The continental game

This game has probably been used by thousands of coaches during the years.

It’s a great way to encourage players of any age to play thoughtful, composed football and for goalkeepers to perfect their distribution technique.

Set up: Use a 40×20 yards playing area with a large goal at one end and two smaller goals at the other.

Place a supply of balls in the large goal.

Divide your players into teams of four, plus one goalkeeper, who plays in the large goal for either team.

How to play: Play a “normal” game of football with one condition: Every time the ball goes out of play (or a goal is scored) the game is restarted by the keeper in the large goal who either rolls or throws the ball out.

No kicking!

The outfield players change ends every five minutes.

Coaching points: When the keeper has the ball, make sure the outfield players attacking the small goals get into good positions to receive the ball.

The players attacking the large goal should be encouraged to mark up quickly and try to anticipate what the goalkeeper is going to do with the ball.

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Team dribble

Objective: To improve aerobic fitness, dribbling and team-working skills.

Set up: Split your players into teams of four.

Each team stands behind a cone with a turning cone about 20 yards away.

The team decides in what order they are going to run (1 to 4).

How to play: Runner 1 dribbles a ball to the turning cone and back.

  • On her return she is joined by runner 2 who holds hands with runner 1 and runs with her to the cone and back.
  • When they get back, runner 3 holds hands with runner 2 and all three run to the turning cone and back.
  • Then runner 4 joins the group for the final run.

Make it a competition between the groups to see who can complete the exercise the quickest.

Play four rounds with a different player dribbling the ball each time.

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Team building

Ball tag—In a space about 40yd x 30yd, give every player a football and a partner. When the chaser hits the ball of the chase with their ball, the roles reverse. Players do not want to be chaser when coach yells freeze.  Version 2: Make two teams to make more dynamic, give each team a 2 minute time limit in which they are on attack and get a point for every time they hit one of the other team’s balls. See which team has the most points at the end (winners).

Colors Passing—Half of the players in red bibs, half in blue. Teams playing together in the same space combine in the passing sequence blue-blue-red-red-blue-blue-red-red etc. etc. Ball can never stop, players can never stop moving, and ball cannot leave area of play. Coach can limit touch-count, mandate which foot to pass with or which side of foot to pass with as sees fit. When players can do first sequence adequately and without frequent errors change the sequence to blue-blue-blue-red-red-red-blue-blue-blue etc. etc. Stress communication and technical passing points throughout. Make this activity competitive by counting errors and setting goals by lowering allowed errors.

Keepaway with handball-–Teams play keepaway with one ball on the ground. However, the defensive team does not defend as they normally would in soccer. The defensive team has two balls in their hands that they must throw at the keepaway ball in order to gain possession. If one of the handballs hits the keepaway ball, then possession switches. Version 2: To make this competitive add a rule in which 5 passes equals a goal.

Multi-goal game-–8 v 8 in 65×50 yard grid. 6 two-yard goals are spread out throughout the grid. The teams score by passing through any of the goals to a teammate. First team to 10 points wins. Add balls if need to space out players. Players need to be able to see where the open goals are, and receive with a “picture” of what is around them. With this in mind, if the players are advanced enough, the player receiving through the goal must play 1 touch or coach could require receiving player to perform a feint before touching ball. Version 2: Use different color cones for goals and assign different point totals to different goals.

 8v8 game—On a 70×50 yard field with goalies and large goals, play a regular match. To make the game more fun let team know they can only score off of a one touch and get multiple points for headers and volleys. The coach should call fouls throughout the game to give teams opportunity to be creative on set plays.

Cool Down—Juggling in team so everyone must touch with certain body parts called out by coach. Players have to guess the total number of touches it will take for their team to accomplish goal. First team to guess exact number wins.

Teach your players the push pass

Ages: 8+; Equipment: Cones/balls/bibs;

Players: 12+

Warmup

Basic keepaway, with 1-2 defenders and remaining players in large grid, with rule that outside players must keep moving at slow jog. Defenders get 1 pt. if they steal ball, and outside players get 1 pt. if they can get 5 passes in a row. Outside players limited to 3 touches, then must pass or defenders win a point. Play to 5 points, then switch defenders out. Do stretches at each switch. Play for about 5-10 mins.

Individual Work

Illustrate the basic push pass.

Coaching Points:

  • Lock ankle of pass foot and turn foot outward;
  • Step beside ball, keeping knee of plant leg slightly bent, with toe of plant foot pointed where you want the ball to go;
  • Strike middle of ball with pass foot and follow through.
  • Stay loose and on your toes as the ball is approaching, so that you can adjust body position easily.

If possible, find a wall where each player can pass against the wall, or find flat bench (like for picnic table) to use as wall. Have players work on passing to specific spots (such as chalk marks) on the wall. Suggest to players that they can use wall or steps or garage door at home to work on passing.

If no walls available, then divide players into pairs, and put in small grids (about 20’x 10′). Put extra cones at the corners of the grids (will be used later). Have them pass to one another. Circulate to make corrections. When most have success, then add a contest where team which makes 20 good passes in a row wins the game. Hint: If you have an odd number of players, put 3 in a triangle in one grid.

