U13-u18-Intermed - Advanced Coach Manual

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Intermediate & Advanced Age

Group Games and Activities


U-13 Through U-18

Rob Walker, Director of Coaching


March 2014
Table of Contents:

Section A: Possession …………………………………………… 1


Three great Keep Away Games…………………………… 2-4

Section B: Small Sided Games………………………………….. 4


Two Possession Games with Some Kick…………………. 6
Two Games to Develop the Ability to Go to Goal………… 7-8
Four Versus Four……………………………………………. 9-10
3 Team Game……………………………………………….. 11-12

Section C: Team Games Going to Goal………………………..13


Getting outside Defender Forward in Attack…………….. 14-20
Final Pieces…………………………………………………. 21
A Four Channel Game……………………………………... 22
Neutral Players on the Fly…………………………………. 23
Working on Positional Play………………………………… 24
Counter-Attacking Games…………………………………. 25-26
More Practice in the Scoring Zone………………………... 27-28
3 Game Progression……………………………………….. 29
Going to Goal Games……………………………………... 30-32
Working on the 10,000x10 Year Formula…………………33
Two way play: Attacking & Defending……………………. 34-35
2 Goals Side by Side……………………………………….. 36-38

1
2
Section A: Three Great Keep Away Games

Three great Keep Away Games…………………………… 2-4

1
Section A: Possession

Three Great Keep-Away Games

4 versus 3: No Touch Keep-Away

Organization
On a field 30 yards wide and 20 yards long, the Red Team and White Team are divided into two
groups. In the diagram above, 4 Red players from the “A” group play against 3 of the 4 White
players from the A group. As the Reds use their one player advantage to keep the ball from the
Whites, the Reds try to accumulate “x” number of passes for a point. At any point the Red Aʼs
have their ball touched or if it goes out of play, the White “Aʼs” take possession of the ball (the
resting White A player joins in) and the White Aʼs keep possession of the Red B team (3 Reds
run on to defend, while one Red B player rests). This game is fast paced (especially when the
team keeping the ball has to change out). Play for 16 minutes, keeping score.
Coaching Points
• The Red Team must be prepared to play quickly (1 & 2 touch) and play to the “long”
player (A4) in the diagram above.
• Receiving players must be prepared to control the ball away from pressure and play
with the foot farthest from the defender pressuring the ball.
• Supporting players will need to sprint to support the ball—especially when the ball
changes from one point to another.
• Defending players (White Team in diagram) should try to reduce the playing area
with good pressure and cover—their reward is instantaneous with good pressure.
• As this game evolves, players rotating off the field must be ready for a quick return
(a lot of transitions).  

2
6 versus 2 / 2 + 4 Keep-Away

Organization
On a field marked with two grids (small grid, Reds playing Whites 6 v 2 is 14 yards x 14 yards)
are marked out (bigger outside grid is 22 yards x 22 yards). The game begins in the smaller
central grid with the Red Team playing 6 v 2 against the White Team. The Red Team scores a
point for “x” number of consecutive passes. If the White team intercepts the ball they play the
ball outside of the small grid to a White teammate. The White team moves the ball around the
grid (each player plays one or two touch). The White Team scores by playing the ball back
inside the small grid to a White teammate who plays the ball back out to complete the point.
The game should be played in 4-minute rounds (every 60 seconds the 2 White defenders
should be rotated out. At the end of 4 minutes, the Red and White Team change roles. Game
should be played through 4 rounds or “x” amount of points.
Coaching Points
• The Red Team must circulate the ball quickly in the small grid; one Red player may want to
take on the play-making role by showing form the middle to help move the ball.
• The White defenders press the play in the small grid and pass the ball to waiting
teammates in the outside grid.
• The White players positioned on the outside grid must constantly “open up” to receive a
ball from one of the White players in the middle of the grid.
• In order to score, the White players in the middle must “go-away” from teammates on the
outside of the grid and check to the ball when it can be played: patience and reading the
outside passer is a critical piece.
• White players in the outer grid can play the ball over the top of the small grid to open up
“play-in” options on the other side of the grid.  

3
6 vs 4 / 6 vs 4 with Gates
From Tony Mowbray, Middlesbrough FC Manager, Elite Soccer, October, 2012, p. 8

Organization
A 40-yard x 40-yard space is divided with 4 “gates” dividing half of the space as shown. The
game is a constant 6 v 4 possession contest. The diagram above shows the 6 Red players
keeping the ball from 4 White Players. The Reds are attempting to keep the ball and then pass
through the “gaps” between each gate. White players must stay in the gates. When the Red
team play through the gap to a teammate on the opposite side, the players in the gates sprint to
defend and the four White players who were defending, sprint to the gate. The coach can
establish “x” number of passes per side, the number of touches and the point values for playing
through the gaps. The game can be played in rounds of 4 minutes and then Red and White
players change roles.
Coaching Points
• Quick ball circulation—1 & 2 touch
• Create space to open up a “gap” between the gates.
• Execute a quality driven ball through the gaps
• Red players on the “away” side need to constantly open up targets.
• White team must be coordinated in their defending (pressure and cover)
• Quick sprinting by the White team as the go from playing in the gate to defending.  

4
Section B: Small Sided Games

Two Possession Games with Some Kick…………………. 6


Two Games to Develop the Ability to Go to Goal………… 7-8
Four Versus Four……………………………………………. 9-10
3 Team Game……………………………………………….. 11-12

5
Section B: Small Sided Games

Two Possession Games with Some Kick

Closing Down Players & Screening Game


Roy Hodgson, Elite Soccer, July, 2011

Coaching Points Organization

• Oʼs must close down quickly to prevent Xʼs • 3 teams of 5 players are organized (Xʼs, Oʼs and Zʼs).
passing ball into Z grid. • Total playing space is 14 x 26, with a 2 x 10 middle grid
• Oʼs in middle grid must move quickly to stay in as shown).
line with passes penetrating their grid and • Xʼs start in possession of the ball in their half of a grid
“block those opportunities. (14 yards wide and 12 yards deep).
• Oʼs pressuring Xʼs must work together to • Oʼs send 2/5 players into X grid to defend and leave 3 in
prevent service down the side, “no-man” a 2 yard x 10 yard grid.
channel by showing “in” to the middle channel. • Zʼs are at rest in opposite grid.
• Xʼs can score by passes on the ground or by • Game begins with Xʼs playing keeping away against Oʼs:
flighted service over the top of the middle at any point an X player can play the ball through the O
zone. grid for 2 points or into the “no manʼs channel” on either
• Xʼs can also win ball back if Oʼs win ball in the side of the middle channel for one. As with all
X grid (via immediate chase, pressure and possession games, the X team can be rewarded for a
dispossession point for a given number of passes in their own grid.
• When pass from X goes out of play or to Z grid, two new
Oʼs leave the middle grid and pressure ball, while O
players who have been defending in X grid, sprint back
into middle grid.

