Session Pitch

Ready-to-use coaching plan

Plan for late arrivals and early departures

Start with eight, welcome a ninth player, then finish with eight. Choose a 45-minute plan or a 30-minute fallback.

ZIP includes printable coach cards, maps, rotations, timeline and an editable plan. The customizer keeps this setup separate from your regular session.

Prepare for the team you will have

This example starts with players 1–8. Player 9 joins before the skill activity; player 2 leaves before the game. The schedule and role tables change at those activity boundaries.

  1. Before training, replace these example numbers with your anonymous player numbers in the customizer.
  2. Choose 30, 45 or 60 minutes before starting. Changing the whole session length prepares a new timeline; it does not shorten a running timer.
  3. During a practice, use the coach timer's arrivals and departures panel for activities that have not started. Earlier roles stay intact.

Each activity needs 4–16 players. Check your area and equipment after any change.

Only 30 minutes available?

The shorter plan has five activities, with the application challenge folded into the game. It keeps both attendance changes and includes the briefings, water and transitions.

Download the 30-minute fallback Adjust the 30-minute setup
  1. 10:00–4:00Prepare the first decision
  2. 24:00–12:00Pass for the arrival
  3. 312:00–14:00Water and reset
  4. 414:00–26:00Use the choice in a game
  5. 526:00–30:00Recall one useful choice

Your practice

Time and weight a ground pass for a partner arriving in a receiving window.

U9–U1045 min8 starting players24 × 30 mField practice

Bring 4 balls and 8 cones. Use ground play and line targets. Keep water available.

Look for progress

  • Wait for the receiver to become available in the window.
  • Send a pass the receiver can collect within one step.

Attendance changes

  • Before Pass for the arrival: join 9.
  • Before Use the choice in a game: leave 2.
  • Share balls within numbered stations. Rotate carrier, receiver and observer roles at each round.
  • 45 minutes: retain a separate application task, with shorter exploration and game blocks.
  • Attendance changes take effect before the named activity. Each activity shows its own present player numbers.

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

  1. 10:00–6:00Prepare the first decision
  2. 26:00–16:00Pass for the arrival
  3. 316:00–19:00Water and reset
  4. 419:00–30:00Match two receiving distances
  5. 530:00–41:00Use the choice in a game
  6. 641:00–45:00Recall one useful choice

Run the complete practice

1

Prepare the first decision

6 min

Players this activity: 1, 2, 3, 4, 5, 6, 7, 8 · 8 attending

Begin at walking pace in the numbered stations. A partner walks into a named window, shows a target foot and receives a soft pass only after making eye contact. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.

See the arrival; pass into reach. The pass meets a ready receiver at a comfortable speed.

Run the activity

  1. A partner walks into a named window, shows a target foot and receives a soft pass only after making eye contact.
  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 pass meets a ready receiver at a comfortable speed.

Play

  • A partner walks into a named window, shows a target foot and receives a soft pass only after making eye contact.
  • 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 pass meets a ready receiver at a comfortable speed.

If you see: The pass is sent before the receiver can face the ball.

Try: Require eye contact in the window before the pass begins.

Organisation

4 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 42s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.

5 rounds × 42 seconds. Timing: 210s activity · 60s briefing · 60s rest · 30s transition.

Adjust the challenge

Easier: Receiver starts stationary in the window.

Next step: Receiver varies the starting side.

