Session Pitch

Control Choices Trail

Link a boundary stop, a checked turn and a useful return in a changing route.

U830 / 45 / 60 minRecommended 6–10 playersVersion 2.0.0

Week 6: the player must select the right control action without knowing the next problem in advance. Compare decisions across a trail of changing cues.

Control, Look and Turn · Week 6

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Dimensions include a 2 m perimeter buffer. Confirm clear space and a usable surface before play.

30 minutes combines the application challenge with the game. Every length includes instructions, water and transitions.

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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

    Link a boundary stop, a checked turn and a useful return in a changing route.

    U860 min6 starting players20 × 25 mField practice

    Bring 6 balls and 16 cones. Use ground play and line targets. Keep water available.

    Look for progress

    • Choose stop, turn, wait or return from the current cue.
    • Keep the ball reachable while explaining the choice after the attempt.

    Check the surface, boundaries and equipment before play. Pause or simplify whenever needed. Confirm local youth football rules. Numbered slots replace names.

    1. 10:00–10:00Prepare the first decision
    2. 210:00–22:00Read the changing trail
    3. 322:00–25:00Water and reset
    4. 425:00–40:00Choose your own controlled exit
    5. 540:00–55:00Use the choice in a game
    6. 655:00–60:00Recall one useful choice
    1

    Prepare the first decision

    10 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Begin at walking pace in the numbered stations. Demonstrate a boundary stop, a shoulder-check turn and a soft return; partners name the different problem each solves. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.

    Notice the problem before choosing the touch. Different cues lead to different controlled actions.

    Run the activity

    1. Demonstrate a boundary stop, a shoulder-check turn and a soft return; partners name the different problem each solves.
    2. Pause on a raised hand and point to the space you chose.
    3. Swap the ball on the round signal and notice this feature: Different cues lead to different controlled actions.

    Play

    • Demonstrate a boundary stop, a shoulder-check turn and a soft return; partners name the different problem each solves.
    • 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

    Different cues lead to different controlled actions.

    If you see: The carrier memorises a movement sequence rather than reading the next cue.

    Try: Change the starting side and hold the cue until after the braking touch.

    Organisation

    2 separate stations. Roles: carrier, receiver, signal observer; extra players observe. Advance one slot each round. 3 turns cover every player. A first carrier turn can take up to 120s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.

    7 rounds × 60 seconds. Timing: 420s activity · 60s briefing · 60s rest · 60s transition.

    Adjust the challenge

    Easier: Use only two cue choices until each can be recognised.

    Next step: Let the receiver offer a new return angle without announcing it.

    Move on: Stop the balls and identify the start positions for read the changing trail.

    20 × 25 m clear area with a 2 m perimeter buffer. 2 numbered stations, 6 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: Link a boundary stop, a checked turn and a useful return in a changing route. 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.

    20 × 25 m clear area with a 2 m perimeter buffer. 2 numbered stations, 6 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: Link a boundary stop, a checked turn and a useful return in a changing route. 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
    RoundAssignments
    1 · 60s1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2)
    2 · 60s1: signal observer (station 1); 3: carrier (station 1); 5: receiver (station 1); 2: signal observer (station 2); 4: carrier (station 2); 6: receiver (station 2)
    3 · 60s1: receiver (station 1); 3: signal observer (station 1); 5: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: carrier (station 2)
    4 · 60s1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2)
    5 · 60s1: signal observer (station 1); 3: carrier (station 1); 5: receiver (station 1); 2: signal observer (station 2); 4: carrier (station 2); 6: receiver (station 2)
    6 · 60s1: receiver (station 1); 3: signal observer (station 1); 5: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: carrier (station 2)
    7 · 60s1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2)
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    Equipment: 2 balls · 8 cones · 0 goals

    2

    Read the changing trail

    12 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    One station contains a boundary approach, a central decision space and a return receiver. Change the cue between attempts.

    Notice the problem before choosing the touch. Different cues lead to different controlled actions.

    Run the activity

    1. Carrier starts toward the boundary and brakes inside it.
    2. Observer indicates an open side, a temporarily closed window or both sides closed.
    3. Carrier turns, waits or returns according to the cue, then explains the evidence.

    Play

    • Carrier starts toward the boundary and brakes inside it.
    • 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

    Different cues lead to different controlled actions.

    If you see: The carrier memorises a movement sequence rather than reading the next cue.

    Try: Change the starting side and hold the cue until after the braking touch.

    Organisation

    2 separate stations. Roles: carrier, receiver, signal observer; extra players observe. Advance one slot each round. 3 turns cover every player. A first carrier turn can take up to 120s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.

    10 rounds × 60 seconds. Timing: 600s activity · 60s briefing · 30s rest · 30s transition.

    Adjust the challenge

    Easier: Use only two cue choices until each can be recognised.

    Next step: Let the receiver offer a new return angle without announcing it.

    Move on: Stop in place, recall different cues lead to different controlled actions. and walk to water with the balls still.