6
Two Games to Develop the Ability to Go to Goal

2 v 1 to Two Goals

Organization Coaching Points


Using a space slightly smaller than a double The two attacking Red players must play off
box (actual size 36 x 28) The Reds play the each other to open up the best spacing to
Whites in a two-goal game with the Reds create effective 1 v 1 and combination
playing with 2 and the Whites 1. A dashed line opportunities.
marks “offside” for the reds attacking the White • Red 1 in attack goes 1 v 1 to goal.
goal (line is 26 yards form the White team’s • Red 1 in attack splits White defender
end line). When the White defender wins the 1 with a pass to Red 2 who finishes.
ball he / she should immediately “counter” to • Red 1 and 2 combine with take-over /
the Red goal and create a shooting wall-pass to create shooting
opportunity. This should be a fast paced game opportunity.
st
and players should be prepared to rotate on • Red team reacts to 1 shot on goal
and off the field every 30-45 seconds.. and continues to pressure White goal
/ goalkeeper for rebound
opportunities.
• White defender organizes defending
to create a 1 v 1 with Red player.
• White defender pressures ball to
steal or tackle and go to goal; when
beaten must make quality recovery
run to goal.
• Goalkeepers must support the play
with good angles, react with solid
technique and start the attack with
the “right” ball.

7
Two Games Going to Goal (continued)

5 vs 3 / 3 v 5

Organization Coaching Points


On a half field (and the width of the Penalty The Red team should start with the ball and
Area), the Red team plays the White team with attack the White goal.
5 Reds versus 3 Whites. The Red’s Offside • The Reds should establish width and
line is at the top of the Penalty Area. There is depth.
no Offsides for the Whites. This game is about • Target players are crucial: should they
breaking down the White defense and creating play “tight” as shown, or have one “come
/ finishing scoring opportunities. The White off” and create shape problems for the
defenders should reduce the playing options of Whites?
the reds and win the ball and play on the • Getting Red players to open up and be
st
counter. This game should flow, with player able to get into space off their 1 touch is
rotation every 2 minutes (Whites should rotate, also critical.
Reds can stay on for 4 minute rotations). Red • Game can have conditions for combining
goals equal one goal; White goals equal five on the ball and moving off of it.
goals. • White team should be encouraged to
defend; collectively to force Red
player(s) to get caught along sideline or
with head down in middle of field so a
“double team” can be executed.
• When Whites win possession can they
get forward quickly with a direct pass or
a quick combination.
• When the White team finishes with a
shot on goal can they make sure to
“miss” the Red’s GK to avoid being
countered on by the Reds?

8
Four Versus Four: Springboard to the Bigger Game

Organization

• Field size: Length—35 yards / Width—25 yards


• Marking: Goal Area (handling area for GKʼs) 6 yards
from each end line
• Touchlines and Endlines marked as shown.
• Goals: Centered on each end line (4 yards max)
• Special Rules: GK or last player back on team in
attack must be outside (in front of) own goal area in
order for the team in attack to score. No Offside;
take goal kick, corner kick and throw-in as normal;
re-start game with a goal kick after a goal.

Coaching Points

Technique Attack Defense


Passing and receiving technique is GK should be “shaped up” to play the Individually, players need to strive to
critical to making this game work; ball short or long; X 1 is the short be in good defensive positions (this
receiving players must open up to see option at the base of the diamond often begins with having to chase /
downfield whenever possible and shape, X 2 is at the point of attack in a recover when the ball is lost).
should be prepared to play in one or “Strikerʼs” position and X3 is in a Working on good jockeying positions,
two touches as a matter of routine. space to support either the GK or X2 exercising control and restraint and
depending upon “whatʼs on.” tackling well are all aspects to coach
The ability of players to “sculpt” with youth players of all ages).
passes with the outside of the foot, X 1 and 3 have to be active and play
and with their non-dominate foot in concert with each other along each Collectively the Oʼs need to make
shows in this game. touch line, being careful not to kill the good decisions in how to defend
space in the center of the field (and together: where to begin to pressure,
Dribbling and playing in tight spaces is making it too tight to play to X2). how to push to pressurize attacking
an end product of keeping the ball players as the ball moves and how to
through good technical play (passing X2 must pull away and create a solid draw the attacking team into coming
and receiving) “point” to the diamond, checking away forward and leave space to counter.
and then back to the ball.
A natural outgrowth of good technical 4 v 4 offers multiple opportunities to
play is the number of finishing A major key to making this game work work on organizing small groups and
chances that are created through is to involve the last player back (to work on key communication. Setting
penetrating dribbling and passing. gain numerical advantage, in a 4 v 3 common vocabulary and standards in
situation). From this involvement, defending is an important derivative to
Restarts are critical in the game and combining situations between X 1, 2 this game: which way to “show”
dealing with them with good technique and 3 can occur farther down the field. defenders, when to drop, when to step
helps keep possession and lessen the Also having the GK involved in this etc.
likelihood of a counter-attack if the ball game lends shape to the game when
is lost. the ball is lost—slowing the counter-
attack.

9
SSG: Moving from Small Sided to the Bigger Game by Staying Small
4 v 4 with wing Channel

Organization & Coaching Points


On a standard field (35 x25) lay out a channel
8 yards wide on one side of the field (shown
with a dashed lines).
Two conversion players occupy the channel.
Coach the shape and involvement of the 4
attacking (X) players with the Conversion
player(s).
Game will create flank opportunities for both
teams.
Attacking players must assess whether to
check to the ball and play in the middle of the
field or run off the ball for service from the
flank.

Conditions to Consider:
 Define whether a defender can enter the channel
 Touch limit for players in the channel.
 Conversion players combine with each other or with attacking player coming from infield.
 Play into Channel and back to GK before going to goal (GK changes POA to opposite side.

4 v 4 With Two Wing Channels

Organization & Coaching Points


On a standard field (35 x25) lay out two
channels 8 yards wide on each side of the field
(shown with a dashed lines). A halfway line is
also inserted.
One conversion player occuies each channel.
Coach the shape and involvement of the 4
attacking (X) players with the Conversion
player(s).
Game will create flank opportunities for both
teams.
Attacking players must assess whether to
check to the ball and play in the middle of the
field or run off the ball for service from the
flank.

Conditions to Consider:
 Consider Conditions from single wing channel above.
 Bring Attacking Player into the channel with one defender and solve 2 v 1 situation.
 Play 2 touch in defending half and unlimited in attacking half.
 Have one team “press” playing high and other team must “break the press” and stay onsides.Restrict
one attacking player to each teamʼs respective attacking half (offside line is top of goal area—front
player must check for the ball as itʼs played down the middle or from wing

10
3 Team Game: Play the Way You are Facing

Possessions, ball movement, speed of play, team shape are all important to
practice. This practice helps develop all of these important aspects.

