Traffic Lights. From the card 1. Red cone stop 2. Yellow cone change direction 3. Green cone speed up

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1 Traffic Lights In Pairs 1. Red cone run ball to partner + swap places 2. Yellow cone rehearse trick (players choice or coach led). Green cone partner runs into area and tries to regain ball from partner play for 0 seconds whoever has ball at end of 0 seconds stays in (if you foul your partner they keep it) 1. Red cone stop 2. Yellow cone change direction. Green cone speed up Tag Game 1. Greens score by tagging another colour on the front 2. Yellows score by tagging another colour on the back. Reds score by tagging another colour on the knee 4. Score as many in 45 seconds as possible and then swap challenges around the colours 6 vs Red box score by dribbling/running through 2. Yellow box score by dribbling/running into and performing a skill. Green score by dribbling/running into and changing speed (slower/faster) 4. Team without ball cannot enter boxes

2 Alamo Combining 1. Play into forward player and combine to set up scoring chance 2. Rotate forward into line and front line player to forward 1. Go one at a time and try to score 2. Weak foot. Shot from distance 1 v 1 GK serves 1. GK s start practice by throwing/kicking ball to end. Player controls and dribbles at opponent and tries to score 2. Retrieve ball and return to group. Rotate defenders 4. If GK s find longer kick/throw tough; can have the playing sideways to other group 2 vs Pairs two yellows enter pitch and two defenders oppose them. 2. Try to score in the goal, defenders seek to regain and counter-attack. Play for maximum of 0 seconds and then next four play. 4. Swap roles

3 Duos From the Card 1. Work in pairs to introduce takes, overlaps and foot-ons Choose which way to link 1. Run across circle and swap using foot on 2. OR run across circle and perform take. OR play sideways and overlap before performing 1 or 2 4. Repeat continuously no more than one ball for every two people (can be less) Linking to Finish 1. Two groups working at the same time. 2 x 2 pairs at each end with a GK 2. Link with partner (foot on, take or overlap to create shot. Linker looks for rebounds 4. Rotate roles 5. Add defender if appropriate Choose how to link within random environment 1. As with diagram 1; link only with your colour and look for opportunities to overlap, foot on and take

4 Round the Clock From the Card 1. Pass between players down line of cones 2. Move clockwise on inner after passing to partner Look to swap places 1. Pass back and forth with your partner 2. Play off of both feet; practice shifting ball across body before returning. Either player can take first touch back towards their partner and then run with the ball to take their place; partner moves to occupy space left by their partner 2 vs vs. 2 with three from each team on perimeter 2. Try to keep possession, can use outside players to do so. If outside players want to come in they can run in and a team-mate goes out 4. Reds seek to get ball and play in the same way Choosing to receive and turn 1. Player on inside circle (red), can either receive and pass back, touch back towards partner and swap places or let ball run and turn and dribble out of circle to free space. Yellow partner moves across to face them on inner circle 2. Repeat outer circle can chase and try to tag partner before they escape the inner circle

5 Through the Gate In Pairs (or own their own) 1. Play between gates, move to another gate and continue try to move to gates with space to play through 2. Look at when to pass through and when to dribble through 1. Play between your team looking to pass ball between gates 2. Add second ball per team, opposition/floaters Two games - Differentiated 1. Two pitches playing concurrently vs. 2 on one and 4 vs. 1 on the other 2. 1 goal for passing through a gate, 2 for running it through (same applies to defenders if they gain possession). Swap defenders 7 vs. Handball Game 1. Yellows try to throw a pass through a gate to score or run ball through a gate 2. If running with the ball and tagged, ball goes to reds, who play in the same way. Swap defenders 4. Use throw on technique to throw ball

6 Robin Hood Running with the Ball + Scoring 1. One at a time; collect ball and run to attack a goal (not the one your keeper is protecting) and attack one not being attacked by another team 2. Return balls to start; change GK and repeat. Balls with GK s they serve to their player who runs ball out and attacks as in at a time run and collect a ball and bring it back keep going to all balls are gone Running with the Ball Relay 1. Run ball back and forth 2. First team to get all back to start positions wins. Can differentiate challenge keep ups at end of run for strivers or give and go to exchange places etc. 1 vs, 1 1. Balls in centre. Yellows attack reds and blues attack blacks (at the same time) 2. Player runs to middle, collects ball and attacks defender trying to score in the goal. If defenders wins the ball, they attack back the other way 4. 0 seconds max next pair goes

7 Find a Friend From the Card 1. 2vs. 2-4 vs. 4 plus target players (+ floaters) 2. Try to get the ball to target players Diagonal Game Unopposed Practice 1. teams of 4 one team occupy corner boxes 2. 2 teams with one ball per team receive from corner boxes and work ball to another corner box continuously repeat 1. 4 vs target players play diagonally to score when scoring get ball back and play the other way 2. Maximum of 4 goals in one sequence and then other team get ball (if they haven t won it back during flow of the game). Change corner box team 4. Give teams 2, or 4 balls 1 point points 2 point s Outnumbered Practice 1. 5 vs. + 4 box players 2. 1 point if playing across pitch, 2 points if playing forward and points if playing diagonally. Upon scoring, receive back and scoring process continues from where ball is fed in from 4. If red s regain, play in the same way