    20 × 25 m clear area with a 2 m perimeter buffer. 2 numbered stations, 6 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: Link a boundary stop, a checked turn and a useful return in a changing route. 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.

    20 × 25 m clear area with a 2 m perimeter buffer. 2 numbered stations, 6 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: Link a boundary stop, a checked turn and a useful return in a changing route. 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
    RoundAssignments
    1 · 60s1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2)
    2 · 60s1: signal observer (station 1); 3: carrier (station 1); 5: receiver (station 1); 2: signal observer (station 2); 4: carrier (station 2); 6: receiver (station 2)
    3 · 60s1: receiver (station 1); 3: signal observer (station 1); 5: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: carrier (station 2)
    4 · 60s1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2)
    5 · 60s1: signal observer (station 1); 3: carrier (station 1); 5: receiver (station 1); 2: signal observer (station 2); 4: carrier (station 2); 6: receiver (station 2)
    6 · 60s1: receiver (station 1); 3: signal observer (station 1); 5: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: carrier (station 2)
    7 · 60s1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2)
    8 · 60s1: signal observer (station 1); 3: carrier (station 1); 5: receiver (station 1); 2: signal observer (station 2); 4: carrier (station 2); 6: receiver (station 2)
    9 · 60s1: receiver (station 1); 3: signal observer (station 1); 5: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: carrier (station 2)
    10 · 60s1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2)
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    Equipment: 2 balls · 8 cones · 0 goals

    3

    Water and reset

    3 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Offer water and rest. Leave balls still outside the walking route. Before restarting, show the next decision: The explanation refers to the actual boundary or occupied space.

    Notice the problem before choosing the touch. Every player has a rest opportunity and understands the next start position.

    Run the activity

    1. Stop every ball and offer water or seated rest.
    2. Check the surface, clear the next station and keep boundary buffers empty.
    3. Name what to look for next: The explanation refers to the actual boundary or occupied space.

    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.

    Organisation

    All players rest or reflect together.

    Timing: 0s activity · 30s briefing · 120s rest · 30s transition.

    Adjust the challenge

    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 your own controlled exit before the restart signal.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Link a boundary stop, a checked turn and a useful return in a changing route. Diagram shows starting positions, not fixed player locations.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Link a boundary stop, a checked turn and a useful return in a changing route. Diagram shows starting positions, not fixed player locations.

    Round-by-round player roles
    RoundAssignments
    Rest1: rest / reflect (station 1); 2: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1)
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    Equipment: 0 balls · 4 cones · 0 goals

    4

    Choose your own controlled exit

    15 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Partners choose a problem for the carrier: edge, corner or closed exit. The coach checks that the route remains inside the station.

    Notice the problem before choosing the touch. The explanation refers to the actual boundary or occupied space.

    Run the activity

    1. Observer names only the problem and indicates the unavailable space.
    2. Carrier chooses the touches and an exit or return without a prescribed route.
    3. Partner identifies the useful decision and one touch that could be closer next time.

    Play

    • Observer names only the problem and indicates the unavailable space.
    • 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 explanation refers to the actual boundary or occupied space.

    If you see: Feedback becomes only fast or slow.

    Try: Ask which space was closed and which touch kept an option open.

    Organisation

    2 separate stations. Roles: carrier, receiver, signal observer; extra players observe. Advance one slot each round. 3 turns cover every player. A first carrier turn can take up to 120s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.

    12 rounds × 60 seconds. Timing: 720s activity · 60s briefing · 90s rest · 30s transition.

    Adjust the challenge

    Easier: Keep the same problem for two attempts before changing.

    Next step: Combine a corner with a late open-side cue.

    Move on: Stop the station balls, show the game target lines and explain this condition: Score for a controlled end-line entry after a deliberate stop, turn or supporting return chosen from the available space.

    20 × 25 m clear area with a 2 m perimeter buffer. 2 numbered stations, 6 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: Link a boundary stop, a checked turn and a useful return in a changing route. Diagram shows starting positions, not fixed player locations. Three steps show gate escape 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 both exits: Check both sides before the signal. 2. Choose the open gate: Take the free crossing under control. 3. Clear the route: Look up before choosing the next route.

    20 × 25 m clear area with a 2 m perimeter buffer. 2 numbered stations, 6 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: Link a boundary stop, a checked turn and a useful return in a changing route. Diagram shows starting positions, not fixed player locations. Three steps show gate escape 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 both exits: Check both sides before the signal. 2. Choose the open gate: Take the free crossing under control. 3. Clear the route: Look up before choosing the next route.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2)
    2 · 60s1: signal observer (station 1); 3: carrier (station 1); 5: receiver (station 1); 2: signal observer (station 2); 4: carrier (station 2); 6: receiver (station 2)
    3 · 60s1: receiver (station 1); 3: signal observer (station 1); 5: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: carrier (station 2)
    4 · 60s1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2)
    5 · 60s1: signal observer (station 1); 3: carrier (station 1); 5: receiver (station 1); 2: signal observer (station 2); 4: carrier (station 2); 6: receiver (station 2)
    6 · 60s1: receiver (station 1); 3: signal observer (station 1); 5: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: carrier (station 2)
    7 · 60s1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2)
    8 · 60s1: signal observer (station 1); 3: carrier (station 1); 5: receiver (station 1); 2: signal observer (station 2); 4: carrier (station 2); 6: receiver (station 2)
    9 · 60s1: receiver (station 1); 3: signal observer (station 1); 5: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: carrier (station 2)
    10 · 60s1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2)
    11 · 60s1: signal observer (station 1); 3: carrier (station 1); 5: receiver (station 1); 2: signal observer (station 2); 4: carrier (station 2); 6: receiver (station 2)
    12 · 60s1: receiver (station 1); 3: signal observer (station 1); 5: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: carrier (station 2)
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    Equipment: 2 balls · 8 cones · 0 goals