Organization Coaching Points


A grid 18-20 yards wide by 28 yards wide  Good passing and receiving is of
(depending on #ʼs) with a 2 yard zone at each end is paramount importance (not too hard, too
laid out as shown above. 3 teams (Gray, Red and soft).
White) play each other, 2 teams versus 1 team. In
 The game is fast, players must constantly
the diagram the Gray and Red team play the White
team. The two teams play one touch, while the one
work to open up support positions on the
defending team plays with unlimited touches when it ball and away from the ball.
wins the ball. The objective for the two teams is to  Getting into the zone requires players to be
keep the ball and score in the end zone as shown. able to “spin” and run forward in
The defending team pressures and when the ball is combination with players that are facing
won, plays possession all around the grid. When the that space.
two teams win the ball in an end zone, they turn and  A turn-over results when a player on the
then attack the opposite zone. The two teams can team of two turns with the ball (must play
“only play the way they are facing” in the game. The
the way the player faces.
game is played in rounds of 3 minutes. 1 goal is
awarded to the team of two when scoring in a zone
 The White team must pressure and win the
and the team of 1 scores a goal when completing “x” ball—working to keep possession when the
number of passes in a row. ball is turned over.

11
3 Team Game: Making Transitions

In this second practice suggestion, key “moments” in the game are practiced: the
time when “WE” have the ball; the time when the other team, “THEY” have the
ball and the time in the game when it is not clear as to “WHO” has the ball.

Organization Coaching Points


On a field 50 yards wide by 60 yards wide two teams  When “we” have the ball, what is the plan for
(Gray and Red) play the White team in a 3 team possession or ball movement. The same
game. The field has penalty areas marked out (40 concepts as were used in the 3 Team
yards wide and 16 yards between the end line and possession game carry forward (play quick, play
the top of each box). A restraining line (denoting the way you are facing etc).
offsides for each team) is also laid out. The team of  The two teams should have good movement on
two plays the one for 4 minutes. A goal for the team and off the ball and look to have options to
of two equals one point; a goal for the one team penetrate the one teamʼs goal.
(playing on the counter) is worth 3 points. Score  Finishing chances should be well organized with
should be kept from round to round (teams keep a options to shoot or pace being well executed.
cumulative score). Game ends after “x” number of  The one team should push their line forward
rounds or “x” number of points. quickly when winning the ball and combine
quickly to earn shooting opportunities on goal.
 The team of two should organize and press the
team of one when possession is lost.
 If it is not clear which team is in possession,
both sides must organize for the pending win or
loss of possession.

12
Section C: Team Games Going to Goal

Getting outside Defender Forward in Attack…………….. 14-20


Final Pieces…………………………………………………. 21
A Four Channel Game……………………………………... 22
Neutral Players on the Fly…………………………………. 23
Working on Positional Play………………………………… 24
Counter-Attacking Games…………………………………. 25-26
More Practice in the Scoring Zone………………………... 27-28
3 Game Progression……………………………………….. 29
Going to Goal Games……………………………………... 30-32
Working on the 10,000x10 Year Formula…………………33
Two way play: Attacking & Defending……………………. 34-35
2 Goals Side by Side……………………………………….. 36-38

13
Section C: Team Games Going to Goal

Getting the Outside Defender Forward in Attack


Functional Practice: Getting the Wide Player Forward—Overlaps / Crosses

Organization Coaching Points


A short field 40-45 yards long is set up with wing • The GKʼs service out to the wide player is
channels marked with a red dotted line is set up. key: driven, in the air, but low to the ground
Goalkeepers take up positions in goals on each end and leading the wide player forward.
of the field and each has a supply of soccer balls to • The wide player should be starting wide and
use. Outside defenders (RB and LB take up wide near the touchline in the channel.
st
positions in each wing channel at opposite ends of • The wide playerʼs 1 touch should be played
the field. Each GK starts the activity with a throw out forward and be near the touchline (away from
to the wide player and a combination is played the line an opposing player will take to
involving the outside defender (e.g. overlap or wall defend).
pass) that results in a cross or a shot. • The combination should be ʻcrisp” with a
combination of 2 touch, then 1 touch passing.
Additional players and movements can be Wide player should also establish eye contact
performed, but the emphasis is on the technical and verbally involve player(s) involved in the
points specific to the “right pass, right run, right movement.
finishing movement etc). It is important that each • Service and runs to goal should be sharp,
goalkeeper start at the same time so there is activity cover the important spaces and be timed so
coming down both flanks at the same time. that they are in time and on time with the
service.
Players should be interchanged accordingly and the • As practices are put together, a variety of
coach might set a standard for the amount of time movements should be added to give players
players have to complete a sequence or to set an a wide variety of options coming forward.  
objective for finished crosses / shots in a given time
period.

14
Five vs Five with Wing Channels

Organization Coaching Points


A short field (40-45 yards in length) with goals • The GKʼs throw out is critical in getting
and wing channels set up provide the template the game started; the GK should
for a 5 vs 5 game to be played between the recognize how much space the outside
Red and White team. winger has to go forward without losing
the ball to the defender.
Only 1 defender can oppose an attacking • The Red team needs to involve all
player in a wing channel (the channel can be players to establish possession and work
“overloaded” with a second player to create a 2 to “spring” a wide player in the wing
v 1 situation. channel.
• Good ball movement and quality running
The GKʼs can throw or pass the ball out with on and off the ball are critical.
their feet (there is no punting in this game. The • Combination play in the wing channel
halfway line is used to judge offsides. can be a condition before scoring.
• The first objective for the Red team is to
In the diagram, the play begins with a throw out get add a wide player in attack; but
to the wide player (pass a) and then pass b is secondarily the wide player can run for
played to a front target and then pass c goes to through balls or get on the end of
a sitting player in midfield and then changed to crosses when the play comes when not
the other wing channel to a the wide player on involved in wide play directly.
the left who combines won a wall pass with the  
front target going forward.

Game should be played for 4 minutes and


player roles rotated.

15
A Bigger Game: The Outside Back Coming Forward in a 10 v 8 Game

Organization Coaching Points


On a field 60 Yards in Length, the Red team • This game allows for the GK and the
plays the White team in a 10 (for the Red) vs 8 back four on each team to work as a unit.
( for the White) game. The field continues to • The Red team will have ample
be marked with wing channels and is also opportunity to play out of the back and
marked in 3rds (with an offsides line for each get the Right or Left Back forward
team). routinely, but there will be enough
pressure to make the game realistic.
The Red team plays in a 4-2-3 formation, while • The White team simply counters quickly
the White team plays 4-2-1. The GKʼs continue when winning possession and works to
to play with a throw or pass off the ground rule. keep a compact shape.
• The Red team will need to make sure
The game should be played for 10 minutes and that they allow the wide players to play in
then roles should be interchanged. Younger many 1 v 1 and 2 v 1 opportunities (and
players can play on a smaller field play with a not commit too many players in a wide
back 3, instead of a back 4.. channel). It is not advisable to get too
many central players wide (thatʼs not
In the diagram, a pattern of possession is where the goal is).  
established on the Red teamʼs right and then
the Red left back comes forward out of the
rd
back 3 and then a combination is played in
behind the White teamʼs back line.

