ZIP includes coach cards, maps, timeline, rotations and JSON. To save a PDF, choose Save as PDF in your browser print dialog.
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
Recognise when a different route is open.
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
Notice a closed route before passing into it.
Move the ball to a genuinely different angle.
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. Face one side, look across to the other and make a short ground pass toward the newly named side. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.
Look across before passing. A switch changes the passing angle, not only the target name.
Run the activity
Face one side, look across to the other and make a short ground pass toward the newly named side.
Pause on a raised hand and point to the space you chose.
Swap the ball on the round signal and notice this feature: A switch changes the passing angle, not only the target name.
Play
Face one side, look across to the other and make a short ground pass toward the newly named side.
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
A switch changes the passing angle, not only the target name.
If you see: The same body position produces a pass back into the old route.
Try: Stop and move the supporting player sideways before passing again.
Organisation
2 separate stations. Roles: carrier, receiver, signal observer; extra players observe. Advance one slot each round. 4 turns cover every player. A first carrier turn can take up to 180s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
Next step: Change window after each completed pass.
Move on: Stop the balls and identify the start positions for two gate relay.
24 × 30 m clear area with a 2 m perimeter buffer. 2 numbered stations, 8 numbered player slots, 2 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Recognise when a different route is open. Diagram shows starting positions, not fixed player locations. Three steps show switch play 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. Notice the closed route: Notice when the forward route closes. 2. Move the ball across: Use the clear side with a ground pass. 3. Support the new side: Move to offer a supporting angle.
Round-by-round player roles
Round
Assignments
1 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
2 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
3 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
4 · 60s
1: receiver (station 1); 3: signal observer (station 1); 5: observer / next carrier (station 1); 7: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: observer / next carrier (station 2); 8: carrier (station 2)
5 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
6 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
7 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
C = carrier · R = receiver · Q = signal observer · O = observer / next carrier. Times are activity seconds; briefing, rest and transition are separate.
Agree two passing windows on opposite sides of each station. Partners begin facing the first one.
Look across before passing. A switch changes the passing angle, not only the target name.
Run the activity
Complete a pass through the first window.
Walk to a position that opens the other window.
Turn the body toward that side before making the next pass.
Play
Complete a pass through the first window.
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
A switch changes the passing angle, not only the target name.
If you see: The same body position produces a pass back into the old route.
Try: Stop and move the supporting player sideways before passing again.
Organisation
2 separate stations. Roles: carrier, receiver, signal observer; extra players observe. Advance one slot each round. 4 turns cover every player. A first carrier turn can take up to 180s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
Next step: Change window after each completed pass.
Move on: Stop in place, recall a switch changes the passing angle, not only the target name. and walk to water with the balls still.
24 × 30 m clear area with a 2 m perimeter buffer. 2 numbered stations, 8 numbered player slots, 2 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Recognise when a different route is open. Diagram shows starting positions, not fixed player locations. Three steps show switch play 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. Notice the closed route: Notice when the forward route closes. 2. Move the ball across: Use the clear side with a ground pass. 3. Support the new side: Move to offer a supporting angle.
Round-by-round player roles
Round
Assignments
1 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
2 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
3 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
4 · 60s
1: receiver (station 1); 3: signal observer (station 1); 5: observer / next carrier (station 1); 7: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: observer / next carrier (station 2); 8: carrier (station 2)
5 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
6 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
7 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
8 · 60s
1: receiver (station 1); 3: signal observer (station 1); 5: observer / next carrier (station 1); 7: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: observer / next carrier (station 2); 8: carrier (station 2)
9 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
10 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
C = carrier · R = receiver · Q = signal observer · O = observer / next carrier. Times are activity seconds; briefing, rest and transition are separate.
Offer water and rest. Leave balls still outside the walking route. Before restarting, show the next decision: The receiver helps the switch before demanding the ball.
Look across before passing. 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 receiver helps the switch before demanding the ball.
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 closed gate signal 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: Recognise when a different route is open. Diagram shows starting positions, not fixed player locations.
A signal observer names one of two windows as closed; carrier and receiver use the other.
