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UAE FA Grassroots Manual for Ages 6-9

This document provides a grassroots manual for football development in the United Arab Emirates for children ages 6 to 9. It outlines the UAE FA's grassroots philosophy of ensuring everyone has the opportunity to play football in a safe, fun, and non-discriminatory way. The manual includes guidelines for coaches and educators, child protection policies, and examples of fun games, football-related games, and training sessions to develop technical skills at different age levels. The goal is to introduce children to football in a progressive manner focused first on fun and then integrating more football-related games and skills as the children develop.
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100% found this document useful (4 votes)
671 views144 pages

UAE FA Grassroots Manual for Ages 6-9

This document provides a grassroots manual for football development in the United Arab Emirates for children ages 6 to 9. It outlines the UAE FA's grassroots philosophy of ensuring everyone has the opportunity to play football in a safe, fun, and non-discriminatory way. The manual includes guidelines for coaches and educators, child protection policies, and examples of fun games, football-related games, and training sessions to develop technical skills at different age levels. The goal is to introduce children to football in a progressive manner focused first on fun and then integrating more football-related games and skills as the children develop.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FOOTBALL ASSOCIATION OF

UNITED ARAB EMIRATES

GRASSROOTS MANUAL
FOR AGES 6 TO 9

TECHNICAL DEPARTMENT
FOOTBALL ASSOCIATION OF UAE– JANUARY 2019

1
2
FOREWORD

Following the AFC – GRASSROOTS Philosophy

The growth of football in Asia will depend to a great extent on


the development of the grassroots game, on mass participation , and the
AFC Grassroots philosophy is viewed as a pathway for stimulating
greater involvement and increased investment.

Actually UAE FA is concentrated in a first phase on the specific


education and age-related learning process and development level of
children between 6 and 9 years.

Encouraging mass participation, stimulating greater interest in


the game, providing more opportunities for social inclusion, supporting
healthy lifestyles and the development of young people, both the
sporting and educational aspects, are highlighted as the main
AFC-objectives in grassroots football.

AFC shows its commitment to grassroots football and its desire to work
hand-in-hand with the MAs under the AFC Grassroots Philosophy.
The key principles are:

* Everybody has the opportunity to play

* Players come first

* There is no discrimination

* Fair Play must be respected

* Safety is a priority

* Football is everywhere

* The action must be dynamic, simple, exciting and rewarding

* Relationships, teamwork and skills development are key


components

* * * * *
3
4
CONTENTS

1. INTRODUCTION ............................................................................................................................. 7
2. THE ROLE OF THE TEACHER / EDUCATOR ................................................................................... 10
3. CODE OF CONDUCT..................................................................................................................... 11
4. CHILD PROTECTION ..................................................................................................................... 14
5. GRASSROOTS DEVELOPMENT PLANNING................................................................................... 17
6. LEARNING PROCESS .................................................................................................................... 19
7.1 COACHING COURSE GRASSROOTS............................................................................................ 23
8. COMMUNICATION ...................................................................................................................... 24
9. FUN GAMES, FOOTBALL RELATED GAMES, GRASSROOTS GAMES – 9 YEARS, EXAMPLES OF
TECHNICAL TRAINING SESSIONS ........................................................................................................ 26
SERIES A: FUN GAMES + FOOTBALL RELATED GAMES – A1 TO A38 .................................................. 27
SERIES B: FUN GAMES + FOOTBALL RELATED GAMES – B1 TO B35 .................................................. 66
SERIES C: GRASSROOTS GAMES – 9 YEARS – C1 TO C5 ................................................................... 102
SERIES D: EXAMPLES OF TRAINING SESSIONS TO IMPROVE TECHNICAL SKILLS IN THE GAME – D1
TO D11.............................................................................................................................................. 107
SERIES E: EXAMPLES OF COMPLETE TRAINING SESSIONS - COMBINATIONS OF FUN- GAMES,
FOOTBALL RELATED GAMES AND TRAINING SESSIONS TO IMPROVE TECHNICAL SKILLS IN THE
GAME ............................................................................................................................................... 120
RULES OF THE GAME FROM AGES 6 TO 13 – SUMMARY ................................................................ 143
TRANSITION........................................................................................... Error! Bookmark not defined.

5
6
1. INTRODUCTION

Inspired by the FIFA and AFC‘s grassroots football development philosophy, this
practical GRASSROOTS Manual has been compiled in order to support all teachers ,
educators and future coaches involved in Grassroots and youth development.

The UAE FA -Grassroots Development philosophy can be summarised as follows:

• Everyone has the opportunity to play anywhere and by everyone.


• Football is non-discriminatory.
• The game must be safe, fun, simple, exciting and rewarding.
• Fair Play must be respected and encouraged at all times.

The target groups for grassroots development concern two groups of children, 6
to 7 years and 8 to 9 years. The games for the first group are classified as FUN-
GAMES. They have been selected for the youngest group. For the second group we
have a combination of FUN-GAMES and FOOTBALL RELATED GAMES.

This Manual is the first of 3 pillars of the new UAE FA - Long Term Development
plan , starting with the children from 6 till 9 years, moving up to the next age group
from 10 till 13 years .

The second pillar is focused on the development of elite youth and the third pillar
concerns the foundation of the Coach Education.

1 2 3
GRASSROOTS & ELITE YOUTH COACH EDUCATION
PREPARING TO ELITE
DEVELOPMENT  14 TILL 20 YEARS  AFC + FIFA COUTSES

 6 TILL 9 YEARS  NATIONAL YOUTH  UAE FA COURSES


TEAMS (INDIVIDUAL SPECIFIC
 10 TILL 13 COURSES)
YEARS  IMPROVING ▪ FITNESS
DEVELOPMENT IN ▪ GOALKEEPEING
▪ MENTAL
CLUB YOUTH
▪ FUTSAL
ACADMIES

7
VALUES THROUGH FOOTBALL

Values are timeless beacons that you need to keep your vision on course. Besides
the belief in the implementation of the development plan, values bear the things
that people really care about. Values are crucial anchor points!

The same principles apply to the education of children, to the sport and for sure to
the most popular team sport in the world, football.

Collective sports like Football, without any doubt, the strongest social integration
tool that we have in our society, are also the best way to introduce to kids some
values that are not always present in adult people.

It is regarded as one of the best vehicles for values inculcation and personal
development among individuals including children. The values learned through
football participation are believed to be applicable not only in sports per se, but can
be transferred to non-sports setting as well.

Football creates an environment of encouragement and respect so that players can


learn and grow from mistakes and feel competent and accepted. Improved self-
esteem and confidence are the results. As your child advances his football skills, he’ll
come to understand the value of discipline. He’ll see first-hand how practice,
preparation and dedication improve his game. He’ll learn how to set goals and deal
with winning and losing. And best of all, he’ll learn all of these values through
experience. Often times a parent doesn’t even need to say a thing. The importance
of values simply becomes obvious.

They seem, too many lessons to learn but the best part is that kids won’t be even
conscious about how important those lessons will be in their future. Adults just
need to make sure that we provide them the chance to keep playing, keep
enjoying,…. and keep learning.

As such we can intentionally attach values to each month and encourage coaches to
stress these values during these months when they see these values exhibited in
action during their coaching sessions, off and on the field ! A few examples :

Month 1 – Excellence – Excellence Mind-set in all our Pursuits


Month 2 – Respect – Regard for others and Self
Month 3 – Responsibility–Duty and Obligation to execute an action with honour
Month 4 – Teamwork – United as One
Month 5 – Integrity – Action guided by Morals and Ethics
8
FUN GAMES (6 – 7 YEARS)

Teachers and educators of children of that age should strive to see children with
smiles on their faces, running, jumping kicking a ball and having fun. Those children
want to play football mainly for three reasons:

• enjoy the experience with their friends


• improve their physical competence in activities / drills
• attain social acceptance and approval of their friends, peers, parents and
teachers/educators.

It is obvious that those children are in a very fragile age. A clear understanding of
child development is necessary, as well as the knowledge of the correct way of
interacting.

FUN GAMES + FOOTBALL RELATED GAMES (8 - 9 YEARS)

The intention with this age group is to start again with fun games and progressively
change into games which are more related to football. For the first time the children
will be confronted with “real” games, called the “Small sided Games “.

Those games are the primary method of teaching children the fundamentals of the
game and are the best learning environment to develop techniques and skills
through the high frequency of ball contacts and football decision-making
opportunities.

In the 5 v 5 the children can develop to become technically effective players with
game intelligence, and without adult pressure and expectation that may hinder the
child’s learning process.

9
2. THE ROLE OF THE TEACHER / EDUCATOR

TEACHING
DEMONSTRATION – ENCOURAGEMENT – LET THEM PLAY –
COMPREHENSIVE LANGUAGE

THE ROLE OF THE TEACHER / EDUCATOR

CONTROLLING
PLANNING – SUPERVISING GAMES – SAFETY

10
3. CODE OF CONDUCT

Code of Conduct for Coaches

• It is a coach’s duty to assist in developing the player to his/her fullest potential

• Coach must lead a healthy sporting lifestyle for his/her players to follow

• Developing the talent of individual players is MORE important than playing to win as a
team at a young age

• Coach must be exemplary in his/her behaviour in order to demand the same from his/her
players

• Coach should train players according to their age and ability

• Allow players to express themselves and not stress them out by being abusive

• Give the player the opportunity to experience different playing positions

• Coach must keep himself abreast with the latest development in the world of football

• Be positive and always encourage the player

• Allow the player to solve the problem in the field of play during matches and not interfere
by making decisions for him/her

• Maintain record of all details pertaining to the player, including attendances at trainings
and matches, skills test score, matches played, injuries sustained, etc

• Coach must cooperate with other specialists for the benefit of his/her player

• Treat all players fairly and focus on the development of each player before team
development

• Coach must be able to make a planning, to conduct and evaluate his/her training sessions

• It is the coach’s duty to groom his/her player not only to become a good player but also a
responsible citizen

11
Code of Conduct for Players

• Prepare yourself mentally to learn from the training session

• Practice good time management as training is only part of your routine. The other part
being your school work

• Be conscientious in your school work as you will not be allowed to train if your class work is
poor

• Lead a healthy sporting lifestyle. Look after your diet, sleep well, have a good rest
especially after a training session and abstain from smoking and consuming alcohol

• Be willing to sacrifice fanciful lifestyle if you want to be an accomplished player

• Accept success and failure, victory and defeat equally

• Resist any temptation to take banned substances or use banned techniques

• Treat opponents with due respect at all times, irrespective of the result of the game

• Safeguard the physical fitness of opponents, avoid violence and rough play and help
injured opponents

• Accept the decision of the match official without protest

• Abide by the instructions of your coach and team officials, provided they do not contradict
the spirit of this code

• Show due respect to the interests of supporters

• Attend training sessions and arrive punctually

• Conduct yourself properly with respect to teammates, opponents, referees, managers,


coaches and spectators

• Take good care of your sports gear (especially your football shoes)

12
Code of Conduct for Parents

• Encourage your child to be positive at all times as it will help him to develop his talent

• Do not be overly ambitious in wanting your child to become a super-star. Let him develop
his talent naturally

• Let your child develop into a team player and gain friends

• Do not interfere in technical matters both on and off the field of play

• Teach your child how to manage his time well

• Encourage your child to develop his basic skills

• Do not scold or yell at a child during his football activities

• Never give personal success more relevance than the educational objective

• Encourage your child to always play according to the rules and to respect the officials’ and
coaches’ decisions

• At no time should players, spectators and officials be exposed to abuse and ridicule

• Be patient. Some children take longer than others to develop

• Teach children to appreciate and recognise the value and importance of coaches, parents
and officials

• Strike a balance between education and football development of a young player

• Provide your child with essential nutritional food and proper health care

13
4. CHILD PROTECTION

Adapted from Community Development Authority – Policy on


Protection and Welfare of Children

Children need a safe and nurturing environment for optimum growth and development.

Child protection law:


Children in the UAE, whether residents or tourists, are assured that their right to life, dignity, safe
environment, family, education, and many more are protected and upheld across the country.

14
Child Protection and Welfare Services

Children make up around 24 per cent of the UAE population based on 2010 figures. But
statistics on the forms of abuse and how prevalent they are in the UAE are scant.

While there are obvious cases of abuse, there are grey areas when it comes to what is
deemed as negligence. This is why educating the public on what is acceptable and
unacceptable parenting is necessary, Khalid Al Kamda, director-general of the
Community Development Authority in Dubai, said.

“Negligence can be typical things like having a child in the front seat or in the lap of a
driver. That is negligence and that is a clear-cut line because you know the child is in
danger. Police could stop the driver and fine him and they will do that. So there are
cases which are clear-cut and there are grey areas,” Al Kamda told Gulf News.

Child protection specialists may issue three written warnings to parents or guardians
who are deemed to be neglecting their children and hold a seminar for them on the
law. Repeat offenders will be dealt with accordingly and fined. Authorities, however,
may immediately remove the child from an abusive environment if it endangers his or
her life.

Since in most cases of abuse, the perpetrators are either family members or people
close to the family, the children are scared to report the crime. This is where
professionals such as teachers, physicians, or child-care services are mandated to step
in. Under the law, all of them, including neighbours who suspect abuse or neglect, can
also report to authorities, which is a step in the right direction.

Acts that are allowed and not allowed

1) HITTING

A CHILD:

The law prohibits parents or custodians from excessively disciplining a child. Hitting a
child in the face, for example, is prohibited. Beating a child resulting in marks or injuries
is not allowed. Any form of discipline is intended to teach the child about his
wrongdoing and to correct it, not to harm him.

15
2) LEAVING A CHILD ALONE IN THE HOUSE:

Leaving a child alone in the house is not allowed. Many child high-rise deaths are due to
a consistent pattern of parents leaving their sleeping children alone at home.

3) CHILD SEAT/SITTING IN FRONT:

Under the law, putting children in harm’s way, including allowing them to sit in the
front seat or jump up and down inside a moving car, is considered negligence.

4) SHOUTING / CALLING HIM NAMES:

Calling a child names affects a child psychologically. The Child Protection Law mandates
that the dignity of the child should be protected. Reprimanding a child in a calm
manner is acceptable. Parents or custodians should not go beyond what is stated in
Sharia.

5) CHILD SUPPORT:

The law ensures that every child has the right to live, be in a safe environment, and
have access to education and health services. His parents or custodian should ensure
that his psychological, emotional, social and cultural needs are met.