    5

    Use the choice in a game

    15 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Score for a controlled end-line entry after a deliberate stop, turn or supporting return chosen from the available space. 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.

    Notice the problem before choosing the touch. Record which of stop, turn, wait and return each player demonstrated; use the least observed choice to select the next practice.

    Run the activity

    1. Before each round, explain the scoring condition: Score for a controlled end-line entry after a deliberate stop, turn or supporting return chosen from the available space.
    2. Play within the marked pitch using the current numbered roles; restart from the nearest boundary after the ball leaves.
    3. At the next pause, give one observed example: Record which of stop, turn, wait and return each player demonstrated; use the least observed choice to select the next practice.

    Play

    • Before each round, explain the scoring condition: Score for a controlled end-line entry after a deliberate stop, turn or supporting return chosen from the available space.
    • 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

    Record which of stop, turn, wait and return each player demonstrated; use the least observed choice to select the next practice.

    If you see: Feedback becomes only fast or slow.

    Try: Ask which space was closed and which touch kept an option open.

    Organisation

    1 pitch. 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.

    4 rounds × 180 seconds. Timing: 720s activity · 60s briefing · 90s rest · 30s transition.

    Adjust the challenge

    Easier: Pause at each restart to show the available choice. Keep the same problem for two attempts before changing.

    Next step: Combine a corner with a late open-side cue.

    Move on: Stop every ball, bring the numbered groups together and leave a clear space for walking or seated reflection.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered pitches, 6 numbered player slots, 1 balls and 4 cones. A and B are teams; N is the supporting neutral. End lines are scoring targets. Focus: Link a boundary stop, a checked turn and a useful return in a changing route. 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.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered pitches, 6 numbered player slots, 1 balls and 4 cones. A and B are teams; N is the supporting neutral. End lines are scoring targets. Focus: Link a boundary stop, a checked turn and a useful return in a changing route. 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
    RoundAssignments
    1 · 180s1: team A (station 1); 2: team B (station 1); 3: team A (station 1); 4: team B (station 1); 5: team A (station 1); 6: team B (station 1)
    2 · 180s1: team B (station 1); 2: team A (station 1); 3: team B (station 1); 4: team A (station 1); 5: team B (station 1); 6: team A (station 1)
    3 · 180s1: team A (station 1); 2: team B (station 1); 3: team A (station 1); 4: team B (station 1); 5: team A (station 1); 6: team B (station 1)
    4 · 180s1: team B (station 1); 2: team A (station 1); 3: team B (station 1); 4: team A (station 1); 5: team B (station 1); 6: team A (station 1)
    Download map SVG

    Equipment: 1 balls · 4 cones · 0 goals

    6

    Recall one useful choice

    5 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Leave the balls still and walk comfortably within your own station. Recall one choice from the session, then ask: Which choice stayed controlled when the route changed?

    Notice the problem before choosing the touch. Choose stop, turn, wait or return from the current cue. Keep the ball reachable while explaining the choice after the attempt.

    Run the activity

    1. Leave all balls still; choose comfortable walking or seated rest.
    2. Point to the movement you remember without a ball, then reflect: Which choice stayed controlled when the route changed?
    3. 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

    Choose stop, turn, wait or return from the current cue. Keep the ball reachable while explaining the choice after the attempt.

    If you see: The review names only the score and misses the choice that led to it.

    Try: Ask for one specific example: Record which of stop, turn, wait and return each player demonstrated; use the least observed choice to select the next practice.

    Organisation

    All players rest or reflect together.

    2 rounds × 60 seconds. Timing: 120s activity · 60s briefing · 90s rest · 30s transition.

    Adjust the challenge

    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.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Link a boundary stop, a checked turn and a useful return in a changing route. Diagram shows starting positions, not fixed player locations.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Link a boundary stop, a checked turn and a useful return in a changing route. Diagram shows starting positions, not fixed player locations.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: rest / reflect (station 1); 2: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1)
    2 · 60s1: rest / reflect (station 1); 2: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1)
    Download map SVG

    Equipment: 0 balls · 4 cones · 0 goals

    After the practice

    Which choice stayed controlled when the route changed?

    Choose an observation and find your next practice

    Related practices

    Turn Out or ReturnMeet the Moving PartnerDribble and Stop