Coerver Online 2016 Yd Handbook
Coerver Online 2016 Yd Handbook
Coerver Online 2016 Yd Handbook
The word COERVER® and the COERVER® COACHING LOGO are registered trademarks of
Sportsmethod Ltd. And Sportsmethod Asia Ltd.
CONTENTS
3 A message from adidas®
adidas® is a part of football history, we are not only one of the world’s leading
sporting goods brands, but also take pride in contributing to the development and
improvement of the game.
adidas® is committed to this area of “grassroots” football and through its global
grassroots partner, COERVER® Coaching provides:
www.adidas.com
4
Sincerely
Alf Galustian
Co-Founder
COERVER ® Coaching
5
PRESENTER PROFILE
ALFRED GALUSTIAN
Alfred Galustian started his soccer career as a young player for
Wimbledon. He is the Co-Founder and International Director of
Coerver® Coaching, and has been largely responsible for
building the program Globally.
COERVER® COACHING
HISTORY
In the late 1970s, the Dutch European
Championship winning coach Wiel Coerver
led a revolution in soccer coaching.
Coerver was dissatisfied with the lack of
individual skills and with an over-emphasis
on defensive play in the professional game;
an emphasis that many thought was stifling
the more exciting, attacking style of play
necessary to score goals and attract fans.
Wiel Coerver
COERVER® COACHING
TODAY
Coerver® Coaching has coached over 1 million grass roots and advanced
players over the past 31 years. It now has regional development hubs for
Europe, the Americas and Asia; Official licensees in 42 Countries;
numerous federation, club and educational Institutional partners; a global
CSR program with FIFA’s Football for Hope program; and a 25-year
partnership with adidas®.
COERVER® UK
COERVER® AMERICAS
COERVER® JAPAN
COERVER® FIFA
FOOTBALL FOR COERVER® AUSTRALIA
HOPE / AFRICA
8
CORE VALUES
OUR APPROACH TO
COACHING
OUR 5 PRINCIPLES
THE PYRAMID
OF PLAYER
DEVELOPMENT©1997
BALL MASTERY: The Foundation. The touch, control and confidence that
affects every other part of the pyramid.
RECEIVING & PASSING: The teamwork skills. Without them little is possible.
1v1 MOVES: Individual skills to keep possession and create space & time to
Pass, Run or Shoot.
SPEED: Mental and Physical Speed. With and without the ball. Acceleration.
Reaction. Decision Making.
FINISHING: Scoring skills around the box. Focus. Timing. Courage.
Concentration.
GROUP PLAY: Putting it all together. Small group defence. Fast break attack.
Combination play.
Usually a coaching session includes all these three parts of the bridge.
The main goal is that the players steadily progress to use their skill effectively in the game and
for the benefit of the Team. However, if players encounter difficulties, then the coach may
have to return to the 'Skill' side of the bridge to remedy the problem.
14
The new Coerver® Session Planner enables coaches to quickly build training sessions
that focus on individual skills and develop the strong all round technical foundation that
players and teams need to be successful.
Planner Segments:
1. Warm Up:
Drills and Games to improve ball control. They should be fun and in competition
2. Speed:
Drills & Games to improve speed with and without the ball
3. Moves: 1 v 1 Attack & 1 v 1 Defence:
Drills and Games to improve the “How, When, Where” of 1 v 1 (2 v 2 included)
4. Group Play:
Drills and Games that focus on Receiving, Passing and Finishing
5. Small Sided Games:
Free & Conditioned Games 3 v 3 to 6 v 6
6. Home Assignments:
Coerver® skills for practice outside of team sessions
15
Warm Up 10%
Speed 15%
Moves 1v1 (2v2) 15%
Small Group Play 25%
Small Sided Games 30%
Home Assignment 5%
For players older than 12 years, a coach might extend the warm up
period to include more stretching, and add a short warm down at
the end of practice.
SHOOTING ZONES
We use Shooting Zones to develop field awareness offensively and defensively, and to force
attackers to be positive and use their 1v1 and combination skills to penetrate to shoot.
LIMITED TOUCHES
We focus a lot on 2-touch soccer to improve our players speed of play. Through our history we
have used as our models great stars and teams who can pass creatively and accurately within
fractions of seconds; that’s our goal.
1-TOUCH FINISHING
We encourage this skill from the earliest age. Space and time in the penalty area becomes more and
more restricted the older players get, and the higher the level of their play. We try to develop this
mental and physical skill as early as possible.
• More Shots
• More final third penetrations
• More 1 and 2 touch passing
• More forward passes
• More % of passing success
• More playing time
• More conditioning
• Enables coaches to evaluate skill conversion
• Coaches & Players have more Fun!