HELPFUL NUMBERS

Police: 999

Ministry of Interior Child Protection Centre Hotline: 116-111

Child Protection Centre (under CDA Dubai): 800 988

Dubai Foundation for Women and Children: 800 111

Social Services Department (Sharjah): 800 700

How to spot signs of abuse / neglect

- If the child has unexplained bruises, unnecessarily underweight or malnourished

- If the child is unusually scared, seems troubled, anxious, depressed or displays sudden
change in behaviour, sleeping and eating patterns

16
5. GRASSROOTS DEVELOPMENT PLANNING

6 years

Period 1 ( 5 months )

• Only Fun Games

Period 2 (5 Months)

• Only Fun Games

Inventory of FUN Games

• Simple Games
• Fun Game B 26: Twin tag
• Fun Game B 27: Team tag

7 years

Period 1 ( 5 Months )

• FUN Games + Basic Football Related Games

Period 2 ( 5 Months )

Preparing games for 2-vs-2


• Fun Game B28: Takeover competition
• Fun Game B 29: Dribble to open goal
• Fun Game B 30: Protect your ball
• Fun Game B 31: Soccer marbles
• Fun Game B 32: First to the cone
• Fun Game B 33: Slalom dribbling relay
• Fun Game B 35: Group ball juggle
• Games related to duel (1-vs-1)
• Example series B (Simple Games FAS)
• Games related to 2-vs-2
• Example series B (Simple Games FAS)
• Build-up: Training Example
• Content: Fun Games
• 2-vs-2 and 2+GK vs 2+GK

17
8 years

Period 1 ( 5 Months )

• Preparing 2+GK vs 2+GK


• Variety of games and exercises with teams of 5 players (4+GK) exercises in diamond
form
• Build-up
• Fun Games
• Exercises with basic techniques in diamond form

Period 2 ( 5 Months )

• Exercises in diamond form


• Full programme of technical skills
• Games 2+GK vs 2+GK
• Transition from 2+GK into 4+GK vs 4+GK

9 years

Period 1 ( 5 Months )

• Starting with principles 5-vs-5


• Technical skills in teams of 5 players
• Fun Game B 34 : First to the end line

Period 2 ( 5 Months )

• Games 5-vs-5 (opponents)


• Roll of different positions
• Full programme of technical skills
• Build-up based on own strengths and weaknesses in the games
• Training example

18
6. LEARNING PROCESS

Development phase 2 vs 2 : 6-7 Years

1+GK vs 1+GK U6 Accustoming to the ball Football as a dribbling and shooting


(6y – 7y ) game
U7 Opposition games

Description of the playing environment

1st phase: Children play with the ball next to each other (ball mastery)
2nd phase: Children play against each other (=opposition games) ➔
1 vs 1 (the duel) = dribbling and above all scoring !

PSYCHOMOTOR SKILLS
1° phase
• Body exercises and skills with ball (ball mastery skills)
• Eye – Hand and Eye - Feet coordination (different games that enable us to improve their
cordination skills)
2° phase
B+: Feet – accustoming (controling , dribbling, passing )
B-: Recovering possession + avoid scoring

*B+ With the ball


*B- Without the ball
PHYSICAL MENTAL

STRENGTH SPEED • Shows great spontaneity.


• Few developed • Quick reaction in • Love games and having fun.
games • Is self-oriented and intrinscially
SUPPLENESS motivated.
COORDINATION
• At this age they • Is often restless and quickly
show great • Limited control of the distracted.
flexibility / body and balance • Cannot keep concentration for a long
suppleness period of time.
• Limited awareness of
ENDURANCE space and time
• Is attached to the teacher, admires
and imitates him/her.
• Uneconomic • Often not yet a
efforts i.e. not preferred foot – No
efficent (high dominance left / right
energy
consumption)
• Quickly tired but
also quick recovery.

For children of 6 and 7 years the duel is the best play – and learn environment !!

19
Development phase 5 vs 5: 8 and 9 Years

4+GK/4+GK U8 Applying 2 vs 2 Football as a short passing game


8 and 9 years U9 Extension to short game without off-side rule
Description of the playing environment

Best playing format is 5-vs-5 (= single diamond)


Passing distance = +/- 10 meter

BASICS TEAM TACTICS

B+ B- B+ B-

• Moving with the • Putting pressure, • open wide when • Positive pressure on
ball (controlling, duel or fall back we have the ball the player in
dribbling) slowly • Create depth when possession of the
• Short passing • Positioning we have the ball. ball
• Controlling the ball between opponent • infiltration with the • Winning the duels
arriving on the and the goal ball: Moving with and not being
ground • Short covering on the ball the ball or eliminated.
• Shooting from 10m short passes dribbling • Winning the duels
(short) • Interception or • Create a scoring with 100%
• Shooting after a blocking short chance via an certainty.
pass on the ground passes individual action • Not being
• Making space • Finishing quickly if a eliminated by an
providing good scoring chance opponents’
angles to receive occurs individual action in
pass the crucial zone.
• Making space and • Blocking a scoring
be available in open chance.
space
• Throw-in
PHYSICAL MENTAL

STRENGTH: SPEED: • Is anxious to learn


• Natural • Starting speed and • Concentration improves
movements, duels reactions during
between checking and • Is ready to be part of the team.
homogeneous improving running
groups ( = balance) techniques
SUPPLENESS: COORDINATION:
• Most suitable • Coordination of the
period body
ENDURANCE: • Coordination eye-
hand and eye-feet.
• The charge of the
training is sufficient

20
21
UAE FOOTBALL ASSOCIATION
2019

7. Courses

UAE FA - STAFF
TECHNICAL DEPARTMENT
Jan. 2019

22
7.1 COACHING COURSE GRASSROOTS

UAE FA GRASSROOTS COACHING CERTIFICATE 2015


COURSE SYLLABUS

Theoretical
FIFA Grassroots Philosophy & Characteristics of Children &
1 1h
Educational Approach
2 Reflection on practical session 0.5 h
3 Grassroots Football Session – Structure of Training unit 1h
4 Designing Warming Up/Fun Football Games & Activities 0.5 h
5 Importance of Small Sided Games 0.5 h
6 Designing Introductory Games & Activities 0.5 h
7 Role of Coach Educator 0.5 h
8 Coordination Agility & Motor Skills 0.5 h
9 Basic Skills & Technics 0.5 h
10 Designing Practice Drills in relation to introductory games 0.5 h
11 Designing Application Games (Conclusion) 0.5 h

12 Football & Health: Protection and Security 1h


13 Designing a grassroots football training unit 1h
14 Nutrition 1h
15 Organising Grassroots Football Festivals 1h
16 Grassroots Football Laws of the Game 0.5 h
Total 11 h
Practical
17 Sample of Grassroots Football Training Session 2h
18 Coordination Agility & Motor Skills 0.5 h
19 Basic Skills & Technics 0.5 h
20 Warming Up/Fun Football Games and Activities 2h
21 Introductory Games & Activities 2h
22 Practice Drills in relation to Introductory games 2h
23 Application Games (Conclusion) 2h
24 Practical Assessment for Groups 1 - 8 8h
Total 19 h
Grand Total 30 h

23
8. COMMUNICATION

The various modes of communication for a grassroots football


programme are

• Internal
o Email
o Phone
o Text messages
o Meetings
o Face-to-face

• External
o Press release
o Website
o Social media
o Roadshows
o Meetings

24
UAE FOOTBALL ASSOCIATION
2019

FUN GAMES
FOOTBALL RELATED GAMES
GRASSROOTS GAMES – 9 YEARS
EXAMPLES OF TRAINING SESSIONS TO IMPROVE
TECHNICAL SKILLS IN THE GAME

UAE FA - - STAFF
TECHNICAL DEPARTMENT
Jan. 2019

25
9. FUN GAMES, FOOTBALL RELATED GAMES, GRASSROOTS
GAMES – 9 YEARS, EXAMPLES OF TECHNICAL TRAINING
SESSIONS

The instructor, coach or trainer, acting in youth development, whatever his name is,
should be first of all a teacher and a trusted confidant for young players!

Grassroots is the foundation-stone of the pyramid of football. The UAE, together


with local communities, schools, clubs etc. is dedicated to create opportunities for
young children to play and having fun and to take the first steps for playing football.
To make this realistic, UAE is providing a quality programme with educated coaches
for children from 6 years till 9 years, with the necessary infrastructure, material,
equipment, etc.

In this Grassroots Manual we included a great number of games, selected to be used


in the development plan making the progress from playing games into playing
football.

The games are divided in 4 groups:

1. Fun Games
2. Football related Games
3. Technical exercises
4. Examples of training sessions

Those exercises/games have been selected, among others, from important sources
like FIFA, The Belgian F.A., the FAS manuals, etc. and divided in groups
corresponding with the requirements for the different age categories: 6-7-8-9 years.

It is obvious that other games can be added, but it should remain in the same
philosophy as indicated in the Manual.

The approach is to educate and develop young players by using a quality educational
program, remembering what John KEYNES said:

“The real difficulty lies not in developing new ideas, but in


escaping from the old one

26
SERIES A: FUN GAMES + FOOTBALL RELATED GAMES – A1 TO A38

1. ONE-VS-ONE CHALLENGE 24. OVERTAKE RACE


2. CHEESE WITH HOLES 25. TUNNER BALL
3. DARTS 26. TRIANGLE WALK
4. HOOP RACE 27. HOOP DANCE
5. BOWLING 28. KING’S BALL
6. FOUR IN A ROW 29. NUMBER RUN
7. TCHOUK GAME 30. BOMBS GAME
8. 2-VS-2 CHALLENGE 31. LINE FOOTBALL
9. BALL RACE 32. DOUBLE FOOTBALL
10. COME HOME SOON 33. TWIN FOOTBALL`
11. RUN RUN RUN 34. CONES FOOTBALL
12. SKITTLES 35. TARGET FOOTBALL
13. CROSS THE STREET 36. ICE FOOTBALL
14. DRIBBLE KING 37. BOUNCE FOOTBALL
15. SKILL CIRCUIT 38. AGORA
16. FOOTBALL GOLF
17. IN THE LINE OF THE FIRE
18. 1 – 2 – 3 PIANO
19. LIVE CLOCK
20. DOUBLE TAG GAME
21. CONE SHOOTER
22. CROCODILE GAME
23. STRAY PREY

27
A1: ONE-VS-ONE CHALLENGE

Two teams competing in one-vs-one challenges. The team that scores the most points wins

Guidelines

• Change of players after each duel


• Ensure a continuous supply of balls. A new ball should be served
again quickly if the first ball goes out of play
• Maximum 30 seconds of play time
• Grid size: 7m × 10m

Equipment

• 2 small goals
• 4 balls
• 6 markers
• 4 yellow bibs
• 4 red bibs

28
A2: CHEESE WITH HOLES

Each team takes a turn to place the ball in any of the holes. The team that scores the most points wins.

Guidelines

• Adjust the shooting distances depending on players’ level


• Variations
o For small children: Throw
o From the hands (with or without bounce)
o Drop-shot
o After a pass from the trainer
o Ball on the ground

Equipment

• Large goal + cloth (possibly bicycle tires or ribbons attach to target


framework)
• 2 markers
• 2 balls

29
A3: DARTS

2 teams compete to score the most number of points

Points:

• Outside square : 5 points


• Red square : 10 points
• Yellow square : 15 points
• Blue square : 20 points

Guidelines

• Set the kicking distance depending on the players’ level


• Ball on the ground or kick from the hands

Equipment

• 2 balls
• 4 blue cones
• 4 yellow cones
• 4 red cones
• 2 markers

30
A4: HOOP RACE

Move the balls from one hoop to another hoop. After all the balls are moved, the first person to r un through the two cones
wins. Both teams compete to score the highest points.

Guidelines

• Change opponents after each duel


• With the ball in the hands or feet

Equipment

• 6 balls
• 12 hoops
• 6 markers or cones

31
A5: BOWLING

Aim to kick the most number of con es down. Two teams compete to score the most number of points.

Points

• For each cone knocked down: 1 point


• Strike: 15 points

Guidelines

• Vary the starting distance depending on the players’ level.


• Start with ball on the ground or kick from the hands
• Put the ball on a marker before kicking

Equipment

• 2 balls
• 2 markers or cones
• 10 cones or bottles filled with water

32
A6: FOUR IN A ROW

Two teams compete to score the most number of points. Take a ball from the opposing team and dribble through the
gates. Put the ball into an empty hoop of your team. Then tap the next player. The firs team to get four balls in a row
wins.

Guidelines

• Change the starting order


• Variation:
o With the ball in the hands or using the feet

Equipment

• 8 hoops
• 6 balls
• 8 markers or cones

33
A7: TCHOUK GAME

Two teams compete to score the most number of points? Throw the ball into the chook, control and score!

Guidelines

• Vary the starting distance depending on the players’ level.


• Variations: finish with one touch or multiple touches
o At one time – with or without bounce
o Head, right foot, left foot, inside foot…etc (specify depending
on difficulty level)

Equipment

• 2 balls
o Tchouk (if not available, a coach can repel the ball, a wall or
use a small trampoline turned upright)
• 4 markers or cones

34
A8: 2-VS-2 CHALLENGE

Two-vs-two challenge. Two teams compete to score the most number of points

Guidelines

• Change the pairs after every game


• A new ball should be served again quickly if the first ball goes out
of play
• Maximum 30 seconds of playing time
• Grid size: 10m × 15m

Equipment

• 2 small goals (or 4 cones)


• 2 balls
• 6 markers
• 4 red bibs
• 4 yellow bibs

35
A9: BALL RACE

Two teams compete to see who dribbles the fastest. Players dribble through the cones and straight back. Guide the ball to
the next player in line. After completing his/her turn, each player sits down. The first team to sit on the ground wins.

Guidelines

• Variations:
o Ball in hand
o Ball at the foot
o Around the cone and pass (instead of dribbling back)

Equipment

• 2 balls
• 14 markers or cones
• 1 pole or large cone

36
A10: COME HOME SOON

Two teams compete to steal the most number of balls. Take a ball from the house of another team, dribble through two
gates and put the ball in your own house. The team with the most number of balls in the end wins.

Guidelines

• With the ball in the hands or at the feet


• Maximum playing time 30 seconds

Equipment

• 20 balls
• 14 yellow markers or cones for the gates
• 16 blue markers or cones for the houses

37
A11: RUN RUN RUN

2 teams compete to score the most number of goals. Players complete the ladder drill as quickly as possible, and score.
Only the first scorer will get the point.

Guidelines

• Change opponents after each duel.


• Variations:
o 1 foot in each ladder
o Jump with both feet
o Hopscotch R
o Hopscotch L
o Zig zag
o Score by kicking the ball diagonally into the other goal
o Shoot with weaker foot

Equipment

• 2 balls
• 2 agility ladders (if not available, use markers)
• 4 markers or cones
• 2 small goals, or 4 cones

38
A12: SKITTLES

Two teams compete to kick the most number of cones down and collect the most number of points. Each player attempts
to kick down one of three cones. 3 cones down = 1 point. The first team to collect 3, 5 or 10 points wins.

Guidelines

• Vary the starting distance depending on the players’ level


• Adjust the distances between cones to depending on their level

Equipment

• 8 cones (in 2 colours)


• 2 balls

39
A13: CROSS THE STREET

Players attempt to dribble past the defender to the opposite side. If ball is lost, return to the start line and put a cone
down. If dribbling is successful, return back to the start line via the side channel.

Guidelines

• Choose multiple defenders depending on the number of players and


their level.
• Adjust the size of the field depending on the number of players and
their level
• Use more than 3 cones if desired

Equipment

• 9 cones
• 3 cones in different colour
• 6 balls

40
A14: DRIBBLE KING

Dribble the ball to the opposite side without the defender taking the ball = 1 point. If the defender is takes your ball = -1
point. Whoever has the most points at the end wins.

Guidelines

• Defenders must remain on their line (no forward or backward


movements).
• After two minutes, change the line defenders.
• Adjust dribbling distance depending on the players’ level
• Variations:
o Without ball (cannot be tackled)
o With ball
o The defenders have a ball and try to hit the attacker

Equipment

• 12 cones or markers (2 colours)


• 4 or 6 balls

41
A15: SKILL CIRCUIT

Players compete to be the fastest player to complete the skills circuit

Guidelines

• Be creative with the equipment and try to ensure that the players
can kick, adapt, lead and dribbling, but also jumping, crawling,
hopping
• Players can begin without any time pressure, but finish off with a
race to see who is the fastest

Equipment

• According to availability and choice

42
A16: FOOTBALL GOLF

Each player kicks the ball through each gate (red and blue alternating), and finally into the hoop. The player who
accomplishes this with the least number of touches wins.

Guidelines

• Vary setup if needed: large / small gates, less / more curves, gates
closer / further apart.

Equipment

• 1 start cone
• 10 or more cones (2 colours)
• 1 hoop
• 2 balls

43
A17: IN THE LINE OF FIRE

Two teams compete against each other to “dodge bullets”. Players try to dribble to the opposite side without being hit by
the opposing team passing. The team that has been hit the least wins.

