Professional Documents
Culture Documents
At the youth level there are many coaches, teachers and parents
who do a wonderful job, giving up valuable time and energy to
help young players progress and without nancial remuneration.
We who are professionals in the game of football have a duty to
help at grassroots level by acknowledging the huge importance of
youth development. The young are the lifeblood for the future.
The Coerver Coaching Program, in my opinion, is the leading youth skills development
programme in the world. The co-founders, Alfred and Charlie, are real leaders in technical training,
in my opinion, and their concentration on the creative side of the game is so benecial. In 1994,
while I was Technical Director of the French Federation, I invited Alfred to work with our national
and regional coaches at our National Training Centre in Clairfontaine where we developed
wonderful young talents such as Thierry Henry. The inuence of Alfred#s work in France has been
borne out in the development of many of our young stars.
Alfred#s recent appointment as Technical Skill Advisor to the Premier League is an essential step in
maintaining the progression of young players in this country. The Premier League is arguably the
best league in the world and choosing the best to work with the best will ensure the quality of the
next generation of players coming into the Premier League.
Coaching.
Mission
To develop skilled, condent and creative players.
The coach as the teacher. The players as the decision
makers.
To make the game fun to practice and play.#
Serious Fun: A combination of Positive
Environment and Challenging Practices, that
generate Internal Motivation and result in Effective
Learning.
To teach good sportsmanship and respect for all.
We believe in the Coerver Code; Strong Values,
Good Character, Good Competitor and Good Citizen.
To value winning but not more than character and
performance.
In the formative ages, Focus on Long Term
Development not short Term results.
13
The Coerver
Code
2010
Code
2010
Being the Best that you can be: on and off the eld
The Coerver
Code acknowledges that excellence demands prodigious individual effort along with
inspirational Teaching, an effective curriculum and a clear Code of behaviours to follow
Our Coerver Code Structure revolves around what we call The Coerver 5 %S# Player
Essentials
2010.
&
We believe these 5 Essential Soccer Qualities also enhance players# Life Skills&
The 5 Soccer "Essentials"and The Life Skills they can effect:
Skills: Condence, Creativity&
Speed: Competition, Focus&
Sense: Good Study, Decision making, Responsibility&
Stamina: Discipline, Well being, Work Ethic&
Spirit: Good Communication, Respect, Sportsmanship and Behaviour, Commitment and
Courage.&
&
At the core of the Coerver Code is COMPETITION. We believe it is "Competition that hones
players skills and personality and produces effective game players.
And in addition it is "Competition" that can bring about Whole Person Development: Respect for
teammates, Opponents and Ofcials. Good Communication, Focus, Discipline and Courage.&
14
Our Coerver Pathway to Excellence
2009
Our Coerver Curriculums:
The 1v1 Moves Pyramid shows our three basic categories of moves: changes of direction, stops
and starts, and feints.
Changes of direction are used to shield the ball and to turn into space.
Stops and starts create space by using changes of pace.
Feints create space to either side of an opponent so that you can shoot, pass or run with the ball.
15
Coerver
Coaching SKILLS BRIDGE
2009
The outcome of many games is often decided by individual players' special skills, speed or
strength.
However, coaches often use practices that focus mostly on team performance and results rather
than individual player development.&
The new Coerver Session Planner enables coaches to focus on individual kills and develop the
strong all round technical foundation that all teams need to be successful.
The Coerver Session Planner
Planner Segments: Under 12 and Under 16#s &
1. Warm Up: Drills and Games to Improve Ball Control (Fun & Competition)
2. Speed: Drills & Games to Improve Speed with and without the Ball (Fun & Competition)
3. 1 v 1 Attack & 1 v 1 Defence: Drills & Games to improve the How, When, Where of 1 v 1
(2 v 2 included)
4. Small Group Play: Drills and Games that focus on Receiving & Passing and nishing)
5. Small Sided Games: Free & Conditioned Games 3 v 3 to 6 v 6
6. Home Assignments: Coerver Skills for practice outside Team Sessions
17
Under 12 Years:
Warm Up 10% &
Speed 15%
Moves (1v1 2v2) 15%
Small Group Play 20%
Free Small Sided Games 30%
Home Assignment 10%
Under 16 Years:
Warm Up 15% &
Speed 15%
1v1 Attack/Defence (1v1 2v2) 20%
Small Group Play {Attack/Defence} 20%
Free & Conditioned SSG 25%
Warm down. 5%
The Coerver
Session Planner
2009
18
Recommended % of Time indicated
Note percentages are calculated on actual practice time; calculated as Total Time minus Breaks
Suggested session time 75 to 90 minutes
The Importance of Coerver Small Sided Games
Part of our Coerver Mission is To produce Skilled, Condent and Creative players. We view
Coerver Small Sided Games as a vital part of achieving these goals.