16
Getting the Outside Defender Forward in Attack
rd
Phase I: A team playing 4-3-3 coming out of the attacking 3 into their midfield.

Organization Coaching Points


The Red team is shown (#1 GK, 3 LB, 2 RB, 4 & 5 • The GKʼs throw in pass A is critical:
CBʼs, 6 holding MF, 7 and 10 Attacking MF, 8 RW, the pass needs to be driven out to
11 LW and 9 is the CF. the LB who can touch the ball quickly
The sequence begins with the GK throwing the ball and under control; a throw too high
out to #3 (pass A) who runs into space to receive or with a bounce slows the process
the ball on the first touch and play the ball into the and may take the ability to play
nd
feet of 10 on the 2 touch (pass B). 10 plays to 6 forward away.
on the first touch (pass C) and 6 plays the ball • Pass B should be played into the
forward and diagonally to 2 who has come forward. MFʼs feet and the LB should play this
Note that #8, the RW has run inside with 9. ball with the left foot.
• Pass C is made when #10 twists
slightly to face the holding MF, #6.
• Pass D is the key as #6, should pull
the ball across her body and get the
ball on her right foot and measure a
driven instep pass (on the ground) to
the RB, #2, who has pushed into the
flank space vacated by 8ʼs run
inward.
• This phase ends with the ball near
the halfway line on the right foot of
the right back.  

17
Phase 2: The Outside Defender with the Ball at the Half-way Line /
Penetrating Options

Organization Coaching Points


The RB, #2 is wide at the Halfway line with the ball. • Option a is an overlap and #2 should
Teammates have moved to support the play and create 3 dribble diagonally inward to open up an
options for 2: angle to play to the MF #7. The pass
• Option a: MF # 7 has overlapped # 2 on the right from # 2 to #7 should be disguised and
wing and 2 can use option A and play to 7 to create played with the outside of the right foot
a crossing option down the right hand wing. as #2 gets a commitment from a closing
• Option b: The RW, #8 has run inside and completed defender infield.
a cross over run with the CF, #9 and the second • Option b occurs when the CF clears a
option is to play a lofted ball behind the oppositionʼs little space for the RW who is sprinting
back line to #8 who is running at goal centrally. infield as the Red team works the ball to
• Option c involves a 3 player pass with the CF # 9 the starting position at the halfway line.
and the MF # 10 to deliver a lofted diagonal pass to The RW runs to stay onside first and
the LW, # 11 who is timing a run in the left hand then run off the shoulder and behind an
channel.   opposing center back. The delivery is
critical from the RB as the serve forward
should be flighted into the space
between the top of the penalty area and
the opponentʼs back line.
• Option c is a “1-2-3” between 3 players
with the idea that the play will be
switched to the LW running forward from
the wide portion to a location indicated
by the arrow in the diagram. The final
pass is again lofted to the winger, but is
set up with a nice one touch lay off from
the CF.  

18
Outside Defender Coming Forward

In working with our older teams, the need to use outside defenders coming forward to help
balance the team in attack and add to the attack is a huge objective. This monthʼs practice
focuses on a game that develops this tactical need. Younger teams can use the same game
(modified by number and space) to develop this important attacking piece in the team.
7 vs 8 to One Goal: Involving the Outside Defender

Organization Coaching Points


On a half-field the Reds (in attack and  The Red team must establish possession
organized in a 4-3-1) play against the Whites between #6,7, 9 and 10. As pressure from
who are defending a goal with a goalkeeper the Whites defend, the outside back either
and playing a 4-2-1. The Red team must keep 2 or 3 must be played to.
the ball centrally when it is served in from the  The decision to keep the ball wide, play
coach at the halfway line and ultimately involve centrally or back to play to the other side is
an outside defender (the left back, #3 in the the vital part of this first part of the practice.
diagram above). As the outside defender  When an outside defender does come
receives the ball she must decide as to play the forward, the other 3 players in the back
ball back centrally to # 9 in diagram or to should slide across and link up.
continue playing the ball down the wing  The diagram above also ends a Center
individually. back (# 5) steps forward and the 4 and the
2 picks up the long White target.
Depending how much wing-channel work the  The White team must press to defend and
team does, the coach may want to establish when winning the ball attack the half-way
corridors (shaded in the diagram above). This line.
space identifies where the outside defender
should play as the attack develops.

19
7 v 8: The Outside Defender committing to Attack

Organization Coaching Points


This final piece to the practice occurs when the  When the #3 commits to cross, note
outside defender (#3) commits to finishing the the runs made off the ball (#9 cycles to
attack from the flank. In the diagram above, mid goal and #10 & 7 cross over to
the left back sprints forward, engages the make near and far post runs.
White defender, beats her on the dribble and  # 6 supports from behind and # 5 holds
plays a cross into the Red attackers. in the middle with # 4 and 2 accounting
for the White Target player.
The Red team scores one point for a cross or  If the Red team loses possession while
shot by the outside defender. A goal is worth 3 an outside defender is committed
points if provided by either outside defender forward, the coach should give a 4 or 5
coming forward. count for them to sprint back to their
“home” defending position.
The White team scores one goal for every 3  There are no right or wrong answers in
serves to the halfway line. this game: creating options and
balance is what this game is all about
Play this game for 16 minutes, and then
change roles.

20
Final Pieces: From the “Thought Process” to the Actual Final Pass—Making it all Happen

To make this strategy work in practice and on game day, a few key final points, for your
consideration:

• It is key to establish clear possession first and then push your outside back into
attack.
• It is key to spend time working on the shape of each line in your teamʼs system (the
back four, midfield and attacking group). The example above is a final piece to the
“look” of getting the back forward. Achieving clear possession is all about getting the
st nd rd
“1 , 2 and 3 passes going the right way and then creating the “change of play” that
allows the outside defender to get forward.
• It is key to get the players moving the ball in the “right” amount of touch(s) and also
get players to run on and off the ball to get the ball there in time: this is a highly
technical piece and playing in the “right” amount of touches and delivering the “right”
ball gives the team the options they are after.
• It is key that the GK, other defenders and a MF take up support and “holding”
positions if possession is lost so that there are not easy spaces created by going
forward that the opposition can run and play into.

