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Session 16

If you have a small number of players, such as 2-4, start with very small-sided games like 1v1 or 2v2 and add players to each of the teams as they arrive at your session. If you have more players, divide them into multiple small teams ensuring as much balance as possible in terms of skills and physical attributes. Once the majority of players have arrived make trades and switch players if you need to in order to make the teams more balanced or to get like with like.

Relays

Players are in teams of 3 at the most. One player at a time, they run/dribble there and back, then the next player goes until they all have gone.  Players can take a knee when they are done or do something so they do not go a second time by accident. When it says ‘run’ that means no ball, ‘dribble’ means with a ball. 

  1. Run there and back, slap hands with the next player before they go. 
  2. Run there and backpedal back, slap hands with the next player before they go. 
  3. Side Shuffle there and back facing the same way. 
  4. Dribble past the line, turn and dribble back and stop on the ball to leave it for your next teammate. 
  5. Dribble there and halfway back and pass it to the next player. 
  6. Dribble past the line and pass it all the way back. 
  7. Dribble there and do drag backs, drop it off for the next player. 
  8. Run there, receive a pass from the next person in line and dribble it back. 

Field Setup: Create a square playing grid suitable for the players’ age, skill level, and physical capacity. The grid must be sized so players can comfortably pass across its width with proper technique. Position three players around the grid, each on a different side, leaving one side open. One player operates as the defender inside the grid.

Teams: There are four players involved. Three act as attackers on the perimeter of the grid, working in unison to keep the ball away from the lone defender positioned inside the grid.

Activity: The objective for the three outer players is to maintain possession by passing the ball around the defender. The trio must utilize the entire width and breadth of the playing grid, employing crisp, accurate passes to keep the ball out of the defender’s reach. If the defender manages to intercept or block a pass, they switch places with the player who made the unsuccessful pass.

Field Setup: Set up a rectangular grid of appropriate size for the number of players and their skill level. Place a target player (red) at each end of the grid outside the playing area, who serves as the objective for the in-possession team to connect with.

Teams: Divide players into two teams of two (green and blue) inside the grid, with one neutral player who plays with the team in possession. The red players at each end of the grid are the target players.

Activity: The in-possession team (green or blue), along with the neutral player, aims to maintain possession and complete a pass to a target player at one end of the pitch. After successfully connecting with a target player, they aim to pass the ball to the target player at the opposite end to score a point. When the defending team intercepts the ball, they become the in-possession team and utilize the neutral player to attempt the same objective.

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Finish your session with Winner Stay On games.

“Winner Stays On” is a dynamic format for organizing soccer games involving three teams. In this setup, two of the teams compete in a match where the victory condition is set at scoring either one or two goals, depending on the preferred pace of the game. A single goal makes for a faster, more intense match, while a two-goal requirement allows for a slightly longer and strategic play. Additionally, to ensure that the matches don’t extend indefinitely, a time limit is imposed. If the game ends in a tie within this period, both teams are rotated out, allowing the third team to play. The winning team of each match stays on the field to face the next team, fostering a competitive yet fun environment. This cycle continues, offering each team multiple opportunities to play and compete.