Entries

Unopposed

Start Time: 09:30 am
End Time: 09:45 am
Duration: 15 mins

Airport Clean Up

Session Image

Practice Description

How It Works
Players start at the runway
Travel into the area and collect one cone
Take it to the matching colour marker around the outside
Return to the start and repeat
If using a ball, dribble, stop the ball, then pick up a cone

Progressions
Add a ball so players dribble and stop it before picking up a cone
Ask players to perform a simple turn before travelling to the marker

Competition / Game
Who can match the most cones correctly
Bonus point for stopping the ball under control

Coaching Points
Take small touches to keep the ball close
Use the sole to stop the ball before picking up a cone
Lift your head to find the right colour

Coach Behaviours
Demonstrate clearly using simple language and actions
Use high energy and lots of praise to keep engagement
Restart quickly to keep all players active

Tag Game

Start Time: 09:45 am
End Time: 10:00 am
Duration: 15 mins

Volcanoes and Craters Tag Game

Session Image

Practice Description

How It Works
Cones are scattered across the area (some upright, some upside down)
Two teams are set different tasks (flip cones one way or the other)
On the whistle, players sprint to flip as many cones as possible
On “Freeze,” all players stop immediately
Team with the most cones in their target position wins

Progressions
Add a ball so players must dribble before flipping a cone
Reduce time to increase intensity and speed of decisions

Competition / Game
Team with the most correct cones at the end wins
Bonus points for clearing all opponent cones
Play in short, timed rounds

Coaching Points
Stay low and balanced when changing direction
Scan to find the next closest cone quickly
Move explosively between actions

Coach Behaviours
Drive intensity with short, high-energy rounds
Encourage quick decisions rather than hesitation
Manage work and rest to keep quality high

Unopposed

Start Time: 10:00 am
End Time: 10:15 am
Duration: 15 mins

Hungry Hippos

Session Image

Practice Description

How It Works
All players start on one end line with a ball.
Two defenders start inside the area and try to win or clear balls.
On the coach’s command, players dribble across to the opposite end.
If a player loses their ball, they become a defender for the next round.
Continue travelling back and forth until only one player remains.

Progressions
Increase the number of defenders.
Reduce the size of the area.
Challenge players to use specific skills to escape pressure.

Competition
1 point for successfully crossing the area.
1 point for a defender clearing a ball.
5 points for the final player remaining.

Coaching Points
Scan for space and defenders.
Keep the ball close under pressure.
Use your body to protect the ball.
Accelerate quickly into gaps.

Coach Behaviours
Encourage players to dribble with their heads up.
Reinforce strong shielding and ball protection.
Demand positive changes of speed and direction.
Keep the game intense and competitive.

Beat a Player Skill

Start Time: 09:30 am
End Time: 09:50 am
Duration: 20 mins

The Fake Shot

Practice Description

How It Works
Dribble towards the defender at a controlled speed.
Shape your body as if preparing to strike the ball.
Instead, place the sole of the striking foot on top of the ball.
Roll the ball sharply across the body towards the opposite foot.
Nudge the ball forward and accelerate past the defender.

Progressions
Practise with both feet.
Increase the speed of the approach.
Perform against passive then active defenders.

Competition
1 point for completing the skill cleanly.
2 points for beating the defender.
3 points for beating the defender and scoring.

Coaching Points
Sell the strike convincingly.
Roll the ball sharply across the body.
Make the exit touch positive.
Explode away after the skill.

Coach Behaviours
Encourage convincing body deception.
Reinforce quick and connected touches.
Demand an explosive change of pace.
Praise players who execute at match speed.

Alphabet Challenge

Start Time: 09:30 am
End Time: 09:50 am
Duration: 20 mins

B - Sideways Step Ons

Practice Description

Objective: To master the ability to shift the ball across the body using the sole, allowing for rapid changes of direction while maintaining a low centre of gravity.

The Technical Breakdown
The Setup: Place the sole of your left foot on top of the ball.

The Roll (Out & In): Use a smooth, controlled motion to roll the ball away from your midline (lateral) and then immediately drag it back toward the centre (medial).

The Swap: After a set number of repetitions, switch to the right foot and repeat the process.

The "LFS Bounce" (Advanced): Advanced players must not have a "dead" standing leg. Introduce a continuous hop on the standing foot. This bounce provides the elasticity needed to follow the ball's movement and prevents the player from becoming "stuck" in one spot.

