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Player arrivals and departures
Use anonymous numbers from 1 to 99. Changes take effect before an activity begins; each activity needs 4–16 players.
Your practice
Prepare a short ground restart when one first-pass route is closed and include the server in the next action.
U9–U1060 min8 starting players24 × 30 mField practice
Bring 8 balls and 16 cones. Use ground play and line targets. Keep water available.
Look for progress
Prepare a visible alternative before restarting.
Create a second pass using the server or a newly opened angle.
Check the surface, boundaries and equipment before play. Pause or simplify whenever needed. Confirm local youth football rules. Numbered slots replace names.
Begin at walking pace in the numbered stations. Place a ball on the end line; receiver walks away from a signalled closed route while the server keeps the ball still. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.
Show before the restart; help after it. The receiver solves the route before the restart begins.
Run the activity
Place a ball on the end line; receiver walks away from a signalled closed route while the server keeps the ball still.
Pause on a raised hand and point to the space you chose.
Swap the ball on the round signal and notice this feature: The receiver solves the route before the restart begins.
Play
Place a ball on the end line; receiver walks away from a signalled closed route while the server keeps the ball still.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
The receiver solves the route before the restart begins.
If you see: The server passes early into the signalled screen.
Try: Keep a foot beside the still ball until the receiver offers the alternative.
Organisation
2 separate stations. Roles: carrier, receiver, signal observer; extra players observe. Advance one slot each round. 4 turns cover every player. A first carrier turn can take up to 180s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
Next step: Observer changes the screened side between restarts.
Move on: Stop the balls and identify the start positions for prepare the unscreened restart.
24 × 30 m clear area with a 2 m perimeter buffer. 2 numbered stations, 8 numbered player slots, 2 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Prepare a short ground restart when one first-pass route is closed and include the server in the next action. Diagram shows starting positions, not fixed player locations. Three steps show restart using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Stop and set the ball: Place the ball inside the boundary. 2. Show an option: A partner shows a clear passing angle. 3. Restart and support: Use a ground pass, then offer support.
Round-by-round player roles
Round
Assignments
1 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
2 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
3 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
4 · 60s
1: receiver (station 1); 3: signal observer (station 1); 5: observer / next carrier (station 1); 7: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: observer / next carrier (station 2); 8: carrier (station 2)
5 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
6 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
7 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
C = carrier · R = receiver · Q = signal observer · O = observer / next carrier. Times are activity seconds; briefing, rest and transition are separate.
Use server, receiver and signal observer. The observer screens a route by pointing from a stationary position, not by standing over the ball.
Show before the restart; help after it. The receiver solves the route before the restart begins.
Run the activity
Server names the closed route while the ball is still.
Receiver moves to another reachable diagonal angle and shows ready.
Server passes along the ground and steps into a supporting position.
Play
Server names the closed route while the ball is still.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
The receiver solves the route before the restart begins.
If you see: The server passes early into the signalled screen.
Try: Keep a foot beside the still ball until the receiver offers the alternative.
Organisation
2 separate stations. Roles: carrier, receiver, signal observer; extra players observe. Advance one slot each round. 4 turns cover every player. A first carrier turn can take up to 180s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
Next step: Observer changes the screened side between restarts.
Move on: Stop in place, recall the receiver solves the route before the restart begins. and walk to water with the balls still.
24 × 30 m clear area with a 2 m perimeter buffer. 2 numbered stations, 8 numbered player slots, 2 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Prepare a short ground restart when one first-pass route is closed and include the server in the next action. Diagram shows starting positions, not fixed player locations. Three steps show restart using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Stop and set the ball: Place the ball inside the boundary. 2. Show an option: A partner shows a clear passing angle. 3. Restart and support: Use a ground pass, then offer support.
Round-by-round player roles
Round
Assignments
1 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
2 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
3 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
4 · 60s
1: receiver (station 1); 3: signal observer (station 1); 5: observer / next carrier (station 1); 7: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: observer / next carrier (station 2); 8: carrier (station 2)
5 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
6 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
7 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
8 · 60s
1: receiver (station 1); 3: signal observer (station 1); 5: observer / next carrier (station 1); 7: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: observer / next carrier (station 2); 8: carrier (station 2)
9 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
10 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
C = carrier · R = receiver · Q = signal observer · O = observer / next carrier. Times are activity seconds; briefing, rest and transition are separate.
Offer water and rest. Leave balls still outside the walking route. Before restarting, show the next decision: The second pass is a fresh decision, not an automatic return.
Show before the restart; help after it. Every player has a rest opportunity and understands the next start position.
Run the activity
Stop every ball and offer water or seated rest.
Check the surface, clear the next station and keep boundary buffers empty.
Name what to look for next: The second pass is a fresh decision, not an automatic return.
Play
Stop every ball and offer water or seated rest.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
Every player has a rest opportunity and understands the next start position.
If you see: Players begin moving balls while others cross the area.
Try: Keep every ball still until the area is clear and all players have heard the start signal.
Easier: Demonstrate only the first action, then begin slowly.
Next step: Invite a player to point out the next receiving or observation position.
Move on: Show the first decision in choose the second action before the restart signal.
24 × 30 m clear area with a 2 m perimeter buffer. 1 numbered stations, 8 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Prepare a short ground restart when one first-pass route is closed and include the server in the next action. Diagram shows starting positions, not fixed player locations.
After the end-line restart, the observer indicates whether the return lane to the server is clear or closed.
Show before the restart; help after it. The second pass is a fresh decision, not an automatic return.
Run the activity
Server moves off the end line into support after passing.
Receiver checks the new signal.
Use the server if clear; otherwise turn into the open side and reconnect after the server changes angle.
Play
Server moves off the end line into support after passing.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
The second pass is a fresh decision, not an automatic return.