In order to construct a session, you must select one drill from each section. You can then note the
drill numbers on the Coerver Session Matrix, provided on page 22, creating a unique combination
of six drills. If you note down the page numbers of your selected drill sheets, you can print them off
to take to the practice with you.
Using the matrix it is possible to create hundreds of sessions, each challenging and fun and sure to
improve your players. Over the page we have provided a demonstration and sample .
Each Drill also has a DVD reference; in this way you have an option of viewing the Drill/Game so
you understand it better. The New Coerver DVD " Coach Great Soccer: The Session Planner" is
available to purchase through www.coerver.com or by subscribing to www.coachgreatsoccer.com.
How to Use this Book
To Plan a LIFETIME of Successful Sessions
20
Coach$s Essential Tip
The coach can also adapt each drill to suit the level of player by adjusting the following variables:
$ Area: make bigger or smaller
$ Speed: make quicker or slower
$ Number of Touches: increase or decrease
$ Degree of Pressure: no/limited/full pressure
$ Duration: increase/decrease
The Coerver Coaching Drills featured in this Book
We have selected these drills from our Global Drill Library of over 1000 evolved and improved
Coerver drills & games that have been developed over our 27 year history.
Five Essential Sessions Created by Alfred & Charlie using the Coerver Planner Matrix
Within a few minutes you can create your own sessions: for the day, week, or even plan your
whole season. On the next page is a blank matrix planner which you can photocopy or download
and print out.
All you need to do is nd one appropriate drill from each of the six sections of Coerver Session
Plan, and ll into the Matrix to create a your complete coaching session.
Once you have nished your session you can le away for future use.
Coach$s Essential Tip
Remember it is ne to use the same drills and games several times during your season. The best
advice is to repeat a Drill and Game that:
$ Players enjoy
$ Players improve at
$ Players experience success in
21
Over the page !!!!! Your Coerver Session Planner
Matrix
The Coverer Session Planner
2010
Matrix
A Model Session Overview
Using the Coerver Planner Matrix
Drill 1
Planner Section: Warm
Up
Matrix Number: WU 3
Drill 2
Planner Section: Speed
Matrix Number: S 2
Drill 3
Planner Section: Moves
Matrix Number: M 5
Drill 4
Planner Section: Small
Group Play
Matrix Number: SGP 3
Drill 5
Planner Section: Small
Sided Game
Matrix Number: SSG 5
23
A Glossary of Terms
Used in Drills and Games
Limited Pressure Defending. Sufcient pressure by defenders to add difculty for the attacker but not to
break down or prevent completion of the drill.
Graduated Pressure Drill A Drill where the number of players, size of eld, number of goals, touches on
the ball or other conditions can be adjusted to increase or decrease the difculty of the task.
Full Pressure Game A fully competitive game featuring attacking, defending, counter attacking and
nishing just as in a real game.
First Touch A receiver#s rst touch on receiving the ball to maintain possession and dribble pass or
shoot.
The Killer Pass A defense beating pass that puts a team mate through on goal or gives him the chance
to score rst touch.
Finishing Striking the ball on goal with the foot or head.
Small Sided Games Games that are played with a minimum of 3 players and a maximum of 7 players to
each team
Move A Change of Direction, Stop & Start or feint movement to keep possession and run, pass or shoot.
Feint an action to freeze or send opponents one way while the attacker goes another.
Change of Direction An action to cut, chop or turn the ball with the inside, outside or sole of the foot to
go in another direction.
Stops & Starts An action to fake a stop with the ball then restart quickly in the original direction.
Fast Break Attack An attack that moves quickly to surprise opponents and attack them before they are
set in their defensive roles.
Ball Mastery- Ball manipulation on the spot using all surfaces and exibility of both feet.
Toe Taps Tapping the ball lightly between the inside toe parts of the feet.