Tag Game

Start Time: 09:50 am
End Time: 10:00 am
Duration: 10 mins

Volcanoes and Craters Tag Game

Session Image

Practice Description

How It Works
Cones are scattered across the area (some upright, some upside down)
Two teams are set different tasks (flip cones one way or the other)
On the whistle, players sprint to flip as many cones as possible
On “Freeze,” all players stop immediately
Team with the most cones in their target position wins

Progressions
Add a ball so players must dribble before flipping a cone
Reduce time to increase intensity and speed of decisions

Competition / Game
Team with the most correct cones at the end wins
Bonus points for clearing all opponent cones
Play in short, timed rounds

Coaching Points
Stay low and balanced when changing direction
Scan to find the next closest cone quickly
Move explosively between actions

Coach Behaviours
Drive intensity with short, high-energy rounds
Encourage quick decisions rather than hesitation
Manage work and rest to keep quality high

1 v 1

Start Time: 10:00 am
End Time: 10:20 am
Duration: 20 mins

1V1 - 1v1 to 3V3

Session Image

Practice Description

How It Works
Play starts with a pass into the middle to create a 1v1
Attacker tries to score, defender tries to win the ball
When the ball is dead, 2 players from each team enter the pitch
Coach plays a new ball to start a 3v3
Play continues until the ball is dead, then reset

Progressions
Add a time limit to the 1v1 to increase urgency
Condition the 3v3 (e.g. pass before scoring or limited touches)

Competition / Game
1 point for scoring in the 1v1
2 points for scoring in the 3v3
Bonus point for winning the ball quickly after transition

Coaching Points
Be direct and attack quickly in the 1v1
React fast when the game changes to 3v3
Find space and teammates as the pitch becomes crowded

Coach Behaviours
Reinforce quick reactions during transitions
Encourage communication and organisation
Keep tempo high with quick restarts

Conditioned Matches

Start Time: 10:20 am
End Time: 10:35 am
Duration: 15 mins

Numbers Game

Session Image

Practice Description

How It Works
Two teams line up behind opposite goals, each player numbered
Coach calls a number
That player from each team sprints to the opposite post
Both players touch the post and immediately react
Coach plays a ball into the pitch
Players compete in a live 1v1 to score

Progressions
Call two numbers to create 2v2
Add a 5 second finish rule to increase tempo
Condition the 1v1 (e.g. must use a skill or weak foot finish)

Competition / Game
Win the sprint = 1 point
Score = 2 points
Win the ball and dribble out = 2 points
1-2 combination in 2v2 = +1 point
Losing team performs a physical forfeit

Coaching Points
Sprint: Explode low and powerful over first 5 metres
Transition: Touch post and react instantly, no pause
First Touch: Positive touch toward goal or space
1v1: Commit the defender, then accelerate away

Coach Behaviours
Drive intensity in the sprint phase
Demand instant reaction after post touch
Reinforce attacking intent on first touch
Use sharp triggers (“Go”, “React”, “Attack”, “Commit”)

Conditioned Matches

Start Time: 10:35 am
End Time: 10:53 am
Duration: 18 mins

Conditioned Matches

Session Image

Practice Description

How It Works
Play a 4v4 or 5v5 match with goalkeepers in the main area
A second group plays small games (1v1 or 2v2) in a side area
After each round, teams rotate between areas
Matches are short and high intensity (4–6 minutes)
Quick restarts (kick-ins or dribble-ins) to keep tempo high
Game Theme: Applying specific technical skills from the session in match play

Progressions
Condition the game to reward a specific technical focus (e.g. extra points for using a skill)
Limit touches or add rules to increase speed of play

Competition / Game
Teams score through normal match play
Bonus points for applying the session’s focus
Winning team stays on or progresses, losing team rotates

Coaching Points
Stay active and available to receive the ball
Recognise when to use the session’s technical focus in the game
Transition quickly between attack and defence

Coach Behaviours
Keep interventions short and relevant to the game
Reinforce the session theme during play
Maintain high intensity with quick rotations and restarts

Beat a Player Skill

Start Time: 11:00 am
End Time: 11:20 am
Duration: 20 mins

Ronaldo Chop & Stepover

Practice Description

Objective: To master a rapid direction reversal followed by an "orbit" feint to ensure the "exit lane" remains clear of recovering defenders.

The Technical Breakdown
The Escape (The Cruyff): While running, plant your non-dominant foot ahead of the ball. Use the inside of your dominant foot to chop the ball sharply behind your standing heel to reverse direction.

The Recovery Step: As you pivot your body to follow the ball, your non-dominant foot (the one that was planted) becomes your "working foot."

The Orbit (In-to-Out Step-over): Immediately perform an In-to-Out Step-over with that non-dominant foot over the moving ball. Drop your shoulder to sell the feint.

