U13-u18-Intermed - Advanced Coach Manual
U13-u18-Intermed - Advanced Coach Manual
U13-u18-Intermed - Advanced Coach Manual
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Section A: Three Great Keep Away Games
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Section A: Possession
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).
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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.
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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.
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Section B: Small Sided Games
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Section B: Small Sided Games
• 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.
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Two Games to Develop the Ability to Go to Goal
2 v 1 to Two Goals
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Two Games Going to Goal (continued)
5 vs 3 / 3 v 5
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Four Versus Four: Springboard to the Bigger Game
Organization
Coaching Points
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SSG: Moving from Small Sided to the Bigger Game by Staying Small
4 v 4 with wing Channel
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.
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
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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.
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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.
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Section C: Team Games Going to Goal
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Section C: Team Games Going to Goal
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Five vs Five with Wing Channels
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A Bigger Game: The Outside Back Coming Forward in a 10 v 8 Game
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Getting the Outside Defender Forward in Attack
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Phase I: A team playing 4-3-3 coming out of the attacking 3 into their midfield.
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Phase 2: The Outside Defender with the Ball at the Half-way Line /
Penetrating Options
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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
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7 v 8: The Outside Defender committing to Attack
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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
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defending 3 and the most optimal “damage” can be done from the defender coming
forward.
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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.
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
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Neutral Players on the Fly
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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).
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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).
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A Bigger Counter-Attacking Game: 6 v 6
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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.
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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.
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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.
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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.
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Attacking Game Two: Four vs Two To Goal
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Attacking Game Three: 4 v 2 + 2 to Two Goals
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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.
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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?)
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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.
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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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