17
During this Youth Diploma course, you will go through the Drills and Games on Pages in this
booklet. For each of the sections in the Coerver® Session Planner we have provided some of
Coerver’s most essential drills.
The drills in this course have a video reference; in this way you have an option of viewing the
Drill/Game so you understand it better.
Using the matrix it is possible to create many sessions, each challenging, effective and fun.
Over the page we have provided a demonstration and sample.
All the Drills & Games we have chosen are adaptable players of all ages, even adults.
The coach can also adapt each drill to the level of player by adjusting the following
variables:
1
2
4
5
6
7
9
10
11
12
13
14
15
16
17
18
19
20
19
You also have the option of copying the drills and taking them out on the field with you.
Warm Ups Speed Moves Small Group Play Small Sided Home
Games Assignments
WU1 S1 M1 SGP1 SSG1 HA1
WU2 S2 M2 SGP2 SSG2 HA2
WU3 S3 M3 SGP3 SSG3 HA3
WU4 S4 M4 SGP4 SSG4 HA4
WU5 S5 M5 SGP5 SSG5 HA5
WU6 S6 M6 SGP6 SSG5 HA6
Remember it is fine to use the same drills and games several times during
your season.
Drill 4
Planner Section: Small Group Play
Matrix Number: SGP-2
Drill 2
Planner Section: Speed
Matrix Number: S-2
Drill 5
Planner Section: Small Sided Game
Matrix Number: SSG-4
Drill 3
Planner Section: Moves
Matrix Number: M-2
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The Coerver® Code - The DNA of our players (on and off the field)
Players who have: Skill, Speed, Strength (Good health and fitness), Sense (Good decision making),
Sprit (Hard work ethic, Confidence, Fair play and respect)
Coerver® Steps
• Skill (Training) - Using repetition to improve individual core skills
• Skill (Stretch) – Increasing difficulty with graduated opposition pressure
• Skill (Success) - Correct player decision making in game play, ”The When and Where”
Limited Pressure Defending - Sufficient pressure by defenders to add difficulty for the attacker
without making a tackle, closing down space/time.
Graduated Pressure Drill - A drill where the number of players, size of field, number of goals, touches
on the ball or other conditions can be adjusted by the coach to increase or decrease the difficulty of the
task.
Full Pressure Drill/Game - a fully competitive drill or game where all players do their best to win the
ball.
Drills/Games Terminology
Ball Mastery
The Core Skill Foundation - this is the hundreds of ball manipulation exercises that we have devised over
31 years + years
First Touch
The first touch on receiving the ball to maintain possession and find space, to pass, shoot, or run with the
ball
Touch Direction
Turning you body to guide your first touch into the area you want
Touch Speed
How far the ball falls from you
Cushion
Withdrawing the body surface that receives the ball so as to control the ball by reducing its speed
Pressing
Closing down the player with the ball quickly
Finishing
A shot or header that scores
Conditioned Game
A game where the coach sets rules/conditions that help create and practice specific skills or tactics
Free Games
Games where the coach does not interfere or stop, apart from safety points
Neutral Players
Additional players nominated by the coach to play with the team in possession of the ball
Wall passer
A team mate that plays a one – two pass
Coerver Keys
3 Tips per drill to tell players
Home Assignment
Work given to Coerver® students from the Ball Mastery Apps or 1 v 1 Apps to do at home with parent
involvement
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Drills/Games Terminology
Effective Possession
The team keeping the ball patiently until a forward pass becomes possible
Work Rate
Effort and energy put in by a player
Move
A word we took from Basketball. In Coerver® Coaching we have 47 “Moves” divided into
Change of Directions, Stop & Starts and Feints
Mirror Moves
One move that has two parts which enable the attacker to go either side of their opponent
Ball Mastery
Repeated ball manipulation using all surfaces of both feet. It is the foundation of the Coerver® Coaching
curriculum
Toe Taps
Tapping the ball lightly between the inside toe parts of the feet. Sometimes we call it “ground juggling”
Pull Push
Pulling the ball back with the sole and pushing with the inside/outside or laces part of the shoe
Cut
Changing the direction of the ball by guiding it with the inside or outside of the foot
Dribble Cut
Cutting the ball quickly with the inside of one foot across the body and pushing it out with the other foot
Slap
Hitting the top of the ball with your sole, so it travels across you
Slide
Sliding your foot from the top of the ball to its bottom.
A Coerver® Session
A session that follows the Coerver® Session Planner formula’s
Theme Session
A session that focus’s on a topic e.g. Fast break Attack or Star Models Messi/Germany etc
Feint
An action to freeze or send opponents to one side; used when your opponent is in front or behind you
PRACTICAL 1
26
PURPOSE: To improve Ball Mastery and touch through Ground Juggling skills.
