Group in pairs. One ball per pair. Position one player on each side of an imaginary line made by the discs. Repeat in 5 other areas for a total of 12 players.
One player starts with the ball. Neither player is allowed to cross the imaginary line. The player in possession of the ball attempts to dribble to either of the discs before the defender touches the very same disc. Repeat practice with the other player in possession. To encourage feints, try doing the practice first without a ball, then with.
Use a feint, dummy or a trick to deceive the opponent in aiding you to get to the disc first.
Players must listen and respond to the coaches commands. If the coach says North Stand the players must dribble to that line, likewise if the coach says South Stand the players run to that end.
Below are some commands you could use.
1. The Boss is here - Players stand to attention and salute.
2. The trainer is here - Players fall to the ground and grab their knees and make lots of noise.
3. Diving headers - Players fall to the ground, face down with forehead on the ball.
Two players with one ball per pair.
Player 1 and player 2 juggle to decide who starts with the ball. If player 1 wins, he/she begins with the ball and player 2 begins at a disadvantage (i.e. on one knee, on both knees etc.) Player 1 must dribble through as many gates as possible while player 2 must try to win possession of the ball and do the same. Each gate is worth one point. One circuit should last no more than 2 minutes.
Note: A player may not go through the same gate until they have been through another gate.
Two players with a ball each stand in a 10x10 square.
Player 1 has 1 minute to tag player 2 as many times as possible on the shoulder. You must maintain possession of the ball at all times; if player 2's ball leaves the square then player 1 is awarded a tag. After every tag the tagger must retire to a corner. After 1 minute, player 2 tries to beat player 1's score.
Players work in the square and they lose a life if: They are dribbling too slowly, if they dribble outside the square or if they do not stop on your command. Players can also gain lives if they can perform the above well. Upon hearing the coach's command players must stop and perform certain skills. If a player loses all their lives they can either do a forfeit (press ups or running a lap of the grid) or be sent to the 'dog pound' (see video).
On the coaches command, saddle up, the player stands over the back of their partner who is on all fours. On the command ride, the player jumps off, crawls through their partners legs and dribbles the ball around in a clockwise direction around the outside of the circle. When they get back to their partner they should go through their legs and then jump on their back to finish.
Group in pairs, with one ball per pair. Station each pair at every other disc. Number the players 1 and 2. Place a disc in the center of the circle. On the command "one" each player 1 must dribble towards the disc in the center of the circle, around the cone, and back to his partner. Repeat for player 2.
Set up as shown with cones evenly spaced out. The distance between the cones can be modified depending on your players abilities. Players dribble through the cones backwards performing toe taps to get through the cones and then pushing the ball back between the cones with the exterior of the left foot. Players should aim to not touch the cones, neither with the ball nor their feet.
Set up as shown with cones evenly spaced out. The distance between the cones can be modified depending on your players abilities. Players dribble through the cones backwards performing toe taps to get through the cones without touching them, neither with the ball nor their feet.
Position 2 players in opposite corners of the area. Repeat in 2 other areas for a total of 12 players. Player 1 dribbles to the cone, does a turn, sprints to the next cone, turns and makes a pass. Follow the pass to force player 2 to get the ball out of his feet. Work both directions to use both feet. Turns to use: Outside, Inside, Cruyff, Stop Turn, Rivelino, Step Over.
Objective: Technical practice focusing on movements, quality and speed of turns unopposed. Detail: Use same 20 x 20 grid as warm up taking out middle cone only. Give each player a football. All players should dribble around the area and perform specific turns (ie. drag back, inside / outside hook, matthew's, cruyff, etc). Allow players to be creative and showcase their own turns.
The coach starts in the middle of the circle, lying down facing upwards. When the coach yells Rise and Shine the players must break the circle and run back to their safe houses (cone). Only one player allowed per cone. If the coach tags the player, he becomes a sleeping giant also.
The coach stands on one side of the grid with his back to the players, with the players on the other. When the coach turns around and says look out yogi all the players must stop, anyone seen moving must go back to the begining. The players must then once the coach has turned there back, try and pick up a cone.
Set up cones in a zig-zag formation. Groups of 6 are stationed on the endline. 1 ball per group. The dribblers move up, then back down the cones performing inside and outside of the foot turns to get back to their team. Inside of the foot, chop on the way up, outside hook on the way down. Make it a race between the groups.
"It is not only useful for staff who are experienced but a valuable tool for those subject staff who have to take teams."
The variety of sessions across sports - sometimes we steal session ideas from one sport and use them with another.
As we enter the business end of the competition, we take a look at the remaining eight teams and the key talking points surrounding each side.
Give it a try - it's better in the app