Set-Piece Match
A match with real throw-ins and corners, and double goals for scoring from them.
At a glance
- Two teams, a goal at each end, spare balls by the coach. Real throw-ins and corners, no kick-ins.
- A goal from a throw-in or corner, before the defenders clear it, counts double. Every 3 minutes the coach gives each team a corner.
- Throw-ins: S comes short, B spins in behind, T throws to whoever isn't marked. Corners: the taker calls Quick, Edge or Zip.
- With 12 or more, two pitches side by side. Keeper only if a child would like a go, or the coach.
- Progress 1: A throw-in goal only counts double if the throw goes to B, who spins in behind.
- Progress 2: The defending team scores a point for a clean clear to halfway.
If it's not working: Defenders let the first throw-in go.
- defenders
- Tthrower
- Sshort
- Bspins in behind
- GKkeeper
- run
- throw or roll
- 1in this order
One throw-in in the match, attacking the goal on the right. The thrower (T) is on the touchline. S comes short and pulls a defender towards the ball, B steps in, then spins away from their defender and runs in behind down the line, and T throws long and early. A goal from it, before the defenders clear, counts double.
Full details: set up, how to play, tips and age tweaks
Set up
- One pitch, two teams, a goal at each end (two pitches side by side with 12 or more).
- Real throw-ins and corners, no kick-ins.
- Spare balls by the coach.
Up to 11: one pitch, two teams. 12 or more: two pitches side by side, 6v6 or smaller on each.
How to play
- Play a normal match. Every ball over the side is a throw-in, and every ball off a defender over the end line is a corner.
- A goal from a throw-in or a corner, before the defenders clear it, counts double.
- Every 3 minutes the coach gives each team a corner.
- Throw-ins: S comes short, B spins in behind, and T throws to whichever of S and B is unmarked. Corners: the taker calls Quick, Edge or Zip.
- With 12 or more, play on two pitches side by side, 6v6 or smaller. A keeper only if a child would like a go, or the coach.
Keeping everyone moving
A spare ball comes in the moment one goes out, so restarts are quick and the game keeps going.
Make it easier
- Defenders let the first throw-in go.
- A bigger pitch.
Make it harder, step by step
- A throw-in goal only counts double if the throw goes to B, who spins in behind.
- The defending team scores a point for a clean clear to halfway.
Three things to say
- Throw it quickly, before they're set.
- At corners, make it a pass, not a cross.
- Always follow in.
Words that work: "Quick throw!", "Great call at the corner!", "Always follow in!"
Colts habit
Lift each other: shout the spinner's name to the thrower.
Both feet
Strike corners and cut-backs with either foot.
Heads up
Look up before you take it: who's free?
For your birth year
Pick a birth year to show the tweak for that group.
- 2018 to 2019
- Throw-ins: one short and one in behind. Corners: Quick or Edge.
- 2016 to 2017
- At corners the taker calls Quick, Edge or Zip, and the keeper and one defender stay back.
Safety: No heading in training. Nobody kicks the ball when the keeper is down.
Keeping score: Goals from throw-ins and corners, for each team.