Then, put cone in centre of grid, and require players to stand at the ends. Have a timed contest to see which player can hit the cone the most times in 2 mins. from his endline. Can use 1 ball or give ball to each player, allowing them to take closest ball back to endline for another pass at the cone.

Small group (match-related)

Set up series of small cone goals/gates in a large grid. Start 2-3 teams of players at any cone goal in the grid. Object is to pass thru all gates (either direction) to partner and then be first to exit by passing ball thru gate by coach. Must redo gate if ball not received by partner. Use extra players on sides to monitor that each team makes all gates. Swap out teams and run exercise with next group. Let each group run course 3 times, then do run-off of winners from each group. Hint: If you have an odd number of players, have 1 player play on two teams.

Set up new teams of 3 players each. Repeat exercise, and allow players to discover for themselves how much better they do with communication and an advanced runner. Say nothing for first 5 mins, except to correct passing techniques. Then, mention that the teams which are doing better are the ones which are talking and planning ahead on which goal to use next. If there is time, do another run-off of the winners.

Large Group (Match conditions)

Pick up cone goals inside large grid. Put most players in large circle inside grid, with 2-3 target players inside circle. Each of the outside players starts with a ball. Inside players must call for the ball, then pass to the feet of an outside player who does not have a ball, and go to another outside player to ask for another ball. Run for about 10 good passes/inside player, then swap them out. Now, add “shadow” for each of the inside players, who does not try to steal ball, but just shadows the receiver to add some pressure. Run exercise again, swapping shadows with passers after 10 good passes, then swapping in outside players for them. Finally, allow shadows to become active and try to win ball. Hint: If you have only 8 or fewer players, reduce the number of inside players to allow at least 5 outside players.

Ending game:

Play keepaway again inside large grid. See how many passes the group can now make in a row without interception by defender. Should have much better accuracy, as well as vision and communications.

Coaching Tip: This practice can be repeated for the next practice, to work on using the non-dominant foot. It also can be used to work on the quality of receiving the ball. Other passing games can be substituted for the sake of variety.

Chipping the ball

Why is it useful to get players chipping the ball?

The chip is used to quickly lift the ball over short distances, for example, to pass the ball over an opponent to one of your team mates or to lift the ball into the penalty area from a few meters away.

If executed correctly, the ball will arc beautifully and in the last moment, drop quite rapidly to its target.

The chip is a useful technique – strikers will score more goals if they can chip the ball over an advancing goalkeeper and all players will need to find a way to pass to a team-mate standing behind an opponent sometimes – so all young soccer players should be able to execute it.

Step-by-step instructions to give your players:

  • Approach the football at a slight angle
  • Place your non-kicking foot approximately 6 inches to the side of the ball and slightly behind it
  • Take a back swing with your kicking leg, keeping in mind that a shorter back swing will allow you more control and better placement
  • Angle your toe down as you make contact with the bottom part of the ball, the part closest to the ground
  • Lean your body back as you kick to increase the lift of the ball. The farther you lean back, the greater the ball’s arc.

Coaching tip: remember that the backspin generated causes the ball to slow down upon hitting the ground.

Encourage your players to practise chipping the ball at home by setting up a hoop or bin a few meters away and trying to chip the ball in.

How to play the through ball

What is a through ball?

The through ball is a pass (usually a long pass) into a space behind the opposition.

Three conditions must be satisfied at virtually the same time:

  • The opposition back line needs to be high up the pitch. There has to be at least 15 yards or more of clear space for an attacker to run into.
  • The player in possession of the ball needs to be able to spot the space behind the opposition back line. To do this he needs to be able to control the ball with his head up.

The player in possession of the ball also needs to see that there is a player ready to run onto the through pass. This player needs to be in the correct position – it’s no good if the space is on the right and the attacker is on the left.

When is a through ball likely to be on?

There’s often a chance to make a through pass whenever the opposition has pushed most of its players up into an attacking position. Following a corner, for example, or a free kick near to your goal there will probably be a great deal of empty space in front of the opposition goal.

In these situations, a quick through ball can be a killer pass and it is an excellent way of mounting a fast counter attack.

Why coach it?

When carried out correctly, the through pass is an exciting move that can be devastatingly effective. Your players should be taught how to recognise the moment when a through pass is a possibility and be allowed time to practise it.

How to coach the through ball

Warm up by splitting your players into groups of three or four and playing piggy in the middle in small grids.

Change the player in the middle every minute or two and award points for every successful pass.

Coaching notes: Encourage the player on the ball to play with her head up and be decisive. The pass should be played as soon as an opportunity presents itself.

Encourage the receiving player to keep out of the defender’s “shadow”.

Game 1: Long Passing

Set-up: Divide your players into two teams of four or five plus two defenders.

Create a 30×20 playing area, divided into horizontal thirds: zone 1, zone 2 and zone 3. The middle third – zone 2 – is a relatively narrow “no go” zone that players cannot enter.