Guidelines

• Players may not kick the ball above knee-height


• After 3 times rounds, the teams swap roles
• Variation: attackers with or without a ball

Equipment

• 8 cones or markers (2 colours)


• 8 balls

44
A18: 1-2-3 PIANO

Players dribble the ball from one side to the opposite side. The conductor calls out “1 -2-3 piano” and turns around. Make
sure your ball stops moving. If a player’s ball is not stationary, he/she returns to the starting position. The first player to
reach the other side wins.

Guidelines

• The winner will be the new conductor but also allow the less
experienced players to get a chance

Equipment

• 4 cones
• 1 ball per player

45
A19: LIVE CLOCK

Two teams compete to play the most number of passes. Yellow team passes the ball to each other. Red team dribbles the
ball around the square. How many passes can the yellow team play before the red team dribbles around the square twice?
Can the red team do it better?

Guidelines

• You can vary the arrangement of grid: triangle, square or circle.

Equipment

• Up to 8 cones
• 2 balls

46
A20: DOUBLE TAG GAME

The defenders attempt to kick away as many balls as possible out of the grid. The pair that can kick the most number of
balls away wins.

Guidelines

• Variation: the defenders can be with or without the ball


• Maximum 30 seconds of playing time
• Adjust the number of defenders (more or less) depending on the
players’ level

Equipment

• 2 bibs
• 8 balls
• 8 cones

47
A21: CONE SHOOTER

Two teams compete to score the most number of points knocking down the cones. Players in red kick the ball first,
followed by players in yellow.

Points

• Any cone successfully knocked down = 2 points


• If a cone was hit, but remains upright = 1 point

Guidelines

• Adjust the distance depending on players’ level


• Change opponents regularly

Equipment

• 8 markers
• 4 cones
• 4 balls

48
A22: CROCODILE GAME

Players attempt to dribble to the middle, pick up a marker and dribble back. The “crocodile” in the “pond” (middle) attempts to kick away as
many balls as possible. If a player’s ball has been kicked, he/she goes back to the starting position. If a player successfully returns with a
marker, he/she stacks it on her marker. The fastest player to collect five markers wins.

Guidelines

• Adjust the size of the “pond” depending on the players’ level

Equipment

• 14 markers
• 7 balls

49
A23: STRAY PREY

Players in yellow bibs (prey) collect points by dribbling from cone to cone. If they are tagged by players in red (hunters),
they start from zero. Players cannot be tagged when they are at the cones.

Points

• Short edge : 1 point


• Long edge : 2 points
• Hypotenuse : 3 points

Guidelines

• Variation:
o Hunters can be with or without ball
o First to 10 points wins; or player with the most number of
points after one minute
• Vary distances between cones and number of hunters depending on
the players’ level

Equipment

• 4 cones
• 6 balls

50
A24: OVERTAKE RACE

Two teams compete against each other to see who passes the quickest. Each team begins with one ball and all players
stand in alternate positions around a square. The team that catches -up with the other team wins.

Guidelines

• Practice passing in both directions (and with both feet)


• Variations:
o Ball thrown at each other
o Bal passen naar elkaar
o Bal leiden buitenkant cirkel

Equipment

• 2 balls

51
A25: TUNNEL BALL

Two teams compete to finish the fastest. Players are arranged in two rows. The last player begins with the ball at his feet
and kicks the ball through the “tunnel” to the first player. The first player receives the ball, dribbles around the cone and
back to the end of the line, and passes through the “tunnel” again. The first team to complete wins.

Guidelines

• Variation:
o Pass the ball over the head
o Vary the passing distance; distance between both feet

Equipment

• 2 balls
• 2 cones
• 2 markers

52
A26: TRIANGLE WALK

Two teams compete to be the fastest. From the start position, each player races to the hoop, passes the ball to the other
hoop and returns back to the start. The next player does the same. The fastest team to complete wins.

Guidelines

• Variations:
o Use only right or left foot
o Ball in the hands

Equipment

• 2 balls
• 4 markers
• 2 hoops

53
A27: HOOP DANCE

Players dribble the ball freely within the grid. When the coach gives the call, each player dribbles as quickly as possible t o
find a hoop. Which are the players who do not have a hoop?

Guidelines

• Start with as many hoops on the ground as there are players. Remove
one hoop before giving the call
• Variation: Remove multiple hoops at the same time
• Scoring: 2 points for players who reach a hoop. -1 point for players
without a hoop

Equipment

• 6 balls
• 4 markers
• 6 hoops

54
A28: KING’S BALL

Two teams compete to give their “king” the most number of passes. Each team has a “king” situated in the opponent’s half
of the pitch. Players attempt to pass the ball to their respective “king”. Players may not enter the “palace”. Each team can
decide when their king can be replaced.

Guideline

• Ensure a continuous supply of balls. A new ball should be served again


quickly if the first ball goes out of play
• Vary number of players per team depending on the situation.

Equipment

• 2 balls
• 8 blue cones
• 12 red cones
• 4 yellow bibs
• 4 red bibs

55
A29: NUMBER RUN

Two teams compete to see who dribbles the fastest. Players are numbered from 1 to 4. The coach calls out the number of a
player and the number of a cone. The player whose number has been called will dribble to the correct cone and back. The
player who completes first, scores one point.

Guidelines

• Variations:
o Only use right foot
o Only use left foot
o Calling multiple cones and make full circle around each cone
• Do not confuse the players with "wrong" numbers.

Equipment

• 2 balls
• 16 cones

56
A30: BOMBS GAME

Two teams compete to get the “bomb” into the other team’s zone. The “bomb” is placed in the middle of the field. On signal
you kick the ball to the bomb. As soon as the ball reaches a team’s zone, the bomb explodes!

Guidelines

• Ideal “bomb” is a medicine ball. If unavailable, basketball, football,


volleyball can also be used
• Everyone gets a ball. Players may only retrieve balls in their own half!
• Vary the kicking distance depending on players’ level.

Equipment

• 8 balls
• 4 markers
• 1 medicine ball

57
A31: LINE FOOTBALL

Two teams compete against each other. The team that can stop the ball on the goal line scores a point

Guidelines

• Ensure a continuous supply of balls. A new ball should be served again


quickly if the first ball goes out of play
• Vary the number of players per team depending on the situation

Equipment

• 4 balls
• 8 markers
• 4 yellow bibs
• 4 red bibs

A32: DOUBLE FOOTBALL

Two teams compete to score the most number of goals

58
Guidelines

• Ensure a continuous supply of balls. A new ball should be served


again quickly if the first ball goes out of play
• Vary the number of players per team depending on the situation

Equipment

• 4 balls
• 4 mini-goals
• 8 markers
• 4 yellow bibs
• 4 red bibs

59
A33: TWIN FOOTBALL

Two teams compete to score the most number of goals. Players must not let go of their partner’s hands.

Guidelines

• Ensure a continuous supply of balls. A new ball should be served again


quickly if the first ball goes out of play
• Vary the number of players per team depending on the situation

Equipment

• 4 balls
• 2 goals / mini goals
• 8 markers
• 4 yellow bibs
• 4 red bibs

60
A34: CONES FOOTBALL

Two teams compete against each other to kick the most number of cones down

Guidelines

• Ensure a continuous supply of balls. A new ball should be served


again quickly if the first ball goes out of play
• Vary the number of players per team depending on the situation

Equipment

• 4 balls
• 8 or more cones
• 8 markers
• 4 yellow bibs
• 4 red bibs

61
A35: TARGET FOOTBALL

Two teams compete to pass the ball to a teammate behind the goal line.

Guidelines

• Ensure a continuous supply of balls. A new ball should be served


again quickly if the first ball goes out of play
• Vary the number of players per team depending on the situation

Equipment

• 4 balls
• 8 markers
• 4 yellow bibs
• 4 red bibs

62
A36: ICE FOOTBALL

Two teams compete to score the most number of goals. Players may continue playing even behind the goalposts.

Guidelines

• Ensure a continuous supply of balls. A new ball should be served


again quickly if the first ball goes out of play
• Vary the number of players per team depending on the situation

Equipment

• 4 balls
• 8 markers
• 4 yellow bibs
• 4 red bibs

63
A37: BOUNCE FOOTBALL

Two teams compete to score the most number of goals. The team in possession may use the wall players.

Guidelines

• Ensure a continuous supply of balls. A new ball should be served again


quickly if the first ball goes out of play
• Vary the number of players per team depending on the situation
• Vary the number of wall players depending on the situation

Equipment

• 4 balls
• 8 markers
• 4 yellow bibs
• 4 red bibs

64
A38: AGORA

Players compete in 4-vs-4 or 5-vs-5 matches with large or small goals.

Guidelines

• Ensure a continuous supply of balls. A new ball should be served


again quickly if the first ball goes out of play
• Vary the number of players per team depending on the situation

Equipment

• 4 balls
• 4 yellow bibs
• 4 red bibs

65
SERIES B: FUN GAMES + FOOTBALL RELATED GAMES – B1 TO B35

1. CROWNS AND CRANES 19. THREE- ON- ONE OPPOSITE


2. BODY PART DRIBBLING 20. HEAD AND CATCH
3. PICK’EM UP 21. ATTACKS THE CRAB
4. HUMAN OBSTACLE COURSE 22. CHAIN TAG
5. PATER PAN DRIBBLING 23. THROW – RECEIVE – CATCH
6. THE GLOB 24. EVERYBODY’S IT
7. FOLLOW THE LEADER 25. LIGHTNING FAST
8. GATES 26. TWIN TAG
9. EDGE OF THE WORLD 27. TEAM TAG
10. ELBOW TAG 28. TAKEOVER COMPETITION
11. KEEPER’S NEST THREE-ON-ONE 29. DRIBBLE THE OPEN GOAL
12. TRIANGLE TAG 30. PROTECT YOUR BALL
13. DEFROST TAG 31. SOCCER MARBLES
14. PHONE BOOTH TAG 32. FIRST TO THE CONE
15. BRIDGE PASSING 33. SLALOM DRIBBLE RELAY
16. TAIL TAG 34. FIRST TO THE END LINE
17. TRAIN TAG 35. GROUP BALL JUGGLE
18. SEQUENCE PASSING

66
B1: CROWS AND CRANES

Use cones or flags to mark two end lines 40 to 60 yards apart. Have two lines of players face each other with an end line
20 to 30 yards away from each group. Place the balls in a line in between the two teams. Stand at the end between the two
lines of facing players. Designate one team the “crows” and the other the “cranes”. When you call out either “crows” or
“cranes”, the team whose name was called tries to pass and dribble the balls to hit the other team. The team not called
turns and sprints towards their own end line. If they cross the line without being hit, they go back to the centre for the
next round. Players who were hit join t hat team and assume their name.

Purpose

To introduce the concepts of ball pace (speed) and accuracy

Number of players: All

Equipment: 1 ball per pair

Ages: 5 to 8

67
B2: BODY PART DRIBBLING

Place players in a random formation within confined space (such as the centre circle). Have players dribble and control
their balls without touching any other players. While they are moving, call out body part (elbow, foot, knee, stomach). The
player must immediately stop the balls with the body part. If you choo se, the last person to react may have to do a small
task, such as three ball-taps or some fun exercise. The task should not be considered punishment, and the remaining
players should return to dribbling while the player is completing the task.

Purpose

To improve dribbling skills in a confined area, reaction time, listening skills,


and knowledge of body part.

Number of players: All

Equipment: 1 ball per player, 15 to 20 small or large cones

Time: 3 to 5 minutes

Ages: 5 to 8

68
B3: PICK’EM UP

Have the players dribble in the appropriately-sized area. Challenge them to move in speed, maintaining balance while
putting the cones in an upright position. The game can be played by teams or by individual players

Purpose

To develop the ability to dribble with the head up while maintaining body
motion, control and balance

Number of players: All

Equipment: 1 ball per player, 15 to 20 small or large cones

Time: 5 to 7 minutes

Ages: 5 to 8

69
B4: HUMAN OBSTACLE COURSE

Players should do this activity without the ball first. Ask one player to get into a position that she can stay in comfortabl y,
such as standing with her legs apart, rolled up in a ball, or on her hands and knees. The next player then goes around,
through, under, or over the first player and then get into a different position. The third player goes through the first two
and takes yet another position. This continues until all players are part of the obstacle course. At this point, have the fi rst
players go again so they can go through a complete course. After all the players had gone through, add one ball per
player. The course continues to evolve with each player creating a new shape once the player has completed the course.

Purpose

A creative dribbling activity that is a great icebreaker for younger players

Number of players: All

Equipment: None at first, then add 1 ball per player

Time: Until each player has completed the obstacle course at least once

Ages: 5 to 8

70
B5: PETER PAN DRIBBLING

One partner in each pair holds a ball. Have the other partner dribbling the ball -holding partner and attempting to stay
within that partner’s shadow. Players switch roles after 1 minute.

Purpose

To develop dribbling skills with the head up while maintaining ball control

Number of players: All, in pairs

Equipment: 1 ball per player

Time: 1 minute intervals

Ages: 8 onwards

71
B6: THE GLOB

Position all of the players, but two, on one end line of a half field or on one side of a 30 -by-40 yard grid. You and the two
other players join hands and start as the Glob. On your signal, players run and try to get to the other side or end line
without being tagged by the Glob. Players tagged by the Glob leave the game, perform four alternating ball touches with
their feet, and then re-enter the game, after a few rounds, select two new players to join you as the Glob. Play until every
player who wants a turn as part of the Glob as one.

Purpose

To develop the ability to change direction

Number of players: All

Equipment: None at first; then add 1 ball per player

Time: 5 to 10 minutes

Ages: 5 to 8

Variation: Give each player a ball and have players dribble while trying to
avoid the glob

72
B7: FOLLOW THE LEADER

have the players follow you while dribbling in an appropriately -sized area. Along the way, hop on one foot, skip, walk as
though on a tightrope, sit down, and so on, while keeping your ball moving with various parts of your body. After the
players have imitated you for a time, call upon various players to be the leader

Purpose

To develop the ability to dribble with the head up while maintaining body
motion, control and balance

Number of players: All

Equipment: 1 ball per player, 15 to 20 small or large cones

Time: 5 to 7 minutes

Ages: 5 to 8

73
B8: GATES

Place cones 3 yards apart as small goals or ‘gates’ randomly throughout a 30 -by-30 yard grid. On your signal, the players
dribble their balls through as many ‘gates’ as possible in 1 minute. At the end, ask them how many ‘gates’ they dribbled
through. Then repeat, and challenge them to improve on that number. After all the players have gone through, add one
ball per player. Now each player must dribble through the course. The course continues to evolve with each player
creating a new shape once the player has completed the cours e.

Purpose

To improve decision-making skills by dribbling to many targets while


changing direction

Number of players: All

Equipment: 1 ball per player, several cones

Time: 5 to 10 minutes

Ages 5 to 8

74
B9: EDGE OF THE WORLD

Starting at the end of the field in the penalty area, have each player pass the ball to the 18 -yard line. Players run after
their own balls and control them before they fall off the “edge of the world” (goes over the 18 -yard line). Players may
strike their balls only once when passi ng. Challenge players to get their balls as close as possible to the line as they can
without going over it. This is a good warm -up or cool-down activity. It is self-pacing and allows the player to take safe
risks.