SET UP: Players numbered 1, 2 or 3 are lined up with a ball on one side of a 15 x 20 yard grid.
ACTION:
On the Coach’s signal #1’s cross the grid doing the action the coach nominates.
When #1’s are 1/3 across the grid the coach calls for #2’s to start.
When #2’s are 1/3 across the Coach calls for #3’s to start.
1. Single inside & outside cut with the same foot.
2. Triple cut with same foot all the way across.
3. Pull push every step but sit on the ball on Coach’s call. (U12)
4. A single pull push in the middle to get across in three touches, one to start,
one to pull & push and the third to stop on the end line.
5. Dribble cut using inside and outside of both feet.
COACH’S TIP:
Encourage players to get as many repetitions as possible each time across.
PLAYER TIP:
Try not to watch the ball all the time. Try to keep your eyes up as much as possible.
It will get easier with practice.
27
On-line Link: Kristine Lilly Coerver® Coaching e-book - First Touch Drill 1
SET UP: Groups of 4 players with a ball each in a 5 yard square with a working player
in the middle.
ACTION:
The Players with the ball at their feet serve the middle player with a variety of serves to focus on
different ground skills. Each team tries to get to 20 repetitions of the skill before the other
groups. Only balls played back and caught by the server count as a point. With each new skill
the middle player changes with an outside server. The Coach keeps the group scores.
SKILLS:
1. Push pass.
2. Inside of foot to inside of other return.
3. outside of foot and pass inside of same foot.
4. Inside of foot & pass with outside of same foot.
5. Stop with sole of one foot and while stepping on ball hop on other foot and touch back
with inside of hopping foot..
6. Mathews Move - Drag w inside of receiving foot while hopping on other and push with the
outside of receiving foot all in one movement before passing back.
PLAYER TIP: Adjust your feet to execute the skill quickly and efficiently.
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SET UP:
4 players, R1 (no ball ), R2, R3, R4 (ball each), a 5th player “RO” stands behind the pop-up cones on
the right, in a 20 x 15 grid.
ACTION:
Player R2 passes in front of R1 who moves onto the ball and take a touch ahead,
R1 now perform a U Turn move, passes to RO and takes RO’s place
RO receives the ball between the cones, and with one touch joins the other players on the line.
R3 now passes in front to R2 and the sequence continues.
VARIATION 1:
The player who makes the C.O.D move, plays a “wall pass” with the next player in the line.
COACH’S TIP:
Show how the body shields the ball when you make a Coerver change of direction move
PLAYER TIP:
Imagine different situations where you can block off an opponent and protect the ball with this move.
Look up to pass or shoot 1st touch after the turn.
Go for accuracy and not power with your shots.
29
b.
SET UP: Two PUGG goals 18yds apart inside a 20 x 20 yd grid with a ball on the mid line
in front of each goal. Two teams lined up on either side of the coach on a sideline.
ACTION:
a) On the Coach’s signal the first two players sprint around their goal and to the ball in front of
the opponents goal and shoot. The first player to score wins.
The shooters reset the ball and the next players go on the coach’s signal.
b) Yellow player (Att) starts with the ball, Red player (Def), no ball.
On coaches signal both sprint around the same goal, the defender has to run around the
opposite goal before he/she can defender, the attacker has to take the ball to that opposite
goal zone and try and score before defender can make a tackle.
PLAYER TIP:
When you run with the ball, look up occasionally
Go for accuracy and not power.
COACHES TIP:
Adjust the distance between the attacker and defender to suit players age and level.
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On-line Link: K Lilly Coerver Coaching e-book - Running with the Ball Drill 2
SET UP:
A 25 x 25 yd grid with two balls set on cones 10 yds apart at one end of the grid.
At the opposite end three cones are set 6/7 yds apart.
Red team line up (attackers, without a ball) to the side of the first cone on the side
furthest from the balls.
The Yellow team (defenders) line up 3/4 yds behind the line of the cones with a ball.
ACTION:
Y1 dribbles the ball between the cones and steps on the ball for R1,then Y1 sprints around the far
cone to give chase to R1.
R1 takes possession of the stopped ball and speed dribbles to try to penetrate the 4 yd shooting
zone in front of the three balls at the opposite end of the grid to shoot and knock a ball off.
VARIATION 1:
The Attacker must shoot before the 4 yd shooting line to demonstrate composure and accuracy
when finishing.
COACH’S TIP:
Adjust the position of the 2nd cone to make it difficult for the defender to get around and give close
chase. Then gradually move the cone nearer so the defender has a better chance of catching the
Attacker.
PLAYER TIP:
Get the ball out of your feet with a bold first touch then use the outside of the foot to keep
control at speed.
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PRACTICAL 2
PART (a) 1 v 1 FEINTS
32
SET UP:
A 3 yard circle, players on the perimeter, ball each. Coach in the middle with a ball.
