Session Pitch

Turn Out or Return

Choose an open turning exit or a supporting return pass when both exits close.

U830 / 45 / 60 minRecommended 6–10 playersVersion 2.0.0

Week 4: both turning exits may be closed. A useful return pass should remain an option instead of turning into occupied space.

Control, Look and Turn · Week 4

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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

    Choose an open turning exit or a supporting return pass when both exits close.

    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

    • Distinguish one open exit from two closed exits.
    • Use a reachable return pass when no turning route is available.

    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 three route cues
    3. 322:00–25:00Water and reset
    4. 425:00–40:00Return to create a new angle
    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. A partner shows two closed sides; the carrier turns to find a visible return receiver before moving the ball. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.

    Check both exits; keep a return option. The return is selected from the route information.

    Run the activity

    1. A partner shows two closed sides; the carrier turns to find a visible return receiver before moving the ball.
    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 return is selected from the route information.

    Play

    • A partner shows two closed sides; the carrier turns to find a visible return receiver before moving the ball.
    • 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 return is selected from the route information.

    If you see: The carrier forces a turn every time.

    Try: Rehearse the both-closed cue with the ball still and receiver clearly visible.

    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 open-left and both-closed cues.

    Next step: Give the signal after the carrier enters the central space.

    Move on: Stop the balls and identify the start positions for read the three route cues.

    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: Choose an open turning exit or a supporting return pass when both exits close. Diagram shows starting positions, not fixed player locations. Three steps show turn or return 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. Read both exits: Read the cue: this example has both exits closed. 2. Use the return option: A short return keeps the ball out of the closed routes. 3. Find a new angle: Move into a new angle before reconnecting.

    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: Choose an open turning exit or a supporting return pass when both exits close. Diagram shows starting positions, not fixed player locations. Three steps show turn or return 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. Read both exits: Read the cue: this example has both exits closed. 2. Use the return option: A short return keeps the ball out of the closed routes. 3. Find a new angle: Move into a new angle before reconnecting.

    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 three route cues

    12 min

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

    Use a carrier, return receiver and signal observer. The observer signals a closed left side, right side or both sides.

    Check both exits; keep a return option. The return is selected from the route information.

    Run the activity

    1. Carrier stops and reads the route signal.
    2. If one exit is clear, move the ball to that side and turn out.
    3. If both are closed, turn toward the visible receiver and return along the ground.

    Play

    • Carrier stops and reads the route signal.
    • 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 return is selected from the route information.

    If you see: The carrier forces a turn every time.

    Try: Rehearse the both-closed cue with the ball still and receiver clearly visible.

    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 open-left and both-closed cues.

    Next step: Give the signal after the carrier enters the central space.

    Move on: Stop in place, recall the return is selected from the route information. 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: Choose an open turning exit or a supporting return pass when both exits close. Diagram shows starting positions, not fixed player locations. Three steps show turn or return 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. Read both exits: Read the cue: this example has both exits closed. 2. Use the return option: A short return keeps the ball out of the closed routes. 3. Find a new angle: Move into a new angle before reconnecting.

    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: Choose an open turning exit or a supporting return pass when both exits close. Diagram shows starting positions, not fixed player locations. Three steps show turn or return 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. Read both exits: Read the cue: this example has both exits closed. 2. Use the return option: A short return keeps the ball out of the closed routes. 3. Find a new angle: Move into a new angle before reconnecting.

    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: Recycling changes the available space instead of restarting the same problem.

    Check both exits; keep a return option. 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: Recycling changes the available space instead of restarting the same problem.

    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 return to create a new angle 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: Choose an open turning exit or a supporting return pass when both exits close. 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: Choose an open turning exit or a supporting return pass when both exits close. 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

    Return to create a new angle

    15 min

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

    The observer controls the two exit cues. The return receiver must move after receiving to create a different next angle.

    Check both exits; keep a return option. Recycling changes the available space instead of restarting the same problem.

    Run the activity

    1. Carrier returns when both exits close.
    2. Receiver walks sideways with the ball or makes a settling touch.
    3. Former carrier opens a new angle; observer now leaves one route available for the next pass.

    Play

    • Carrier returns when both exits close.
    • 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

    Recycling changes the available space instead of restarting the same problem.

    If you see: Both players return to their original blocked positions.

    Try: Name a new receiving angle before the return is played.

    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: Fix the new angle and leave it open for a whole round.

    Next step: Let the pair choose which player takes the newly open route.

    Move on: Stop the station balls, show the game target lines and explain this condition: Score through an open side exit or by returning from a closed route and finding a new forward angle.

    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: Choose an open turning exit or a supporting return pass when both exits close. 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.

    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: Choose an open turning exit or a supporting return pass when both exits close. 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
    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 through an open side exit or by returning from a closed route and finding a new forward angle. 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.

    Check both exits; keep a return option. Record one appropriate turn and one appropriate return, with the route cue that led to each.

    Run the activity

    1. Before each round, explain the scoring condition: Score through an open side exit or by returning from a closed route and finding a new forward angle.
    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 one appropriate turn and one appropriate return, with the route cue that led to each.

    Play

    • Before each round, explain the scoring condition: Score through an open side exit or by returning from a closed route and finding a new forward angle.
    • 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 one appropriate turn and one appropriate return, with the route cue that led to each.

    If you see: Both players return to their original blocked positions.

    Try: Name a new receiving angle before the return is played.

    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. Fix the new angle and leave it open for a whole round.

    Next step: Let the pair choose which player takes the newly open route.

    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: Choose an open turning exit or a supporting return pass when both exits close. 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: Choose an open turning exit or a supporting return pass when both exits close. 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: What made the return pass useful?

    Check both exits; keep a return option. Distinguish one open exit from two closed exits. Use a reachable return pass when no turning route is available.

    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: What made the return pass useful?
    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

    Distinguish one open exit from two closed exits. Use a reachable return pass when no turning route is available.

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

    Try: Ask for one specific example: Record one appropriate turn and one appropriate return, with the route cue that led to each.

    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: Choose an open turning exit or a supporting return pass when both exits close. 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: Choose an open turning exit or a supporting return pass when both exits close. 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

    What made the return pass useful?

    Choose an observation and find your next practice

    Related practices

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