Session Pitch

Corner Escape

Use a braking touch and a sideways turn to leave a tight corner under control.

U830 / 45 / 60 minRecommended 6–10 playersVersion 2.0.0

Week 3: the ball arrives near a corner where a large turn has no room. Use a first touch away from the edge and a second touch into the exit.

Control, Look and Turn · Week 3

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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

    Use a braking touch and a sideways turn to leave a tight corner under control.

    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

    • Leave space between the ball and both corner boundaries.
    • Use a controlled sideways touch before leaving the corner.

    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. 210:00–22:00Make room in the corner
    3. 322:00–25:00Water and reset
    4. 425:00–40:00Choose a corner 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. Walk a ball toward a named corner, stop early and point to the two boundaries that limit the turn. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.

    Leave room for the turn. The sideways touch creates room for the exit.

    Run the activity

    1. Walk a ball toward a named corner, stop early and point to the two boundaries that limit the turn.
    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: The sideways touch creates room for the exit.

    Play

    • Walk a ball toward a named corner, stop early and point to the two boundaries that limit the turn.
    • 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 sideways touch creates room for the exit.

    If you see: The first turning touch sends the ball into the second boundary.

    Try: Start farther inside and rehearse the sideways draw from a still ball.

    Organisation

    3 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 2 turns cover every player. A first carrier turn can take up to 60s 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: Practise only the sideways draw and stop.

    Next step: Alternate which foot makes the sideways touch.

    Move on: Stop the balls and identify the start positions for make room in the corner.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Use a braking touch and a sideways turn to leave a tight corner under control. Diagram shows starting positions, not fixed player locations. Three steps show corner 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. Brake inside the corner: Stop while both corner boundaries are still clear. 2. Draw the ball sideways: Create space before turning toward the exit. 3. Leave by the inside route: Keep the next two touches inside the station.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Use a braking touch and a sideways turn to leave a tight corner under control. Diagram shows starting positions, not fixed player locations. Three steps show corner 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. Brake inside the corner: Stop while both corner boundaries are still clear. 2. Draw the ball sideways: Create space before turning toward the exit. 3. Leave by the inside route: Keep the next two touches inside the station.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    2 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    3 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    4 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    5 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    6 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    7 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
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    Equipment: 3 balls · 10 cones · 0 goals

    2

    Make room in the corner

    12 min

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

    Choose one corner of the station as the tight area; a partner watches from the opposite side.

    Leave room for the turn. The sideways touch creates room for the exit.

    Run the activity

    1. Approach with short touches and brake before reaching the corner.
    2. Draw the ball sideways away from the nearer boundary.
    3. Turn the hips and walk out along the other inside edge.

    Play

    • Approach with short touches and brake before reaching the corner.
    • 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 sideways touch creates room for the exit.

    If you see: The first turning touch sends the ball into the second boundary.

    Try: Start farther inside and rehearse the sideways draw from a still ball.

    Organisation

    3 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 2 turns cover every player. A first carrier turn can take up to 60s 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: Practise only the sideways draw and stop.

    Next step: Alternate which foot makes the sideways touch.

    Move on: Stop in place, recall the sideways touch creates room for the exit. and walk to water with the balls still.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Use a braking touch and a sideways turn to leave a tight corner under control. Diagram shows starting positions, not fixed player locations. Three steps show corner 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. Brake inside the corner: Stop while both corner boundaries are still clear. 2. Draw the ball sideways: Create space before turning toward the exit. 3. Leave by the inside route: Keep the next two touches inside the station.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Use a braking touch and a sideways turn to leave a tight corner under control. Diagram shows starting positions, not fixed player locations. Three steps show corner 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. Brake inside the corner: Stop while both corner boundaries are still clear. 2. Draw the ball sideways: Create space before turning toward the exit. 3. Leave by the inside route: Keep the next two touches inside the station.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    2 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    3 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    4 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    5 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    6 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    7 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    8 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    9 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    10 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
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    Equipment: 3 balls · 10 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 turn matches the corner geometry and open route.

    Leave room for the turn. 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 turn matches the corner geometry and open route.