As a coach builds this concept into the team attack, keeping age appropriateness in mind
is also helpful. In a 9-a-side game, a defender in a 3-3-2 can come forward, but creating
the space in a channel to accomplish this needs to happen and a midfield player needs
to “sit” in the defenders place to help with a counter if the ball is lost. As players age, this
concept can grow into a key piece of a teamʼs attack. As time moves on, cultivating the
service (good right footed service from the RB and left footed service from the LB) is also
an important aspect of making this strategy work long term. As a second option,
encouraging the wide defender to “cut-infield” and run at defenders is also an objective in
this strategy (this is important when the wide defender has advanced to the opponentʼs
rd
defending 3 and the most optimal “damage” can be done from the defender coming
forward.

21
A Four Channel Game

A practice that allows the coach to work with a midfield group (3 or 4) and involve front player
work for targets and wide players.

Organization Coaching Points


On 2/3rds of a field, the White team (in attack, plays The roles of all players should be defined:
the Red team who defends in an 8 vs 7 game. This • Defenders #1 & 2 can be limited to inside
is a game where the White team attacks the Red channels or one can be assigned the Inside
teamʼs goal and the White team counters to an end Right and Outside Right Zone and the
zone as shown in the diagram above. The Field is partnering defender the other two channels.
marked into 4 channels, Outside Left, Inside Left, • The role of #3, 4 & 5 midfielders are also
Inside Right and Outside Right. The White team is important to note: which player(s) hold, which
organized in a 2-3-3 system and the Reds play 4-2-1 players attack
system (including the goalkeeper). The channels • Wingers and strikers need to be shown how to
are helpful in showing the best “shape” of the play off the offsides line and how to provide
midfield and front players. The Channels can also width and depth.
be used to restrict wide players to outside channels Possession should be stressed (with a purpose) by
to help build width in the game. The field also has the White team in attack. From that, The combining
an offsides lines 36 yards from the endline, which of passes and movement of players need to be
gives the White team depth to play into. coached. In the illustration above, The holding
White Midfielder plans to the Central Striker #7, who
lays the ball to Attacking Midfielder #4 who has two
choices in penetrating to the Left Wing #6 or playing
a diagonal ball to the Right wing, #8. Once the Red
restraining line has been penetrated, finishing with
the best shot possible is the objective.

When the white team turns the ball over, the quality
of defending is important in pressing to win the ball
back and not allow the reds to score with a pass into
the end zone  

22
Neutral Players on the Fly

Organization Coaching Points


The Red Team Plays the White team in a 6 v 6 game • The Goalkeeper must be decisive, getting the
played on ½ to 2/3rds of a field. The field should be Neutral player(s) involved right away is key:
less than full width, have penalty areas (16 yard boxes) they can also be found to start the attack
arranged on each end of the field and there should be a anywhere in the middle zone if the serve into
middle zone (as shown with the blue dotted lines the targets is not a good choice.
separating the middle of the field. The Red goalkeeper • When Neutral players are utilized in the central
in yellow plays long to Rd # 6 who is joined by neutral zone, a decision as to whether or not to play in
players (coming on in blue shorts) from the sideline. front of the White back 4 or behind will be a key
The two Red targets (5 & 6 must stay in their half of the decision as offsides is always in play in the
field. Red players can come out of the back to support attacking half of the field.
the play (but should leave 2-3 players to account for the • The Neutral players should make angles for the
White forwards who must also stay in their half. The targets and combine for 1-2ʼs, take-overs and
objective for the reds is to use the oncoming Neutrals overlaps to penetrate the back 4 of the White
and players coming out of the back to create a numbers team.
up situation against the back 4 of the Whites and create • Players coming out of the back for the Red
goal scoring chances. When the Red team plays the team must determine “who goes” and “who
ball to the White GK or over the White endline, the Red stays” so that there is balance in the game and
players who have come forward through the center in the case of a counter-attack, all White players
zone must return and the Neutrals sprint off the field are accounted for.
and the White team then attacks the other way with • When the ball is lost, recovery runs are critical
new neutral players. to dealing with the counter-attack.
• Game should be played for 12-16 minutes and
then players rotated in and out of Neutral
position.

23
Working on Positional Play—Three Team Game

The Practice of the Month is a 3 team game that focuses on players who play along one line
(defenders, midfielders or forwards) playing in a half field plus game. The line focused on below
are forwards (in Red).

Organization Coaching Points


A field is set up (65-70 yards long x 50-55 yards As the practice develops, the coach should model the
wide) with penalty areas set up one each end and roles and responsibilities for each role of the focus team
an offsides line marked 8-19 yards in front of each (in this case the Red team). Angles and starting
Penalty Area (marked with cones in the diagram). positions of wing players and front players should be
coached.
3 teams are organized (see legend above). In the • When do wing players (2 & 4) start wide and high,
diagram the Red team (the focus group of 3 when does one drop off and angle back to open up
forwards #2, 3, 4 and an Attacking midfielder #1, space and pull the White back four out of line?
play against the White team which is organized as • When does the central striker player play high off
a back four. of central defender and when does dropping into
midfield create problems along the White team’s
This is an rotational game in that when the White back 4?
team can win the ball and play the ball over the • How can the Attacking midfielder get involved in
Red’s end line, they rotate off, the Red team then playmaking and in penetration in partnership with
defends’ the goal of the Blue Goalkeeper and the each of the three forwards?
blue team enters the field and attacks the blue. • How can technique and Principles of Play in attack
This game demands that the “focus” line be be “plugged into” the game.
organized in attack and defense. The two other • What is the response of the Red team when the
teams consistently defend their ends and rotate off ball is lost. How do they defend to win the ball
when they play the ball over the Red team’s end back or stop the penetration of the White team
line. going forward?
This practice can be utilized for each positional line.
The key is to model a “plan” for attack and defense. As
this practice progresses, new positions can be added
and the field space can be stretched as appropriate.

24
Counter-Attacking Games

As this is the month we celebrate 4-leaf clovers and the luck of the Irish, we offer counter-
attacking games with an Albeit Scottish influence: playing on the counter through the eyes of
Glasgow Celtic Manager Neil Lennon. The concept of these games come Lennon, but with heavy
adaptation from your Director here at home; manager Lennon shared the concept which allowed
the development of this practice here in Washington state (Elite Soccer, March 2013, pp 4-5).

