Session Pitch

Aim at Targets

Place a ground shot toward a visible target.

U830 / 45 / 60 minRecommended 6–10 playersVersion 2.0.0

Players strike hard at a target and chase the rebound. This session rewards placement and an orderly retrieval.

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Dimensions include a 2 m perimeter buffer. Confirm clear space and a usable surface before play.

30 minutes combines the application challenge with the game. Every length includes instructions, water and transitions.

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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

    Place a ground shot toward a visible target.

    U860 min6 starting players20 × 25 mField practice

    Bring 6 balls and 16 cones. Use ground play and line targets. Keep water available.

    Look for progress

    • Choose a target before making a controlled ground strike.
    • Wait until the lane is clear before retrieving the ball.

    Check the surface, boundaries and equipment before play. Pause or simplify whenever needed. Confirm local youth football rules. Numbered slots replace names.

    1. 10:00–10:00Prepare the first decision
    2. 210:00–22:00Target lanes
    3. 322:00–25:00Water and reset
    4. 425:00–40:00Pass then aim
    5. 540:00–55:00Use the choice in a game
    6. 655:00–60:00Recall one useful choice
    1

    Prepare the first decision

    10 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Begin at walking pace in the numbered stations. Walk with the ball toward a named line segment and stop it before the line. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.

    Look at the target; choose accuracy. The strike is placed and the retrieval route is clear.

    Run the activity

    1. Walk with the ball toward a named line segment and stop it before the line.
    2. Pause on a raised hand and point to the space you chose.
    3. Swap the ball on the round signal and notice this feature: The strike is placed and the retrieval route is clear.

    Play

    • Walk with the ball toward a named line segment and stop it before the line.
    • 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 strike is placed and the retrieval route is clear.

    If you see: Extra power sends the ball out of the stopping zone.

    Try: Move the release line nearer and aim to leave the ball inside the zone.

    Organisation

    3 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.

    7 rounds × 60 seconds. Timing: 420s activity · 60s briefing · 60s rest · 60s transition.

    Adjust the challenge

    Easier: Start with a still ball close to the target.

    Next step: Choose between two named target segments.

    Move on: Stop the balls and identify the start positions for target lanes.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Place a ground shot toward a visible target. 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.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Place a ground shot toward a visible target. 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.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    2 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    3 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    4 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    5 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    6 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    7 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
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    Equipment: 3 balls · 10 cones · 0 goals

    2

    Target lanes

    12 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Use a clear lane ending in a stopping zone. The partner observes from the side, never behind the target.

    Look at the target; choose accuracy. The strike is placed and the retrieval route is clear.

    Run the activity

    1. Carry to the agreed release line and look at a target segment.
    2. Use a controlled ground strike that can stop in the end zone.
    3. Wait for the lane-clear signal, collect the ball and walk back along the side.

    Play

    • Carry to the agreed release line and look at a target segment.
    • 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 strike is placed and the retrieval route is clear.

    If you see: Extra power sends the ball out of the stopping zone.

    Try: Move the release line nearer and aim to leave the ball inside the zone.

    Organisation

    3 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.

    10 rounds × 60 seconds. Timing: 600s activity · 60s briefing · 30s rest · 30s transition.

    Adjust the challenge

    Easier: Start with a still ball close to the target.

    Next step: Choose between two named target segments.

    Move on: Stop in place, recall the strike is placed and the retrieval route is clear. and walk to water with the balls still.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Place a ground shot toward a visible target. 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.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Place a ground shot toward a visible target. 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.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    2 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    3 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    4 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    5 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    6 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    7 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    8 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    9 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    10 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
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    Equipment: 3 balls · 10 cones · 0 goals

    3

    Water and reset

    3 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Offer water and rest. Leave balls still outside the walking route. Before restarting, show the next decision: The player settles the pass before aiming.

    Look at the target; choose accuracy. Every player has a rest opportunity and understands the next start position.

    Run the activity

    1. Stop every ball and offer water or seated rest.
    2. Check the surface, clear the next station and keep boundary buffers empty.
    3. Name what to look for next: The player settles the pass before aiming.

    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.

    Organisation

    All players rest or reflect together.

    Timing: 0s activity · 30s briefing · 120s rest · 30s transition.

    Adjust the challenge

    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 pass then aim before the restart signal.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Place a ground shot toward a visible target. Diagram shows starting positions, not fixed player locations.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Place a ground shot toward a visible target. Diagram shows starting positions, not fixed player locations.

    Round-by-round player roles
    RoundAssignments
    Rest1: rest / reflect (station 1); 2: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1)
    Download map SVG

    Equipment: 0 balls · 4 cones · 0 goals

    4

    Pass then aim

    15 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    A partner passes from the side to a carrier facing two named end-zone targets. Keep all waiting players outside the lane.

    Look at the target; choose accuracy. The player settles the pass before aiming.

    Run the activity

    1. Receive and settle the side pass.
    2. Look at both target segments and name the chosen one.
    3. Place a ground finish, then collect together after the ball stops.

    Play

    • Receive and settle the side 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

    The player settles the pass before aiming.

    If you see: The first touch runs too near the release line.

    Try: Serve more softly and receive farther from the line.

    Organisation

    3 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.

    12 rounds × 60 seconds. Timing: 720s activity · 60s briefing · 90s rest · 30s transition.

    Adjust the challenge

    Easier: Return to a stationary ball between attempts.