ACTION:
The Coach demonstrates, then players follow:
Step-Over Set:
Step-Over/Double Step-Over
Step-Over/Scissors Step Over,
The Slap Step Over/The Pull Through Step Over
COACH’S TIP
Try and Practice the action so you can demonstrate correctly. Remember each 1 v 1
has a “Sequence”.
PLAYER TIP
This is the First Step of learning feints - there are many to chose from. It's up to you in a
game, to select what works for you, then use it at the right time and place.
33
SET UP:
A 40x20yd field with 2 “Pugg” goals on each end line.
Two Groups. One attackers and one defenders.
Go in pairs, staggered 5 or 10 yards apart.
ACTION:
On coaches signal, players sprint around the first goals, the coach passes to one of the attackers.
The defenders through and stop the attackers scoring, and if they win the ball they attack the
opposite goals.
COACH’S TIP:
Alternate attackers and defenders each contest end.
PLAYER TIP:
A good first touch is important to play 1 v 1 successfully.
34
PRACTICAL 2
PART (b) 1 v 1 Change Of Direction
35
SET UP:
A 15x15 grid with two teams lined up on adjacent sides inside a 12-yard area on the line.
Each player with a ball.
ACTION:
VARIATION 1:
On the Coach’s signal A1 & B1 make Single Cuts across the grid to the opposite line.
As they finish C1 & D1 repeat the actions across to their opposite line.
As & Bs and Cs & Ds alternately make the Single Cuts across to their opposite lines.
VARIATION 2:
Each pair alternately make Double Cuts to their opposite line.
VARIATION 3:
Each pair make Dribble Cuts to their opposite lines.
VARIATION 4: Using Coerver Moves (Competition)
One ball to each team.
A & B 15 seconds: then C & D
Players make inside or Outside Cuts to their opposite line for 15secs.
COACHS TIP:
Ask players to use their ankles and foot flexibilities to make the movements and not stiff or straight legs.
PLAYER TIP:
Eyes Up
36
MOVES DRILL 4 – SKILL TRAINING (M-4)
PURPOSE: To improve Decision making, the “When, Where and Which Move”.
SET UP:
A 20 x 20 yard grid with two small goals 12 yards apart on one side-line.
Red D (defender) lines up with a ball alongside Yellow A (attacker) with two small goals on an
adjacent side of the grid.
There is a line marked by two cones half way between the goals.
ACTION:
Red D lead passes Yellow Attacker A and overlaps to the goal side of A.
A speed dribbles at least to the mid line and tries to score on either goal using U turns, Stops & Starts,
Feints or Changes of Direction.
COACH’S TIP:
Ask players to use specific feints as they start but then they are free to use any moves they wish.
If necessary, make a 6 yard shooting line attackers have to cross to shoot to encourage 1 v 1.
Encourage defenders to play full pressure defense.
Keep scores.
PLAYER TIPS:
Try to use the moves at the start that the Coach suggests.
Then feel free to experiment and have fun.
37
SET UP:
Two cones with a ball on top facing each other 18 yards apart.
Two teams, one with a ball for each player, facing the other team across a 15 yard grid.
ACTION:
The Red Defender passes across the grid to the opponent and they play 1v1 to score by knocking
the ball of either cones.
If the Defender wins the ball, they become the attacker and look to score by knocking a ball off.
Either player can only score from within a shooting zone 4 yards from goal (mark with cones).
VARIATION 1:
Play 2 v 2.
The receiver must pass 1st touch to his partner and overlap behind him to start the action.
Same scoring rules apply. Defenders can score if they win possession.
COACH’S TIP:
Match players evenly. Switch roles frequently.
PLAYER TIP:
Adjust your body Shape as the ball is travelling toward you, so your first touch takes you
toward the Goal.
38
PRACTICAL 3
(a) Group Play (Combinations)
39
On-line LINK: Coach Great Soccer DISK 4. GROUP PLAY. Ex. 3.1.
SET UP Players with a ball each in a 24 yd circle with a 5 yard square marked in middle.
4 players in middle zone.
ACTION No ball.
On Coach’s signal middle players run to Perimeter Players and change places with them. The
runners must bend their run through the middle zone to change with another player.
As the players get warmed up they’re encouraged to make bigger and stronger CUTS in the
middle zone.
VARIATION 1:
Middle player plays a 1-2 pass to the Perimeter Player then sprints through the Middle Zone,
bends his run towards another Perimeter Player and another 1-2 Pass.
Middle Zone Players must count the passes they complete in 45 seconds.
The combinations are.