Small Sided Counter Attacking: 3 v 3

Organization Coaching Points


On a field 32 yards wide x 36 yards long, the • The Quality of Service from the GK to the
White team plays the Red team in a 3 v 3 (GK team playing on the counter should lead
plus two players). The game starts out with the them into space.
4 outfield players engaged in a 2 v 2 situation. • Players playing on the counter should run
When White 2 shoots, he runs around the Red positively to goal and not “hold the game
team goal. The Red team collects the shot (or up.”
quickly gets another ball if White 2ʼs shot is off • When a player sprints around the goal
target) and immediately begins a counter- (They must recover to an “onside” position
attack towards the White goal (White 3 now in their half of the field (dotted line at top of
defends against the two Reds playing on the penalty area).
counter. • Shooting playerʼs run can be modified to
the end line (instead of a run around the
Players should play for 60-90 seconds (when a goal).
ball is played over the touchline a kick-in can • Attacking players playing on the counter
be played to re-start play. Score should be should make clear choices on the ball: to
kept from round-to-round. Small-sided dribble at the defender or “play through” to
numbers can be increased from the 4 field their partner running forward.
players to groups of 3 or 4 outfield players • Team playing on the counter should finish
playing in this space. Total playing time: 16-20 positively (best angle available, can the ball
minutes. be cut-back etc).  

25
A Bigger Counter-Attacking Game: 6 v 6

Organization Coaching Points


A half-field is set up: 60-65 yards long with the • As players are added to this game, players
width narrowed to 55-60 yards. This game is running forward on the counter-attack
similar to the small sided game, but not there is should not replicate a teammateʼs run.
a 10 yard neutral zone set up in the center of • Diagonal runs and service are pivotal in
rd
the field with a Target (coach or 3 GK) penetrating the team defending on the
positioned in the zone. The game features 5 counter.
White players playing against 5 Red players • Offsides should be judged from the neutral
(with GKʼs this is a 6 v 6 game). When White 2 zone line nearest the end line.
shoots, he runs around the goal and the Red • Players recovering (White 2 in the diagram)
GK distributes the ball to the Target in the must recover to an onsides position (or a
middle zone. The target plays a ball (can be position of defense).  
caught and thrown to the Red player breaking
out (black arrow from GK to Target and black
arrow from Target to Red show the beginning
of the Red teamʼs counter.

Each round should last up to 4 minutes and


score should be kept. If more “length” is
available, the field can be extended by 10-15
yards. Additional outfield players can also be
added. Game should be played for 20 minutes.

26
More Practice in the Scoring Zone
Last month, A concept of “where goals come from” was discussed with special emphasis on a
game concept of how to score more goals in the “golden zone,” which is that key area in the
center of the penalty area (and just outside the area) that accounts for close to 70% of all goals
scored.
6 v 4 Game With 3 Goals

Organization
 On Less than a half-field, the Red team (2 GKʼs and 4 field players) attack a single
central goal defended by 3 defenders (White jerseys) and a goalkeeper.
 The Reds defend two goals turned at a slight angle located 35 yards from goal.
 Field marking discs mark the sidelines (se up on angles as shown). Field width should
be marked at 46 yards.
 Extra soccer balls are organized adjacent to each goal on the field as shown.
 Rotate ends (substitute players too) every 4 minutes
Coaching Points
• The Red team must play quickly and with shape (yellow shirted GK;ʼs play 2 touch when
ball is at their feet) and offsides is “on” whenever the ball is in play.
• The first touch / control of the Red team should keep options open to going to goal (to
shoot, to pass, to dribble)
• Quality of final penetrating pass is critical to score goals in this game (the ball is always
in the “Golden Zone.”
• All shots should be followed for “poached” rebounds and deflections off goal and White
team.
• White Team must defend as a unit and pressure the ball, can counter to one of the two
flagged goals.

 
 

27
6  v  4  Game  With  3  Goals  &  Crossers  

Organization
 This game is an extension of the 6 v 4 game above, but now crossers are added to
supply the Red team with service outside the playing area.
 Crossers must supply service within 5-6 seconds when the ball is played into the wide
channel
 Crossers can serve early or penetrate and cut the ball back from the angled areas of the
disc marked sidelines.
 Teams should rotate ends and substitute every 4 minutes

Coaching Points
• The Red team must continue to play quickly, but must also move quickly off the ball in
reading crossing situations.
• Red players should organize their runs deceptively, by “crossing over” with teammates
nd
and cover key areas: near post, mid goal, far post and also react to “2 balls” off of
service won by the Red or deflected (and mis-cleared) by the whites.
• Important skills surrounding attacking heading, volleying and shooting need to be
nd
focused on. Again, looking for 2 chance opportunities is critical.
• The White Team must work hard to cover key zonal areas and attack crossed balls and
counter-attack quickly.

28
3 Game Progression: Playing to Targets

The 3 games above are part of a progression that may run from one practice to the next. The
Organization field size for Game 1 should be 40 yards long x 25 yards wide; Game 2 should be slightly bigger,
45 yards long x 30 yards wide and Game 3 should have be set up on a 60 yards long x 40 yards
wide. Each field should have a half way line installed (Game 3 should have 3 segments of 20
yards each marked out. In each game, the ball starts with the GK of the White team plays the
ball to a player (1). From the first ball, the idea is to keep possession and play the ball to a
target in the next (“forward”) grid. The White team (or Red team if they are in attack) should
have “numbers up” in the beginning grid. In Game 3: The White team should be “numbers up in
the defending and midfield grids to help ensure success playing forward. The coach should
rotate players into key roles as each game progresses.
In attack, the White team should be sharp in possession:
Coaching • Play  one  or  two  touch  
Points • Supporting  players  opening  up  to  make  support  a ngles  as  big  as  possible  
• In  each  game,  players  can  follow  a  pass  from  the  “back  to  the  front”  to  support  the  play.  
• Targets  in  a  receiving  grid  s hould  execute  a  c hecking  run  (run  away  from  the  ball  and  then  a ngle  
back  into  space  to  receive  the  ball.  
• The  receiver  s hould  control  the  ball  on  the  foot  “farthest  from  the  defender”  and  play  to  support  
that  can  be  “seen”  w hen  the  ball  is  controlled.  
• When  receiving  players  play  the  ball  backwards  or  side-­‐ways,  they  s hould  “ spin”  a nd  run  forward.  
rd
• In  the  attacking  3 ,  good  tactical  decisions  s hould  be  made:  to  dribble  1  v  1 ,  to  c ombine  with  a  
teammate(s)    are  critical  to  s uccessful  play.  
In defense, the Red team should defend properly and upon winning the ball play forward quickly
on the counter-attack.

29
Going to Goal Games
Whether we are watching the European Championships, our own Sounders, or our own teams,
scoring goals is what the game is all about: this is where the excitement is, this is the part of the
game that makes our heart race. The three practices below are three favorites that merge
together important ideas about going to goal with finishing and counter-attacking.