The Exploit: Use the outside of the same foot (the one that just stepped over) to nudge the ball away and accelerate at 100% intensity.

Beat a Player Skill

Start Time: 11:00 am
End Time: 11:20 am
Duration: 20 mins

The Fake Shot

Practice Description

How It Works
Dribble towards the defender at a controlled speed.
Shape your body as if preparing to strike the ball.
Instead, place the sole of the striking foot on top of the ball.
Roll the ball sharply across the body towards the opposite foot.
Nudge the ball forward and accelerate past the defender.

Progressions
Practise with both feet.
Increase the speed of the approach.
Perform against passive then active defenders.

Competition
1 point for completing the skill cleanly.
2 points for beating the defender.
3 points for beating the defender and scoring.

Coaching Points
Sell the strike convincingly.
Roll the ball sharply across the body.
Make the exit touch positive.
Explode away after the skill.

Coach Behaviours
Encourage convincing body deception.
Reinforce quick and connected touches.
Demand an explosive change of pace.
Praise players who execute at match speed.

Alphabet Challenge

Start Time: 11:00 am
End Time: 11:20 am
Duration: 20 mins

B - Sideways Step Ons

Practice Description

Objective: To master the ability to shift the ball across the body using the sole, allowing for rapid changes of direction while maintaining a low centre of gravity.

The Technical Breakdown
The Setup: Place the sole of your left foot on top of the ball.

The Roll (Out & In): Use a smooth, controlled motion to roll the ball away from your midline (lateral) and then immediately drag it back toward the centre (medial).

The Swap: After a set number of repetitions, switch to the right foot and repeat the process.

The "LFS Bounce" (Advanced): Advanced players must not have a "dead" standing leg. Introduce a continuous hop on the standing foot. This bounce provides the elasticity needed to follow the ball's movement and prevents the player from becoming "stuck" in one spot.

Tag Game

Start Time: 11:20 am
End Time: 11:30 am
Duration: 10 mins

Volcanoes and Craters Tag Game

Session Image

Practice Description

How It Works
Cones are scattered across the area (some upright, some upside down)
Two teams are set different tasks (flip cones one way or the other)
On the whistle, players sprint to flip as many cones as possible
On “Freeze,” all players stop immediately
Team with the most cones in their target position wins

Progressions
Add a ball so players must dribble before flipping a cone
Reduce time to increase intensity and speed of decisions

Competition / Game
Team with the most correct cones at the end wins
Bonus points for clearing all opponent cones
Play in short, timed rounds

Coaching Points
Stay low and balanced when changing direction
Scan to find the next closest cone quickly
Move explosively between actions

Coach Behaviours
Drive intensity with short, high-energy rounds
Encourage quick decisions rather than hesitation
Manage work and rest to keep quality high

1 v 1

Start Time: 11:30 am
End Time: 11:50 am
Duration: 20 mins

1V1 - 1v1 to 3V3

Session Image

Practice Description

How It Works
Play starts with a pass into the middle to create a 1v1
Attacker tries to score, defender tries to win the ball
When the ball is dead, 2 players from each team enter the pitch
Coach plays a new ball to start a 3v3
Play continues until the ball is dead, then reset

Progressions
Add a time limit to the 1v1 to increase urgency
Condition the 3v3 (e.g. pass before scoring or limited touches)

Competition / Game
1 point for scoring in the 1v1
2 points for scoring in the 3v3
Bonus point for winning the ball quickly after transition

Coaching Points
Be direct and attack quickly in the 1v1
React fast when the game changes to 3v3
Find space and teammates as the pitch becomes crowded

Coach Behaviours
Reinforce quick reactions during transitions
Encourage communication and organisation
Keep tempo high with quick restarts

Conditioned Matches

Start Time: 11:50 am
End Time: 12:25 pm
Duration: 35 mins

Conditioned Matches

Session Image

Practice Description

How It Works
Play a 4v4 or 5v5 match with goalkeepers in the main area
A second group plays small games (1v1 or 2v2) in a side area
After each round, teams rotate between areas
Matches are short and high intensity (4–6 minutes)
Quick restarts (kick-ins or dribble-ins) to keep tempo high
Game Theme: Applying specific technical skills from the session in match play

Progressions
Condition the game to reward a specific technical focus (e.g. extra points for using a skill)
Limit touches or add rules to increase speed of play

Competition / Game
Teams score through normal match play
Bonus points for applying the session’s focus
Winning team stays on or progresses, losing team rotates

Coaching Points
Stay active and available to receive the ball
Recognise when to use the session’s technical focus in the game
Transition quickly between attack and defence

Coach Behaviours
Keep interventions short and relevant to the game
Reinforce the session theme during play
Maintain high intensity with quick rotations and restarts

Beat a Player Skill

Start Time: 12:30 pm
End Time: 12:50 pm
Duration: 20 mins

The Fake Shot

Practice Description

How It Works
Dribble towards the defender at a controlled speed.
Shape your body as if preparing to strike the ball.
Instead, place the sole of the striking foot on top of the ball.
Roll the ball sharply across the body towards the opposite foot.
Nudge the ball forward and accelerate past the defender.