Purpose

To introduce the concepts of ball pace (speed) and accuracy

Number of players: All

Equipment: 1 ball per pair

Time: 3 to 5 minutes

Ages: 5 to 8

75
B10: ELBOW TAG

Have players stand with the elbows of one arm hooked with their partner’s. The other hand is on the waist with the elbow
bent. You break apart one or two pairs and give one or two of the players a disc cone or ball. The players with the cones
or ball chase the other player and try to tag the player with the cone or ball (it may not be thrown). If a player is tagged ,
the cone or ball is dropped, and the player who was tagged picks up the cones or ball and become the chaser. A ‘chaser’
can be safe by hooking up with a plyer who has an elbow that is not hooked. Once this occurs, the player on the other side
must leave and is now being chased by the ‘chaser’. Once the player gets the hang of it, break up more pairs so you have
more ‘chasers’ and runners. Players chasing can tag anyone who is not safely linked to an elbow. Continue adding
‘chasers’ and runners until the game completely falls apart from sheer fun and chaos.

Purpose

To teach anticipation and quick thinking

Number of players: All, in pairs

Equipment: Several small cones or small soft foam balls

Time: 5 to 10 minutes

Ages: 8 and up

76
B11: KEEPER’S NEST THREE-ON-ONE

Each group place their cones 5 to 8 yards apart to form a triangle. Each cone represents a goal. One player from each
group (the keeper) stands inside the triangle and may not leave it. The three players on the outside try to pass the ball
through one side of the triangle and out through the other. The keeper tries to keep the ball from penetrating the triangle
from the pass, while the three players attempt to pass the ball between them and move the keeper out of position so that
the ball can be played through two sides. The three players don’t need to play the ball through the triangle every time;
possession can also be maintained by passing the ball around the triangle. However, only balls that go through the
triangle earn points; the passer will r eceive 1 point for each successful pass through the triangle. If the keeper intercepts
the ball, the player who moved the ball last becomes the new keeper.

Purpose

To develop passing angles while passing through a goal

Number of players: All, ingroups of 4

Equipment: 1 ball and 3 cones per group

Time: 5 to 10 minutes

Ages: 8 onwards

77
B12: TRIANGLE TAG

Have three players in each group form a triangle by placing their arms on one another’s shoulders. The fourth player
stands outside the triangle. The triangle players select one of themselves to be the target. The players on the outside
attempt to tag the target while the triangle players move from side to side to protect the target. The triangle players do
not run but stay in a limited space. Play continues until the target is tagged or everyone is tired. Make sure that everyone
has the opportunity to be a target and a chaser. This is a good quickness and fitness activity as well as a lot of fun.

Purpose

To develop quick, deceptive, lateral movements

Number of players: All, in groups of 4

Equipment: None

Time: Until each player has been both a target and a chaser

Ages: 8 onwards

78
B13: DEFROST TAG

Create a 20-by-30 yard grid. Place team B inside the grid without balls. Team A starts outside the grid. On your signal,
Team A players dribble into the grid and attempt to hit Team B players with short passes. Encourage Team B players to
run, jump and dodge to avoid being hit. Players who have been hit are frozen and must stand with their legs apart an d
hands on their hips. Frozen players can be unfrozen when a team -mate crawls under through the legs. However, as long as
any part of the crawling players’ body is still under the frozen player, both players are safe and a ball cannot be played.
Only when the ball crawls completely through can the frozen player become unfrozen and both players actively rejoin the
games. Time how long Team A takes to freeze all the Team B players, or use a fixed time limit in which you count the
number of frozen players at the given time. Then switch roles and see if Team B can improve on Team A’s result.

Purpose

To encourage quick, accurate short passes and improve group


communication

Number of players: All, in two teams of equal number

Equipment: 1 ball per player on Team A; 4 cones

Ages: 8 onwards

79
B14: PHONE BOOTH TAG

Form three or four squares (‘phone booths’) by placing the cones (four for each square) about a yard apart from one
another. Place the ‘phone booths’ randomly in the designated area. Select one or two players to be IT, and chase the other
players. Each ‘phone booth’ acts as a safe base for the player who runs into it. However there can be no more than two
players in a ‘phone booth’ base at one time. This means that if there are two players in a ‘phone booth’ and another
enters, the player who has been there the longest must leave and become IT. A tagged player also becomes IT.

Purpose

To improve body speed and reaction time, and encourage dribbling with speed (for variation)

Number of players: All

Equipment: 1 ball per player (for variation), 12 to 16 cones

Time: 3 to 5 minutes

Ages: 8 and up

Variation: Give each player, except for those who are IT, a ball. Players must
now dribble the balls when they’re moving and going into and out of the
‘phone booths’. If a ‘phone booth’ has too many players, the player who has
been there the longest must give her ball to one of the players who is IT. This
also occurs if a dribbling player gets tagged outside of a ‘phone booth’.

80
B15: BRIDGE PASSING

Have partners stand approximately 10 yards apart. The partner without t he ball stands with his legs apart as the goal or
target. The player with the ball begins by trying to pass the ball between his partner’s legs. The goal player does not move
until the ball either goes through or misses the goal. At the moment the ball goe s through or misses, the goal player
quickly turns and sprints after the ball. After controlling the ball, the retrieving player turns and attempts to pass to the
other player, who is not the goal. Players work together and also compete to see how far apar t they can get and still score
goals. Play for a designated time or until a player scores 10 points.

Purpose

To develop dribbling, passing and receiving and encourage communication and


creativity

Number of players: All, in pairs

Equipment: 1 ball per pair

Time: 5 to 10 minutes

Ages: 8 onwards

81
B16: TAIL TAG

Have each player tuck a scrimmage vest into the back of their shorts. On your signal, players see how many ‘tails’ they can
gather. Players who lose their tails continue to play. The player with the most tails wins the round. This makes a good
warm-up activity.

Purpose

To develop balance, quick direction changes, and creative decision making


(scheming)

Number of players: All

Equipment: 1 scrimmage vest or bib per player

Time: 1 to 2 minutes

Ages: 9 onwards

82
B17: TRAIN TAG

Have each group form a ‘train’: two players place their hands on the player in front of them, so there is an engine (the
first player), a passenger car (the second player), the cabooses (the third player), the caboos e tuck the vest in the back of
their shorts. The engines try to grab the vests from the other cabooses. This is a good warm -up activity and encourages
small-group interaction.

Purpose

To develop balance, quick direction changes, and creative decision making


(scheming)

Number of players: All, in groups of 3

Equipment: 1 vest per player

Time: 1 to 2 minutes

Ages: 9 onwards

83
B18: SEQUENCE PASSING

in a general space, randomly number player in sequence starting with number 1. The activity starts with player 1 in
possession of the ball. All players move and run without the ball within the space provided. Player 1 then passes to player
2 and runs off the ball. Player 2 receives the ball and looks for player 3. As player 2 is receiving the ball, player 3 shoul d
begin moving into position to receive the ball from player 2. This sequence continues with the last person playing the ball
to player 1. After players pass a ball, they need to move into a space away from the next pass. This activity gets everyone
involved and all the players moving. Encourage playing to the feet and sprinting after a ball is played.

Purpose

To create a passing rhythm by following in a specific passing sequence

Number of players: All, in groups of 5 to 7

Equipment: 1 ball per group

Time: 5 to 7 minutes

Ages: 10 onwards

Variation: Once players are into a passing rhythm, add a second ball and
challenge them to not be the person with two balls. This encourages speed of
preparation and play

84
B19: THREE-ON-ONE OPPOSITE

Have the groups play in an area up to one quarter of the field. Players play three -on-one keep-away for a few minutes. If
the player in the middle gets the ball, the player who made the pass goes in the middle. For the fun part: player in the
middle, instead of trying to get the ball, now must tag a player who does not have the ball. A player in possession of the
ball cannot be tagged. The tagged player becomes the new player in the middle.

Purpose

To develop balance, quick direction changes, and creative decision making


(scheming)

Number of players: All, in groups of 4

Equipment: 1 ball per group

Time: 5 to 10 minutes

Ages: 10 onwards

85
B20: HEAD AND CATCH

Have partners stand facing each other approximately 2 yards apart. The player with the ball tosses it in the directio n of
his partner’s head and calls out either “head” or “catch”. The player receiving the ball reacts accordingly by either
catching the ball or heading it back. Repeat this process rapidly for about a minute, then have players switch roles.
Players should toss the ball at the same height each time. This is a fun, quick -thinking activity that provides the
opportunity to head the ball without really thinking about the act of heading.

Purpose

To develop quick and accurate responses to ball movements

Number of players: All, in pairs

Equipment: 1 ball per pair

Time: 1 minute intervals

Ages: 10 onwards

Variation: Once both players are familiar with the exercise, see how
quickly they respond when they do the opposite of what was called out.

86
B21: ATTACKS THE CRAB

Members of Team B are sitting down, randomly spaced inside the 18 -yard box but not in the 6-yard box. These are the
crab players. Team A players, each with a ball, stand at the 18 -yard line. On your signal, Team A players attempt to
dribble through the maze of crab players. Once Team A players get through the maze and enter the 6 -yard goal box under
control, they shoot at the goal, pick up their balls, and start again. Team A tries to score as many goals as possible in 1
minute. Team B players are permitt ed to move but remain in crab position. They attempt to kick Team A’s ball out of
bounds. When a ball is kicked away, the Team A player runs after it and starts over at the 18 -yard line. keep track of the
time and the total number of goals scored. At the e nd of 1 minute, teams reverse roles. Emphasise dribbling through the
crabs and crossing the 6-yard line before shooting on the goal.

Purpose

To develop the ability to dribble through a maze of players

Number of players: All, in two teams of equal number

Equipment: 1 ball per player on Team A; and 1 goal

Time: 1 minute intervals

Ages: 10 onwards

87
B22: CHAIN TAG

Position all but two players on the end line of a half field or on one side of a 30 -by-40 yard grid. Select two players to be
IT, and have them join hands. On your signal, players attempt to run across the field without being tagged by the two
players holding hands. Players tagged by the chain join it. Once all players are across the area, the turn and run back.
When the chain grows to six players, break it into two chains of three. Play continues until all players are part of a chain.
Safety note: this is a very fun game, but it is not a “crack -the-whip” activity. Participating players should be ol d enough to
understand that someone could get seriously injured if the rules aren’t followed. Emphasise that players should work
together and should not ‘whip’ the last person off the chain

Purpose

To develop communication and coordination skills

Number of players: All

Equipment: None

Time: 3 to 5 minutes

Ages: 10 onwards

88
B23: THROW-RECEIVE-CATCH (T-R-C)

Place two goals on the end lines of a half or full field. Begin play by giving one team the ball. Player must follow the
throw-receive-catch sequence. That is, one teammate throws the ball to a second teammate, who controls it with a no -
hand, body part reception and then catches it. Players in possession of the ball may take only three steps before they must
throw it to a teammates, who then repeats the sequence. The object is to move th ball down the field towards the goal.
Goals are scored by heading a ball after a toss. The defending team can gain possession only through intercepting
(catching) a toss in the air. Once the defending team has the ball, t he team must follow the same T-R-C sequence while
moving down the field towards the goal. A dropped ball can go to the other team or you can allow the player who dropped
it to pick it up and continue play. If players are having difficulties moving the ball or scoring, count each successful
sequence as a point, and make 10 points equal to a goal.

Purpose

To develop the ability to receive the air balls with the chest and thighs

Number of players: All, in two teams of equal number

Equipment: 1 ball, 2 goals

Time: 15 to 25 minutes

Ages: 10 onwards

89
B24: EVERYBODY’S IT

Have each player dribble within the centre circle and attempt to tag other players while maintaining control of the ball.
One point is awarded for each tag

Purpose

To encourage an attack mentality, shielding, and using all surfaces of the


ball

Number of players: All

Equipment: 1 ball per player

Time: 1 to 2 minute intervals

Ages: All

90
B25: LIGHTNING FAST

Have each player dribble a ball inside the penalty box. When you call out a number, the players must touch their balls
with that many different body parts. For example, when you call ‘four’, each player must quickly touch the ball with four
different body parts, such as the hand, toes, heel, and knee.

Purpose

To improve body speed, agility, reaction time, creativity and dribbling with
speed and control

Number of players: All

Equipment: 1 ball per player

Time: 3 to 5 minutes

Ages: All

91
B26: TWIN TAG

All players stand within the field area. Designate two pairs of twins who hold hands; all ot her (free) players do not pair
up. On your command the game begins. The twins attempt to tag the free players. A free player who is tagged joins the
twin’s chain. When the chain grows to include four players, the original twins drop off and become free pla yers, and the
new twins attempt to change and tag free players in order to become free themselves.

Objectives

To improve agility, mobility, and creative running: to generate enthusiasm and enjoyment.

Players: Unlimited

Setup: Use markers to outline a 40-yard square playing area. No balls


required

Time: 5 minutes

Scoring: None

Practice tips: To make the game more difficult, require the free players to
dribble soccer balls as they try to evade being tagged by the twins.

92
B27: TEAM TAG

Players on the IT team chase and attempt to tag the players form the other three teams. All players, including the chasers,
must dribble balls as they move within the field area. Players who are IT are not permitted to leave their balls when
attempting to tag opponents – they must dribble the ball under close control at all times. Any player tagged leaves the
field to practice juggling. The game ends when all opponents have been eliminated or after four minutes, whichever comes
first. Play four games, designating a different te am as chasers for each game.

Objectives

To develop dribbling skills; to improve mobility, agility and fitness

Players: 12 to 16 (4 equal-sized teams)

Setup: Use markers to outline a playing area 25-by-40 yards. Have all four
teams stand in the field area, each player with a ball. Designate one team
as IT. Use coloured scrimmage vests to differentiate teams

Time: 10 to 15 minutes

Scoring: The team that eliminates all its opponents in the least amount of
time wins the competition

Practice tips: Reduce the field area for younger players

93
B28: TAKEOVER COMPETITION

On command, all players begin to move randomly throughout the playing area. Those with a ball dribble; those without a
ball jog at one-half to three-quarter speed. The dribblers’ goal is to exchange possession of the ball with one of the free
players, using the takeover manoeuvre. Players should always execute the same foot takeover – if a player has the ball on
his/her right foot, then the teammate taking the ball does so with his/her right foot. Same procedure applies when the
ball is on the left foot.

Objectives

To rehearse the takeover manoeuvre (possession exchange) with a teammate; to improve fitness

Players: Unlimited

Setup: Use markers to outline a rectangular area 25-by-30 yards. All players start
within the area, with one ball for every two players

Time: 5 to 10 minutes

Scoring: Players are rewarded 1 point for each takeover with a teammate.
Perform as many takeovers as possible in the time allocated

Practice tips: Teammates communicate with each other through verbal signals or
subtle body movements. When executing the takeover, the player with the ball
should dribble directly at a teammate while controlling the ball with the foot
farthest from an imaginary defender. As players cross paths, they execute the
takeover manoeuvre and exchange possession of the ball. To make the game
more difficult, add one or two passive defenders to the exercise.

94
B29: DRIBBLE THE OPEN GOAL

On the coach’s command, the three middle player s, who are without balls, sprint back to the sideline behind them; each
take the position in one of the mini-goals to block the entrance. At the same instance, the players on the opposite sideline,
each with a ball, dribble as fast as they can across the s quare and through an open goal. Once a dribbler goes through an
open goal, the goal is considered closed to any other dribbler. The three dribblers who fail to get through an open goal
serve as the middle players for the next round.

Objectives

To practice dribbling at speed, with head up and vision on the field

Players: 8 to 16

Setup: Use markers to outline a 30-yard square playing area. Position three
players in the centre of the field area, facing one of the sidelines. Station the
remaining players, each with a ball, on the sideline facing the middle players.
Use cones or plastic discs to make a series of mini-goals, 2yards wide, on the
opposite sidelines with a ball.

Time: 10 minutes

Scoring: Award a dribbler 1 point if he dribbles through an open goal. After a


series of rounds, the player totalling the most points wins the game.

