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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
Look for space before moving with the ball.
U860 min8 starting players20 × 25 mField practice
Bring 8 balls and 16 cones. Use ground play and line targets. Keep water available.
Look for progress
Name a clear route before travelling.
Change the destination when the original space becomes occupied.
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 in separate places, point to an unoccupied part of the station, then walk there with a ball or mirror a carrier. Share the ball when needed; an observer watches the same decision and takes a ball turn on the next assigned round.
Look first, then travel. The player identifies space rather than copying the partner.
Run the activity
Stand in separate places, point to an unoccupied part of the station, then walk there with a ball or mirror a carrier.
Pause on a raised hand and point to the space you chose.
Swap the ball on the round signal and notice this feature: The player identifies space rather than copying the partner.
Play
Stand in separate places, point to an unoccupied part of the station, then walk there with a ball or mirror a carrier.
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 identifies space rather than copying the partner.
If you see: Eyes stay down until arrival.
Try: Insert a still-ball look in the middle of the route.
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: The partner changes position after the first scan.
Move on: Stop the balls and identify the start positions for space scanners.
20 × 25 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: Look for space before moving with the ball. Diagram shows starting positions, not fixed player locations. Three steps show scan space 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. Look before moving: Name a space with room for the next touch. 2. Travel to clear space: Keep the ball close along the clear route. 3. Look up again: Pause and check before moving again.
Use the four sides of a station as named destinations. One carrier works while a partner signals from a clear position.
Look first, then travel. The player identifies space rather than copying the partner.
Run the activity
On a raised hand stop and lift the head.
Point to an empty side and describe a clear route.
Move there with small touches; check again halfway.
Play
On a raised hand stop and lift the head.
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 identifies space rather than copying the partner.
If you see: Eyes stay down until arrival.
Try: Insert a still-ball look in the middle of the route.
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: The partner changes position after the first scan.
Move on: Stop in place, recall the player identifies space rather than copying the partner. and walk to water with the balls still.
20 × 25 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: Look for space before moving with the ball. Diagram shows starting positions, not fixed player locations. Three steps show scan space 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. Look before moving: Name a space with room for the next touch. 2. Travel to clear space: Keep the ball close along the clear route. 3. Look up again: Pause and check before moving again.
Offer water and rest. Leave balls still outside the walking route. Before restarting, show the next decision: A second scan changes the route when necessary.
Look first, then travel. 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: A second scan changes the route when necessary.
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 island choices before the restart signal.
20 × 25 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: Look for space before moving with the ball. Diagram shows starting positions, not fixed player locations.
Name three corner spaces inside each station. The partner occupies one without blocking the carrier physically.
Look first, then travel. A second scan changes the route when necessary.
Run the activity
Scan the corners before moving.
Carry to an empty corner and stop inside it.
If the partner walks to that corner first, turn toward another empty one.
Play
Scan the corners 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
A second scan changes the route when necessary.
If you see: The player follows into an occupied corner.
Try: Freeze and compare the occupied corner with both 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: The partner stays in one corner throughout an attempt.
Next step: The partner moves once during the journey.
Move on: Stop the station balls, show the game target lines and explain this condition: Score by receiving or carrying into an empty end zone.
20 × 25 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: Look for space before moving with the ball. Diagram shows starting positions, not fixed player locations. Three steps show scan space 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. Look before moving: Name a space with room for the next touch. 2. Travel to clear space: Keep the ball close along the clear route. 3. Look up again: Pause and check before moving again.
Score by receiving or carrying into an empty end zone. 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 first, then travel. Notice whether an end-zone entry uses space that was empty before the carry or pass.
Run the activity
Before each round, explain the scoring condition: Score by receiving or carrying into an empty end zone.
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 whether an end-zone entry uses space that was empty before the carry or pass.
Play
Before each round, explain the scoring condition: Score by receiving or carrying into an empty end zone.
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 whether an end-zone entry uses space that was empty before the carry or pass.
If you see: The player follows into an occupied corner.
Try: Freeze and compare the occupied corner with both 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. The partner stays in one corner throughout an attempt.
Next step: The partner moves once during the journey.
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. 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: Look for space before moving with the ball. 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 space stayed open longest?
Look first, then travel. Name a clear route before travelling. Change the destination when the original space becomes occupied.
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 space stayed open longest?
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
Name a clear route before travelling. Change the destination when the original space becomes occupied.
If you see: The review names only the score and misses the choice that led to it.
Try: Ask for one specific example: Notice whether an end-zone entry uses space that was empty before the carry or pass.
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, 8 numbered player slots, 0 balls and 4 cones. Players gather for rest or reflection; no ball is used. Focus: Look for space before moving with the ball. Diagram shows starting positions, not fixed player locations.