Progressions
Practise with both feet.
Increase the speed of the approach.
Perform against passive then active defenders.

Competition
1 point for completing the skill cleanly.
2 points for beating the defender.
3 points for beating the defender and scoring.

Coaching Points
Sell the strike convincingly.
Roll the ball sharply across the body.
Make the exit touch positive.
Explode away after the skill.

Coach Behaviours
Encourage convincing body deception.
Reinforce quick and connected touches.
Demand an explosive change of pace.
Praise players who execute at match speed.

Beat a Player Skill

Start Time: 12:30 pm
End Time: 12:50 pm
Duration: 20 mins

Roll & Stepover

Practice Description

Objective: To unbalance a defender using lateral ball movement (the Roll) and a body feint (the Step-over), creating a clear path for an explosive exit.

The Technical Breakdown
The Approach: Dribble toward the defender. As you enter the "Engagement Zone," slow your pace slightly to lure the defender into a stationary or "closing" stance.

The Roll (The Bait): Use the sole of your dominant foot to roll the ball across the front of your body. The roll must be deliberate enough to make the defender believe you are changing lanes.

The Step-over (The Orbit): As the ball rolls across your midline, instantly swing your non-dominant foot around the front of the ball in an "Inside-to-Outside" motion. Do not touch the ball during this orbit.

The Nudge (The Exploit): As your non-dominant foot plants, immediately use the outside of that same foot to nudge the ball forward and past the defender.

The Burst: Accelerate at 100% intensity into the space you have created.

Alphabet Challenge

Start Time: 12:30 pm
End Time: 12:50 pm
Duration: 20 mins

F - The V

Practice Description

Game Theme: Ball mastery and rhythm

How It Works
See Video

Coaching Points
Push must be diagonal and controlled (not straight ahead)
Sole contact should “catch” the ball, not bounce off it
Keep touches tight to maintain control
Stay balanced to allow quick foot transitions

Coach Behaviours
Emphasise rhythm and flow of the movement
Encourage equal use of both feet
Build speed gradually once technique is secure
Use cues (“Push”, “Catch”, “Switch”, “Flow”)

Tag Game

Start Time: 12:50 pm
End Time: 01:00 pm
Duration: 10 mins

Team Tag Game

Session Image

Practice Description

How It Works
Two players start holding hands to form the chain.
All other players move freely inside the area.
The chain works together to tag players using the outside hands.
Each tagged player joins the chain and stays connected.
Continue until only one player remains free.

Progressions
Reduce the size of the area.
Start with a larger chain.
Introduce a time limit to catch everyone.

Competition
1 point for every successful tag.
2 points for the final player remaining.
3 points if the chain catches everyone within the time limit.

Coaching Points
Move together as one unit.
Communicate constantly with teammates.
Use the chain to close available space.
Force players towards the outside of the area.

Coach Behaviours
Encourage constant communication.
Reinforce coordinated movement.
Praise intelligent positioning and teamwork.
Demand quick reactions when changing direction.

1 v 1

Start Time: 01:30 pm
End Time: 01:50 pm
Duration: 20 mins

1v1 - Added Technical/Physical Output

Session Image

Practice Description

How It Works
One attacker and one defender start at opposite corners
Defender plays a long diagonal pass to the attacker
Defender immediately sprints along the touchline and around the goal
Attacker receives, completes a slalom, and drives toward goal
Once both actions are complete, it becomes a live 1v1
Practice runs simultaneously on both sides

Progressions
Add second simultaneous 1v1 in the opposite half
Reduce slalom distance to increase speed of attack
Condition attacker to finish within a time limit

Competition / Game
1 point for accurate opening pass
2 points for attacker goal
3 points for defender winning the ball
Double points if attacker scores before defender recovers

Coaching Points
Pass must be firm and accurate across distance
Attacker’s first touch should set up forward movement
Slalom should be tight with control, then explode out
Defender recovers on an arc to protect central space

Coach Behaviours
Demand maximum sprint intensity from defenders
Reinforce quality of first touch under pressure
Highlight defensive positioning on recovery
Use cues (“Sprint”, “Delay”, “Show wide”, “Finish early”)

