Name: | RICK MULLINS |
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City: | Kalispell MT |
Country: | United States of America |
Membership: | Adult Member |
Sport: | Football/Soccer |
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
RONDO: 4V2
10x10 or as needed area
Play starts with passing between the outer players who must keep the ball from the center players. The center players are holding pinnies and must press the outer players to try to win the ball by forcing a mistake. The chaser winning the ball drops his pinnie and the player who lost possession of the ball now defends.
Coaching points
Decision making
Good 1 and two touch combination play
Central players need to work together and communicate forcing the ball to a side
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
POSSESSION: TIME KEEPER
Two teams. One is on attack and the other defends. Coach starts his watch. The coach plays the first ball into the attacking team. One defender enters the area and attempts to win the ball. The goal of the attacking team is to keep possession of the ball as long as possible from the lone defender.
If the ball is won or the ball goes out of bounds, the defender goes to the back of their line and the next ball is played immediately to the attacking team. Another player from the defending team sprints into the area. Repeat until the last ball is won or out of the area. Then switch team roles. The team that can keep possession the longest wins
Variation: Add another defender (2)
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
BLACKJACK 21
Two teams play a possession game against each other
Every time a pass is completed, the team gets a point. If you play to a goalkeeper and get a successful pass back (goalkeeper can play with feet only or allow use of hands) it is worth 2 points. First team to 21 wins. If team goes over 21, they start back at zero
Progress:
All 1 touch
Coaching points
Decision making
Scanning and finding open space to play
Immediate transition as a individual and group
Vision and support
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
POSSESSION 4V4+4 NEUTRALS
Two teams of four players play 4v4 possession in a area. Teams can use outside neutrals (2 touch maximum) for support to keep possession
10 consecutive passes= 1 point
Variation:
Neutrals have 1 touch
Inside players have 2 touch maximum
Add a inside neutral player
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
SUPPORT: HELP A FRIEND
Two defenders (as needed) play against a team of players each dribbling a ball. The defenders attempt to pass players balls out of the grid. Once a player has lost their ball, they must now try to support others players in their team to keep possession
Rotate new defenders after each game
See the guidance at the top of this page to understand why you are not seeing interactive Football/Soccer images.
POSSESSION 4V4+4
Three teams of four players play possession (8v4) in a area. One team is "IN" which means a team of four is playing against the other two teams. When the team of four win the ball, the team that gave the ball away are now "IN" on defense against the other two teams.
10 passes against a color means a point against. Play for time. The team with the most points against loses
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Developed with Partnership Developers, a division of Kyosei Systems.
Animation Controls (PCs, Macs, Laptops):
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Repeat (toggle)
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Back/Forward: Drag timeline button
PRESSURE POSSESSION
SMALL SIDED GAME: PRESSURE POSSESSION
Goal: To encourage ball possession in high pressure situations
Three minute sessions. Two minutes rest
One team attacks, the other defends.
8-10 passes in a row = 1 point
If defensive team steals the ball, they attempt to immediately score on the large goal
Maximum three touches in field. Neutrals have one touch
Variation:
Man to Man marking
Coaching points
Angles of support
Decision making
Switching play