8 Move in Two s In Pairs 1. Play freely within the area with your partner 2. Look to play give + go s, round the corners and passes that go between two other players (through passes). After three passing combinations with your partner, players without ball move to find another player in the same colour to combine with -repeat 1. Pass between two s. 2. Move and play with others. Turn and play with others T Tag Game 1. 5 x pairs 4 pairs have a ball, one pair are taggers 2. Taggers try to score by tagging a player who has the ball in their hands, pairs try to prevent scoring by throwing to their partner or dodging taggers. Change taggers T 1. Keep ball 6 vs Score 1 goal for every 5 passes yellows play (2 passes = 1 goal for reds. Score 2 goals for every through pass you can play 4. Score goals for every successful give + go played

9 Target Unopposed Working the Ball End to End 1. Each team has a ball. Work end to end with ball trying to get every player to touch the ball on every play. 2. When ball is worked to target player with same colour as your team, that target player can run the ball onto the pitch and one of team replaces them as target player. Add second, third or fourth ball for either team. 4. Try to play one touch if it s on T 1. Get ball to end zone to score 2. 2 vs. 4 up to 4 vs. 4 (use floaters) T Handball Game 1. 5 vs. 5. Throw and catch, trying to work ball to end zone player to score 2. Upon scoring, target player throws ball to other team to attack. Can run with the ball; if tagged when running, with the ball in hands that is a tackle and ball is handed to opposition (cannot be tagged if standing still) 4. Rotate target player after each goal player scoring moves into target area and target player recovers into game Two games on same pitch 1. 2 vs. 1 & a vs. 2 (or any numbers) 2. Try to work ball end to end to score. If scoring, get ball back and play the other way. If outnumbered team win the ball, play in the same way

10 See It, Do It Unopposed Both teams with Balls 1. Yellows 4 balls between their 8; Reds 1 ball between their Yellows look for the times to run with the ball and the times to pass to a teammate. Reds -pass the ball between your team try to play quickly 4. Increase/decrease number of balls per team 1. 8 vs Run ball over end line to score. Make 7 vs. 5 or 6 vs vs. 4. Handball Game 2. Yellows work end to end. Try to run ball over end line to score. If scoring, continue by attacking other end. If tagged when running with the ball in your hands that acts a tackle and ball is handed to other team 4. Reds try to intercept/regain and score by running over either side line (if successful, attack to other side line) e.g. Yellows work end to end and Reds side to side Two games concurrently 1. Two smaller differentiated games 2. 5 vs. 2 + a vs. 2 (or any numbers). Play as per card but up and down pitch

11 Heading A A Handball with Headers 1. Throw and catch ball to goal. Throw into goal for 1 point, headed goal from own hands = 2 points and headed goal from other player serve = 5 points 2. Offside applies 1. Throw, head, catch in small groups 2. Include a target/goal. Play a game Heading into the Goal 1. 1 attacker 4 servers all with a ball at different places around goal area 2. Servers throw ball in and try to head into the goal. Swap attacker/gk every 4 throws 4. If age-appropriate servers can kick Game with Feet 1. vs. + GK s and two servers for each team on either side of pitch 2. Play a game and try to work ball to servers. They can pick up and throw ball or kick it back in. points if scoring with a volley, 5 if with a header.. Rotate servers/gk s

12 On Guard 1 vs. 1 (becoming 2 vs. 1 2 vs. 2) 1. 1 vs. 1 on each pitch with two support players 2. Ball served on. If attacker beats first defender, 2 nd defender to react and enter to stop goal; beaten defender can recover to help). If 2 regain the ball, then player who served can join to help and make 2 vs At conclusion return to start place with other team serving 1. 1 vs. 1 play down pitch to opponent who tries to score in your goal 2. 2 vs. 2, vs. or 4 vs vs. 4 (inc. GK) Game 2. Try to stop the other team scoring. If winning it, try to score Circuit 1. 4 x pairs. 2 pairs attacking, 1 pair defending (1 defender on each pitch) + 1 pair GK (1 in each goal) 2. Play 2 vs. 1 on both pitches concurrently attackers try to score in the goal. Defenders just try to stop them.. After shot or defender regains; attackers move round to next pitch and repeat. 4. Swap defending pairs and GK s

13 Waves 2 vs. 1 s (Defender reacts) 1. Play concurrently. 2. From each three two attack the goal and one reacts to defend the other colour.. If defender wins ball practice stops continue round to other end and repeat 1. In s (or 2 s, 4 s etc.) work ball to goal and shoot 2. Can go from both ends at same time GK serves 1. As per card but GK starts practice by serving (either with feet or hands) to three to attack the goal 1. 2 x vs. Half-Court Game x team on each team attacks. If they score they get another go.. If they miss then the other team collects a ball and attacks and the attacking team defend 4. If the defending team regain and can work ball (under control) into middle area then they turn and become attackers.

14 Diamonds Are Forever 1. 4 vs. 1 in each half set up scoring chances 2. Reverse so 4 vs. 1 encourages distance shooting Changing Overloads 1. As per long range shooting game 2. Can move one player forward to support striker/react to rebounds. Try to keep at least three players + GK in own half 4. Players choose when to move forward and back Handball Game 1. 6 vs. 6 throw ball into goal to score 2. Headed or volleyed goal = goals Game 1. Move unrestricted on pitch 2. Following scoring challenges can be used: Goal from own half 5 points Goal from re-bound points 1 st time finish 2 points Any other finish 1 point

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