1.One touch push pass with inside. 2.Take outside pass inside of same foot.. 3.Take across body
with inside of foot and pass with inside of opposite foot.. 4.Take with inside of foot & passes with
outside of same foot. 5.Volley inside of foot. 6.Cushion header then return. 7.Chest and head.
8.Knee trap & Half volley. 9.Chest trap & Half volley. 10.Juggle twice with inside of both feet and
volley back. 11.Let ball run through legs then spin and make a change of direction in move and
passes back.
COACH’S TIP Keep only 4 players in the middle so that others can rest between efforts.
PLAYER TIP Middle players call for the ball especially as they tire. Perimeter players to wait for
the call before passing.
40
SET UP.
2 20x18yd (or other according to number and age of players) grids 10 yards apart. 6 players in the end grids.
The Coach with a supply of balls outside middle zone.
ACTION.
No ball. One Team sends a player to tag an opponent in their zone and then get back as quickly as possible
to release a team mate to do the same.
The coach times how long it takes the team to tag all its opponents.
The opponents then become taggers and they are timed against the first team.
COACH’S TIP. Count down the clock at the end of each effort.
PLAYER TIP. Focus on one opponent and stay after him and don’t be distracted by their team mates.
Sprint back to team at end of turn.
VARIATION 1.
With ball. The Coach passes to the Yellow team who inter pass as quickly as they can while the Red team
sends two players (or 1 depending on numbers and size of area) to try to touch the ball.
When one of the Red players touch the ball or it goes out of bounds they sprint back to their field while the
coach passes a new ball to the Red team and two yellow players sprint to the Red zone to try to get the ball.
The Coach keeps count of team pass totals (or time of possession) for several games.
VARIATION 2.
Every 6 or 10 consecutive passes (depending on numbers of players on teams) counts as a goal. First team to
ten goals or number the Coach designates wins.
COACH’S TIP. Enlarge or shrink the grids to make it easier or harder.
PLAYER TIPS. Move off the ball and call instructions to team mates just as you would in a game.
Try to incorporate surprise moves like take over's and screen runs in tight situations.
41
SET UP
A 30 x 25yd field with three small goals and a 5 yard shooting line in front of them at each end.
ACTION
Teams play 3v3 in the middle 20 yard and can only score from inside the shooting zone in front of
their opponents goal.
A player from each team plays behind their team’s goal line. He can play as GK so that if he stands
behind any goal the opponents cannot score in it.
Inside players can pass to GK but must change roles with him.
COACH’S TIP
Encourage looking beyond first opponent.
PLAYER TIP
Try to make fast break outs from the deep positions.
Be patient; if you can not go forward, keep the ball till you get the chance.
42
PRACTICAL 3
(b) Group Play (Killer Pass/Run)
43
SET UP:
An 18x15 yd grid with a 4yd gate in the middle.
Two teams at each end of the grid facing each other with a” Wall Passer” on one side.
One ball.
ACTION:
The player with the ball passes to the wall passer who plays it into the middle of the field. The passer 1-
touches it through the gate and follows his pass as a passive defender.
The receiver on the opposite team passes first touch to the wall passer then goes around the defender to
take the Wall Passer’s return and pass 1-touch to the opposite team player.
The sequence continues so that each player plays Wall Passer.
VARIATION 1:
The Wall Passer overlaps behind the receiver and receives the next Wall Pass on the other side of the
grid. They repeat the overlap on the next pass.
Have players and teams compete for who can complete the most - touch passes without break or in a
given time.
VARIATION 2:
The Wall Passer receives with his back foot (farthest from passer) and continues the overlapping
sequence.
COACH’S TIP:
Widen or narrow the gate in the middle to make it easier or harder.
PLAYER TIP:
Wall Passer. Adjust your body position to make it easier to play the wall pass correctly
44
SET UP
A 32 x 20yd field with 3 zones.
3 players in each of the 3 zones.
ACTION
End Zone players pass the ball a minimum of 4 times then have to pass to opposite end zone
players to do the same.
One defender from the middle zone can go into end zone and try and touch the ball, if they do
defenders and end zone team change.
COACH'S TIP
If you use this drill for defending make sure defenders communicate, decide who presses,
then do it quickly.
PLAYER TIPS
Pass and move, never stand still., try and make forward pass at each opportunity you have
Communicate.
45
ACTION:
After a minimum of 3 consecutive passes, the team in possessions can score in either goal by
passing into the shooting zone to one of their players who is making a run (note: defenders may
not follow).
Player running into the shooting zone must shoot first time.
COACH’S TIP:
You can add a neutral player who plays with the team in possession
PLAYER TIPS:
“Killer Pass” - Good pass speed.
“Killer Run” - Don’t get offside; always look at player with ball always.
“Killer Shot” - Look for accuracy before power.
46
Bonus Drill:
SET UP:
22 x 20 yard pitch with a 10 yard shooting line.