Move on: Stop the balls and identify the start positions for pass for the arrival.

s37-arrival24 × 30 m clear area with a 2 m perimeter buffer. 4 numbered stations, 8 numbered player slots, 4 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Time and weight a ground pass for a partner arriving in a receiving window. Diagram shows starting positions, not fixed player locations. Three steps show pass gate 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. Face the gate: Look at the receiving space beyond the gate. 2. Pass through: Use a ground pass through the clear gap. 3. Move to help: Offer a new angle for the return pass.Station 1Station 2Station 3Station 41526374824 × 30 m · 2 m perimeter bufferNumbered circle: player · small dot: ball · triangle: cone · dashed arrow: route1. Face the gatecornercornercornercornergategategategateStation 1: #1: set the ball toward the gapStation 1: #5: show beyond the crossingStation 2: #2: set the ball toward the gapStation 2: #6: show beyond the crossingStation 3: #3: set the ball toward the gapStation 3: #7: show beyond the crossingStation 4: #4: set the ball toward the gapStation 4: #8: show beyond the crossing15263748Ball 1Ball 2Ball 3Ball 4Look at the receiving spacebeyond the gate.2. Pass throughcornercornercornercornergategategategateStation 1: #1: ground pass toward #5Station 2: #2: ground pass toward #6Station 3: #3: ground pass toward #7Station 4: #4: ground pass toward #815263748Ball 1Ball 2Ball 3Ball 4Use a ground pass through theclear gap.3. Move to helpcornercornercornercornergategategategateStation 1: #1: offer the return angleStation 1: #5: return through the crossingStation 2: #2: offer the return angleStation 2: #6: return through the crossingStation 3: #3: offer the return angleStation 3: #7: return through the crossingStation 4: #4: offer the return angleStation 4: #8: return through the crossing15263748Ball 1Ball 2Ball 3Ball 4Offer a new angle for thereturn pass.Solid gold: ball · dashed pale: player · dotted blue: shadow / defender

24 × 30 m clear area with a 2 m perimeter buffer. 4 numbered stations, 8 numbered player slots, 4 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Time and weight a ground pass for a partner arriving in a receiving window. Diagram shows starting positions, not fixed player locations. Three steps show pass gate 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. Face the gate: Look at the receiving space beyond the gate. 2. Pass through: Use a ground pass through the clear gap. 3. Move to help: Offer a new angle for the return pass.

Round-by-round player roles
RoundAssignments
1 · 42s1: carrier (station 1); 5: receiver / shadow (station 1); 2: carrier (station 2); 6: receiver / shadow (station 2); 3: carrier (station 3); 7: receiver / shadow (station 3); 4: carrier (station 4); 8: receiver / shadow (station 4)
2 · 42s1: receiver / shadow (station 1); 5: carrier (station 1); 2: receiver / shadow (station 2); 6: carrier (station 2); 3: receiver / shadow (station 3); 7: carrier (station 3); 4: receiver / shadow (station 4); 8: carrier (station 4)
3 · 42s1: carrier (station 1); 5: receiver / shadow (station 1); 2: carrier (station 2); 6: receiver / shadow (station 2); 3: carrier (station 3); 7: receiver / shadow (station 3); 4: carrier (station 4); 8: receiver / shadow (station 4)
4 · 42s1: receiver / shadow (station 1); 5: carrier (station 1); 2: receiver / shadow (station 2); 6: carrier (station 2); 3: receiver / shadow (station 3); 7: carrier (station 3); 4: receiver / shadow (station 4); 8: carrier (station 4)
5 · 42s1: carrier (station 1); 5: receiver / shadow (station 1); 2: carrier (station 2); 6: receiver / shadow (station 2); 3: carrier (station 3); 7: receiver / shadow (station 3); 4: carrier (station 4); 8: receiver / shadow (station 4)
Download map SVG

Equipment: 4 balls · 8 cones · 0 goals

2

Pass for the arrival

10 min

Players this activity: 1, 2, 3, 4, 5, 6, 7, 8, 9 · 9 attending

Name a receiving window in the middle of a station edge. The receiver starts a few walking steps to one side.

See the arrival; pass into reach. The pass meets a ready receiver at a comfortable speed.

Run the activity

  1. Receiver walks into the window and shows ready.
  2. Passer watches the arrival before sending a ground pass.
  3. Receiver controls and says whether it arrived early, on time or late.

Play

  • Receiver walks into the window and shows ready.
  • 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 pass meets a ready receiver at a comfortable speed.