Practice tips: You can vary the exercise by instructing the middle players,
without balls, to actually try to win a ball by tackling or knocking it out of the
area

95
B30: PROTECT YOUR BALL

The player without the ball (defender) enters the field area and tries to poke the ball away from the dribbler, who
attempts to shield the ball from the defender by properly positioning of the body in relation to the ball and defender. Th e
dribbler should use sudden changes of speed, direction, or both to elude the tackle. Play for a 30 -second round, after
which players switch roles and repeat. Play a number of rounds.

Objectives

To develop dribbling and shielding skills, to practice the poke tackle; to enhance fitness.

Players: Unlimited (in pairs, one ball per pair)

Setup: Each pair marks off a 10-yard square playing area. One player, with a
ball, stands within a square. His/her partner is outside the square to begin.

Time: 30-second rounds. Play a series of rounds.

Scoring: Assess 1 penalty point to the dribbler for each time his/her ball is
poked out of the field area. The playing totalling the fewest penalty points
after a series of rounds wins the competition

Practice tips: Enlarge the field area for younger players to provide more
space in which to elude the defender. Lengthen the rounds to 45 seconds or
more for older, more accomplished players.

96
B31: SOCCER MARBLES

Appoint one player as IT to dribble in the playing area. The ‘chase rs’, who are also dribbling, attempt to follow closely.
Once in position, the ‘chasers’ try to pass and contact IT’s ball with their own. IT attempts to elude the chasers through
sudden change of speed and direction while maintaining close control of the b all. Play for 60 seconds, after which players
switch roles and repeat the game. Continue until each player has taken three turns being IT.

Objectives

To improve dribbling and shielding skills; to improve the ability to recognise and avoid defensive pressure

Players: Unlimited (groups of 3)

Setup: Use markers to outline a 15-by-20 yards playing area for each group.
Three players, each with a ball, stand on the perimeter of the area.
Designate one player as IT; the others are chasers

Time: 12 minutes

Scoring: The player is assessed 1 penalty point each time her ball is
contacted by one of the chaser’s balls. The player with the fewest penalty
points at the end of the game wins

Practice tips: Make the game more challenging by adding an additional


chaser to the game or reducing the size of the playing area.

97
B32: FIRST TO THE CONE

The attacker attempts to dribble laterally to either marker before the defender can get positioned there. Neither player
may cross the line that separates them. Play continuously for 90 seconds. After a short rest, players exchange possession
of the ball and repeat. Play six rounds.

Objectives

To rehearse the use of deceptive foot movements and body feints to unbalance an opponent; to practice sudden changes of speed and
direction; to improve mobility and agility with and without the ball; to develop aerobic endurance

Players: Unlimited (in pairs, one ball per pair)

Setup: For each pair of players place two cones or markers 12 yards apart of
the sideline or end line of the field. Time: 12 minutes (in 60-second periods)

Scoring: The attacker scores 1 point each time he beats the defender to a
marker with the ball under control. The player who scores the most points
wins the game.

Practice tips: Encourage the attacker to combine deceptive body


movements with sudden changes of speed and direction to unbalance the
defender. The defender must maintain balance and body control at all times.
To make the game more physically demanding, increase the distance
between the cones to 15 yards. As a variation, organise a tournament in
which winners advance to play different opponents.

98
B33: SLALOM DRIBBLING RELAY

On the command “Go!” the first player in each line dribbles the length of the slalom course as quickly as possible, weaving
in and out of the markers first to last and then reversing the weave back to the start line. The next player in line repeats
the process. The team whose players complete the course in the shortest time wins the race. Repeat the race several times

Objectives

To enhance dribbling speed with close control of the ball; to improve fitness

Players: Unlimited (equal-sized teams of 3 to 5 players)

Setup: Teammates line up in a single file facing a line of five to eight


markers spaced three yards apart. The first player in each line has
possession of a ball.

Time: 10 to 15 minutes

Scoring: Award 10 team points for winning a race, 8 points for second place,
or knocked over. Determine point totals by subtracting the total number of
penalty points from points awarded for the team’s order of finish in the
race. The first team to 40 points wins the event.

Practice tips: Make the game more challenging by adding an additional


chaser to the game or reducing the size of the playing area.

99
B34: FIRST TO THE END LINE

To begin, players from both teams dribble randomly within the centre circle. After several seconds of continuous
dribbling, you shout out a team name, such as “Strikers!” On that command all Strikers players leave the circle to dribble
at top speed towards the Kicker’s end l ine. Kickers immediately leave their balls to give chase, attempting to catch and
dispossess Striker players before they can dribble their balls over the Kicker’s end line. A kicker who steals a ball attempt s
to return it into the centre circle by dribblin g. The round ends when all balls had been dribbled over the end line or
returned into the centre circle. Play 8 to 10 rounds, alternating teams from attacking to defending.

Objectives

To improve dribbling speed; to develop general endurance; to practice recovery runs and tackling drills

Players: 10 to 20 (two equal sized teams of 5 to 10)

Setup: Play on a regulation field. Organise two teams of equal numbers and give each a
name, for instance, Strikers and Kickers. Players from both teams, each with a ball, stand in
the centre circle of the field. Each team defends an end line of the field. Use coloured bibs
to differentiate teams. No goals or goalkeepers are necessary

Time: 10 to 15 minutes

Scoring: The attacking team scores 1 point for each ball dribbled over the end line or
returned into the centre circle. The team scoring the most points wins the round, and the
team winning the most total rounds wins the game

Practice tips: Adjust the field size to accommodate the ages and abilities of your players.
Younger players (12 and under) should use a three-quarter field. Defending players should
take the most direct recovery run to a point between the end line and the opponent they
are tracking down. Once they are goal side, defenders can challenge for the ball. Prohibit the use of slide tackles from behind.

100
B35: GROUP BALL JUGGLE

Players keep the ball in the air by passing and receiving the ball with various surfaces (instep, thigh, chest, head) Play fo r
a series of 1-minute rounds.

Objectives

To juggle the ball in the air by passing and receiving with various surfaces of the body

Players: Unlimited (groups of 3)

Setup: Each group plays in its own area approximately 15 yards squared

Time: 5 to 10 minutes (1-minute rounds)

Scoring: The group that allows the ball to drop to the ground for the fewest
number of times in a 60-second round wins the round. Play for a number of
consecutive rounds. The group winning the most rounds wins the game.

Practice tips: As a variation, require the players to move about when juggling,
to receive with a specific body part, or to pass among themselves with a
specific number of touches

101
SERIES C: GRASSROOTS GAMES – 9 YEARS – C1 TO C5

Running with the ball

C1: THE HAWK GAME

C2: ACCURACY GAME

Control, Running with the ball and Passing

C3: TEN PASSES + CONTROL OF THE BALL

C4: 2 VS 2 + 4 EXTERNAL PLAYERS

C5: THE CENTIPEDE

102
6-8 YEARS OLD: RUNNING WITH THE BALL

C1: THE HAWK GAME


The players stand on a line, each with a ball.
Another player, without a ball, faces them.
He/she is the “hawk”. Upon the signal, the
players try to get to the other side of the pitch
controlling the ball with their feet. The hawk
tries to catch as many players as possible by
tapping them on the shoulder. Points are
counted. Each player takes it in turn to be the
hawk.

C2: THE ACCURACY GAME


Each player has a ball. The players face a line
drawn on the pitch a certain distance away and
then each one strikes the ball to try to get it to
stop as close to the line as possible. The closest
to the line wins a point. The game consists of
several rounds.

ESSENTIAL POINTS
• Running with the ball using both left and right feet
• Close control, many touches of the ball
• Passes along the ground with the insides of the left and right feet

103
9-10 YEARS OLD: CONTROL, RUNNING WITH THE BALL AND PASSING

C3a. Ten passes


Four teams are formed and distributed over
pitches of suitable dimensions. The objective is
to make as many passes as possible. First the
yellow team makes their effort and then the
blue team. The passes are counted. Duration:
approximately 1 minute each time.
C3b. Control of the ball
One ball per player: coordination exercises.

C4: 2-vs-2 + 4 external players


A 2 v 2 game is set up (yellows against blues)
with four additional neutral players (in white) at
the sides of the pitch. The number of passes is
counted. When a team regains possession of
the ball, the count starts again from zero. Two
pitches can be formed.
A variation is to use two or three neutral
players.

C5: The centipede


The players are arranged in two or three rows.
The last player takes the ball to the front of the
row using his/her feet (the other players do not
move). Once the player has arrived, he/she
passes the ball to the last player who then
brings the ball to the front of the row, on so on.
The “centipede” that crosses the line first, wins.
Make the rules of the game clear. Change of
direction: change foot to return in the opposite
direction.

ESSENTIAL POINTS
• Passes along the ground using the inside of the left and right feet
• Observation of partners
• The ball is always kept under control

104
105
106
SERIES D: EXAMPLES OF TRAINING SESSIONS TO IMPROVE
TECHNICAL SKILLS IN THE GAME – D1 TO D11

D1: PASSING AND CONTROLLING THE BALL

D2: SHOOTING

D3: PASSING, CONTROLLING AND DRIBBLING

D4: PASSING, CONTROLLING AND DRIBBLING

D5: SHOOTING

D6: DRIBBLING, PASSING AND CONTROLLING

D7: SHOOTING

D8: DRIBBLING, PASSING AND CONTROLLING

D9: DRIBBLING, PASSING AND CONTROLLING

D10: DRIBBLING, PASSING AND RECEIVING

D11: SHOOTING

107
108 1
D1: PASSING AND CONTROLLING THE BALL

Exercise 1 Difficulty:

• Pass from A to B, from B to A (1, 2).
1. With the right foot only.
2. With the left foot only.
3. First with the left, then with the right, etc.
• Player chases the ball to the other side.
• Meet the ball when receiving the pass. Variation:
Move away (from an opponent) before meeting
the ball.

Exercise 2 Difficulty:

• Pass from A to B, from B to A, first with the right
foot, then with the left, etc. (1).
• Control the ball to the left and take the ball
around the cone with the right foot (2). Pass
with the right foot (3).
• Control the ball to the right and take the ball
around the cone with the left foot. Pass with
the left foot.
• First with the left, then with the right, etc.
• Player chases the ball to the other side.
• Meet the ball when receiving the pass. Variation:
Move away (from opponent) before meeting the
ball.

Exercise 3 Difficulty:

• Same as Exercise 2.
• Players take the place of cones.
• Light pressure when controlling the ball, dribbling
and passing.

ORGANISATION / MATERIAL COACHING POINTS


• 3 players (optimum) or more • Pass with inside of foot, low, with left and
• 1 ball (plus a spare) right foot
• 2 cones • Meet the ball when receiving the pass
• Max. duration of exercise: 6-8 minutes • Ball in front of the body
• Players of the same standard exercise
together
• Orientation (head high, look at player)
• Differentiation (pass, receive and move)

109 1
D2: SHOOTING (INCREASING DIFFICULTY)

Exercise 1 Difficulty:

• Pass with left foot from A to B (1).
• B controls the ball and runs with it to the left in
the direction of A (2).
• Take the ball around the cone with the left foot
(3) and shoot with the left (4).
Then from the other side:
• Pass from C to D.
• Receive and run with the ball to the right in the
direction of C.
• Take the ball around the cone with the right foot
and shoot with the right.

Exercise 2 Difficulty:

• Same as Exercise 1.
• A becomes a defender (on way to other side),
first passive, then active.

ORGANISATION / MATERIAL COACHING POINTS


• 5 players (optimum) or more • Pass and shoot with inside of foot, low, with
• Several balls (2 children, 1 ball) left and right foot
• 3 cones • Ball in front of the body
• Max. duration of exercise: 8-10 minutes • Players of the same standard exercise
together
• Orientation (head high, look at player, go for
goal)
• Differentiation (pass, shoot, receive and
move)
• Feint when dribbling

110 1
D3: PASSING, CONTROLLING AND DRIBBLING

Exercise 1 Difficulty:

• Pass with left foot from A to B (1).
• B meets the ball, controls it and takes it left (2)
before dribbling round the cones.
• Pass with the right foot to C (3).
• C meets the ball, controls it and takes it right
(4).
• C passes to A with the right foot (5).
• C meets the ball, controls it and takes it right
before dribbling round the cones.

Exercise 2 Difficulty:

• Same as Exercise 1.
• B receives the ball with his back to the cone
and takes it round the cone to the right with
his left foot. B then starts dribbling, etc.
• C receives the ball with his back to the cone
and takes it round the cone to the left with his
right foot.

Exercise 3 Difficulty:

• Same as Exercise 2.
• Players take the place of cones.
• Light pressure when controlling the ball,
dribbling and passing.

ORGANISATION / MATERIAL COACHING POINTS


• 3 players (optimum) or more • Pass with inside of foot, low, with left and right
• 1 ball (plus a spare) foot
• 6 cones • Meet the ball when receiving the pass
• Max. duration of exercise: 6-8 minutes • Short steps when dribbling the ball
• Ball in front of the body
• Body between ball and opponent
• Players of the same standard exercise together
• Orientation (head high, look at player)
• Differentiation (pass, receive and move)

111 1
D4: PASSING, CONTROLLING AND DRIBBLING

Exercise 1 Difficulty:

• A begins by dribbling anti-clockwise round the
top cone
• Then passes to B
• B meets the ball, controls it and then dribbles
in the direction of C.
• Dribbling and passing with left and right foot.

Exercise 2 Difficulty:

• Same as Exercise 1.
• B receives the ball with his back to the cone
and takes it round the cone on the inside and
outside. B then starts dribbling, etc.

Exercise 3 Difficulty:

• Same as Exercise 2.
• Players take the place of cones.
• Light pressure when controlling the ball,
dribbling and passing.

ORGANISATION / MATERIAL COACHING POINTS


• 3 players (optimum) or more • Pass with inside of foot, low, with left and right
• 1 ball (plus a spare) foot
• 3 cones • Meet the ball when receiving the pass
• Max. duration of exercise: 6-8 minutes • Short steps when dribbling the ball
• Ball in front of the body
• Body between ball and opponent
• Players of the same standard exercise together
• Orientation (head high, look at player)
• Differentiation (pass, receive and move)

112 1
D5: SHOOTING (INCREASING DIFFICULTY)

Exercise 1 Difficulty:

• A begins by dribbling anti-clockwise round the top
cone with his right foot (1).
• A then shoots with his right foot (2).
• B dribbles clockwise round the cone with his left
foot.
• B then shoots with his left foot.

Exercise 2 Difficulty:

• A begins by dribbling anti-clockwise round the top
cone with his right foot (1).
• A then passes with his right foot to B and moves
into space (2).
• B meets the ball and passes to A (or plays a one-
two) (3).
• A controls the ball and goes on to shoot (4).
• B takes a ball and starts dribbling etc.

Exercise 3 Difficulty:

• A passes to B (1).
• A runs round the cone into space and shows to B
(2).
• B passes to A, either in front of him or to feet (3).
• A controls the ball and goes on to shoot (4).
• B takes a ball and passes it to C etc.

ORGANISATION / MATERIAL COACHING POINTS


• 5 players (optimum) or more • Shoot/pass with inside of foot, low, with left
• Several balls and right foot
• 3 cones • Short steps with and to the ball
• Max. duration of exercise: 8-10 minutes • Ball in front of the body
• Players of the same standard exercise
together
• Orientation (head high, look at player)
• Differentiation (shooting)

113 1
D6: DRIBBLING, PASSING AND CONTROLLING

Exercise 1 Difficulty:

• A starts dribbling round the cones (1).
• A then passes with his right foot to B (2).
• B meets the ball, controls it to the right and
then dribbles towards C (3).
• B passes with left foot to C.

