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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
Scan several targets and change the attack.
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
Find a target outside the defenders current coverage.
Scan again after turning toward a new side.
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. Stand with the ball still and point to north, south, left and right station edges in a changing order. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.
Find a target the defender cannot protect. The body opens toward the named direction.
Run the activity
Stand with the ball still and point to north, south, left and right station edges in a changing order.
Pause on a raised hand and point to the space you chose.
Swap the ball on the round signal and notice this feature: The body opens toward the named direction.
Play
Stand with the ball still and point to north, south, left and right station edges in a changing order.
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 body opens toward the named direction.
If you see: The receiver turns only the head while the touch stays straight.
Try: Walk the body turn with a still ball before serving.
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.
Next step: Give the target cue as the pass starts.
Move on: Stop the balls and identify the start positions for compass passes.
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: Scan several targets and change the attack. 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.
Name four boundary targets inside the station. A server indicates one target before sending a short pass.
Find a target the defender cannot protect. The body opens toward the named direction.
Run the activity
Receiver looks across the four options.
Read the chosen target and turn the first touch toward it.
Pass gently toward that line or return if it is outside comfortable range.
Play
Receiver looks across the four options.
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 body opens toward the named direction.
If you see: The receiver turns only the head while the touch stays straight.
Try: Walk the body turn with a still ball before serving.
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.
Next step: Give the target cue as the pass starts.
Move on: Stop in place, recall the body opens toward the named direction. 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: Scan several targets and change the attack. 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.
Offer water and rest. Leave balls still outside the walking route. Before restarting, show the next decision: The choice is linked to the blockers position.
Find a target the defender cannot protect. 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: The choice is linked to the blockers position.
Play
Stop every ball and offer water or seated rest.
Ground play only. No heading, sliding, body contact or tackles at a player's feet. Intercept loose ground passes only. Offer water or a pause whenever needed.
Watch for
Every player has a rest opportunity and understands the next start position.
If you see: Players begin moving balls while others cross the area.
Try: Keep every ball still until the area is clear and all players have heard the start signal.
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 four exits 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: Scan several targets and change the attack. Diagram shows starting positions, not fixed player locations.
Use four named exit segments. A partner occupies one side as a visual blocker while the carrier scans.
Find a target the defender cannot protect. The choice is linked to the blockers position.
Run the activity
Name two possible exits before moving.
Choose the exit the partner cannot cover from their current place.
After stopping, point to the next alternative if that exit were closed.
Play
Name two possible exits before moving.
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 choice is linked to the blockers position.
If you see: The carrier always uses the same nearest exit.
Try: Close that exit for one attempt and ask for two alternatives.
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 two exits available and the blocker stationary.
Next step: Allow the blocker to change side once at walking pace.
Move on: Stop the station balls, show the game target lines and explain this condition: Either team can score through any of four boundary exits; change exit after a score.
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: Scan several targets and change the attack. 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.
Either team can score through any of four boundary exits; change exit after a score. 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.
Find a target the defender cannot protect. Watch whether a turn reveals an unprotected target and leads to a new attacking direction.
Run the activity
Before each round, explain the scoring condition: Either team can score through any of four boundary exits; change exit after a score.
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: Watch whether a turn reveals an unprotected target and leads to a new attacking direction.
Play
Before each round, explain the scoring condition: Either team can score through any of four boundary exits; change exit after a score.
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
Watch whether a turn reveals an unprotected target and leads to a new attacking direction.
If you see: The carrier always uses the same nearest exit.
Try: Close that exit for one attempt and ask for two alternatives.
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 two exits available and the blocker stationary.
Next step: Allow the blocker to change side once at walking pace.
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: Scan several targets and change the attack. 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: Which new target appeared when you turned?
Find a target the defender cannot protect. Find a target outside the defenders current coverage. Scan again after turning toward a new side.
Run the activity
Leave all balls still; choose comfortable walking or seated rest.
Point to the movement you remember without a ball, then reflect: Which new target appeared when you turned?
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
Find a target outside the defenders current coverage. Scan again after turning toward a new side.
If you see: The review names only the score and misses the choice that led to it.
Try: Ask for one specific example: Watch whether a turn reveals an unprotected target and leads to a new attacking direction.
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: Scan several targets and change the attack. Diagram shows starting positions, not fixed player locations.