the touchline as shown.
   The coach is positioned with the balls between the two goals on one side of the pitch.
   On the coach’s signal, a red and a blue player sprint around the corner marker and the
    nearest goal.
   The coach then serves in favor of the red players who take on the blue players.
   The attacker can finish in either of the 2 goals but only from inside the 5m ‘scoring zone’.
   If the defender wins the ball they can score in one of the opposite goals (one attempt max.
    each). When the action has ended the players line up on the opposite side.
   The coach can manipulate the 1v1 through the angle with which they serve the ball.
   Regularly switch sides from where the attackers and defenders start.
   Play for 20 minutes with drink breaks.
PROGRESSIONS
   Play 2v1, 2v2.
SET UP
   Use the same area as the previous exercise. Only now split it into 2 grids joined together.
   Make the area bigger/smaller depending on total player numbers.
HOW TO PLAY
   Directional game. Blues v Reds. No Goalkeepers, corners, offsides or throw-ins.
   Play 4v4, 5v5 + 2 ‘jokers’ who cannot score but create an overload for the team in BP.
   Ensure half the players from each team plays in one half of the field.
   Both ‘jokers’ can also enter either half to support the team in BP.
   Change the jokers every 2 mins.
   When the ball goes out, it must be passed back into the area or played in by the Coach.
   Ensure every player gets to score a goal by changing where they play on the field.
   Play for 15-20 minutes with drink breaks.
Session Objective:
‘To improve each player’s ability to defend against an opponent in a 1v1 situation.’
Frame:
Briefly explain what the session is about. For example:
‘Today, kids, we are going to have lots of fun practicing how to defend against an
attacker in a 1v1 situation.’
MV Player Message:
‘Practice Makes Permanent.’
SET UP
   Using cones create 3-6 dribbling lanes – each lane should be 6m (width) x 20m (length).
HOW TO PRACTICE
   2 players in each dribbling lane with a ball between them. The one with the ball is the
    attacker, the one without, the defender. They start the exercise at opposite ends of the lane.
   On the coach’s call, the attacking player must then dribble towards the defender and the said
    defender must defend against the attacker – no tackling.
   When they reach the defensive end, the players swap roles immediately with the defender
    now becoming the attacker and the attacker now becoming the defender.
   Practice for 10 minutes (maximum).
PROGRESSION
   Remove the cones for each lane. But be careful of collisions.
SET UP
   A grid approximately 16m (width) x 16m (length) with a halfway line and three gates of 5m
    on each by-line.
HOW TO PRACTICE
   2 teams of 4-5 players are positioned opposite one another in the middle gate as shown.
   The defenders start with a ball each – the attackers are without a ball.
   In the example, the 1st defender passes to the 1st attacker and immediately sprints to the
    half-way line to close down the space between himself/herself and the attacking player.
   The attacker who receives the ball then takes on the defender at speed, to score by dribbling
    through either the left or right gate.
   The game is over when the attacker scores or the defender wins the ball and scores by
    dribbling through the opposing left or right gate.
   After each game the rival attacker and defender change ends.
   Games last no longer than 20 seconds to ensure the action is fast-paced and game-realistic.
   Change opponents after everyone has had a turn attacking/defending.
   Play for 20 minutes.
SET UP
   A short & wide playing area: 32m (width) x 22m (length) + 6 ‘end zones’ (6m x 6m).
   Place all spare balls around the outside of the playing area for quick & easy access.
HOW TO PLAY
   Directional game. Blues v Reds. No Goalkeepers, corners, offsides or throw-ins.
   Players can only pass the ball backwards or sideways. This key condition forces players to
    take on opponents without fear.
   Players score by dribbling the ball into one of their opponent’s end-zones & stopping it with
    their studs. Defenders are not allowed inside these zones and there is no slide tackling.
   If the ball goes out, it must be dribbled back into the field of play or passed in by the Coach.
   Change teams to ensure all players have plenty of touches on the ball.
   Play for 15-20 minutes with a drink break.
VARIATIONS
   Play with one end zone at either end. Or simply play ‘line football’.
Session Objective:
‘To improve each player’s ability to beat an opponent in a 1v1 situation in the final
3rd (using both feet).’
Frame:
Briefly explain what the session is about. For example:
‘Today, kids, we are going to have lots of fun practicing how to beat a defender in a
1v1 situation in front of goal.’
MV Player Message:
‘Practice Makes Permanent.’
SET UP
   A grid approximately 30-35m (width) x 30-35m (length).
   Using cones, insert 4 gates of 5-7m in width as shown. Each gate is protected by a defender.
   Play 4v4 – add an extra gate for every additional player.
HOW TO PLAY
   The team in possession scores a goal when one of their players can beat a defender and
    dribble through one of the gates.
   The attacking team has 20 seconds to score; otherwise possession goes to the other team.
   If the defending team wins the ball, the roles change without stopping the game.
   Which team scores the most?
   Play 4 x 4min games with regular drink breaks.
SET UP
   A grid approximately 30-35m (width) x 30-35m (length).
   Using cones, insert 4 gates of 5-7m in width as shown. Each gate is protected by a defender.
   Play 4v4 – add an extra gate for every additional player.
HOW TO PLAY
   One team starts as the attackers and line up at the cone next to the goal with a ball each.
   The other team starts as defenders and line up behind the cone on the opposite side.
   Play starts with the 1st attacker dribbling their ball around the cone and driving towards the
    goal to score – from inside the 18-yard box.
   At the same time, the 1st defender sprints around their cone and attempts to stop the
    attacker from scoring.
   If the defender wins the ball, he/she can score a goal by dribbling back to where he/she
    started their run.
   Once the play is over, the players join the opposite line from where they started.
   Practice for 20-25 mins with drink breaks.
PROGRESSIONS
   Play 2v1, 2v2.
SET UP
   Use the same area as the first exercise and add 2-4 goals.
   Make the area bigger/smaller depending on total player numbers.
HOW TO PLAY
   Directional game. Blues v Reds. No Goalkeepers, corners, offsides or throw-ins.
   Play 3v3, 4v4, 5v5.
   For every successful 1v1 action performed, the team in BP receives a bonus point.
   Goals scored from a successful 1v1 are worth triple points.
   When the ball goes out, it must be passed back into the area or played in by the Coach.
   Ensure every player gets to score a goal by changing where they play on the field.
   Play for 15-20 minutes with drink breaks.
Players experiment with different ways of juggling the ball using various parts of their body.
SET UP
   Players have a ball each and are spread out inside the playing area.
HOW TO PLAY
   Demonstrate how to drop the ball on the ground – lightly kick it up and catch it.
   Ask, ‘How many times can you drop, kick and catch your ball in a row?’
   Play for 5-10 minutes at the end of your session.
   Players can juggle in pairs to combine scores – who scores the most?
   You can also use this exercise as a warm-up for your players at the start of the session.
PROGRESSION
   Players can try different types of juggling including:
    - Drop onto the thigh and catch.
    - Foot to foot using both feet.