Exercise 2 Difficulty:

• Same as Exercise 1.
• B receives the ball with his back to the cone
(3) and takes it clockwise round the cone with
his left foot using short steps. B then starts
dribbling (5).
• Same procedure on the other side, but anti-
clockwise using the right foot.

Exercise 3 Difficulty:

• Same as Exercise 2.
• Players take the place of cones.
• Light pressure when controlling the ball,
dribbling and passing.

ORGANISATION / MATERIAL COACHING POINTS


• 3 players (optimum) or more • Pass with inside of foot, low, with left and right
• 1 ball (plus a spare) foot
• 9 cones • Meet the ball when receiving the pass
• Max. duration of exercise: 6-8 minutes • Short steps when dribbling (rhythmisation)
• Ball in front of the body
• Body between ball and opponent
• Players of the same standard exercise together
• Orientation (head high, look at player)
• Differentiation (pass, receive and move)

114 1
D7: SHOOTING (INCREASING DIFFICULTY)

Exercise 1 Difficulty:

• A starts dribbling round the cones (1).
• A then shoots with his right foot (2).
• B starts dribbling round the cones (3) and then
shoots with his left foot.

Exercise 2 Difficulty:

• Same as Exercise 1.
• A dribbles round an opponent instead of a cone
(2).

Exercise 3 Difficulty:

• Same as Exercise 2.
• A plays a one-two with the goalkeeper. Pass to
goalkeeper, return pass to A, who controls the
ball and shoots (3).
• B starts dribbling (4).

ORGANISATION / MATERIAL COACHING POINTS


• 5 players (optimum) or more • Shoot with inside of foot, low, with left and
• 1 ball (plus a spare) right foot
• 9 cones • Short steps when dribbling (rhythmisation)
• Max. duration of exercise: 8-10 minutes • Ball in front of the body
• Body between ball and opponent
• Players of the same standard exercise
together
• Orientation (head high, look at goal)
• Differentiation (shooting)

115 1
D8: DRIBBLING, PASSING AND CONTROLLING

Exercise 1 Difficulty:

• Players A and B start dribbling round the
cones at the same time (1).
• They then pass to C and D with their left and
right foot respectively (2).
• C and D run on to the ball and dribble it
round the cones.
• Where possible the players should start,
dribble and pass at the same time.

Exercise 2 Difficulty: –

• Same as Exercise 1, but with an additional
two cones on each side.

Exercise 3 Difficulty:

• Same as Exercise 2, except that opponents
take the place of the”start cones“.
• Control the ball with back to opponent, turn
inside and run round (3).

ORGANISATION / MATERIAL COACHING POINTS


• 4 players (optimum) or more • Pass with inside of foot, low, with left and right
• 2 balls (plus spares) foot
• 6–10 cones • Meet the ball when receiving the pass
• Max. duration of exercise: 6–8 minutes • Short steps when dribbling (rhythmisation)
• Ball in front of the body
• Body between ball and opponent
• Players of the same standard exercise together
• Orientation (head high, look at player)
• Differentiation (pass, receive and move)

116 1
D9: DRIBBLING, PASSING AND CONTROLLING

Exercise 1 Difficulty:

• Player A starts dribbling round the cones (1).
• A then shoots with the left foot (2).
• Player B starts dribbling round the cones (1).
• B then shoots with the right foot (2) etc.

Exercise 2 Difficulty: –

• Same as Exercise 1, but with an additional two
cones on each side.

Exercise 3 Difficulty:

• Same as Exercise 2, but with a one–two before
shooting: A passes to B (2), who plays a return
pass to A (3), who controls the ball and shoots (4).

ORGANISATION / MATERIAL COACHING POINTS


• 6 players (optimum) or more • Shoot/pass with inside of foot, low, with left
• 2 balls (plus spares) and right foot
• 6–10 cones • Meet the ball when receiving the pass
• Max. duration of exercise: 8–10 minutes • Short steps when dribbling (rhythmisation)
• Ball in front of the body
• Players of the same standard exercise
together
• Orientation (head high, look at goal)
• Differentiation (shooting)

117 1
D10: DRIBBLING, PASSING AND RECEIVING

Exercise 1 Difficulty: –

• A starts dribbling round the cones (1).
• A then passes to B with the left foot (2), B meets
the ball, controls it and then dribbles in the
direction of C.
• B passes to C with the right foot.

Exercise 2 Difficulty: –



• Same as Exercise 1.
• A dribbles round an opponent at the end of the
slalom (2).
• Body between ball and opponent, keep ball on
outside with left foot. Then pass to B (3). etc.
• Same procedure on the other side, but using the
right foot.

ORGANISATION / MATERIAL COACHING POINTS


• 3 players (optimum) or more (Exercise 2) • Pass with inside of foot, low, with left and
• 1 ball (plus a spare) right foot
• 8 cones • Meet the ball when receiving the pass
• Max. duration of exercise: 6-8 minutes • Short steps when dribbling (rhythmisation)
• Ball in front of the body
• Body between ball and opponent
• Players of the same standard exercise
together
• Orientation (head high, look at player)
• Differentiation (pass, receive and move)

118 1
D11: SHOOTING (INCREASING DIFFICULTY)

Exercise 1 Difficulty:

A starts dribbling round the cones (1).
• A then passes with his right foot to B (2).
• B controls the ball and goes on to shoot (3).

Runs: A to B, B to C, C to D, D to A ...

Exercise 2 Difficulty:

• Same as Exercise 1.
• B controls the ball and dribbles it round the cone
behind him (3). Ball to be controlled and dribbled
with the left foot.
• A stands in the path of B, passively or actively (4).

Exercise 3 Difficulty:

• Same as Exercise 2.
• B controls the ball and dribbles it round an
opponent standing behind him (3). Ball to be
controlled and dribbled with the left foot.

ORGANISATION / MATERIAL COACHING POINTS


• 6 players (optimum) or more • Shoot with inside of foot, low, with left and
• Several balls right foot
• 7 cones • Short steps when dribbling (rhythmisation)
• Max. duration of exercise: 8-10 minutes • Ball in front of the body
• Body between ball and opponent
• Players of the same standard exercise
together
• Orientation (head high, look at goal)
• Differentiation (shooting)

119 1
SERIES E: EXAMPLES OF COMPLETE TRAINING SESSIONS -
COMBINATIONS OF FUN- GAMES, FOOTBALL RELATED GAMES
AND TRAINING SESSIONS TO IMPROVE TECHNICAL SKILLS IN
THE GAME

E1: JOGGING WITH THE BALL

E2: MASTERING THE TRUTH ZONE

E3: DRIBBLING & SHORT PASSES

E4: LEADING, DRIBBLING AND FINISHING

E5: COORDINATION

E6: FUN GAME

E7: COORDINATION FORMS

E8: COORDINATION & DRIBBLING

E9: HABITUATION TO THE BALL

E10: DRIBBLING

E11: COORDINATION EYE-FEET-HAND

120 1
E1: JOGGING WITH THE BALL

Theme: JOGGING with the BALL (opponent in Number:10 (8 + 2k) Material: bibs , 2 goals, cones, 10 balls.
his back). Category/level: Area 32 x 25 m.
grassroots
Guidelines and coachingwords:
1. Tries to keep the ball as short as possible to his foot-> SHORT
2. Tries to look ahead during the jogging-> LOOK
3. Try to keep the defender in your back-> STAY IN FRONT

WARMING UP
Description:
-area 32 x 25 m (1/2 area delineated)
-duration: 12 minutes
Ex 1: police-agent-game
The players with ball (the cars) must take account of the
indications of the trainer (police officer)
Fun: who will be the best driver?
Ex 2: leading the ball with a hat
(cone on the head)
FUN: who will be able to keep the hat on the head?
Ex 3: imitation game
per couple, X leads the ball and O follows and imitates.
First walking, then running
Changing every 30 sec.
Fun: who will be the best imitator?

Coaching:
MATCH FORM 1 K + 1/1 + K
Description:
-area 32 x 25 m (1/2 area delineated)
-duration: 10 minutes

O1 plays in to x 1 and tries to recover the ball; X 1 can score


both left and right.

FUN: who can score the most goals?

Coaching:
Guidelines 1, 2 and 3.

INTERMEDIATE FORM 1
Description:

-area 32 x 25 m (1/2 area delineated)


-duration: 10 minutes

As soon as X 1 touches the ball , O1 may prevent that X 1


can score. Change roles.

Change starting positions : Middle, left and right.

FUN: who will score the most goals?

Coaching:
Guidelines 1, 2 and 3.

121 1
MATCH FORM 2 K + 2/2 + K
Description:

-area 32 x 25 m (1/2 area delineated)


-duration: 15 minutes (X and O Exchange after 7 minutes)
-working in waves (20 sec. max)

As soon as K1 gives the ball to X 1 or X 2 ,O2 O1 may help to


avoid that x 1 and x 2 score.

Fun: who is going to win?

Coaching:
Guidelines 1, 2 and 3.

INTERMEDIATE FORM 2
Description:

-area 12 x 16 m (divided into 3 zones a, b and c)


-duration: 10 minutes

Game: the cat and the mouses


The mouses (zone a) cross the zone b to zone c without the
cat catches them. If the cat is stripping the ball of a mouse,
and manages to get to score in one of the 2 goals, the mouse
becomes also cat.

Fun: who will be the mouse are remaining?

Coaching:
Guidelines 1 and 3

MATCH FORM 3 K + 4/4 + K


Description:
-area 32 x 25 m
-duration: 18 minutes (2 x 9)

K + 1 + 2 + 1 (X 2) diamond and symmetry


Rules apply for grassroots football
Fun: scoring after jogging with the ball = 2 pts

Coaching:
Guidelines 1, 2 and 3

➔ Evaluation of the coachingpoints,


If necessary use of the STOP-HELP method

COOLING DOWN
Description:
Evaluation of the training
Joint clean-up of the equipment
We are a small train and go to the locker room.

122 1
E2: MASTERING THE TRUTH ZONE
Theme: Number of: 8 + 2 Material: 8 cones, vests, balls, two mobile small
Category -9 j goals, four poles
MASTER THE TRUTH ZONE Level: level 2 Soft balls, duration 75 min

Guidelines and coachingswoorden: Objectives > PLAY PHASE

1. Make as many gain in progressing CONTINUE > Basics : Lead and dribbling
2. Keep the ball short at the feet BALL SHORT > Teamtactics B + 15
3. Do not look constantly to the ball HEAD HIGH >
4. Make as many actions > MAKE Ronaldo's Mental skill
5. accelerate after the action > SPEED UP Fun experience
Physical vaardgheid
Action after action > link power
Direction changes with and without ball
WARMING UP Duration 12 min
Warming up : description

1. Over run game without ball >tick


2. Over run game with : attacker with ball,
defender must throw the ball with the
hands
3. Over run game with ball, tick defender
through heading

4. Team over run game + variants

Coaching 2, 3, 4, 5

Fun :
Which team will score 10 points first?

MATCH FORM 1 Duration 10 min


Description Match form 1

Number game: trainer calls one or more


numbers. Match of 1 + K against 1 + k into 5
against 5

Coaching 1 to 5

Fun
Which team scores more goals?
Which player makes the most beautiful dribble
action?
Which player will score a world goal?

INTERMEDIATE FORM 1 Duration 10 min


Description intermediate form 1

Zone-dribble - game
Three zones. In zone 1 and zone 2 defenders, in
zone 3 = keeper
The player who scores = 3 points
Defenders Exchange on signal Tr.
After 4 attempts : exchange
Keeper plays also

Variant
Two or more players start together

Coaching 1 to 5

Fun
Which team scores the most points?

123 1
MATCH FORM 2 Duration 12 min (4 x 3 min)
Description MATCH FORM 2

Match 1 on 1 with conversion to 2 against 2

Defenders can score in doeltjes on the sides


Conversion = is the ball out, play along with
fellow Player = 2-to-1 or 2 against 2
Attackers and verd. Exchange after four
attempts

Coaching 1 to 5
Switching + speed

Fun Which team will score the most?

INTERMEDIATE FORM 2 Duration 8 min (4 x 2 min)


Description : intermediate form 2

Line Football 2 against 3/3 against 2


Trying to dribble the ball over the line and
stop the ball with the sole. Dribble through
small goals = double points, on sides = 1
point

New teams are formed every 2 minutes.


(M + M-tg)

Coaching 1 to 5

Fun
Which team scores the most points?
Of the four games the points are added
together
MATCH FORM Duration 15 min (2 x 6 min)

Description MATCH FORM 3

Match 4 vs 4 + keepers
Applause at successful dribble
Encourage the players to make
actions

Coaching 1 to 5

Fun
Who wins?
Which player makes the most beautiful
move?

COOLING DOWN Duration 6 min


Home task: initiation of or choice of
Repetition of the coaching points or (depending on the level):
recreational football game: The trickery Box
Twin football, dribble, turkey football game 1. Body dribble
... 2. In & push
(depending on the level) 3. Step over
4. Scissor
Creative beautiful dribble of players

124 1
E3: DRIBBLING & SHORT PASSES
Theme: Dribble or short Number players: 10 + 2 k Material: jars (2 colors), 8 cones, vests, hoops,
pass Category/level: small goals
Grassroots Duration: 60 minutes
Guidelines and coachingwords : Objectives

1. As much as possible, progressing = CONTINUE Basics: Dribble or short passing


2. Keep the ball close the feet = KEEP IT Teamtactics: B + 15
3. Do not look at the ball = HEAD UP Mentally: dare and take action with guts
4. Dare take an action (dribble or pass) = DARE Physical:
5. If dribble: do it Acceleration + action + acceleration
6. If pass: be accurate Accelelrate with and without ball
+ continue after the pass Smooth movement
WARMING UP Duration: 5 '
Description :
Together lead the ball into demarcated area

-dribble through the gates


-stop the ball at gate and accelerate to other ball
-dribble through the gate (feint, bridge, etc.)
-Half of players have the ball in their hands, in front of a
gate they exchange the ball with a fellow player
-1 against 1: score = dribbling through the gate
-etc ...

Dimensions : 10 x 20 m.
Fun : everyone chooses his way and his actions

MATCH FORM 1 Duration: 10 '


Description :
Organization on 2 areas of 5 players + K

Situation 1 : X starts central in the field and goes in duel


with O, who is responding to the announced color (X
and O changing role in waves)
Situation 2 : Starting from the gates, reaction of X and O on
the color chosen by K when he throws the ball to an
attacker
The other attacker plays 2 against 1 + K
Variant: the defender of the other color has to go in the field
Coaching : evolution of 1vs1 to 2vs1, choice passing or
dribbling
Dimensions : 2 areas
Fun : Between 2 areas, which player will score the most?
Between 2 areas, which player will score first?
INTERMEDIATE FORM1 Duration: 10 '
Description :
«Crossing the border»
X dribbling to the zone of O.
Purpose: simultaneous departure on both sides, who can lay
his ball first in the Central hoop?
Situation 1: crossing the zone by a dribble (1 vs 1)
Situation 2 evolution: dribble of O or pass to fellow player to
eliminate O.
O should only intervene in his zone. If he recuperates the
ball, he should try to get along a lateral gate from the
zone.

Moving : X 1 – X 2 – O other side


Fun :
-Who reached as first time the Centre?

125 1
MATCH FORM 2 Duration: 10 '
Description : match 2 vs 1 + 1 + K

The 2 attackers leave at throwing the ball by K.


A color is indicated for 2e Defender who is positioned at
the side and who comes to help his fellow player.

