Start Time: 09:30 am End Time: 09:45 am Duration: 15 mins
Treasure Island
Practice Description
Game Theme: Running with the ball and control
How It Works
Players are split into teams, each with a corner “home zone”
All cones/bibs start in the middle
On the whistle, players dribble to the middle, stop the ball, collect an item, and return it to their zone
Once the middle is empty, players can raid other teams’ zones
If tagged while raiding, players must drop the item and return home
Play for a set time, then count items
Progressions
Add a rule to use a specific stop (sole, inside) in the zone
Condition players to use weaker foot when dribbling
Competition / Game
1 point for each item in your zone
Bonus point for a controlled stop in the zone
Team with most items at the end wins
Coaching Points
Take bigger touches when running into space
Stop the ball under control before picking up items
Keep your head up to see space and opponents
Coach Behaviours
Drive intensity and energy throughout
Reinforce difference between speed and control
Encourage awareness during the raid phase
Unopposed
Start Time: 09:45 am End Time: 09:55 am Duration: 10 mins
Old McCoach Had a Farm
Practice Description
Practice Description Game Theme: Ball mastery and reactions
How It Works
All players dribble freely inside the grid with a ball
Coach calls out different “animals” during the game
Each animal links to a specific football action
Players must react instantly and perform the action
Return to dribbling until the next command
Progressions
Increase speed of transitions between actions
Add combination commands (e.g. two actions in a row)
Reduce space to increase pressure and awareness
Competition / Game
1 point for fastest correct reaction
Bonus points for perfect execution of actions
Team bonus if all players perform action together
Penalty: losing control = complete a task
Coaching Points
Keep the ball close to react quickly
Head up to see space and avoid collisions
Stay balanced and ready to move
Use both feet for all actions
Coach Behaviours
Keep energy high and engaging
Vary timing and commands to challenge players
Reinforce quality of movement and control
Use clear cues (“Quick”, “Control”, “React”, “Balance”)
Tag Game
Start Time: 09:55 am End Time: 10:05 am Duration: 10 mins
Volcanoes and Craters Tag Game
Practice Description
Game Theme: Agility, reactions and movement
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: 10:05 am End Time: 10:15 am Duration: 10 mins
Cross The River
Practice Description
Game Theme: Dribbling, awareness and reactions
How It Works
Players start on one side with a ball each
Coach calls “Cross the river if…” (e.g. wearing blue)
Those players dribble across to the opposite side
Coaches/servers try to pass balls to hit players below the knee
If hit, players join the outside as additional servers
The last player remaining wins
Progressions
Increase number of servers to add pressure
Add a condition to perform a skill or change of direction while crossing
Competition / Game
Last player remaining wins the round
Bonus challenge for players who cross without being hit
Play multiple quick rounds
Coaching Points
Keep your head up to see danger and space
Use quick changes of direction to avoid balls
Keep the ball close to stay in control
Coach Behaviours
Vary calls to keep players thinking and reacting
Adjust speed and difficulty of passes for safety and challenge
Keep energy high with quick resets between rounds
Unopposed
Start Time: 09:30 am End Time: 09:50 am Duration: 20 mins
Treasure Island
Practice Description
Practice Description Game Theme: Running with the ball and control
How It Works
Players are split into teams with a corner “home zone”
All cones or bibs start in the middle
On the whistle, players dribble to the middle, stop the ball, collect an item, and return it to their zone
Once the middle is empty, players can raid other teams’ zones
If tagged while raiding, players must drop the item and return home
Play for a set time, then count items
Progressions
Must use a specific stop in the zone (sole or inside)
Dribble with weaker foot only
Limit touches when running into space
Competition / Game
1 point per item in your zone
Bonus point for a controlled stop in the zone
Team with most items at the end wins
Penalty: tagged while raiding = drop item and reset
Coaching Points
Use bigger touches when space is open
Keep the ball close when approaching zones
Stop the ball fully before picking up items
