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Player arrivals and departures
Use anonymous numbers from 1 to 99. Changes take effect before an activity begins; each activity needs 4–16 players.
Your practice
Prepare a controlled ground finish from a teammate.
U9–U1060 min8 starting players24 × 30 mField practice
Bring 8 balls and 16 cones. Use ground play and line targets. Keep water available.
Look for progress
Make the final pass when the receiver can see ball and target.
Settle the ball before placing a ground finish.
Check the surface, boundaries and equipment before play. Pause or simplify whenever needed. Confirm local youth football rules. Numbered slots replace names.
Begin at walking pace in the numbered stations. Walk from the side into a receiving lane, show ready and settle a soft pass before looking at a target. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.
Prepare early; control before you aim. The receiver is prepared before the final pass.
Run the activity
Walk from the side into a receiving lane, show ready and settle a soft pass before looking at a target.
Pause on a raised hand and point to the space you chose.
Swap the ball on the round signal and notice this feature: The receiver is prepared before the final pass.
Play
Walk from the side into a receiving lane, show ready and settle a soft pass before looking at a target.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
The receiver is prepared before the final pass.
If you see: The serve arrives before the body faces the target.
Try: Delay the pass until the receiver shows a ready position.
Organisation
4 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 2 turns cover every player. A first carrier turn can take up to 60s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
Easier: Begin with the receiver already settled in the lane.
Next step: Vary the side from which the pass arrives.
Move on: Stop the balls and identify the start positions for set and finish.
24 × 30 m clear area with a 2 m perimeter buffer. 4 numbered stations, 8 numbered player slots, 4 balls and 12 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Prepare a controlled ground finish from a teammate. Diagram shows starting positions, not fixed player locations. Three steps show target finish using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Find the target: Choose a clear end-line target. 2. Prepare the ball: Keep the first touch in the clear lane. 3. Aim along the ground: Aim for control. Retrieve when the lane is clear.
A server stands outside the finishing lane. The receiver faces a named end-zone segment; others wait clear of the lane.
Prepare early; control before you aim. The receiver is prepared before the final pass.
Run the activity
Receiver shows a target foot and says ready.
Server passes sideways along the ground.
Receiver controls, looks at the segment and places a ground finish; retrieve only after it stops.
Play
Receiver shows a target foot and says ready.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
The receiver is prepared before the final pass.
If you see: The serve arrives before the body faces the target.
Try: Delay the pass until the receiver shows a ready position.
Organisation
4 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 2 turns cover every player. A first carrier turn can take up to 60s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
Easier: Begin with the receiver already settled in the lane.
Next step: Vary the side from which the pass arrives.
Move on: Stop in place, recall the receiver is prepared before the final pass. and walk to water with the balls still.
24 × 30 m clear area with a 2 m perimeter buffer. 4 numbered stations, 8 numbered player slots, 4 balls and 12 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Prepare a controlled ground finish from a teammate. Diagram shows starting positions, not fixed player locations. Three steps show target finish using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Find the target: Choose a clear end-line target. 2. Prepare the ball: Keep the first touch in the clear lane. 3. Aim along the ground: Aim for control. Retrieve when the lane is clear.
Offer water and rest. Leave balls still outside the walking route. Before restarting, show the next decision: Movement arrives before the pass, with space for the first touch.
Prepare early; control before you aim. Every player has a rest opportunity and understands the next start position.
Run the activity
Stop every ball and offer water or seated rest.
Check the surface, clear the next station and keep boundary buffers empty.
Name what to look for next: Movement arrives before the pass, with space for the first touch.
Play
Stop every ball and offer water or seated rest.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
Every player has a rest opportunity and understands the next start position.
If you see: Players begin moving balls while others cross the area.
Try: Keep every ball still until the area is clear and all players have heard the start signal.
Easier: Demonstrate only the first action, then begin slowly.
Next step: Invite a player to point out the next receiving or observation position.
Move on: Show the first decision in moving finish before the restart signal.
24 × 30 m clear area with a 2 m perimeter buffer. 1 numbered stations, 8 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Prepare a controlled ground finish from a teammate. Diagram shows starting positions, not fixed player locations.
Agree a starting corner, a receiving space and two target segments within each station.
Prepare early; control before you aim. Movement arrives before the pass, with space for the first touch.
Run the activity
Receiver walks from the corner into the clear receiving space.
Server waits for eye contact, then passes.
Receiver settles toward the open target and places a controlled ground finish.
Play
Receiver walks from the corner into the clear receiving space.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
Movement arrives before the pass, with space for the first touch.
If you see: The receiver keeps moving across the ball path.
Try: Use a pause in the receiving space before the serve.