Dimensions : 10 x 20 m
Fun : Waves attackers defenders, 6 attacks: who will
score the most?
Coaching :
Evolution to the choice "Pass or dribble?" (see guidelines
and coachingswoorden)

INTERMEDIATE FORM2 Duration: 10 '


Description :
«The King of the escape»
3 groups of 4 players: X, O et players along the side of
field.
Each X has a ball. On signal: they must escape from the
central zone with the ball at the foot along one of
the 6 side gates.
The O try to prevent this (duels) and to stop them as long
as possible by closing the gates (no ball
decrease)
The players on the side can serve as support to eliminate
an opponent with a 1-2 movement
Fun : Which team escapes the fastest (game by the
time)?
Variant : 4 vs 4 Central, in case O recovers the ball ,
+ reversibility
MATCH FORM 3 Duration: 10 '
Description :
Game 3 against 2 + K
Organization on 2 areas.

Throw-in/kick-in by k. As soon as X controls the ball,


the match starts.
3 attacks for X and then changing

Variant: simultaneous start on the 2 areas.


Challenge: who will score the fastest?

Dimensions : 10 x 20 m. (2 areass)
Fun : Who will score the most?
Coaching :
Evolution to the choice "Pass or dribble?" (see guidelines
and coachingwords)
COOLING DOWN Duration: 5 '

Description :

Right pass to the zone.

Fun : who can dosing the pass that the ball comes to a
stop in the zone ?

Game per team

126 1
E4: LEADING, DRIBBLING AND FINISHING
Theme: Leading , dribbling and finishing Number of: 8 + 2 k Material:
- 2 small goals
Category/level: - 5 bibs
Grassroots - 15 balls
- 2 sticks
- 20 hats

Guidelines and coaching words


1. Clear Change of direction if you dribble someone : SUFFICIENT CHANGE OF DIRECTION
2. Look where the goalkeeper stands as you finish : LOOK GOALKEEPER
3. Shoot strong and lOw with inside foot : STRONG & LOW
4. Dare make the action : DARE
5. Make speed on leading and speed up once again at the dribble : SPEED UP

WARMING UP Run Over game 15 '


Description:

8 players with ball


2 hunters without ball

Players with ball trying to reach across with ball at the feet, hunters
try to prevent this by kicking the ball out.
Changing after all the balls are kicked out.
Fun: who is the last man standing?

Coaching:
1–4-5
MATCH FORM 1 K + 1/1 + K 15 '
Description:
Field 20 x 12 m
X 1 leads ball. O1 leave as X 1. X 1 going in duel are and finishing
within the 15 ". At ball loss X 1, then O1 can score. If a
defender scores after ball recovery he will get double points.
Moving : X 1 -> X 2 >/ O1->O2
Next wave starts when ball is out, after goal or if time has elapsed
Per player : 4 dribbles: starting 2 times left and 2 times right

Variation: to increase resistance by finishing within the 6 "

Fun: which team will score the most points?

Coaching:
1 – 2 – 3 – 4-5

INTERMEDIATE FORM 1 Reaction speed 10 '


Description:

Field : 25 x 15 m
X 1 starts dribbling into the square. In the square he decides in which
goal will be finished
O1 leaves at the same time but he should not come into the square.
He must react on the change of direction of X 1.
X1 trying to score and possibly dribbling O1.
O1 is trying to take the ball for dribbling into the square.
If X 1 scores = 1 point if O1 dribbles into the square , he gets double
points
Max time = 15 "/ player

After 5 ' : changing

Fun: which team scores most points?

Coaching:
1–2–3–4–5

127 1
MATCH FORM 2 2 + K/K + 2 15 '

Description:
Field :25/15 m

X 1 start with ball at the feet, X 3 starts at the same time


O1 and O3 start simultaneously with X 1
2 <> 2 is played and there must be scored within the 15 "

Attacker gets 1 point if he scores, defenders 2 points


Changing after 7.5 '

FUN: who gets the most points?

Coaching:
1 – 2 – 3 – 4-5

INTERMEDIATE FORM 2 1/K + 1 10 '

Description:
Field : 35 x 25 m
X 1 and O3 (attackers) start simultaneously. They lead the ball
diagonally for them through the gate. O1 and X 3 (defenders)
leave when attackers are through the gate. Attackers can score
in the goal. Defenders can score by dribbling the ball through
the central goal.

After 2 attempts : change X 1 and X 3 and O1 and O3

Fun: which team will score the most points?


Coaching:

1 – 2 – 3-4-5

MATCH FORM 3 K + 4/4 + K 15 '

Description:
Field : 35 m x 25 m

As much as possible, looking for dribbling and score

The player who scores after dribble get double points

After 3 ' play, the players change position

FUN: who will be the champion?

Coaching

1–2–3–4-5

COOLING DOWN 1 – 2 – 3 Piano 5'

FUN: who is fastest on the other side?

Homework

128 1
E5: COORDINATION
Theme: Number of: 8 Material: balls, 2 x 4 vests, mark hats, cone, small
coordination/ Category/level: portable goal
habituation to the ball Grassroots

WARMING UP RUNNING GAME WITH/WITHOUT BALL


Description:

GAME FORM : Tease the bear

-The bear has honey pots (balls) along itself and sleep.
(in the small goal)
We try to take the honey to our House.

Please note that the bear can catch you and then you
should join him and catch with him.

Phase 1: eye-hand-coordination: players pick up the ball


with the hand. (may even take 2 balls)
We repeat this 4 x.

Phase 2: eye-foot coordination: players pick up the ball


with the feet .
We repeat this 4 x.

Challenge: who can bring at the same time, one pot of


honey with the foot and one with the hand ?

-Anyone can be the bear.

Duration : 15 min

MATCH FORM 1 K + 1/1


Description :
Area : 10 x 20 m.
On signal Trainer :
-Defender pass inside foot the ball to the
incoming attacker. (give numbers 1 – 2 – 3 )
-duel 1-1
-Who scores the most goals
-Duration 10 '

Coaching : : guidelines 1, 2, 3, 4

Coachingwords : enter, ask, watch

INTERMEDIATE FORM RUNNING GAME WITH/WITHOUT BALL-REACTION


GAME
Description:

GAME FORM : 4-colours game

-2 players per colored highlight hat. Animator gives


colors to which they must run: auditory signal.

-In a second phase, the animator will use a color vest


raising in the sky indicating that they have to
put foot on the ball, be a statue, throw ball in the
air and catch: Visual signal

-Occasionally players astray: e.g. call white hat

- Duration : 10 min

-Who arrives first?

129 1
INTERMEDIATE FORM GENERAL HANDLING SKILLS ARE ESSENTIAL
Description:

Crossroads training :

-2 players per street. animator asks first whether they


recognize this.
Phase 1: -players do eye-hand-coordination at the start
of their street, then they come successively in the street
if
-tractor-mopeds-plane (arms open = wings)-car-fast car
Moving behind the cone at the crossroads.
Phase 2 :-animator plays police officer on the
intersection and let players via auditory signal (whistle),
among others, put foot on the ball, turn around and
return home, pick up and ball above head.
All players get the role of police officer.
Phase 3 :-players go at each other on visit: first 2
groups simultaneously, then 3 and then 4 simultaneous:
stay on the road without colliding because the police
officer is controlling.
Phase 4 :- games 1-1 on every street (four yellow
players come to the roundabout and run after 1 min to
next opponent. Scoring is the message!
Objective : space perception-reaction speed-ball skills-
fun and experience-General habituation to the ball
Duration: 30 min
Dimensions area: streets of 15 m long and 3 m wide

INTERMEDIATE FORM
Description:

Attention and reaction game: the Pied Piper of ...

-Phase 1:-on signal Pied Piper (calls rats) dusting the


rats range from the circle around the catcher to the balls
on the outside: the player who has no ball become
catcher. Who is ticked,before he has a ball, a turn out.

-Phase 2:-the balls on the side must arrive at the heads


of the field (ball in hand):
Who will be ticked?
Who succeeds?

Duration : 2 x 5 min = 10 min


MATCH FORM 3 K + 3/3 + K
Organization:
2/3 of a field
Two teams.
Duration: 5 '
Repetition: 2 (teams change to other half))
Total time: 10 '

Description:
Keeper plays ball in on central player who plays on one
of the two wing players.
Keeper’s roles to turn the ball in.
Right wing always exchanges. The players move one
position clockwise.

Fun: which team will score the most goals, yellow or


white?

130 1
E6: FUN GAME
Theme: FUN game Number of: 8 Material: two small goals, field 32 x 25 m, 1 ball per
Category: GRASSROOTS player/hats/8 poles/blindfold/cones

WARMING UP
WARMING UP

Organization
:
Dimensions field 32 x 25 metres
½ field , demarcated zone
duration 10 min

Description:
Two teams : the Lions and the Tigers
RUNNING and TICK-GAMES without ball

Exchange ticker : who is ticked, is the new ticker


Twin ticker : two tickers, who is ticked , hand to the
ticker, who makes the longest chain !
Team ticker : from each team 1 ticker. Try to tick Lion
or Tiger of the opposing team. Who ticks the first
a player …
MATCH FORM 1
MATCH FORM 1:
NUMBER GAME 1 + K <>1 + K in waves

Organization:
Mark the goals with a coloured bib.
This indicates the direction where the Lions or Tigers
must score
Duration 10 min

Description:
NUMBER GAME : two homogeneous teams

Trainer calls a number of a lion and a tiger


The ball is the prey
Lion or Tiger should try to bring its prey in his hollow
( the goal )
A lion or Tiger can defend the goal

Goal to score to be marked with ' color '

Regularly changing goalkeeper


INTERMEDIATE FORM 1
INTERMEDIATE FORM 1
Reaction game with ball

Organization:
Two teams/per player 1 ball
Duration 10 min

Description:

Lions and tigers

Player must bring its prey as quickly as possible to a safe


area = goal
The other player must try to prevent this
If the trainer calls ' lion ' then the Lions run as soon as
possible with their ball (= prey) to their safe zone =
destination and vice versa

(= variation rats and crows with ball)


Dribbling and shooting game

131 1
MATCH FORM 2
CONTEST FORM 2
1 + K <> 1 + K in waves
2 + K <> 2 + K

Organization
Duration 10 min
Description:

NUMBER GAME with variation


Gradually a sporadically to add a team mate .
Evaluate how the children react to the team mate.

Training process
From 1 <> 1 to 2 <> 2, to 3 <> 3
The trainer can call 1, 2 or 3 numbers

Regularly changing Goalkeeper


INTERMEDIATE FORM 2
INREMEDIATE FORM 2 HABITUATION to the BALL

Organization

Duration 10 min
Colored ribbon on the right wrist/ankle
Learning the distinction between what is left and right.
Description:
All kinds of
eye-hand-foot coordination exercises
-ball throwing up and catching
-ball throwing up: complete turn and catching
-ball throwing up : touch the ground and catching
-ball throwing up : run under the bouncing ball and catching
-ball to the ' Sun ' : kicking the ball
-dribbling ; on signal : sit on the ball , etc. ..

All exercises to do with right and left hand-foot run


( = wristband )
MATCH FORM 3
MATCH FORM 3

1 + K <> 1 + K continuous game

Duration 10-15 min (4 x 3 min)


Organization :
Same homogeneous teams
Lions and tigers

Description:
Match : 1 <> 1 with keepers

Clear appointments = initiation simple regulations

Goalkeepers and players Exchange every 3 min


Small goals sufficiently large. Scoring is the essence.
Challenging for the players and feasible for the keeper
COOLING DOWN
END GAME BAHI duration 5 min
Players in circle faces inward. • How many Lions crawl between the legs (legs) of the
1 player in the Centre (Tiger) being blindfolded and Tiger
tries to listen. • How many fit with the ball between the legs (legs) of
Trainer indicates the players (Lions) that seek to the Tiger .....
trick the central player.

132 1
E7: COORDINATION FORMS
Theme: coordination forms Number of: 8 + 2 k Material: 10 balls, jerseys, hats, small goals ,
Category/level: cones, firld 32 X 25 m
Grassroots

WARMING UP Running game with ball, eye-hand-


foot coordination
Organization:
Field of 32 at 25 metres.
½ field, demarcated space.
Two players lined up in a row with one ball.
Duration: 15 '

Description:
1. Exercise 1: dribbling ball to Cone, playing ball
along one side of the cone, player runs along the
other side of the cone. To do on the left and the
right
2. Exercise 2: THREE-BALL: every three passes is
one point, if the ball falls he is for the opposing
team. Counterparty can also intercept the ball.
The player with the ball in the hands should not
run.
3. Ball throwing up and catch with stretched
arms above the head. Ball throwing up backward
above the head, half a turn and catching the ball.
Same exercises but kicking the ball with the feet.
MATCH FORM 1 K + 2/2 + K
Organization:
Bibs.
2/3 of a field
Duration: 5 '
Repetition: 2 ( Exchange players, L → R )
Total time: 10 '

Description:
Work in waves. (At goal or failed attempt,
changing the teams )
Keepers bring by turn the ball into the field on
signal from the trainer.

Fun: which team will score the most goals yellow


or white?
INTERMEDIATE FORM 1 Attention and reaction game
Organization:
Field: 32 x 25 metres.
Half field.
Duration: 10 '

Description:
The treasure:
Number running. Two teams. A bib at equidistant
from the 2 teams. Each player is has a number
and is behind the line. The trainer calls a
number, the players run as fast as possible to the
bib. The player who can bring the bib in his camp
without being ticked tapped by the other
achieves a point. He is ticked, and then the point
is for the other team. (the pirates bring the
treasure to their ship)

Fun: which team can bring the most treasures to


their ship?

133 1
MATCH FORM 2 K + 2/3 + K
Organization:
2/3 of a field
Two teams.
Duration: 5 '
Repetition: 2 (teams change half, yellow team
with 3/2)
Total time: 10 '

Description:
Keeper plays ball in on central player who plays
on one of the two wing players. Right wing
always exchanges. The players move one
position clockwise.
Fun: the team in minority scores double.
Which team will score the most goals?
INTERMEDIATE FORM 2 Running games with ball
Organization:
2 X half field.
Two teams.
Duration: 5 '
Repetition: 2 (teams leave at the other side of
the goal)
Total time: 10 '

Description:
Player leads the ball to the cones and puts the
ball in the middle between the cones and runs to
the middle of the field to plug in the other group.
The player in the Middle runs to the ball and
shoots on goal. After the shot he closes with his
ball in the Group next to the goal.
Fun: which team will score the most goals?
Which team will score the first 10 goals.
MATCH FORM 3 K + 3/3 + K
Organization:
2/3of the field
Two teams.
Duration: 5 '
Repetition: 2 (team change half)
Total time: 10 '

Description:
Keeper plays ball in on central player who plays
on one of the two wing players.
Keeper’s role by turn the ball in.
Right wing always exchanges. The players move
one position clockwise.

Fun: which team will score the most goals yellow


or white?
End game Homework
Description: Description:

Policeman and killer with the ball at the feet: all Left and right juggling with one bounce between.
players with the eyes closed. The trainer gives the killer
one Pat on the shoulder and the two policemen two
pats. On signal: all players run, mixed up, with the ball
to the feet. With a wink, the killer can eliminate his
team mates. Who is murdered has to sit on his ball. The
police officers must find the murderer as soon as
possible.