    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 a corner 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: Use a braking touch and a sideways turn to leave a tight corner under control. 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: Use a braking touch and a sideways turn to leave a tight corner under control. 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)
    Download map SVG

    Equipment: 0 balls · 4 cones · 0 goals

    4

    Choose a corner exit

    15 min

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

    Name two possible routes away from the corner. The partner points to the route that is temporarily occupied.

    Leave room for the turn. The turn matches the corner geometry and open route.

    Run the activity

    1. Carrier approaches the corner slowly and checks the cue.
    2. Make the braking touch away from the nearest boundary.
    3. Choose an inside turn that reaches the available route without crossing an edge.

    Play

    • Carrier approaches the corner slowly and checks the cue.
    • 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 turn matches the corner geometry and open route.

    If you see: The player repeats the same turn regardless of the closed route.

    Try: Freeze before the turn and trace the intended exit with a foot.

    Organisation

    3 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 2 turns cover every player. A first carrier turn can take up to 60s 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: Announce the free route before the approach begins.

    Next step: Change the occupied route after the first approach touch.

    Move on: Stop the station balls, show the game target lines and explain this condition: Score by carrying into a side zone, turning before the boundary and leaving through a different side.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Use a braking touch and a sideways turn to leave a tight corner under control. Diagram shows starting positions, not fixed player locations. Three steps show corner 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. Brake inside the corner: Stop while both corner boundaries are still clear. 2. Draw the ball sideways: Create space before turning toward the exit. 3. Leave by the inside route: Keep the next two touches inside the station.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Use a braking touch and a sideways turn to leave a tight corner under control. Diagram shows starting positions, not fixed player locations. Three steps show corner 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. Brake inside the corner: Stop while both corner boundaries are still clear. 2. Draw the ball sideways: Create space before turning toward the exit. 3. Leave by the inside route: Keep the next two touches inside the station.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    2 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    3 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    4 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    5 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    6 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    7 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    8 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    9 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    10 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    11 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    12 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    Download map SVG

    Equipment: 3 balls · 10 cones · 0 goals

    5

    Use the choice in a game

    15 min

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

    Score by carrying into a side zone, turning before the boundary and leaving through a different side. 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.

    Leave room for the turn. Look for a two-touch corner escape that stays inside both boundaries and leaves the ball reachable.

    Run the activity

    1. Before each round, explain the scoring condition: Score by carrying into a side zone, turning before the boundary and leaving through a different side.
    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: Look for a two-touch corner escape that stays inside both boundaries and leaves the ball reachable.

    Play

    • Before each round, explain the scoring condition: Score by carrying into a side zone, turning before the boundary and leaving through a different side.
    • 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

    Look for a two-touch corner escape that stays inside both boundaries and leaves the ball reachable.

    If you see: The player repeats the same turn regardless of the closed route.

    Try: Freeze before the turn and trace the intended exit with a foot.

    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. Announce the free route before the approach begins.

    Next step: Change the occupied route after the first approach touch.

    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: Use a braking touch and a sideways turn to leave a tight corner under control. Diagram shows starting positions, not fixed player locations. Three steps show corner 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. Brake inside the corner: Stop while both corner boundaries are still clear. 2. Draw the ball sideways: Create space before turning toward the exit. 3. Leave by the inside route: Keep the next two touches inside the station.

    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: Use a braking touch and a sideways turn to leave a tight corner under control. Diagram shows starting positions, not fixed player locations. Three steps show corner 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. Brake inside the corner: Stop while both corner boundaries are still clear. 2. Draw the ball sideways: Create space before turning toward the exit. 3. Leave by the inside route: Keep the next two touches inside the station.

    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 first touch left space for your second?

    Leave room for the turn. Leave space between the ball and both corner boundaries. Use a controlled sideways touch before leaving the corner.

    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 first touch left space for your second?
    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

    Leave space between the ball and both corner boundaries. Use a controlled sideways touch before leaving the corner.

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

    Try: Ask for one specific example: Look for a two-touch corner escape that stays inside both boundaries and leaves the ball reachable.

    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: Use a braking touch and a sideways turn to leave a tight corner under control. 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: Use a braking touch and a sideways turn to leave a tight corner under control. 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 first touch left space for your second?

    Choose an observation and find your next practice

    Related practices

    Boundary BrakesTurn Out or ReturnDribble and Stop