The Defenders (Barcelona) start in the corner, the Att’s start behind the start line.
ACTION:
Coach starts by passing the ball and calling a number, the Def’s send the number called,
the Att’s send one more player than was called.
If the Att’s score, they jog back over the start line; but if the defender touches the ball, or the GK
saves, or the shot goes wide the attackers have 4 seconds to sprint back behind start line.
Attackers cannot shoot till they have gone over the 10-yard shooting line.
COACH TIP:
The Goalkeeper cannot advance beyond the 6-yard box to begin with.
Change the attackers and defenders regularly.
PLAYER TIP:
Be focused, sometimes bad luck happens and you lose the ball or the shot is missed;
your job is to recover immediately.
48
On-line Link: K Lilly Coerver Coaching e-book - First touch drill 3 & 4
SET UP:
A 30 x 30yd circle with 4 small goals Positioned East, West, North & South.
Red Team plays N & S and has two players positioned either side of their two small goals.
Yellow play E & W and also have two players positioned by the side of their two goals.
ACTION:
The perimeter players by the goals only have one touch each time they play the ball and try to set
up their team mates to score.
The two teams in the middle play 3v3 or 4v4 according to their age and ability levels.
Teams can score in either of their goals. The team that scores gets possession at the restart.
VARIATION 1:
Teams can only score from a pass from a perimeter assist team mate.
VARARIATION 2:
Teams can only score 1-touch from a pass from a perimeter player pass - A KILLER PASS finish.
COACH TIP:
Appoint a scorer for both teams; that shouts out the scores.
PLAYER TIP:
When you pass, move immediately into space to support again.
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PRACTICAL #4
A MODEL COERVER® SESSION
50
Warm-Up Drill 1a
SET UP:
Players in teams of 4 with a ball each in-between 2 colored cones
Cones are 4 yards apart (4 x 4 yards).
ACTION:
Coach shows the players a ball mastery skill and the players practice this between their cones
Progress to on the coach’s signal, all players start to perform a ball mastery skill, when coach calls
“change” the players leave their ball and move to the ball in front (players in the front row move
to the back of the grid)
This can also be done when each horizontal line of players perform a different ball mastery skill,
each time a player moves up, they perform the skill relating to that line
COMPETITION:
The first team to get all of their players to the new position wins, the players must have their foot on the
ball to count, coach keeps track of the scores, this can also be played as a 1 v 1 with the players turning
to face each other (blue cone vs red cone & orange cone vs red cone)
COACH TIPS:
Instead of calling or whistling, raise your hand for players to change so as to get their eyes up from the
ball to see the signal.
PLAYER TIPS:
Keep your eyes up as much as possible to be aware of players around you and keep straight lines and
correct spacing.
51
Warm-Up Drill 1b
SET UP:
Players in groups of 3 with a ball each
Cones are 4 yards apart (4 x 4 yards).
ACTION:
On the coach’s signal the first 3 players start to perform ball mastery on the move travelling up the grid.
The remaining players perform ball mastery on the spot, coach then signals the next 3 players to start.
When the players reach the opposite side of the grid, they wait there for all players to arrive then they
work back in the opposite direction.
COMPETITION:
Players line up side by side at one end of the grid (alternate colours), coach is positioned at the opposite
end of the grid with hand in the air. When coach drops their hand, the players start to perform ball
mastery across the grid, when coach raises their hand in the air, the players have to stop with their foot
on top of the ball. If this is not done straight away, the player is sent back to the start. The team with the
most players over the finish line after 60 secs wins
COACH TIPS:
To help with “eyes-up”, coach has 2 x coloured cones in their hand, as the players are travelling coach
holds up a cone and the players have to call the colour. To progress this, the players have to stay in-line
with their group mates as they move forward, this will encourage the players to check their shoulders
while travelling with the ball
PLAYER TIPS:
Keep your eyes up as much as possible to be aware of players around you.
52
Warm-Up Drill 1c
SET UP: (The diagram shows two parts to this drill / part 1 is done first followed by part 2):
Part 1 (first 2 lanes to the left of the diagram) / Players with a ball each standing in-between 2 x cones
Part 2 (far right of the diagram) / Players in pairs with a ball each standing 1 yard away from a cone (which is in the
middle of the players)
ACTION:
Part 1:
Coach breaks the 1 v 1 skill down into 3 parts (Scissors / Double Scissors), the players work on part
1 first, when mastered they work on part 1 added to part 2, when mastered they work on parts 1-3 which is now the
completed move, make sure to work both feet equally.