Scan to find space and avoid defenders
Coach Behaviours
Drive intensity and urgency
Reinforce balance between speed and control
Encourage awareness during raid phase
Use clear cues (“Drive”, “Control”, “Stop”, “Scan”)
Tag Game
Start Time: 09:50 am End Time: 10:00 am Duration: 10 mins
Volcanoes and Craters Tag Game
Practice Description
Game Theme: Agility, reactions and movement
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: 10:20 am Duration: 20 mins
The Colour Scanning Circuit
Practice Description
Practice Description Game Theme: Scanning → reaction → speed with the ball
How It Works
Players dribble freely inside the grid with a ball
Four coloured zones are placed around the area
Coach calls a colour at random
Players must scan, react, and dribble into that zone
Players stop the ball under control inside the zone
Progressions
Add combination calls (e.g. “Red then Blue”)
Limit touches before entering the zone
Add a rule to perform a skill before entering
Competition / Game
First three into the zone = 1 point
Clean entry (no collisions or cones hit) = 1 point
Last player performs a task before rejoining
Team race: first team all in zone wins
Coaching Points
Head up to scan before the call
Small touches in traffic, big touches in space
Accelerate quickly once decision is made
Stop the ball under full control
Coach Behaviours
Vary timing of colour calls
Demand quick reactions and sharp decisions
Reinforce scanning habits constantly
Use sharp cues (“Scan”, “Go”, “Drive”, “Stop”)
Matches
Start Time: 10:20 am End Time: 10:35 am Duration: 15 mins
Numbers Game
Practice Description
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”)
Matches
Start Time: 10:35 am End Time: 10:55 am Duration: 20 mins
Conditioned Matches
Practice Description
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
Unopposed
Start Time: 12:30 pm End Time: 12:50 pm Duration: 20 mins
The Colour Scanning Circuit
Practice Description
Practice Description Game Theme: Scanning → reaction → speed with the ball
How It Works
Players dribble freely inside the grid with a ball
Four coloured zones are placed around the area
Coach calls a colour at random
Players must scan, react, and dribble into that zone
Players stop the ball under control inside the zone
Progressions
Add combination calls (e.g. “Red then Blue”)
Limit touches before entering the zone
Add a rule to perform a skill before entering
Competition / Game
First three into the zone = 1 point
Clean entry (no collisions or cones hit) = 1 point
Last player performs a task before rejoining
Team race: first team all in zone wins
Coaching Points
Head up to scan before the call
Small touches in traffic, big touches in space
Accelerate quickly once decision is made
Stop the ball under full control
Coach Behaviours
Vary timing of colour calls
Demand quick reactions and sharp decisions
Reinforce scanning habits constantly
Use sharp cues (“Scan”, “Go”, “Drive”, “Stop”)
Tag Game
Start Time: 12:50 pm End Time: 01:00 pm Duration: 10 mins
Volcanoes and Craters Tag Game
Practice Description
Game Theme: Agility, reactions and movement
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
Overload
Start Time: 01:00 pm End Time: 01:20 pm Duration: 20 mins
Overload - Continuous Overloads
Practice Description
Game Theme: Transitions and numerical overloads
How It Works
Play starts with 1 attacker going 1v0 to goal
As soon as the attack ends, 2 opponents enter to create a 2v1
Next, 2 teammates join to create a 3v2
Then 1 more opponent joins to create a 3v3
Play continues until the final phase ends
All players rotate out and a new group enters
Progressions
Add time limits to each phase to increase tempo
Condition phases (e.g. pass before scoring in overloads)
Competition / Game
1 point for scoring in 1v0
2 points for scoring in 2v1
3 points for scoring in 3v2
5 points for scoring in 3v3
Bonus for defenders winning and carrying the ball out
Coaching Points
React quickly when the phase changes
Attack directly when you have an overload
Use movement and passing to create space
Coach Behaviours
Reinforce quick transitions between attack and defence
Encourage forward play and decision making
Keep intensity high with quick rotations
Matches
Start Time: 01:20 pm End Time: 01:50 pm Duration: 30 mins
Conditioned Matches
Practice Description
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
Unopposed
Start Time: 09:30 am End Time: 09:40 am Duration: 10 mins
Old McCoach Had a Farm
Practice Description