Organisation
4 separate stations. Roles: carrier and receiver / shadow; extra players observe. Advance one slot each round. 2 turns cover every player. A first carrier turn can take up to 60s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
Easier: Keep the target fixed and stop after the receive.
Next step: Server indicates one closed target just before passing.
Move on: Stop the station balls, show the game target lines and explain this condition: A score counts after a teammate supplies the final ground pass.
24 × 30 m clear area with a 2 m perimeter buffer. 4 numbered stations, 8 numbered player slots, 4 balls and 12 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Prepare a controlled ground finish from a teammate. Diagram shows starting positions, not fixed player locations. Three steps show receive turn using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. Check the next space: Look away from the ball before it arrives. 2. Receive across the body: Guide the first touch toward the open side. 3. Turn and connect: Look up before the next ground pass.
A score counts after a teammate supplies the final ground pass. Use the numbered teams and neutral roles for this pitch. Agree line targets inside the shown area. Restart with a gentle ground pass; opponents retreat at least two metres until the first touch.
Prepare early; control before you aim. Look for a final pass timed to the receiver's arrival, followed by a settled ground finish.
Run the activity
Before each round, explain the scoring condition: A score counts after a teammate supplies the final ground pass.
Play within the marked pitch using the current numbered roles; restart from the nearest boundary after the ball leaves.
At the next pause, give one observed example: Look for a final pass timed to the receiver's arrival, followed by a settled ground finish.
Play
Before each round, explain the scoring condition: A score counts after a teammate supplies the final ground pass.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
Look for a final pass timed to the receiver's arrival, followed by a settled ground finish.
If you see: The receiver keeps moving across the ball path.
Try: Use a pause in the receiving space before the serve.
Organisation
2 pitches. Teams use numbered A/B slots. Odd groups use a neutral who helps the team with the ball. Rotate slot assignments between rounds; everyone plays and each odd-pitch player takes a neutral turn.
Easier: Pause at each restart to show the available choice. Keep the target fixed and stop after the receive.
Next step: Server indicates one closed target just before passing.
Move on: Stop every ball, bring the numbered groups together and leave a clear space for walking or seated reflection.
24 × 30 m clear area with a 2 m perimeter buffer. 2 numbered pitches, 8 numbered player slots, 2 balls and 4 cones. A and B are teams; N is the supporting neutral. End lines are scoring targets. Focus: Prepare a controlled ground finish from a teammate. Diagram shows starting positions, not fixed player locations. Three steps show decision game using the first round's numbered players. Solid gold routes show the ball; dashed pale routes show player movement; dotted blue routes show a shadow or defender. Routes stay inside each numbered station. 1. See the options: Look for a carry, pass or safe return. 2. Choose a clear route: Choose the route that is clear now. 3. Keep the next option open: Move to help the next player with the ball.
Round-by-round player roles
Round
Assignments
1 · 180s
1: team A (station 1); 3: team B (station 1); 5: team A (station 1); 7: team B (station 1); 2: team A (station 2); 4: team B (station 2); 6: team A (station 2); 8: team B (station 2)
2 · 180s
1: team B (station 1); 3: team A (station 1); 5: team B (station 1); 7: team A (station 1); 2: team B (station 2); 4: team A (station 2); 6: team B (station 2); 8: team A (station 2)
3 · 180s
1: team A (station 1); 3: team B (station 1); 5: team A (station 1); 7: team B (station 1); 2: team A (station 2); 4: team B (station 2); 6: team A (station 2); 8: team B (station 2)
4 · 180s
1: team B (station 1); 3: team A (station 1); 5: team B (station 1); 7: team A (station 1); 2: team B (station 2); 4: team A (station 2); 6: team B (station 2); 8: team A (station 2)
Leave the balls still and walk comfortably within your own station. Recall one choice from the session, then ask: What made the final pass useful?
Prepare early; control before you aim. Make the final pass when the receiver can see ball and target. Settle the ball before placing a ground finish.
Run the activity
Leave all balls still; choose comfortable walking or seated rest.
Point to the movement you remember without a ball, then reflect: What made the final pass useful?
Share one observed example or say that you need another look; count the players and equipment before finishing.
Play
Leave all balls still; choose comfortable walking or seated rest.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
Make the final pass when the receiver can see ball and target. Settle the ball before placing a ground finish.
If you see: The review names only the score and misses the choice that led to it.
Try: Ask for one specific example: Look for a final pass timed to the receiver's arrival, followed by a settled ground finish.
Easier: Allow a pointing gesture or one word instead of a spoken explanation.
Next step: Invite a player to explain what they would change if the same route closed next time.
Move on: Check every player and collect stationary equipment before leaving the area.
24 × 30 m clear area with a 2 m perimeter buffer. 1 numbered stations, 8 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Prepare a controlled ground finish from a teammate. Diagram shows starting positions, not fixed player locations.