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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
Combine scanning, support and transition in short games.
U11–U1260 min12 starting players28 × 34 mField practice
Bring 12 balls and 16 cones. Use ground play and line targets. Keep water available.
Look for progress
Choose an action that matches the current round challenge.
Explain one successful choice using the space or teammate that was visible.
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. Each carrier walks a stop-turn, a pass to support and a look toward a new receiver; partners name which problem each action solves. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round. In a three-player station both partners receive; when a group has only two players, the empty corner remains an available movement target. In larger stations, extra players observe and rotate into the trio.
Name a choice; try it; notice the result. Players change their action when the problem changes.
Run the activity
Each carrier walks a stop-turn, a pass to support and a look toward a new receiver; partners name which problem each action solves.
Pause on a raised hand and point to the space you chose.
Swap the ball on the round signal and notice this feature: Players change their action when the problem changes.
Play
Each carrier walks a stop-turn, a pass to support and a look toward a new receiver; partners name which problem each action solves.
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
Players change their action when the problem changes.
If you see: They repeat the previous round task automatically.
Try: Before each round ask a player to demonstrate its first decision.
Organisation
4 separate stations. Roles: carrier and two receivers when the group has three players; extra players observe. Advance one slot each round. 3 turns cover every player. A first carrier turn can take up to 120s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
Easier: Keep the same focus for two consecutive rounds.
Next step: Let the coach give the focus after the carrier looks up.
Move on: Stop the balls and identify the start positions for three-choice circuit.
28 × 34 m clear area with a 2 m perimeter buffer. 4 numbered stations, 12 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: Combine scanning, support and transition in short games. 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.
Keep one station shape and one ball. Change the focus at round boundaries: turn, support pass, then intercept a slow pass. In a three-player station both partners receive; when a group has only two players, the empty corner remains an available movement target. In larger stations, extra players observe and rotate into the trio.
Name a choice; try it; notice the result. Players change their action when the problem changes.
Run the activity
For a turn round, read a closed side and exit the other way.
For support, pass then walk to a new angle.
For interception, cushion a slow loose ball and connect a short outlet pass.
Play
For a turn round, read a closed side and exit the other way.
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
Players change their action when the problem changes.
If you see: They repeat the previous round task automatically.
Try: Before each round ask a player to demonstrate its first decision.
Organisation
4 separate stations. Roles: carrier and two receivers when the group has three players; extra players observe. Advance one slot each round. 3 turns cover every player. A first carrier turn can take up to 120s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
Easier: Keep the same focus for two consecutive rounds.
Next step: Let the coach give the focus after the carrier looks up.
Move on: Stop in place, recall players change their action when the problem changes. and walk to water with the balls still.
28 × 34 m clear area with a 2 m perimeter buffer. 4 numbered stations, 12 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: Combine scanning, support and transition in short games. 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.
Offer water and rest. Leave balls still outside the walking route. Before restarting, show the next decision: The group links success to the challenge rather than only counting scores.
Name a choice; try it; notice the result. 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 group links success to the challenge rather than only counting scores.
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 decision rounds before the restart signal.
28 × 34 m clear area with a 2 m perimeter buffer. 1 numbered stations, 12 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Combine scanning, support and transition in short games. Diagram shows starting positions, not fixed player locations.
Coach announces an open-exit, support-pass or first-pass-after-turnover challenge before each round. In a three-player station both partners receive; when a group has only two players, the empty corner remains an available movement target. In larger stations, extra players observe and rotate into the trio.
Name a choice; try it; notice the result. The group links success to the challenge rather than only counting scores.
Run the activity
Players name the evidence that would show success in this round.
Work the challenge with a partner or trio using ground passes.
At the pause, identify one useful decision before the next challenge begins.
Play
Players name the evidence that would show success in this round.
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 group links success to the challenge rather than only counting scores.
If you see: Players remember the score but cannot identify the action.
Try: Ask an observer to track only one relevant choice per round.
Organisation
4 separate stations. Roles: carrier and two receivers when the group has three players; extra players observe. Advance one slot each round. 3 turns cover every player. A first carrier turn can take up to 120s of activity. Waiting is active observation; add balls or reduce group size if it becomes too long.
Easier: Use one challenge for the entire activity.
Next step: Give two possible challenges and let the group choose from its previous observation.
Move on: Stop the station balls, show the game target lines and explain this condition: Change challenge each round: carry over line, receive over line, then intercept and connect; repeat the sequence if there are more rounds.
28 × 34 m clear area with a 2 m perimeter buffer. 4 numbered stations, 12 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: Combine scanning, support and transition in short games. 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.
Change challenge each round: carry over line, receive over line, then intercept and connect; repeat the sequence if there are more rounds. 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.
Name a choice; try it; notice the result. Observe one example of each challenge over the game rounds and choose the least secure skill for the next session.
Run the activity
Before each round, explain the scoring condition: Change challenge each round: carry over line, receive over line, then intercept and connect; repeat the sequence if there are more rounds.
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: Observe one example of each challenge over the game rounds and choose the least secure skill for the next session.
Play
Before each round, explain the scoring condition: Change challenge each round: carry over line, receive over line, then intercept and connect; repeat the sequence if there are more rounds.
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
Observe one example of each challenge over the game rounds and choose the least secure skill for the next session.
If you see: Players remember the score but cannot identify the action.
Try: Ask an observer to track only one relevant choice per round.
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. Use one challenge for the entire activity.
Next step: Give two possible challenges and let the group choose from its previous observation.
Move on: Stop every ball, bring the numbered groups together and leave a clear space for walking or seated reflection.
28 × 34 m clear area with a 2 m perimeter buffer. 2 numbered pitches, 12 numbered player slots, 2 balls and 4 cones. A and B are teams; N is the supporting neutral. End lines are scoring targets. Focus: Combine scanning, support and transition in short games. 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); 9: team A (station 1); 11: team B (station 1); 2: team A (station 2); 4: team B (station 2); 6: team A (station 2); 8: team B (station 2); 10: team A (station 2); 12: 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); 9: team B (station 1); 11: team A (station 1); 2: team B (station 2); 4: team A (station 2); 6: team B (station 2); 8: team A (station 2); 10: team B (station 2); 12: 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); 9: team A (station 1); 11: team B (station 1); 2: team A (station 2); 4: team B (station 2); 6: team A (station 2); 8: team B (station 2); 10: team A (station 2); 12: 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); 9: team B (station 1); 11: team A (station 1); 2: team B (station 2); 4: team A (station 2); 6: team B (station 2); 8: team A (station 2); 10: team B (station 2); 12: team A (station 2)
Leave the balls still and walk comfortably within your own station. Recall one choice from the session, then ask: Which team choice will you practise again?
Name a choice; try it; notice the result. Choose an action that matches the current round challenge. Explain one successful choice using the space or teammate that was visible.
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 team choice will you practise again?
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
Choose an action that matches the current round challenge. Explain one successful choice using the space or teammate that was visible.
If you see: The review names only the score and misses the choice that led to it.
Try: Ask for one specific example: Observe one example of each challenge over the game rounds and choose the least secure skill for the next session.
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.
28 × 34 m clear area with a 2 m perimeter buffer. 1 numbered stations, 12 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Combine scanning, support and transition in short games. Diagram shows starting positions, not fixed player locations.