Part 2:
The players work in pairs, on coaches call both players perform a left scissors and take the ball to the right, once in
their new position coach calls again and the players repeat. Starting positions are
12 o’clock and 6 o’clock, finishing positions are 9 o’clock and 3 o’clock, make sure to work the right Scissors and
also Left/Right Double Scissors
COMPETITION:
The first player to get to the new position after coach calls wins, the players must have their foot on the ball to count,
coach keeps track of the scores. Introduce claps associated with the moves so the players have to react quickly, 1
clap single right Scissors, 2 claps single left Scissors, to make more difficult ad 3 claps double Scissors lead right, 4
claps double Scissors lead left
COACH TIPS:
Demo the way the players are facing, Individual tips to be given while walking around the grid
PLAYER TIPS
Start slowly and then add speed and the movement is perfected
53
PURPOSE: To improve the use of speed with the ball to create goal chances.
SET UP:
Two teams with a ball to each player positioned approx 14 yards from the goal line.
Two small goals 18 yards apart on the goal line A.
A Shooting line 5 yards from goal line. Goals cannot be scored from outside the shooting line.
ACTION:
Y1 travels with the ball and gets inside the shooting line to score.
Y1 then defends against R1 who starts travelling with the ball to the shooting zone when Y1 shoots.
If Y1 can win the ball they should counter-attack to the opposite end to the target goals
As soon as a goal is scored or ball goes out of play, the next attacker starts and the previous attacker
becomes the next defender, the last defender gets their ball and joins the back of their group.
The first team to a set score wins.
COACH TIPS:
Change positions of teams so Players attack from a different side of the field.
Adjust the distance from the goal to make easier (closer) or harder (further).
PLAYER TIPS:
Speed with the ball is the first option, only use 1 v 1 moves if you have to (e.g. are blocked)
Feint Moves will be the most useful 1 v 1 se the use as the defender will mainly be in front of you.
Try to use the furthest foot away from the defender to protect the ball
When recovering to defend turn ‘inside’ and not ‘outside’ where they have your back to the field and
have to cover more ground to defend the opposite goal.
Transition speed – attack to defence and defence to attack
54
1 v 1 Drill 1a
SET UP:
A 15 x 6 yard grid with a marker cone in the middle.
Two teams with a ball to each players on opposite end lines.
ACTION:
The first player from each team dribbles to the marker cone and makes a Drag Push move
with the Right foot and goes Right then join the end of the opposite line.
The next two players in line repeat the sequence.
The moves practiced are 1. Scissors 2. Double Scissors
COACH TIP:
Encourage players to Start slowly and focus on good technique.
Then with mastery to take only one touch before making the feint move at the cone.
PLAYER TIP:
Go into the move steadily then accelerate out of it for a change of pace.
Try for 1 touch before making the move at the cone.
55
1 v 1 - Drill 1b Progression 1
SET UP:
A 20 x 20 yard grid marked out by 4 x mini goals.
Players split into two equal teams with a ball each
2 x blue gates in the center of the grid at each end for each teams starting position
1 x pop-up cone or mannequin in the middle of the grid
1 x 5 yard gate either side of the pop-up cone / mannequin
ACTION:
The first player from each team dribbles towards the pop-up cone.
When in line with the front gate, both players perform a left scissors and go right through the side gate
Both players now look to finish on goal.
As soon as both players have had a shot, the next 2 players can go.
Also make sure the player practice the right scissors, go to the left and shoot at goal
COACH TIP:
Encourage players to Start slowly and focus on good technique.
To encourage the players to perform the move not too close/too far from the pop-up cone/mannequin,
ask them for “eyes up” before they make the move and try to perform it as they come through the front
gate.
To improve acceleration after the move, encourage the players to move out of the side gate in 1 touch.
Encourage the players to finish with their nearest foot, rather than their favorite foot.
PLAYER TIP:
Go into the move steadily then accelerate out of it for a change of pace.
Try for 1 touch before making the move at the cone.
“Eyes-up” to judge the distance away from the pop-up cone/mannequin
Accuracy over power, “Eyes-Up” to see the target before shooting
56
1 v 1 Drill 1c (Progression 2)
PURPOSE: To practice using feints to create space to finish against the 2nd defender
SET UP:
A 20 x 20 yard grid marked out by 4 x mini goals, Players split into two equal teams with a ball each
2 x blue gates in the center of the grid at each end for each teams starting position
1 x pop-up cone or mannequin in the middle of the grid, 1 x 5 yard gate either side of the pop-up cone / mannequin
ACTION:
The first player from the yellow team dribbles towards the pop-up cone.
When in line with the front gate, the yellow players performs a left scissors move and takes
the ball to the right through the side gate.
The yellow player now looks to finish on goal.
As soon as the yellow players shoots, the front red players repeats the above steps.
As soon as the yellow player has had their shot they now become a full pressure defender looking to
block the front red player’s shot on goal but must move behind the pop-up cone / mannequin before they can block
As soon as the red player has shot, the next yellow players goes and the red player looks to close they down.