Attacking Game One: 2 Attackers vs 2 Goalkeepers

Diagram-1: Whites and Reds vs Two GKʼs

Organization Coaching Points


A space of 2 penalty areas (double box) is marked on the  The player on the ball should run at the goal and get
field, with a goal on one end line. Two teams are the commitment of the first GK and either go around
organized (Whites and Reds) shown in Diagram-1) with the the GK or play to the other attacking player (who must
Whites organized to attack the goal with 2 attacking players stay onsides).
and the Red team is set up behind the goal as shown. The  The attacking team of two should work together for
Game starts with the Coach serving the ball into a White the best shooting angles (using an early pass or a cut
player, who plays with his partner against 2 GKʼ;s (one back to set up the shot is important).
stays inside his Goal Area and one patrols the rest of the  Each shot should be followed by the white team and
Penalty Area (both GKʼ;s play with their hands). The Red rebounds and deflections should be followed up to
team is positioned to retrieve shots that miss the goal and finish.
can score a goal by playing “keepy uppy” with each Red  The GKʼs must work together to cover the shooting
player having a touch without letting the ball hit the ground. angles (the GKʼs can change positions as the ball
Each round lasts 4 minutes, with the GKʼs changing roles moves—1 in the Goal Area, 1-in the Penalty Area.
every 2 minutes. Score should be kept from round to round  The Gkʼs will be closing and spreading to the ball,
with “X” number of goals scored signifying a winner. using 1 v 1 techniques.
 GKʼs need to take care not to foul and give up Penalty
Kicks.

30
Attacking Game Two: Four vs Two To Goal

Diagram--2: Whites vs Reds 4 v 2 to Goal

Organization Coaching Points


.The field is organized in a double box format as s shown in  White team needs to establish a good shape
diagram—2 with the White team positioned with 4 players (diamond, with a target player positioned centrally and
in attack and the Red team defends with 2 players and a other players must move in support of the ball.
goalkeeper. The “offsides” line is the top of the Penalty  The Whites need to build rhythm by moving the ball
Area as shown in Diagram—2. The Whites start with quickly, looking to penetrate the Red defense with a
possession with a serve from the coach; the White team of quick combination, or through ball.
four should attack the Red team at pace, working together  The White team should find the “best” shot available
to combine for the “best shot” available in the attacking and work for good angles and follow up for rebounds
sequence. and deflections.
 The White team must also organize quickly when the
The two Red defenders must work together to try and ball is lost and press to win the ball back.
eliminate White attackers through good group defending  The Red team must organize their defending to take
and the use of the Offsides law. The Goalkeeper playing away options and good shooting angles through good
st nd
with the Reds must work to take up good angles and get off 1 and 2 person defending and by using the
the line when appropriate. Offsides law.
 The Red team must play forward quickly when
When the Red team wins the ball, the should “counter- winning the ball to try to counter to the Whites End
attack” and try to score by attacking the White end line (line line (or goal).
coach serves from). Goalkeepers should change roles
every two minutes and defenders should be rotated every
2-3 serves to keep the level of defending sharp and
realistic. Play 4 minute rounds and reverse attacking and
defending roles. Play to “x” number of goals to decide a
winner.

Variation: add a goal to the White end line with a


goalkeeper; the Reds attack the goal instead of the end
line.

31
Attacking Game Three: 4 v 2 + 2 to Two Goals

Diagram--3: Whites vs Reds 4 v 2 + 2 to Two Goals

Organization Coaching Points


The double box organization with a goal on each end and  The Shape of the White Team can now expand to
channels (shaded in Diagram—3 above) is set up. The pulloing wide or staying in the confines of the penalty
White team starts out playing with 4 players in attack and area.
plays against two Reds. Width is added to the game now  As before, the ball must move quickly, with the White
as the game is played on a pitchʼs full width. team looking to keep the ball, but also look to
penetrate the Red defense.
The Reds defend intelligently with two players on the field  As the game goes wide, the emphasis on quality
and use the top of the penalty area as an Offsides line. service to the near post, mid goal and far post areas
When the Reds win the ball, they have two options: should be emphasized with quality running (and
counter to the White goal with the two on the field, or pass adjusting of runs by the White players).
back to the goalkeeper and add two reds to attack the  Coaching good finishing is critical here too: heading
White goal. When the Red team plays the ball back, the or striking through and “down” on the service or
White team “drops” two players to create the 4 v2 situation receiving and laying the ball off to the most open
coming the other way. When a ball goes over either end teammate will be important.
line, the whites restart with a 4 v 2 situation.  The White team must organize quickly to press the
Reds when the ball is lost.
After 4 minutes with the White team beginning each re-  The Red team must defend with a high enough line to
start with a ball in, the roles reverse for the next 4 minutes be able to close White players who have “stepped out”
with the Reds taking on the “starting” role. The game of the play. In stepping up, the Whites also use the
should be played for “x” number of rounds to “x” number of Offsides law to their advantage.
goals.  The Red team should make a quality decision when
the ball is won (typically 2 goals are awarded when
This game now expands from the central attacking the Reds counter without playing back to “add / drop”
concepts described in previous games to incorporate numbers.
crossing and finishing. Variation: Numbers can be added  As this game progresses, numbers are added to add
to the sequence 5 Whites vs 3 Reds, 6 vs 4 etc. The to the flank attacking and defending strategies and
game can finish with each team playing with 6 attackingh add realism to the game.
and defending players.

32
Working on the 10,000 x 10 Year Formula: Soccer Homework Ideas

Activity Description
A Juggling on the move: lay out a starting cone and an ending cone 20 yards apart. Place a
marker in the middle of the two cones. Juggle from one cone to the other “on the move”
without letting the ball fall to the ground. Use specific body part (i.e. feet only). For variety,
start on one cone, juggle just past the halfway point and reverse juggling movement back to
starting point. (12 minutes of this activity)
B Scissors Dribbling: Place two starting points 12 yards apart (yellow dots). Place two cones
between dots. Begin by moving at the first cone and scissor dribble on the left foot and carry
nd
the ball with the outside of the right foot away from the cone; approach the 2 cone and
complete a right footed scissor and take the ball away with the outside of the left foot and finish
at dot. Complete as many lengths of this activity in 75 seconds, then rest and repeat (complete
10 sets of this activity)
C Sprint Dribbling & Turning: Set up 2 cones 8 yards apart. Sprint end to end turning quickly for
45 seconds; rest for 60 seconds and repeat 10 sets of this activity.
D Agility Dribbling: Set up 2 cones 18 yards apart and place a center mark (yellow dot) halfway.
Begin at and end, sprint to the middle and reverse back to the start, turning at the start and
sprint dribbling to the end. Rest 30 seconds and repeat. Do this 12 times.
E Lateral Dribbling: Set a start and an end point 16 yards apart and place 2 cones 6 yards apart
in the middle of the area. Start at an end, dribble diagonally to one cone, move laterally to the
opposite cone by rolling the sideways with the sole of the foot. Finish with a sprint dribble to
the end. Rest 30 seconds and repeat 12 times.
F Square Pegs Passing: With a partner, set up a square (8 x 8 yd) for each, 20, 30 or 40 yards
apart. Play back and forth (instep drive on the ground at 20 yards, chipping at 30 yards and
driving the ball in the air at 40 yards). Play 2-touch in the grid (one to receive, one to serve).
Keep score (invent a scoring system, play games to 9, 15 or 21 points).
G&H Flighted Service Over an Obstacle: Using a bench or goal, play a service game flighting the
ball over the obstacle. Chipping games, players should be 25 yards apart; flighted service 30-
40 yards apart. As with square pegs, invent scoring, play competitively.
I Soccer Tennis: Use a bench, chairs or cones and play soccer tennis in an 6 x 6 service area
(for each player).. Play 1 or 2 touch; keep score and play competitively.