Practice Description Game Theme: Ball mastery and reactions
How It Works
All players dribble freely inside the grid with a ball
Coach calls out different “animals” during the game
Each animal links to a specific football action
Players must react instantly and perform the action
Return to dribbling until the next command
Progressions
Increase speed of transitions between actions
Add combination commands (e.g. two actions in a row)
Reduce space to increase pressure and awareness
Competition / Game
1 point for fastest correct reaction
Bonus points for perfect execution of actions
Team bonus if all players perform action together
Penalty: losing control = complete a task
Coaching Points
Keep the ball close to react quickly
Head up to see space and avoid collisions
Stay balanced and ready to move
Use both feet for all actions
Coach Behaviours
Keep energy high and engaging
Vary timing and commands to challenge players
Reinforce quality of movement and control
Use clear cues (“Quick”, “Control”, “React”, “Balance”)
Tag Game
Start Time: 09:40 am End Time: 09:50 am Duration: 10 mins
Olly the Octopus
Practice Description
Practice Description Game Theme: Dribbling control and chasing movement
How It Works
Coach stands in the middle with bibs tucked in (tentacles)
Players start around the outside of the grid
On the whistle, players chase the coach to pull a bib
Once all bibs are taken, the round ends
Players count bibs and reset for the next round
Progressions
All players must dribble a ball while chasing
Players can only take a bib if their ball is under control
Add a rule to perform a move before taking a bib
Competition / Game
1 point for each bib collected
2 points for collecting a bib while performing a move
Team challenge: collect all bibs within a time limit
Penalty: leaving ball behind = bib does not count
Coaching Points
Keep the ball close when changing direction
Accelerate quickly when space opens
Slow down as you approach to stay in control
Watch movement to anticipate direction
Coach Behaviours
Move unpredictably to challenge players
Reinforce control before speed
Encourage creativity and confidence
Use cues (“Close”, “Go”, “Slow”, “Take it”)
Unopposed
Start Time: 09:50 am End Time: 10:05 am Duration: 15 mins
Honey Bear
Practice Description
Practice Description Game Theme: Ball control and stop-start reactions
How It Works
All players start at one end with a ball (the Hive)
On “GO”, players dribble toward the opposite end (Honey)
When the coach turns around, players must freeze with foot on the ball
If caught moving, players return to the start and go again
When players reach the Honey, they collect an item and dribble back
Progressions
Add a rule to use a specific stop (sole, inside)
Reduce space or increase distance to challenge control
Add a defender or moving coach to increase pressure
Competition / Game
1 point for each item returned
2 points for a perfect freeze (ball completely still)
First player to return a set number wins
Penalty: moving when caught = restart
Coaching Points
Keep the ball close to allow quick stops
Use the sole to stop the ball instantly
Stay balanced when freezing
Keep head up to react early
Coach Behaviours
Vary timing of turns to challenge reactions
Reinforce quality of stop, not just speed
Keep energy high and players engaged
Use clear cues (“Stop”, “Freeze”, “Control”)
Unopposed
Start Time: 10:05 am End Time: 10:15 am Duration: 10 mins
Traffic Lights
Practice Description
Practice Description Game Theme: Ball mastery and reactions
How It Works
All players dribble freely in the area with a ball each
Coach holds up different coloured signals
Players must react instantly to each colour:
Green = dribble at speed
Yellow = ball mastery (small touches/skills)
Red = stop the ball under control
Continue with random signals to keep players reacting
Progressions
Add combination signals (e.g. two colours at once)
Assign specific skills to each colour
Competition / Game
1 point for reacting correctly and quickly
Bonus points for fastest reactions on stop commands
Lose a point or complete a task for wrong reactions
Coaching Points
Keep your head up to see the signal early
Stop the ball fully under control on command
Change speed quickly between movements
Coach Behaviours
Vary timing to challenge reactions
Reinforce scanning while dribbling
Keep energy high and players engaged
Turning Skill
Start Time: 09:30 am End Time: 09:50 am Duration: 20 mins
Dragback
Practice Description