Pull Push Pulling the ball back with the sole and pushing with the inside/outside or laces part of the
shoe.
Cut Changing the direction of the ball by guiding it with the inside or outside of the foot.
Dribble Cut cutting the ball quickly with the inside of one foot across the body and pushing it with the
outside of the other foot before quickly cutting it back inside with the inside of that foot and taking with the
outside of the rst foot again and repeating the sequence.
.
Drag Push dragging the ball inside across the body with the inside of the foot before quickly sliding the
toe behind the ball and pushing it outside with the outside of the same foot.
Single slide Sliding the sole of the foot over the ball and tapping it back with the inside of the roll over
foot.
Double slide sliding the sole of the foot over the ball and tapping it back inside with the inside of that foot
then doing the same with the other foot.
24
Warm Up Drills
25
DVD LINK: Coach Great Soccer DISK 1. Ex.5.1. 5.2. 5.3. 5.4.
PLANNER SEGMENT. Warm Up.
SET UP. Players numbered 1, 2 or 3 are lined up with a ball on one side of a 15x20 yd grid.
ACTION.
On the Coach#s signal #1s cross the grid doing the action the coach nominates.
When #1s are 1/3 across the grid the coach calls for #2s to start.
When #2s are 1/3 across the Coach calls for #3s to start.
1. Single inside & outside cut with the same foot.
2. Triple cut with same foot all the way across.
3. Pull push every step but sit on the ball on Coach#s call.(U12)
4. A single pull push in the middle to get across in three touches, one to start ,one to pull & push and the third to stop on
the end line.
5. Dribble cut using inside and outside of both feet.
COACH$S TIP.
Encourage players to get as many repetitions as possible each time across.
PLAYER$S TIP.
Try not to watch the ball all the time. Keep your eyes up as much as possible to be aware of what is going on around
you. It will get easier with practice.
Warm Up Drill 1
26
DVD LINK: Coach Great Soccer. DISK 4. Ex. 2.1. 2.2. 2.3. 2.4. 2.5. 2.6.
PURPOSE. To improve receiving and control skills with different parts of the body.
SET UP.
Two teams with a ball to each team.
Each team divided in two groups facing each other.
ACTION.
The rst player serves with hands and joins the end of the opposite team.
The opposite player receives, returns and joins the end of the facing group.
The skills are:
1. Receive with the inside of foot and pass with the inside of the other foot.
2. Receive with outside of foot and pass with the inside of the same foot.
3. Control with knee, pass with inside of Right foot.
4. Control with knee, pass with inside of Left foot.
5. Receive with a Drag Push, and pass with inside.
6. Control with knee and half volley into next opponent#s hands.
7. Cushion control with head and head back.
COACH$S TIP.
Make it a team competition.
PLAYER$S TIP.
Focus on good technique at start.
Get used to controlling, passing and moving immediately.
Warm Up Drill 2
27
DVD LINK: Coach Great Soccer. DISK 1. WARM UP Toe Taps 4.13. 4.14. 4.15. 4.16.
SET UP.
Players with a ball each on adjacent sides of a 10/12x10/12 yard grid.
ACTION.
Each group alternately crosses the grid after the other on the coach#s call.
1. Single slide.
2. Double slide.
3. 4 or 5 Taps and Pull with sole Push with inside of Right then 4 or 5 taps and Pull Push with Left foot.
4. Pull Push every step.
5. Pull with sole, point toe down and push with laces every step
6. Pull with sole, turn toe in and push with outside of foot every step.
COACH$S TIP.
Look for good technique before increasing speed.
PLAYER TIP.
Start slowly then speed up.
Try for lots of repetitions without mistakes
Keep your eyes up and much as possible and be aware of players around you.
Warm Up Drill 3
28
DVD LINK: Coach Great Soccer. DISK 1. Ex. 4.6. 4.7. 4.8. 4.9. 4.10. 4.11. 4.12.
SET UP.
Players with a ball each in formation 4 yards apart.
ACTION.
On the Coach#s signal players
1. Do as many contacts as they can in 30 or 40 seconds.
2. Turn 90 degrees pulling with the sole and taking with the inside of the same foot.
3. Move forwards and backwards together.
4. Step over turn 90 degrees.
5. Tap behind the standing leg and turn 90 degrees.
6. U turn 180 going up and back.
7. Toe Taps, slide turn 180.
COACH$S TIP.