Conditioned Matches

Start Time: 01:50 pm
End Time: 02:00 pm
Duration: 10 mins

Conditioned Matches

Session Image

Practice Description

How It Works
Play a 4v4 or 5v5 match with goalkeepers in the main area
A second group plays small games (1v1 or 2v2) in a side area
After each round, teams rotate between areas
Matches are short and high intensity (4–6 minutes)
Quick restarts (kick-ins or dribble-ins) to keep tempo high
Game Theme: Applying specific technical skills from the session in match play

Progressions
Condition the game to reward a specific technical focus (e.g. extra points for using a skill)
Limit touches or add rules to increase speed of play

Competition / Game
Teams score through normal match play
Bonus points for applying the session’s focus
Winning team stays on or progresses, losing team rotates

Coaching Points
Stay active and available to receive the ball
Recognise when to use the session’s technical focus in the game
Transition quickly between attack and defence

Coach Behaviours
Keep interventions short and relevant to the game
Reinforce the session theme during play
Maintain high intensity with quick rotations and restarts

Alphabet Challenge

Start Time: 05:00 pm
End Time: 05:05 pm
Duration: 5 mins

H - Toe Tap Back Through

Practice Description

Objective: To master the transition from a "static" ball-mastery rhythm to a deceptive "behind-the-leg" exit, allowing a player to protect the ball while changing the angle of attack.

The Technical Breakdown

The drill follows a 4-step sequence:

The Pulse (Toe Taps): Perform two quick "Toe Taps"—one with the left foot, then one with the right foot—to establish a vertical rhythm.

The Retrieval (Sole Drag): Immediately place the sole of your dominant foot on the ball and drag it back toward your standing leg.

The "L" Cut (Inside): As the ball reaches your standing heel, use the inside of that same dominant foot to "flick" or "push" the ball behind your standing leg.

The Exit (Outside): Use the outside of your other foot to "nudge" the ball into the open space and accelerate.

Beat a Player Skill

Start Time: 05:05 pm
End Time: 05:10 pm
Duration: 5 mins

Roll & Cut

Practice Description

Objective: To manipulate the defender's horizontal positioning by rolling the ball across their line of sight, followed by a hidden "blind-side" turn to exit in the opposite direction.

The Technical Breakdown
The Roll (The Bait): Use the inside of your dominant foot to roll the ball across the front of your body toward your other side. This must be a smooth, horizontal movement to draw the defender's eyes.

The Reception: As the ball travels across, plant your dominant foot (which just made the roll) to become your new standing leg.

The Snap-Back (The Switch): Use the inside of your non-dominant foot to meet the ball. Instead of stopping it, "hook" or "chop" the ball behind your standing leg.

The Pivot: Swivel your hips 180 in the direction of the ball's new path. Your body acts as a shield during this rotation, keeping the defender away from the ball.

The Acceleration: Burst away into the new space using the laces of your non-dominant foot.

Beat a Player Skill

Start Time: 05:10 pm
End Time: 05:15 pm
Duration: 5 mins

Hocus Pocus

Practice Description

How It Works
Dribble towards the defender with the ball under close control.
Plant the standing foot slightly ahead and to the side of the ball.
Use the inside of the opposite foot to push the ball diagonally forward.
Let the ball travel beyond the standing leg before wrapping the same foot behind it.
Hook the ball sharply into the opposite direction and accelerate away.

Progressions
Practise with both feet.
Increase the speed of the approach.
Perform against passive then active defenders.

Competition
1 point for completing the skill cleanly.
2 points for beating the defender.
3 points for beating the defender and scoring.

Coaching Points
Plant the standing foot beyond the ball.
Guide the first touch past the standing leg.
Hook the second touch sharply across.
Explode away after the skill.

Coach Behaviours
Encourage smooth and connected movements.
Reinforce balance and precise footwork.
Demand a sharp change of direction.
Praise players who execute at match speed.

Turning Skill

Start Time: 05:15 pm
End Time: 05:20 pm
Duration: 5 mins

Scoop Turn

Practice Description

How It Works
See Video

Progressions
Perform on both feet
Add passive then live defender
Finish into goal after the move

Competition / Game
1 point for clean execution
2 points for unbalancing the defender
3 points for beating defender and creating space
Penalty: poor control = reset

Coaching Points
Sell the shot with full body shape and arm
Drop shoulder aggressively to move defender
Keep the scoop tight to avoid losing control
Accelerate quickly after the move

Coach Behaviours
Emphasise deception before speed
Encourage commitment to the fake
Reinforce tight control during the scoop
Use cues (“Sell it”, “Drop”, “Scoop”, “Go”)