The drill repeats it-self.
Also make sure the player practice the right scissors, go to the left and shoot at goal
COACH TIPS:
Encourage players to Start slowly and focus on good technique.
To encourage the players to perform the move not too close/too far from the pop-up cone/mannequin,
ask them for “eyes up” before they make the move and try to perform it as they come through the front gate.
To improve acceleration after the move, encourage the players to move out of the side gate in 1 touch.
Encourage the players to finish with their nearest foot, rather than their favorite foot.
Concentration is key for the player when switching from attack to defence, this transition must happen as soon as the player
has shot to have any chance of blocking the next attacker.
PLAYER TIPS:
Go into the move steadily then accelerate out of it for a change of pace.
Try for 1 touch before making the move at the cone.
“Eyes-up” to judge the distance away from the pop-up cone/mannequin
Must get through the side gate in 1 touch to get away from the recovering defender
Must shoot with the nearest foot (furthest foot from the defender) so as to protect the ball from the recovering defender
Accuracy over power, “Eyes-Up” to see the target before shooting
COMPETITION:
The first team to 10 points wins, a player that scores wins a point, a defender that blocks wins a point also
57
PLANNER SEGMENT: 1 v 1 (+ 2 v 1)
SET UP:
Two teams with a ball to each player positioned approx 14 yards from the goal line.
Two small goals 8-12 yards apart on the goal line A (depending on difficulty level)
A Shooting line 6 yards from goal line. Goals cannot be scored from outside the shooting line.
ACTION:
A1 dribbles against Y1 and gets inside the 6yd shooting line to score
A1 then defends against Y2 dribbling towards the shooting zone.
If Y1 can win the ball they should counter-attack to the opposite end to the target goals
As soon as a goal is scored or ball goes out of play, the next attacker starts and the previous attacker becomes
the next defender, the last defender gets their ball and joins the back of their group. .
The first team to a set score wins.
VARIATION:
2 v 1, instead of the last defender getting their ball and joining the back of their group, they join in as
a second attacker with their next attacking team mate.
COACH TIPS:
Change positions of teams so Players attack from a different side of the field.
Adjust the distance from the goal to make easier (closer) or harder (further).
PLAYER TIPS:
Speed with the ball is the first option, only use 1 v 1 moves if you have to (e.g. are blocked)
Feint Moves will be the most useful 1 v 1 se the use as the defender will mainly be in front of you.
Try to use the furthest foot away from the defender to protect the ball
When recovering to defend turn ‘inside’ and not ‘outside’ where they have your back to the field and
have to cover more ground to defend the opposite goal.
Transition speed – attack to defence and defence to attack
58
Small-Sided Game
SET UP:
A 30 x 20 / 35 x 25 yard field with two 5 yard shooting zones at each end (age dependant).
3 small goals are on each end line.
Players are in 2 teams (playing 2 v 2) and positioned either side of the middle goal at each end
Players at the yellow cones have a ball each, players at the red are without
This can also be played 3 v 3 / 4 v 4 (depending on numbers)
ACTION:
The first 2 red players travel onto the pitch and look to enter the shooting zone and finish
into any of the 3 goals.
As soon as a goal is scored or the ball goes out of play, the reds become defenders and the first 2 yellow
players become the next attackers.
Each pair will attack and defend before getting their ball and joining the back of their group.
If the defending team win the ball, they should counter attack into the opposite goals.
COACH TIP:
Pressure on the attackers can be used in three stages, stage 1 is for the player that shoots to run around
the goal they score in before they can defend (which leaves a 2 v 1 opportunity), stage 2 is the player that
shoots just having to touch the goal before they defend and stage 3 is the players that scores can defend
straight away after shooting.
This will gradually increase the pressure on the attackers.
PLAYER TIP:
Speed with the ball is the first option if possible.
1 v 1 to create space to Run, Shoot or Pass
Combination Play (2 v 1 / 2 v 2), overlap, 1 v 1 as a fake pass, screen run, takeover, wall pass
Transition speed – attack to defence and defence to attack (quick fast break attack / counter attack)
When defending outnumbered (1 v 2), slow the attackers down to allow the second defender to recover
59
HOME ASSIGNMENT
Step 1: Drag the ball across your body with the inside of your foot.
Step 2: As the ball’s rolling….Step around it with the same foot …
Step 4: Then take the ball with the outside of the other foot …
Step 5: … past your opponent and accelerate
PLAYER TIPS
1. This is a difficult move, so try it slowly at first.
2. The same foot that drags the ball steps around it.
3. Step strongly to the side to throw your opponent off balance.
Step 1 Step 2
Step 3 Step 4
61
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