Look across before passing. The receiver helps the switch before demanding the ball.
Run the activity
Observer calls a closed side while the carrier controls.
Receiver moves across into the open window.
Carrier turns, connects a ground pass and follows into support.
Play
Observer calls a closed side while the carrier controls.
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 helps the switch before demanding the ball.
If you see: A switch is attempted before the receiver has moved.
Try: Wait for a visible ready signal in the open window.
Organisation
2 separate stations. Roles: carrier, receiver, signal observer; extra players observe. Advance one slot each round. 4 turns cover every player. A first carrier turn can take up to 180s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
Easier: Keep the closed side fixed for a whole round.
Next step: Observer changes the closure after one successful connection.
Move on: Stop the station balls, show the game target lines and explain this condition: Score through a side exit; the same side cannot score twice in succession.
24 × 30 m clear area with a 2 m perimeter buffer. 2 numbered stations, 8 numbered player slots, 2 balls and 8 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Recognise when a different route is open. Diagram shows starting positions, not fixed player locations. Three steps show switch play 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. Notice the closed route: Notice when the forward route closes. 2. Move the ball across: Use the clear side with a ground pass. 3. Support the new side: Move to offer a supporting angle.
Round-by-round player roles
Round
Assignments
1 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
2 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
3 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
4 · 60s
1: receiver (station 1); 3: signal observer (station 1); 5: observer / next carrier (station 1); 7: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: observer / next carrier (station 2); 8: carrier (station 2)
5 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
6 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
7 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
8 · 60s
1: receiver (station 1); 3: signal observer (station 1); 5: observer / next carrier (station 1); 7: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: observer / next carrier (station 2); 8: carrier (station 2)
9 · 60s
1: carrier (station 1); 3: receiver (station 1); 5: signal observer (station 1); 7: observer / next carrier (station 1); 2: carrier (station 2); 4: receiver (station 2); 6: signal observer (station 2); 8: observer / next carrier (station 2)
10 · 60s
1: observer / next carrier (station 1); 3: carrier (station 1); 5: receiver (station 1); 7: signal observer (station 1); 2: observer / next carrier (station 2); 4: carrier (station 2); 6: receiver (station 2); 8: signal observer (station 2)
11 · 60s
1: signal observer (station 1); 3: observer / next carrier (station 1); 5: carrier (station 1); 7: receiver (station 1); 2: signal observer (station 2); 4: observer / next carrier (station 2); 6: carrier (station 2); 8: receiver (station 2)
12 · 60s
1: receiver (station 1); 3: signal observer (station 1); 5: observer / next carrier (station 1); 7: carrier (station 1); 2: receiver (station 2); 4: signal observer (station 2); 6: observer / next carrier (station 2); 8: carrier (station 2)
C = carrier · R = receiver · Q = signal observer · O = observer / next carrier. Times are activity seconds; briefing, rest and transition are separate.
Score through a side exit; the same side cannot score twice in succession. 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.
Look across before passing. Notice the pass that moves play away from a defended side before the next score.
Run the activity
Before each round, explain the scoring condition: Score through a side exit; the same side cannot score twice in succession.
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: Notice the pass that moves play away from a defended side before the next score.
Play
Before each round, explain the scoring condition: Score through a side exit; the same side cannot score twice in succession.
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
Notice the pass that moves play away from a defended side before the next score.
If you see: A switch is attempted before the receiver has moved.
Try: Wait for a visible ready signal in the open window.
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 closed side fixed for a whole round.
Next step: Observer changes the closure after one successful connection.
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: Recognise when a different route is open. 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: When was switching better than going straight?
Look across before passing. Notice a closed route before passing into it. Move the ball to a genuinely different angle.
Run the activity
Leave all balls still; choose comfortable walking or seated rest.
Point to the movement you remember without a ball, then reflect: When was switching better than going straight?
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
Notice a closed route before passing into it. Move the ball to a genuinely different angle.
If you see: The review names only the score and misses the choice that led to it.
Try: Ask for one specific example: Notice the pass that moves play away from a defended side before the next score.
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: Recognise when a different route is open. Diagram shows starting positions, not fixed player locations.