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Practice games

1v1 Scoring Grid

1v1 to the corners: the far corner is worth most, and a defender who wins the ball dribbles through the poles.

Practice 13 min 4 to 12 players Cage Half pitch 2016 to 2019

Brave 1v1 Be brave

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.

1v1 Scoring Grid: set-up3 points1 point1 pointpoles121 dribble into a corner, 2or win it: through the poles20 m by 20 m
  • 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

  1. Ten seconds: the defender counts out loud from the start, and the attacker has to be in a corner before ten.
  2. 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.

The Colts change: Each child keeps their own count. There's no team total and no fastest pair.

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.