Team A and the two defenders go to zone 1, team B go to zone 3.

How to play: Team A pass the ball between themselves until they can spot an opportunity to earn a point by making a long pass to a player in zone 3.

The two defenders attempt to win the ball. If they succeed, they swap places with two of the players in team A.

If a long pass is made successfully, the defenders go to zone 3 and team B attempts to earn a point by making a long pass back into zone 1.

Progression:

  • Increase the size of the central “no go” zone.
  • Restrict players to two or three touches.

Game 2: Passing Through The Thirds

Place a goal at both ends of the same playing area.

Divide your players into two evenly matched teams and play a small-sided game with the condition that a goal scored following a pass through two thirds of the pitch counts double.

Coaching note: To encourage your players to spot counter-attacking opportunities following a set piece, you can restart the game with a corner every time the ball goes out of play.

Finish the session with 4v4 games on separate pitches. No coaching, just congratulate any players that attempt a through pass.

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The offside rule

“A player is ‘out of play’ immediately he is in front of the ball and must return behind the ball as soon as possible. If the ball is kicked by his own side past a player, he may not touch or kick it, or advance, until one of the other side has first kicked it, or one of his own side has been able to kick it on a level with, or in front of him.” The offside rule c.1862

One of the biggest concerns of coaches whose teams are about to move from small-sided football to nine or 11-a-side is the introduction of the offside rule.

But it really isn’t as complicated as some people would have you believe and it’s no more difficult to teach than any other youth football topic.

The offside rule (Law 11)

A player cannot be offside from a goal kick, a throw-in, a corner kick or if she is in her own half of the field of play.

If none of these apply, a player is in an offside position if she is nearer to her opponent’s goal line than the ball and the second last opponent (usually the last defender) when the ball is kicked – not when she receives the ball.

If the attacker is level with their second last opponent when the ball is kicked, she is onside.

Key point: It is important to understand that is not an offence to be in an offside position. The referee will only penalise a player who is offside if she is in “active play”, i.e., if one of the following three conditions are met:

1. Interfering with play

This means playing or touching the ball. Attempting to play the ball does not count – she must actually play or touch it.

2. Interfering with an opponent

This means obstructing an opponent’s line of vision, impeding her movements or by making a gesture or movement which, in the opinion of the referee, deceives or distracts an opponent.

3. Gaining an advantage by being in that position

This means playing a ball that rebounds to her from an opponent, the post or the crossbar. If she does not play the ball from this type of rebound, then she is not penalised for being offside. Nothing else counts as “gaining an advantage”.[1]

How to teach the offside rule

The above explanation of the offside rule is for your benefit. It’s not written in a child-friendly way and I wouldn’t even try to teach nine or 10-year-olds the rule by just reading it to them. You have to show your players what it means to be offside.

Step 1

Explain the basic rule in simple terms by using a tactics or dry wipe board. Show examples of when a player is and isn’t offside.

Step 2

Develop your players’ understanding by walking through the same examples on the field. Allow all your players to take turns in being the attackers and defenders.

Then introduce the concept of “active play”.

But don’t just tell your players “this is offside” or “this isn’t offside”. Ask them to tell you if a player is offside or not and why they think that.

And don’t forget to emphasise that the most important part of the offside rule is the phrase “in the opinion of the referee”.

This makes the offside rule very simple: If the ref says you’re offside, you’re offside!

How to help your players avoid being caught offside

I use an a 4v4 or 5v5 small-sided game (SSG) called “You’re the Ref!”

It’s played on a 40×30-yard pitch with small goals and a five-yard end zone marked out in front of the goals across the full width of the pitch.

A player can only score if he/she receives a pass in the end zone from a team mate, but the player who passes the ball must be outside the end zone when the pass is played.

For the first few minutes, use assistant coaches or parents who understand the offside rule working as assistant referees on the sidelines. Their job is to call players who infringe the rule. Then ask two of your players to take a turn as assistant refs. This not only makes them think about the rule, it also helps them understand how difficult an official’s job actually is!

[1] Keith Hackett, Observer Sport, Sunday, 23 March 2008, retrieved from The Guardian

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Take your chances!

Objective: to improve your players’ ability to take scoring chances quickly.

Experience: any.

Set-up: set up an area 30 yards long by 20 yards wide or use half a seven-a-side pitch. Place a goal on one end line.

Divide your players into two teams.

Tip: if you have more than eight or 10 players, keep the lines short by setting up two or more games.

Put a neutral player, an assistant coach or a parent in goal.

How to play:

  • Both teams line up next to you at the end of the playing area opposite the goal.
  • The first players in each team turn around so they have their backs to the goal.
  • Throw a ball over their heads towards the goal.
  • They both turn quickly, compete for possession of the ball and try to score a goal.
  • They play until the ball is dead – a goal is scored, the goalkeeper makes a save or the ball leaves the playing area.
  • The next pair step up quickly for their turn.
  • The winning team is the team that has scored the most goal after one or two rounds.

Progression:

Award a point for a shot on target and two for a goal.

Get your players to sit or lie on their backs as you throw the ball over them.