134 1
E8: COORDINATION & DRIBBLING
Number of : 8 + 2 Material:
Theme : Coordination and dribble -Field 20x16m
Category : Grassroots -10 balls
-10 bibs (2 different colors)
Duration : 75 min -Hats /cones
-2 small moveable goals
Guidelines and coaching words
1-keep the ball short on the feet while dribbling: SHORT
2-try to keep the overview during the leading/dribbling: LOOK
3-do a dribble with a direction/rhythm change at the right time: RIGHT/FAST
4-If you are free ask the ball: QUESTION

WARMING UP – 20 min. Integration basic motor skills


Field: Center circle
Ex.1:
Organization:
1-Everyone with ball, the players stand in the circle.
Implementation
1-Ball throwing up, catching with the hands
2-Ball throwing up, 1 x clap hands and catching
3-Ball throwing up, 2 x clap hands and catching
4-Ball throwing up , half turn and catching
5-Ball throwing up, juggling with right foot and catching
6-Ball throwing up , juggling with left foot and catching
Duration: +-10 min

Ex.2:
Organization:
1-everyone with ball, the players move around freely in the
circle
2-the trainer shows a movement/pass movement.
3-the players execute this movement on signal from the
trainer.
Implementation:
1-Stop the ball and foot on the ball
2-Stop the ball and move behind the support leg
3-feint with body
4-double feint with body
5-Step-over and take with other foot
Duration: +-10 min
Coaching : 1 – 2-3

MATCH FORM 1 – 10 min. K + 1/1 + K (in waves)


Course: 12x7m

Organization:

1- The Keeper of RED is in B + at start of the match and


plays to teammate
2-change after each attempt to goal
3-which team will score the most?
4-after 7 min.: the Keeper of BLEU starts in B +

Duration: max 15 min

Coaching : 1 – 2 – 3-4

135 1
INTERMEDIATE FORM 1 – 10 min. FUN – Dribble Game Field : 20x16m
Description:
Ex.1
1-1 ball per player
2-Dribble to the Cone, with ball around the cone and back
R. & l. feet (each 2 x)
3-Dribble to the cone, playing the ball in front of the cone,the
player runs around the Cone (r. & l. feet ) - each 2 x
Ex. 2
1-1 ball per 2 players
2-Dribbling to cone with ball around the cone
and pass to 2nd Player (r. & l. foot ) - each 2 x
Ex.3
1- If ex.1 & ex. 2 go right!
2- place more cones between the 2 cones to become
slalom between the cones. (Same as Ex.1 & Ex.2)

Coaching : 1 – 2 – 3 - 4
MATCH FORM 2 – 10 min. K + 1/1 + K (in waves) Field : 12x7m
Description:

1-the Keeper of RED is in B + at the start of the game and


plays to opponent
2-change after each scoring chance/goal
3-which team will score the most?
4-after 7 min.: the Keeper of BLEU starts in B +

Duration: 10 min
Coaching: 1 – 2 – 3 - 4

INTERMEDIATE FORM 2-10 min. FUN – finishing Field : 20x20m – 2 lineups


Description
1- the attackers dribbling with the ball between the cones

2- they try to eliminate the defender and shoots on goal;


after finish attacker becomes defender;
The defender takes the ball and joins to other group

3- each goal is a point: who has the most points, WINS

Duration: max. 10 min.


Coaching: 1-2

MATCH FORM 3 – 10 min. Ending Form in (continuous play)

Field: 20x16m

Description:
1-both teams play in a diamond formation.

2-After a goal we start always with the goalkeeper who plays


to a free running or supporting team mate.

Fun:
Which team will score the most?

Coaching: 1 – 2 – 3 – 4

COOLING DOWN – 5 min.


-Players try to score in the goal Description
Collecting material
through the legs of the trainer.
(distance 6 m)
Homework:
Juggling with left and right foot with one bounce between

136 1
E9: HABITUATION TO THE BALL
Theme: Number of: 12 Material:
habituation to the ball Category/level: 18 posts, Hats, 12 balls
Grassroots

WARMING UP
Description:
15 ' Running Games : without ball + eye-hand coordination
with ball
-Question: How did we get here? (car, bicycle?) Who has
driven himself? (dad) would you like to do it ?
Space perception
- We drive across the field with our car – without
colliding (all subjects)
- Ditto on a small field (1 box)
- the ball is now our Steering
- twin ticker
- chain ticker (who has longest chain ?)
Eye-hand coordination
- Hunter Ball (who remains left?)
Question: what is now hard large field or small field?

Coaching:
Without colliding – story about cars, transport, ...
MATCH FORM 1 1/1
Description:
10 '

Game 1 <> 1

each : 1 ' play

Ask who was winner and who lost (or drawn)


Winners may pick a card
9 games (who has the most cards)

If the ball is kicked out → restart where the ball went out.
INTERMEDIATE FORM 1
Description:
10 ' game form eye-hand coordination, balance, reaction
speed on auditory and visual signal.
Auditory signal:
- We are running with ball in hand ; on signal :
we are a statue, then the same on 1 leg
- running with ball in hands ; on signal :
throw up and catch
- the same ; on signal : throw up the ball and 1 x
clap in the hands (after : more times claps in hands
without falling the ball on the ground)
- Throw the ball up and catch it after 1 bounce
- Leading the ball with the hand while walking,
- Who can do it while running?

Visual signal:
- Trainer raises his hand , players throw up the ball.
- Trainer hand down is ball bouncing and catch. Who
can do it as fastest? (do not drop)
- Per 2 players 1 ball: for the first 10 x rolls (Easter
eggs), 10 x Throw up, 10 x throw up (without
bounce)
- The players who finished keep ball above head up.

137 1
MATCH FORM 2 2/2
Description:

10 ' Self-centeredness breaking: learn playing together

On signal : 2 against 2 on 3 fields


There are no goalkeepers
If the ball is outside we start where the ball is gone out
with a kick-in.

Each match lasts 2 '

Repeat 5 x

INTERMEDIATE FORM 2
Description:

10 ' game form eye-foot + eye-hand coordination


Acting by turn :

1/we throw the ball as far as possible (eye-hand


coordination) who can the farest?

2/we throw the ball to the square, who can throw his ball
through the gate?

3/we kick the ball as far as possible (eye-foot coordination)


from the ground.

4/we kick the ball as far as possible from the hand.

5/who can kick his ball through the gate?

MATCH FORM 3 K + 1/K + 1


Description:

10 ' Self-centeredness breaking: learn playing together

On signal : 2 against 2 on 3 fields


There are no goalkeepers

If the ball is out we restart where the ball is gone out


with a kick-in.

Each match lasts 2 '

Repeat 5 x
COOLING DOWN
Description:
Clean up material:
Trainer designates a captain for he hats, and one for the
cones who choose each a team mate to help.

1 ball per player


Side-by-side on a single row + 1 player for the row with
face to the row (hands for the eyes)
On sign of the trainer, some players put their ball behind the
player.
The trainer asks the Player how many balls there are.
Can he guess?

138 1
E10: DRIBBLING
Theme: Dribbling Number of: 8 + 2 k Material: 2 small goals, 10 balls No 3,
Category/level: ± hats , 4 vests, 10 Cones
Grassroots
Guidelines and coaching words
1. Keep the ball short at the foot when leading. "Short" 4. Dribble by a change of direction on
2. try to keep the overview while dribbling “Look” the right time, and by a change of
3. keep your body between the ball and opponent while speed or rhythm and/or by means of
dribbling "Body" a feint "fast"
WARMING UP HUNTER BALL
Description : square 15 m on 15 m

All players a ball except the Hunter


Players are dribbling and try to avoid the hunter
Hunter tries in 1 min time to kick a maximum
number of balls outside the square .

Who lost the ball juggles with next to the


square
-Duration: 10 '

Coaching : guidelines 1, 2, 3, 4,

MATCH FORM 1 K + 1/1-K + 1/1


Description : 10 x 20 m.
On signal T
-Defender pass inside foot to incoming attacker.

-duel 1-1

-Who scores the most goals

-Duration 10 '

Coaching : : guidelines 1, 2, 3, 4
Coaching words : enter, ask, watch

INTERMEDIATE FORM 1 Points RACE


Description : 10 x 20 m.

Players distribute themselves with ball in the


squares,
2 tickers in the Middle
Players try to dribble with the ball to
another square avoiding thatone of the 2
tickers recover their ball
Players count their points on:
Width = 0 p
Length = 1 p
Diagonal = 2 p
Who lost ball juggles with the ball next to the
Field.
Variation: same but without ball
-Duration: 10 '

Coaching:
Guidelines only: 1, 2, 3, 4
Coaching words : short, look

139 1
MATCH FORM 2 K + 2/2 + K

Description : 10 x 20 m.
Acting in waves of 30 "

-game rules 5 <> 5


-Duration: 10 '
Score after a dribble = 2 p

Coaching

Guidelines 1, 2, 3, 4
Coaching words : look, give, pass,
alone, change, ask

INTERMEDIATE FORM 2 Circle walk


Description : 10 x 20 m.

-2 teams in circle setup (diameter 10-15 m)


Player 1 dribbles around circle and gives ball
player 2 that does the same thing. Player 1
takes place of Player 2 etc ..
-Team where the players are first again on
their starting position, wins!!

Variations: clockwise and counter-clockwise


-Duration 10 '
Coaching
Guidelines dribble: 1, 2, 3, 4
Coaching words : look, short

MATCH FORM 3 K + 4/4 + K


Description
SHAPE : K + 1 + 2 + 1/1 + 2 + 1 + K
(diamond)
- regulations : 5 <> 5

-duration: 10 '
Score after dribble = 2 p

Coaching:
Guidelines dribble: 1, 2, 3, 4
Coaching words : push stronly, look give,
pass,
alone, change, ask
COOLING DOWN
Description : 10 x 20 m.

Shoot out : each player starts one after the


other in the middle of the field and
dribbles towards goal. Can the
dribble the goalkeeper: 1 p.
If he can then also score: 1 p.
There can be up to 2 points per
attempt be scored.

Fun: team who lost , cleans up the material

Duration: 5 '

140 1
E11: COORDINATION EYE-FEET-HAND
Theme: -Habituation to the ball with the feet Number of: 8 + 2 k Material: 2 small goals, 10 balls
and the hands Category/level: Grassroots No 3, hats, 4 vests,
-leading and dribbling # small material
(blocks, hats ...)
Guidelines and coaching words:
1. Keep the ball as short as possible at the foot when leading and dribbling (short)
2. Watch as little as possible to the ball when leading and dribbling (keep overview)
3. Keep the body between the ball and the opponent while dribbling (protect)
4. Most of all : make fun (FUN)

WARMING UP integration of psychomotor skills (15 ')


Description : 10 x 20 m.
1) – Running with the ball on the field, without colliding with the
ball as "wheel": "car driving”
- Dribblong with the ball
-Variations: on signal o the Tr: Stop
(statue)
1xwhistle : stand foot on ball
2xwhistle : sits on ball
3x : take other ball
2) tick games :-2 hunters try to kick the balls of the others
out of the field.
-all players a ball and everyone is now trying to kick the ball
out from someone else.
-Who lost ball: get it back and play again
Variations:
A) 2 hunters with ball in hands try to tick the other players . Who
is tapped, becomes ticker
B) 2 hunters with ball in the hands, all others are dribbling
on ½ of the field. Hunters try to touch the balls of the players
by throwing it
Who is tapped, becomes ticker
Coaching : directive 1, 2, 3, 4

MATCH FORM 1 simplified form in waves (10 ')

Description : K + 1/1 + K (field: 25mx25m)


On signal Tr :
Attacker tries to dribble the defender and to score as quickly as
possible
If the defender recovers the ball , he can score in the other goal.
Ball is out = new match with other players
-Who scores the most goals
Fun: scoring after dribble opponent = 2 p

-Duration 10 '

Coaching : Guidelines: 1, 2, 3, 4

INTERMEDIATE FORM 1 "FUN" (10 ')

Description : field = 25 x 35 m.
Cross Run Game
Game 1 : without ball
9 players on the goal line, 1 Hunter in the middle of the field.
On signal trainer the players try to cross to the other side
within the lines of the field. Hunter tries as much as possible to
tick players. Who is tapped, becomes ticker.

Game 2 : with ball


9 players on the goal line, 1 Hunter in the middle of the field.
On signal Trainer the players try to dribble to the other side.
The Hunter tries to intercept a ball and kicks it out .
Who is tapped, becomes ticke-Duration: 10 ' (2 x 5 ')
Coaching : 1, 2, 3, 4

141 1
MATCH FORM 2 simplified form in waves (10 ')
Description : field: 25mx25m
K + 1<>2
On signal of the Tr. :
-2 attackers trying to dribble the defender and try to score as soon
as possible.
- If the defender can recover the ball he can score in the other goal.
-Ball out = new match with other players

-Who scores the most goals

Fun: scoring after dribble opponent = 2 p

Coaching: Guidelines: 1, 2, 3, 4
INTERMEDIATE FORM 2 "FUN" (10 ')
Description : 25 x 35 m.

"Treasure hunting"
-In the central zone (5x25m) is situated small material (cubes, jars
,balls, etc.).
-both teams start from their goal line
-On signal Trainer:
Players try to bring back to their camp as much as possible and as
quickly as possible .
Team that collects the most treasures, WINS

Variation: same but players must do this now with a ball on


the feet
Coaching: Guidelines: 1, 2, 3, 4

MATCH FORM 3 simplified form in waves (15 ')


Description : : field: 25mx25m
K + 2 <> 2 + K
On signal Tr :
-2 attackers trying to dribble the defenders and try to score as soon
as possible.
-If the defenders recover the ball they can score in the other goal.
-Ball out = new match with other players

-Who scores the most goals

Fun: scoring after dribble opponent = 2 p

Coaching: Guidelines: 1, 2, 3, 4
COOLING DOWN "FUN" (5 ')
Description : Field : 10 x 20 m.

-2 teams (5 players) are in 2 rows next to each other


players are in spread position
-The first player from each group has a ball
On signal trainer:
1St of each group rolls the ball through the legs of their tem mates.
-last player of the Group runs with ball in the hands in front of the
row, and rolls the ball through the legs of his team mates
backwards.

FUN: who will reach as first the other side ?

Variation: the same but now the players are kicking the ball through
the legs and dribble forwards.

Coaching : Guidelines: 1, 2, 3, 4

142 1
RULES OF THE GAME FROM AGES 6 TO 13 – SUMMARY
AGES 8 AND 9 (5-VS-5) AGES 10, 11, 12 (8-VS-8) AGE 13 (11-VS-11)
FIELD OF PLAY : LENGTH (L) L = 35m L = Width of normal pitch Normal pitch
WIDTH (W) W = 25m W = Centre line to goal area
GOAL 4m × 2m 4m × 2m 7.32m × 2.44m
BALL Size 3 Size 4 Size 4
NUMBER OF PLAYERS 5-vs-5 8-vs-8 11-vs-11
SUBSTITUTIONS Max 4 (Rolling) Max 4 (Rolling) Max 4 (Rolling)
YELLOW + RED CARDS N.A. N.A. Disciplinary measures
EQUIPMENT Multi-studs + Training shoes Multi-studs + Training shoes Removable studs allowed
PERIODS OF PLAY 2 × 20 mins 2 × 25 mins 2 × 30 mins
INTERVAL 10 mins 10 mins 10 mins
OFFSIDE N.A. N.A. Applicable
BACK PASS RULE Applicable Applicable Applicable
FREE KICKS: TYPE Indirect Indirect Direct + Indirect
PLAYERS’ DISTANCE 8m 8m 9.15m
PENALTY N.A. N.A. Applicable
THROW-IN Kick-in Applicable Applicable
GOAL KICK From fictive goal area From fictive goal area Applicable
CORNER KICK 10m 13m Corner 16m and goal line
PERIODS OF PLAY – SUMMARY
AGES 8 AND 9 5-vs-5 2 × 20 mins Interval = 10 mins
AGES 10, 11 AND 12 8-vs-8 2 × 25 mins Interval = 10 mins
AGE 13 11-vs-11 2 × 30 mins Interval = 10 mins
AGE 14 11-vs-11 2 × 35 mins Interval = 10 mins
AGE 15 11-vs-11 2 × 40 mins Interval = 10 mins
AGE 16
AGE 17 11-vs-11 2 × 45 mins Interval = 15 mins
AGE 18

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