Practice Description Game Theme: Shielding and change of direction
How It Works
See Video
Coaching Points
Use the sole to control the ball, not kick it back
Rotate body quickly to face the ball after the drag
Keep body between defender and ball while turning
First touch out must be strong and into space
Coach Behaviours
Emphasise control and balance during the turn
Reinforce shielding technique under pressure
Build speed once technique is secure
Use cues (“Drag”, “Turn”, “Shield”, “Go”)
Beat a Player Skill
Start Time: 09:30 am End Time: 09:50 am Duration: 20 mins
Stepover
Practice Description
Practice Description Game Theme: 1v1 deception and lateral exit
How It Works
See Video
Coaching Points
Sell the fake with body lean and weight shift
Step-over must be big and convincing
Plant foot firmly to commit the defender
Exit touch must be sharp and away from pressure
Coach Behaviours
Emphasise quality of deception over speed initially
Encourage players to fully commit to the fake
Reinforce explosive exit after the move
Use cues (“Sell it”, “Step”, “Plant”, “Go”)
Alphabet Challenge
Start Time: 09:30 am End Time: 09:50 am Duration: 20 mins
A - Step Ons
Practice Description
Practice Description Game Theme: Ball mastery and control
How It Works
See Video
Coaching Points
Touch the ball lightly with the sole, do not press down
Keep the ball stationary and under control
Stay on the balls of your feet with knees bent
Head up to scan, not fixed on the ball
Coach Behaviours
Emphasise rhythm and consistency of touches
Encourage light, quick contact with the ball
Progress speed only when control is secure
Use cues (“Light”, “Quick”, “Bounce”, “Scan”)
Tag Game
Start Time: 09:50 am End Time: 10:00 am Duration: 10 mins
Dribbling Tag Game
Practice Description
Practice Description Game Theme: Ball control under pressure and evasion
How It Works
All players start with a ball inside a 20x20 grid (Reds)
Two players (Blues) are “Hunters” and must also dribble a ball
Hunters attempt to tag players while keeping control of their own ball
When tagged, players swap roles and become the new Hunter
Players must stay in control of their ball at all times
Progressions
Introduce specific escape turns (Cruyff, sole pivot, etc.)
Award points for successful turns to evade tags
Reduce space to increase pressure and decision-making
Competition / Game
1 point for every 30 seconds a player avoids being tagged
2 points for successfully escaping using a turn
5 points for the Hunter with the most successful tags
Penalty: leaving the grid or losing control = become the Hunter
Coaching Points
Keep head up to scan for Hunters
Use small, controlled touches in tight spaces
Shield the ball using body position when under pressure
Explode out of turns into open space
Coach Behaviours
Drive intensity and engagement throughout
Reinforce quality of turns under pressure
Encourage creativity and confidence in evasion
Use clear cues (“Scan”, “Shield”, “Turn”, “Go”)
Unopposed
Start Time: 10:00 am End Time: 10:20 am Duration: 20 mins
Traffic Lights
Practice Description
Practice Description Game Theme: Ball mastery and reactions
How It Works
All players dribble freely in the area with a ball each
Coach holds up different coloured signals
Players must react instantly to each colour:
Green = dribble at speed
Yellow = ball mastery (small touches/skills)
Red = stop the ball under control
Continue with random signals to keep players reacting
Progressions
Add combination signals (e.g. two colours at once)
Assign specific skills to each colour
Competition / Game
1 point for reacting correctly and quickly
Bonus points for fastest reactions on stop commands
Lose a point or complete a task for wrong reactions
Coaching Points
Keep your head up to see the signal early
Stop the ball fully under control on command
Change speed quickly between movements
Coach Behaviours
Vary timing to challenge reactions
Reinforce scanning while dribbling
Keep energy high and players engaged
Matches
Start Time: 10:20 am End Time: 10:40 am Duration: 20 mins
Numbers Game
Practice Description
Game Theme: Explosive transition → 1v1 duel
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”)
Matches
Start Time: 10:40 am End Time: 10:53 am Duration: 13 mins
Conditioned Matches
Practice Description
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 am End Time: 12:50 am Duration: 20 mins
Roll & Stepover
Practice Description
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.
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