1v1 Scoring Grid
1v1 to the corners: the far corner is worth most, and a defender who wins the ball dribbles through the poles.
At a glance
- 20 by 20 grid per pair: a far corner worth 3 (red discs), two yellow corners worth 1, two poles at the start. One attacker, one defender.
- The attacker dribbles past the defender, who starts about 9 m away, into a corner and stops the ball there to score.
- Defender wins it? Dribble the ball through the poles to score 5.
- Swap roles after each go.
- Progress 1: Ten seconds: the defender counts out loud from the start, and the attacker has to be in a corner before ten.
- Progress 2: The defender starts 4 m from the attacker, not 9 m.
If it's not working: Make each corner bigger, about 7 by 7 m instead of 5 by 5.
- attacker
- defender
- dribble
- 1in this order
One pair's grid. The attacker starts beside the two poles (white cones) and dribbles into a corner and stops the ball there: the far corner past the defender, marked with red discs, is 3 points, either yellow corner is 1. The defender starts about 9 m away. If the defender wins the ball they dribble through the poles for 5. Swap roles after each go.
Full details: set up, how to play, tips and age tweaks
Set up
- Mark a 20 by 20 grid with a far corner worth 3 (red discs) and two yellow corners worth 1, each 5 by 5 m. At the start corner, put two poles as a gate for the defender.
- One attacker and one defender per grid. Several grids so pairs play at once.
Balls, bibs, cones and 2 poles or tall cones. A 20 by 20 grid for each pair, with corner zones 5 by 5 m. Several grids so pairs play at once.
How to play
- The attacker starts by the poles with the ball and dribbles into a corner, stopping the ball inside it. The defender starts about 9 m away.
- Past the defender and into the red corner: 3 points. Into a yellow corner: 1 point.
- If the defender wins the ball, they dribble through the poles for 5 points.
- Swap roles after each go, or have a set number of attacks each (5 or 10).
Keeping everyone moving
Each child keeps their own count. There's no team total and no fastest team.
Make it easier
- Make each corner bigger, about 7 by 7 m instead of 5 by 5, so it is easier to reach.
- The defender starts a few steps further away, so the attacker has time to choose a corner.
Make it harder, step by step
- Ten seconds: the defender counts out loud from the start, and the attacker has to be in a corner before ten.
- The defender starts 4 m from the attacker, not 9 m.
Three things to say
- Run at the defender.
- Fake one way, go the other.
- Defenders: close down, slow down.
Colts habit
Be brave: go for the red corner.
Both feet
Enter a corner with the practice foot for a bonus.
Heads up
Look at the corners before you go.
Safety: Keep the area clear of bags and bottles. Stay on your feet, no slide tackles. No heading.
Keeping score: Your own points, added up over the round.