If you see: The pass is sent before the receiver can face the ball.

Try: Require eye contact in the window before the pass begins.

Organisation

4 separate stations. Roles: carrier and receiver / shadow; 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.

8 rounds × 60 seconds. Timing: 480s activity · 60s briefing · 30s rest · 30s transition.

Adjust the challenge

Easier: Receiver starts stationary in the window.

Next step: Receiver varies the starting side.

Move on: Stop in place, recall the pass meets a ready receiver at a comfortable speed. and walk to water with the balls still.

s37-skill24 × 30 m clear area with a 2 m perimeter buffer. 4 numbered stations, 9 numbered player slots, 4 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Time and weight a ground pass for a partner arriving in a receiving window. Diagram shows starting positions, not fixed player locations. Three steps show pass gate 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. Face the gate: Look at the receiving space beyond the gate. 2. Pass through: Use a ground pass through the clear gap. 3. Move to help: Offer a new angle for the return pass.Station 1Station 2Station 3Station 415926374824 × 30 m · 2 m perimeter bufferNumbered circle: player · small dot: ball · triangle: cone · dashed arrow: route1. Face the gatecornercornercornercornergategategategateStation 1: #1: set the ball toward the gapStation 1: #5: show beyond the crossingStation 2: #2: set the ball toward the gapStation 2: #6: show beyond the crossingStation 3: #3: set the ball toward the gapStation 3: #7: show beyond the crossingStation 4: #4: set the ball toward the gapStation 4: #8: show beyond the crossing159263748Ball 1Ball 2Ball 3Ball 4Look at the receiving spacebeyond the gate.2. Pass throughcornercornercornercornergategategategateStation 1: #1: ground pass toward #5Station 2: #2: ground pass toward #6Station 3: #3: ground pass toward #7Station 4: #4: ground pass toward #8159263748Ball 1Ball 2Ball 3Ball 4Use a ground pass through theclear gap.3. Move to helpcornercornercornercornergategategategateStation 1: #1: offer the return angleStation 1: #5: return through the crossingStation 2: #2: offer the return angleStation 2: #6: return through the crossingStation 3: #3: offer the return angleStation 3: #7: return through the crossingStation 4: #4: offer the return angleStation 4: #8: return through the crossing159263748Ball 1Ball 2Ball 3Ball 4Offer a new angle for thereturn pass.Solid gold: ball · dashed pale: player · dotted blue: shadow / defender

24 × 30 m clear area with a 2 m perimeter buffer. 4 numbered stations, 9 numbered player slots, 4 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Time and weight a ground pass for a partner arriving in a receiving window. Diagram shows starting positions, not fixed player locations. Three steps show pass gate 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. Face the gate: Look at the receiving space beyond the gate. 2. Pass through: Use a ground pass through the clear gap. 3. Move to help: Offer a new angle for the return pass.

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

Equipment: 4 balls · 8 cones · 0 goals

3

Water and reset

3 min

Players this activity: 1, 2, 3, 4, 5, 6, 7, 8, 9 · 9 attending

Offer water and rest. Leave balls still outside the walking route. Before restarting, show the next decision: Pass weight changes with the receiver's position.

See the arrival; pass into reach. 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: Pass weight changes with the receiver's position.

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 match two receiving distances before the restart signal.

s37-break24 × 30 m clear area with a 2 m perimeter buffer. 1 numbered stations, 9 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Time and weight a ground pass for a partner arriving in a receiving window. Diagram shows starting positions, not fixed player locations.Station 112345678924 × 30 m · 2 m perimeter bufferNumbered circle: player · small dot: ball · triangle: cone · dashed arrow: route1. Gather togethercornercornercornercorner123456789Use the numbered meeting area.2. Take a water breakcornercornercornercorner123456789Players rest. No ball is used.3. Check the next activitycornercornercornercorner123456789Listen, then move on together.Solid gold: ball · dashed pale: player · dotted blue: shadow / defender

24 × 30 m clear area with a 2 m perimeter buffer. 1 numbered stations, 9 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Time and weight a ground pass for a partner arriving in a receiving window. 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); 7: rest / reflect (station 1); 8: rest / reflect (station 1); 9: rest / reflect (station 1)
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Equipment: 0 balls · 4 cones · 0 goals

4

Match two receiving distances

11 min

Players this activity: 1, 2, 3, 4, 5, 6, 7, 8, 9 · 9 attending

Agree a near and far receiving window inside each station. The receiver chooses one while the passer controls the ball.