    Next step: The server indicates one unavailable segment before passing.

    Move on: Stop the station balls, show the game target lines and explain this condition: Score a ground ball that stops inside the end zone; retrieve only when the lane is clear.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Place a ground shot toward a visible target. 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.

    20 × 25 m clear area with a 2 m perimeter buffer. 3 numbered stations, 6 numbered player slots, 3 balls and 10 cones. Each station shares one ball and rotates roles; dashed arrow shows an example travel or pass route. Focus: Place a ground shot toward a visible target. 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.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    2 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    3 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    4 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    5 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    6 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    7 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    8 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    9 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    10 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    11 · 60s1: carrier (station 1); 4: receiver / shadow (station 1); 2: carrier (station 2); 5: receiver / shadow (station 2); 3: carrier (station 3); 6: receiver / shadow (station 3)
    12 · 60s1: receiver / shadow (station 1); 4: carrier (station 1); 2: receiver / shadow (station 2); 5: carrier (station 2); 3: receiver / shadow (station 3); 6: carrier (station 3)
    Download map SVG

    Equipment: 3 balls · 10 cones · 0 goals

    5

    Use the choice in a game

    15 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Score a ground ball that stops inside the end zone; retrieve only when the lane is clear. 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 at the target; choose accuracy. Observe a deliberate target choice with a ground ball that stays in the agreed scoring zone.

    Run the activity

    1. Before each round, explain the scoring condition: Score a ground ball that stops inside the end zone; retrieve only when the lane is clear.
    2. Play within the marked pitch using the current numbered roles; restart from the nearest boundary after the ball leaves.
    3. At the next pause, give one observed example: Observe a deliberate target choice with a ground ball that stays in the agreed scoring zone.

    Play

    • Before each round, explain the scoring condition: Score a ground ball that stops inside the end zone; retrieve only when the lane is clear.
    • 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 a deliberate target choice with a ground ball that stays in the agreed scoring zone.

    If you see: The first touch runs too near the release line.

    Try: Serve more softly and receive farther from the line.

    Organisation

    1 pitch. 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.

    4 rounds × 180 seconds. Timing: 720s activity · 60s briefing · 90s rest · 30s transition.

    Adjust the challenge

    Easier: Pause at each restart to show the available choice. Return to a stationary ball between attempts.

    Next step: The server indicates one unavailable segment before passing.

    Move on: Stop every ball, bring the numbered groups together and leave a clear space for walking or seated reflection.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered pitches, 6 numbered player slots, 1 balls and 4 cones. A and B are teams; N is the supporting neutral. End lines are scoring targets. Focus: Place a ground shot toward a visible target. 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.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered pitches, 6 numbered player slots, 1 balls and 4 cones. A and B are teams; N is the supporting neutral. End lines are scoring targets. Focus: Place a ground shot toward a visible target. 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
    RoundAssignments
    1 · 180s1: team A (station 1); 2: team B (station 1); 3: team A (station 1); 4: team B (station 1); 5: team A (station 1); 6: team B (station 1)
    2 · 180s1: team B (station 1); 2: team A (station 1); 3: team B (station 1); 4: team A (station 1); 5: team B (station 1); 6: team A (station 1)
    3 · 180s1: team A (station 1); 2: team B (station 1); 3: team A (station 1); 4: team B (station 1); 5: team A (station 1); 6: team B (station 1)
    4 · 180s1: team B (station 1); 2: team A (station 1); 3: team B (station 1); 4: team A (station 1); 5: team B (station 1); 6: team A (station 1)
    Download map SVG

    Equipment: 1 balls · 4 cones · 0 goals

    6

    Recall one useful choice

    5 min

    Players this activity: 1, 2, 3, 4, 5, 6 · 6 attending

    Leave the balls still and walk comfortably within your own station. Recall one choice from the session, then ask: Where did your standing foot point?

    Look at the target; choose accuracy. Choose a target before making a controlled ground strike. Wait until the lane is clear before retrieving the ball.

    Run the activity

    1. Leave all balls still; choose comfortable walking or seated rest.
    2. Point to the movement you remember without a ball, then reflect: Where did your standing foot point?
    3. 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 a target before making a controlled ground strike. Wait until the lane is clear before retrieving the ball.

    If you see: The review names only the score and misses the choice that led to it.

    Try: Ask for one specific example: Observe a deliberate target choice with a ground ball that stays in the agreed scoring zone.

    Organisation

    All players rest or reflect together.

    2 rounds × 60 seconds. Timing: 120s activity · 60s briefing · 90s rest · 30s transition.

    Adjust the challenge

    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.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Place a ground shot toward a visible target. Diagram shows starting positions, not fixed player locations.

    20 × 25 m clear area with a 2 m perimeter buffer. 1 numbered stations, 6 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Place a ground shot toward a visible target. Diagram shows starting positions, not fixed player locations.

    Round-by-round player roles
    RoundAssignments
    1 · 60s1: rest / reflect (station 1); 2: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1)
    2 · 60s1: rest / reflect (station 1); 2: rest / reflect (station 1); 3: rest / reflect (station 1); 4: rest / reflect (station 1); 5: rest / reflect (station 1); 6: rest / reflect (station 1)
    Download map SVG

    Equipment: 0 balls · 4 cones · 0 goals

    After the practice

    Where did your standing foot point?

    Choose an observation and find your next practice

    Related practices

    Dribble and StopFinish from a PassFinish Under Time