33
Two-Way Play--Attacking & Defending

This monthʼs practice is a challenging session that utilizes break-a-ways and recovery defending.
This two-goal practice involves players who must read the game, sprint, work to finish and defend
when penetrated.

Organization:
A field is organized in a “triple box” format (3 Penalty areas) arranged as shown. Goals are
placed at each end of the field and the game will be played over the width of the Penalty Area.
Two teams (Whites and Reds) oppose each other as shown. Two coaches or servers are
positioned in the middle of the central box as shown. The Red team supplies a coach with a ball;
the coaches pass to each other and each repetition of this game is started when a coach plays a
through ball forward ( this is essentially a “short-short-long” sequence). Coach A plays to the
Reds and Coach B plays to the Whites. This game begins with 1 v 1 play. When a player is
“next,” they need to be “plugged in” and ready to go. Depending on which coach plays a through
ball, one player will be on the attack and the other must recover to defend. Teams should play 4
minute rounds and change sides so they break away to both sides. Each goalkeeper will be kept
on their toes (one GK should not be overplayed as this is a demanding activity). Score should be
kept throughout both rounds of this game.

Coaching Points:
 Each player needs to “read the body language” of the coach / server: where is the ball
going?
 When attacking, the player should take a positive touch towards (not away from) goal.
 The attacking player should look up: what is the choice to finish on goal? Should the player
shoot immediately, dribble to create and angle around the goalkeeper and “cut off” the
recovering defender.
 The attacking player should finish with the best shot available (at near post, pulled across the
goalkeeper or chipped / clipped over the goalkeeper?)

34
2-Way Play: More than 1 v 1ʼs (continued)

This game should be expanded to include break-away attacking / defending with 2 and 3 players.
The diagram and description below carry this concept forward. This description details 3 versus 3
play.

Organization:
This practice is set up just as the 1 v 1 description above. Now 3 players from each team attack
the goal. A four or six minute round should be played and score should be kept.

Coaching Points:
 Attacking players must make a decision as to how to support (or leave) the player who breaks
through with the ball: do both supporting players run away for a cross or cut back, or does
one attacker trail the dribbler and one run away?
 Should the dribbler finish quickly or involve teammates in the finish?
 Defending players must chase back to goal on the sprint; can the first defender recover to a
goal- side position or does the first defender chase from behind?
 Recovering defenders sprint back to goal facing their end-line, but must be prepared to open
up and face in-field to cut out the cut-back or cross to the player they are defending.
 The goalkeeper has to organize the defending quickly and then focus on the ball: the
goalkeeper must come off their line to narrow the angle, but get “set” on each touch of the ball
by the attacking player.
 When the goalkeeper spreads to the ball (instead of standing up to deal with the situation) the
goalkeeperʼs hands should be to the near post side and the feet to the middle of the goal.
When spreading, the goalkeeper should shout, “KEEPER!” as they spread through the ball.

35
2 Goals Side-by-Side 2 v 2

Organization
rd
• On a half (or 3 ) of a field, two goals are placed on the endline as shown.
• A Goalkeeper for each team is in each goal and teams are organized so one team attacks the
other in a 2 v 2 game (in the diagram, Red attacks White in the “top” 2 v 2 game and White plays
against Red in the “bottom” game)
• The field is marked with lines of cones 28 yards from the endline and a sideline down the middle as
shown. The outer boundary of each 2 v 2 field is the touchline on each side of the field.
• Soccer balls are organized in the center of the field with coaches serving them in. Resting players
are positioned off the endline and behind the servers.
• 2 v 2 games last 70 seconds and then players “sub” on and a new round begins. Each game lasts
10-12 minutes and teams change roles.
Coaching Points
• These games get players attacking the goal from flank positions: players must make solid
decisions as to when to dribble, pass and run.
• Players should look to combine (wall pass, take over) in “on the ball” movements and also play 1 v
1 and support players should “spin away” to create space for the player on the ball.
• When the ball goes out of play for a throw-in, the coach can decide whether to have the players
take a throw-in or receive a new ball.
• When defenders (GK included) win the ball, the ball should be played to the coach.
• Offsides is “always in play” and goals can be taken away if multiple offsides occurrences come up
during play.

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2 Goals Side-by-Side: 4 v 4

Organization
• Practice moves on with one team (White) defending both goals (with GKʼs in each goal)
and another team attacking the goal (Reds) in a 4 v 4 format as shown.
• Soccer balls are organized around a Coach, who serves the ball into play.
• Each round last 2 minutes and 30 seconds and then “subs” are rotated into play.
• Offsides begins at the 28 yard line (marked with cones) in the diagram.
• Defending team scores one goal for clearing 4 serves in the air to the coach, or by
keeping the ball for “x” number of passes when the Red team loses the ball.
• The attacking team should take throw-ins and corners as appropriate.
Coaching Points
• The Red team should attack both flanks and the space central to both fields: there are
two scoring options in play by playing centrally.
• As with the first game, combining on the ball and working off the ball is critical to creating
scoring opportunities.
• Extra supporting players can be added to this game to help keep a good shape and
stimulate ball movement (players not shown in the diagram above).

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2 Goals Side-by-Side: 5 v 5 with Counter-Attack Goals

Organization
• This game is organized like the 4 v 4 game above, but two counter-attack goals are
placed along a coned line for the defending (White) team to score on.
• Each round should last 3-4 minutes and then “subs” should come in and play.
• Additional attacking / defenders can be added (teams can be even—5 v 5-- or the game
can be played in a “numbers up, numbers down” manner—ie 7 vs 5).
• The more players that are added to the game should equate for longer playing periods
before changing the game.
Coaching Points
• Ball movement and attacking shape is critical to this game being successful for the
attacking team.
• The attacking team should continue to challenge the defense on the wings and centrally.
• Combining on the ball and running off the ball is still a huge consideration in coaching the
attack.
• Attacking the central part of the field (in the area occupied by Red #4 in the diagram) can
yield opportunities to score at either goal.
• The timing of runs to goal by attackers off the ball are vital to finishing in “cut back”
situations.
• When the attacking team loses the ball, they must organize to win the ball back: the
defending team should counter to goal quickly, before the counter-goals can be
occupied.

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