See the arrival; pass into reach. Pass weight changes with the receiver's position.

Run the activity

  1. Receiver moves toward a window and checks back to the passer.
  2. Passer adjusts direction and weight to that actual arrival.
  3. Receiver takes one touch into the station and returns from the new angle.

Play

  • Receiver moves toward a window and checks back to the passer.
  • 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

Pass weight changes with the receiver's position.

If you see: The same force is used for both distances.

Try: Use a short pass first, then compare the extra travel needed for the farther window.

Organisation

4 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 3 turns cover every player. A first carrier turn can take up to 128s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.

8 rounds · 63–64 seconds each (510s activity). Timing: 510s activity · 60s briefing · 60s rest · 30s transition.

Adjust the challenge

Easier: Keep the window fixed and practise the inward first touch.

Next step: Receiver changes choice before showing ready.

Move on: Stop the station balls, show the game target lines and explain this condition: Score when a teammate meets a ground pass in the end zone and controls it within one step.

s37-application24 × 30 m clear area with a 2 m perimeter buffer. 4 numbered stations, 9 numbered player slots, 4 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Time and weight a ground pass for a partner arriving in a receiving window. Diagram shows starting positions, not fixed player locations. Three steps show receive turn 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. Check the next space: Look away from the ball before it arrives. 2. Receive across the body: Guide the first touch toward the open side. 3. Turn and connect: Look up before the next ground pass.Station 1Station 2Station 3Station 415926374824 × 30 m · 2 m perimeter bufferNumbered circle: player · small dot: ball · triangle: cone · dashed arrow: route1. Check the next spacecornercornercornercornergategategategateStation 1: To #5: ground pass after the checkStation 2: To #6: ground pass after the checkStation 3: To #7: ground pass after the checkStation 4: To #8: ground pass after the check159263748Ball 1Ball 2Ball 3Ball 4Look away from the ball beforeit arrives.2. Receive across the bodycornercornercornercornergategategategateStation 1: #5: first touch toward the open sideStation 1: #5: keep the ball closeStation 2: #6: first touch toward the open sideStation 2: #6: keep the ball closeStation 3: #7: first touch toward the open sideStation 3: #7: keep the ball closeStation 4: #8: first touch toward the open sideStation 4: #8: keep the ball close159263748Ball 1Ball 2Ball 3Ball 4Guide the first touch towardthe open side.3. Turn and connectcornercornercornercornergategategategateStation 1: #1: offer the next angleStation 1: To #1: connect after the turnStation 2: #2: offer the next angleStation 2: To #2: connect after the turnStation 3: #3: offer the next angleStation 3: To #3: connect after the turnStation 4: #4: offer the next angleStation 4: To #4: connect after the turn159263748Ball 1Ball 2Ball 3Ball 4Look up before the next groundpass.Solid gold: ball · dashed pale: player · dotted blue: shadow / defender

24 × 30 m clear area with a 2 m perimeter buffer. 4 numbered stations, 9 numbered player slots, 4 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Time and weight a ground pass for a partner arriving in a receiving window. Diagram shows starting positions, not fixed player locations. Three steps show receive turn 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. Check the next space: Look away from the ball before it arrives. 2. Receive across the body: Guide the first touch toward the open side. 3. Turn and connect: Look up before the next ground pass.