If you see: Receiver sends the ball back despite the return lane closing.
Try: Pause on the first touch and point out the two next options.
Organisation
2 separate stations. Roles: carrier, receiver, signal observer; extra players observe. Advance one slot each round. 4 turns cover every player. A first carrier turn can take up to 180s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
Easier: Keep the return lane open and practise the server's movement.
Next step: Show the second cue only after the first pass arrives.
Move on: Stop the station balls, show the game target lines and explain this condition: Every restart begins at the end line; score after the first receiver uses a different angle for the second pass.
24 × 30 m clear area with a 2 m perimeter buffer. 2 numbered stations, 8 numbered player slots, 2 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Prepare a short ground restart when one first-pass route is closed and include the server in the next action. Diagram shows starting positions, not fixed player locations. Three steps show give go using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Offer a passing angle: Show a clear supporting angle. 2. Pass and move: Pass, then move outside the passing lane. 3. Receive the return: Meet the return with room for the next touch.
Round-by-round player roles
Round
Assignments
1 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
2 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
3 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
4 · 60s
1: receiver (station 1); 3: signal observer (station 1); 5: observer / next carrier (station 1); 7: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: observer / next carrier (station 2); 8: carrier (station 2)
5 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
6 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
7 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
8 · 60s
1: receiver (station 1); 3: signal observer (station 1); 5: observer / next carrier (station 1); 7: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: observer / next carrier (station 2); 8: carrier (station 2)
9 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
10 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
11 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
12 · 60s
1: receiver (station 1); 3: signal observer (station 1); 5: observer / next carrier (station 1); 7: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: observer / next carrier (station 2); 8: carrier (station 2)
C = carrier · R = receiver · Q = signal observer · O = observer / next carrier. Times are activity seconds; briefing, rest and transition are separate.
Every restart begins at the end line; score after the first receiver uses a different angle for the second pass. Use the numbered teams and neutral roles for this pitch. Agree line targets inside the shown area. Restart with a gentle ground pass; opponents retreat at least two metres until the first touch.
Show before the restart; help after it. Observe a restart that avoids the screened route and produces a controlled second action.
Run the activity
Before each round, explain the scoring condition: Every restart begins at the end line; score after the first receiver uses a different angle for the second pass.
Play within the marked pitch using the current numbered roles; restart from the nearest boundary after the ball leaves.
At the next pause, give one observed example: Observe a restart that avoids the screened route and produces a controlled second action.
Play
Before each round, explain the scoring condition: Every restart begins at the end line; score after the first receiver uses a different angle for the second pass.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
Observe a restart that avoids the screened route and produces a controlled second action.
If you see: Receiver sends the ball back despite the return lane closing.
Try: Pause on the first touch and point out the two next options.
Organisation
2 pitches. Teams use numbered A/B slots. Odd groups use a neutral who helps the team with the ball. Rotate slot assignments between rounds; everyone plays and each odd-pitch player takes a neutral turn.
Easier: Pause at each restart to show the available choice. Keep the return lane open and practise the server's movement.
Next step: Show the second cue only after the first pass arrives.
Move on: Stop every ball, bring the numbered groups together and leave a clear space for walking or seated reflection.
24 × 30 m clear area with a 2 m perimeter buffer. 2 numbered pitches, 8 numbered player slots, 2 balls and 4 cones. A and B are teams; N is the supporting neutral. End lines are scoring targets. Focus: Prepare a short ground restart when one first-pass route is closed and include the server in the next action. Diagram shows starting positions, not fixed player locations. Three steps show decision game using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. See the options: Look for a carry, pass or safe return. 2. Choose a clear route: Choose the route that is clear now. 3. Keep the next option open: Move to help the next player with the ball.
Round-by-round player roles
Round
Assignments
1 · 180s
1: team A (station 1); 3: team B (station 1); 5: team A (station 1); 7: team B (station 1); 2: team A (station 2); 4: team B (station 2); 6: team A (station 2); 8: team B (station 2)
2 · 180s
1: team B (station 1); 3: team A (station 1); 5: team B (station 1); 7: team A (station 1); 2: team B (station 2); 4: team A (station 2); 6: team B (station 2); 8: team A (station 2)
3 · 180s
1: team A (station 1); 3: team B (station 1); 5: team A (station 1); 7: team B (station 1); 2: team A (station 2); 4: team B (station 2); 6: team A (station 2); 8: team B (station 2)
4 · 180s
1: team B (station 1); 3: team A (station 1); 5: team B (station 1); 7: team A (station 1); 2: team B (station 2); 4: team A (station 2); 6: team B (station 2); 8: team A (station 2)
Leave the balls still and walk comfortably within your own station. Recall one choice from the session, then ask: Which movement made the screened restart possible?
Show before the restart; help after it. Prepare a visible alternative before restarting. Create a second pass using the server or a newly opened angle.
Run the activity
Leave all balls still; choose comfortable walking or seated rest.
Point to the movement you remember without a ball, then reflect: Which movement made the screened restart possible?
Share one observed example or say that you need another look; count the players and equipment before finishing.
Play
Leave all balls still; choose comfortable walking or seated rest.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
Prepare a visible alternative before restarting. Create a second pass using the server or a newly opened angle.
If you see: The review names only the score and misses the choice that led to it.
Try: Ask for one specific example: Observe a restart that avoids the screened route and produces a controlled second action.
Easier: Allow a pointing gesture or one word instead of a spoken explanation.
Next step: Invite a player to explain what they would change if the same route closed next time.
Move on: Check every player and collect stationary equipment before leaving the area.
24 × 30 m clear area with a 2 m perimeter buffer. 1 numbered stations, 8 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Prepare a short ground restart when one first-pass route is closed and include the server in the next action. Diagram shows starting positions, not fixed player locations.