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Practice games

Set-Piece Match

A match with real throw-ins and corners, and double goals for scoring from them.

Game 20 min 8 to 16 players Half pitch 2016 to 2019

Set Pieces Lift each other

At a glance

  • A normal match, two teams, a goal at each end. Real throw-ins and corners, no kick-ins, and spare balls by the coach.
  • 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, so everyone gets a go.
  • Throw-ins: one comes short, one spins in behind. Corners: the taker calls Quick, Edge or Zip.
  • Progress 1: A throw-in only counts double if it goes to the spinner.
  • Progress 2: The defending team gets a point for a clean clear to halfway.

If it's not working: Defenders let the first throw-in go.

Set-Piece Match: set-upT12GK12Throw-in: 1 comes short, 2spins in behind, T throws long.30 m by 20 m

One throw-in in the match, attacking the goal on the right. The thrower (T) is on the touchline. 1 comes short and pulls a defender towards the ball, 2 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.
  • Real throw-ins and corners tonight, no kick-ins.
  • Spare balls by the coach.

The whole squad in two teams, with the finishers changing every 5 minutes.

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, so everyone gets a go.
  • Throw-ins: one comes short, one spins in behind. Corners: the taker calls Quick, Edge or Zip.
  • Change the finishers every 5 minutes.

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

  1. A throw-in only counts double if it goes to the spinner.
  2. The defending team gets 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
5-a-side: one short and one in behind for throw-ins, Quick or Edge for corners.
2016 to 2017
7-a-side: 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.