Round-by-round player roles
RoundAssignments
1 · 64s1: carrier (station 1); 5: receiver / shadow (station 1); 9: observer / next carrier (station 1); 2: carrier (station 2); 6: receiver / shadow (station 2); 3: carrier (station 3); 7: receiver / shadow (station 3); 4: carrier (station 4); 8: receiver / shadow (station 4)
2 · 64s1: observer / next carrier (station 1); 5: carrier (station 1); 9: receiver / shadow (station 1); 2: receiver / shadow (station 2); 6: carrier (station 2); 3: receiver / shadow (station 3); 7: carrier (station 3); 4: receiver / shadow (station 4); 8: carrier (station 4)
3 · 64s1: receiver / shadow (station 1); 5: observer / next carrier (station 1); 9: carrier (station 1); 2: carrier (station 2); 6: receiver / shadow (station 2); 3: carrier (station 3); 7: receiver / shadow (station 3); 4: carrier (station 4); 8: receiver / shadow (station 4)
4 · 64s1: carrier (station 1); 5: receiver / shadow (station 1); 9: observer / next carrier (station 1); 2: receiver / shadow (station 2); 6: carrier (station 2); 3: receiver / shadow (station 3); 7: carrier (station 3); 4: receiver / shadow (station 4); 8: carrier (station 4)
5 · 64s1: observer / next carrier (station 1); 5: carrier (station 1); 9: receiver / shadow (station 1); 2: carrier (station 2); 6: receiver / shadow (station 2); 3: carrier (station 3); 7: receiver / shadow (station 3); 4: carrier (station 4); 8: receiver / shadow (station 4)
6 · 64s1: receiver / shadow (station 1); 5: observer / next carrier (station 1); 9: carrier (station 1); 2: receiver / shadow (station 2); 6: carrier (station 2); 3: receiver / shadow (station 3); 7: carrier (station 3); 4: receiver / shadow (station 4); 8: carrier (station 4)
7 · 63s1: carrier (station 1); 5: receiver / shadow (station 1); 9: observer / next carrier (station 1); 2: carrier (station 2); 6: receiver / shadow (station 2); 3: carrier (station 3); 7: receiver / shadow (station 3); 4: carrier (station 4); 8: receiver / shadow (station 4)
8 · 63s1: observer / next carrier (station 1); 5: carrier (station 1); 9: receiver / shadow (station 1); 2: receiver / shadow (station 2); 6: carrier (station 2); 3: receiver / shadow (station 3); 7: carrier (station 3); 4: receiver / shadow (station 4); 8: carrier (station 4)
Download map SVG

Equipment: 4 balls · 8 cones · 0 goals

5

Use the choice in a game

11 min

Players this activity: 1, 3, 4, 5, 6, 7, 8, 9 · 8 attending

Score when a teammate meets a ground pass in the end zone and controls it within one step. 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.

See the arrival; pass into reach. Observe whether end-zone passes meet the receiver in reach instead of making them chase.

Run the activity

  1. Before each round, explain the scoring condition: Score when a teammate meets a ground pass in the end zone and controls it within one step.
  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: Observe whether end-zone passes meet the receiver in reach instead of making them chase.

Play

  • Before each round, explain the scoring condition: Score when a teammate meets a ground pass in the end zone and controls it within one step.
  • 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 whether end-zone passes meet the receiver in reach instead of making them chase.

If you see: The same force is used for both distances.

Try: Use a short pass first, then compare the extra travel needed for the farther window.

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.

4 rounds × 120 seconds. Timing: 480s activity · 60s briefing · 90s rest · 30s transition.

Adjust the challenge

Easier: Pause at each restart to show the available choice. Keep the window fixed and practise the inward first touch.

Next step: Receiver changes choice before showing ready.

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

s37-games24 × 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: Time and weight a ground pass for a partner arriving in a receiving window. 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.Pitch 1Pitch 21A4B6A8B3A5B7A9B24 × 30 m · 2 m perimeter bufferNumbered circle: player · small dot: ball · triangle: cone · dashed arrow: route1. See the optionscornercornercornercornerPitch 1: #6: show a clear optionPitch 1: #4: protect one routePitch 2: #7: show a clear optionPitch 2: #5: protect one route1A4B6A8B3A5B7A9BBall 1Ball 2Look for a carry, pass or safereturn.2. Choose a clear routecornercornercornercornerPitch 1: To #6: choose the clear ground passPitch 2: To #7: choose the clear ground pass1A4B6A8B3A5B7A9BBall 1Ball 2Choose the route that is clearnow.3. Keep the next option opencornercornercornercornerPitch 1: #1: offer the next optionPitch 1: #6: look before the next actionPitch 1: #6: keep the ball closePitch 2: #3: offer the next optionPitch 2: #7: look before the next actionPitch 2: #7: keep the ball close1A4B6A8B3A5B7A9BBall 1Ball 2Move to help the next playerwith the ball.Solid gold: ball · dashed pale: player · dotted blue: shadow / defender

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: Time and weight a ground pass for a partner arriving in a receiving window. 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 · 120s1: team A (station 1); 4: team B (station 1); 6: team A (station 1); 8: team B (station 1); 3: team A (station 2); 5: team B (station 2); 7: team A (station 2); 9: team B (station 2)
2 · 120s1: team B (station 1); 4: team A (station 1); 6: team B (station 1); 8: team A (station 1); 3: team B (station 2); 5: team A (station 2); 7: team B (station 2); 9: team A (station 2)
3 · 120s1: team A (station 1); 4: team B (station 1); 6: team A (station 1); 8: team B (station 1); 3: team A (station 2); 5: team B (station 2); 7: team A (station 2); 9: team B (station 2)
4 · 120s1: team B (station 1); 4: team A (station 1); 6: team B (station 1); 8: team A (station 1); 3: team B (station 2); 5: team A (station 2); 7: team B (station 2); 9: team A (station 2)
Download map SVG

Equipment: 2 balls · 4 cones · 0 goals

6

Recall one useful choice

4 min

Players this activity: 1, 3, 4, 5, 6, 7, 8, 9 · 8 attending

Leave the balls still and walk comfortably within your own station. Recall one choice from the session, then ask: Was your partner ready when the ball arrived?

See the arrival; pass into reach. Wait for the receiver to become available in the window. Send a pass the receiver can collect within one step.

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: Was your partner ready when the ball arrived?
  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

Wait for the receiver to become available in the window. Send a pass the receiver can collect within one step.

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

Try: Ask for one specific example: Observe whether end-zone passes meet the receiver in reach instead of making them chase.

Organisation

All players rest or reflect together.

2 rounds × 45 seconds. Timing: 90s activity · 30s 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.

s37-close24 × 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: Time and weight a ground pass for a partner arriving in a receiving window. Diagram shows starting positions, not fixed player locations.Station 11345678924 × 30 m · 2 m perimeter bufferNumbered circle: player · small dot: ball · triangle: cone · dashed arrow: route1. Slow down togethercornercornercornercorner13456789Walk, then gather in the markedarea.2. Share an observationcornercornercornercorner13456789Name one useful choice from theactivity.3. Choose the next focuscornercornercornercorner13456789Use the observation to plan thenext practice.Solid gold: ball · dashed pale: player · dotted blue: shadow / defender

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: Time and weight a ground pass for a partner arriving in a receiving window. Diagram shows starting positions, not fixed player locations.

Round-by-round player roles
RoundAssignments
1 · 45s1: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1); 7: rest / reflect (station 1); 8: rest / reflect (station 1); 9: rest / reflect (station 1)
2 · 45s1: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1); 7: rest / reflect (station 1); 8: rest / reflect (station 1); 9: rest / reflect (station 1)
Download map SVG

Equipment: 0 balls · 4 cones · 0 goals

After the practice

Was your partner ready when the ball arrived?

Keep a private field note and choose the next practice