Start slowly until players have mastered each action. Ask them to stay in formation and not drift .
Gradually increase speed,
PLAYER TIP.
Keep eyes up as much as possible and learn to be aware of team mates around you.
Warm Up Drill 4
29
DVD LINK: Make Your Move DVD Series
PURPOSE. To practice and perfect Changes of Direction, Stop & Start and Feint Moves in Warm Up.
SET UP.
GRIDS 1 & 2.
Groups of 3 players with a ball between them in 6 yard grids on one side of an 18 yd grid.
ACTION.
The 1st Player with the ball goes to the middle of the grid, makes a COD move and passes back to next team mate and
joins the end of the team line.
Team mate 2 repeats the sequence and each group competes to get the most turns in 35 seconds.
The Moves practiced are: 1. Inside Cut. 2. Outside Cut. 3. U Turn. 4. Step On. 5. U Turn.
VARIATIONS.
GRID 3 - The teams of 3 now have a player on the opposite 18yd line.
Each player makes a Stop & Start Move in the middle of the grid and passes to the waiting team mate.
Teams compete for the most moves in 35 seconds.
The moves are: 1. High Wave. 2. Pull Push. 3. Fake inside Cut. 4. Pull spin 360. 5. Full Spin around the ball without
touching it.
GRID 4 - Teams double up with three players with a ball to each team facing each other across the 18 yard grid.
Players practice Feint Moves towards each other in the middle of the grid then pass to the next player in the opposite
team and join that team.
COACH$S TIP.
Demand good technique throughout. Don#t go to competition until the moves are mastered.
PLAYER TIP.
Always look for a good 1st touch and try to perfect every move. They will all be necessary at some point.
Warm Up Drill 5
30
Warm Up Drill 6
DVD LINK: Coach Great Soccer. DISK 1. Exercise 6.1. 6.2. 6.3. 6.4. 6.5. 6.6. 6.7.
SET UP.
A 10 15 yard square marked with cones on each corner.
Players in a team stationed at one corner.
On the Coach#s signal the 1st Player runs around the square performing various running movements.
When he passes the rst corner the next player starts and team mates follow at the same distance.
On completing the four sides the player rejoins his team at the start and continues the exercise until the coach calls the end.
ACTION. No Ball.
Circuit 1. 1. Butt Kicks. 2. High Knees to chest. 3. Karaoke. 4. 2 step backwards shufe.
Circuit 2. 1. Scissors run. 2. Karaoke leading with L foot. 3. Backwards run. 4. Karaoke leading with R foot.
Continue at coach#s discretion.
VARIATION 1. With Ball.
Coach nominates skills to be used on each side of the square.
Circuit 1. 1. Sole Taps. 2. R foot inside outside cuts. 3. Backwards sole taps. 4. L foot inside outside cuts.
Circuit 2. Speed Dribble around the square using an Inside Cut at each corner.
Circuit 3. Speed Dribble around the square with a High Wave move on each side & join team mates. Cont. until coach ends the drill.
Circuit 4. Speed Dribble around the square with a Pull Push move on each side.
Circuit 5. Speed Dribble around the square and pass inside the corner cone and run around the outside to collect.
VARIATION 2.
A player with a ball on each corner. A ball on a cone in the middle of the square.
On the whistle the players sprint dribble around the square using COD skills at the corners and Stop & Start skills along the sides at
the coach#s discretion.
On completing their circuit players try to be rst to shoot the ball off the cone in the middle.
COACH$S TIP.
Don#t overload young players with too many skills at once. Be sure the techniques are sound.
PLAYER$S TIP.
Focus on two touch turns at the corners and good acceleration out of the move along the side.
31
Speed Drills
32
DVD LINK : Coach Great Soccer. DISK 2. EX 2.1. 2.2. 2.3. 2.4. 2.5.
SET UP.
A 25 x 25 yard eld with 10 4 yard goals placed as indicated so there are corners where chasing players can %trap# the
attackers and force them to stop and start and work to get free.
Two teams lines up on either side of the coach 4 yards between the two starters.
ACTION. Team relays.
1. The 1st player in each team sprints to get through any three goals and get back to tag next team mate. Winning team is rst
to nish.
2. The 1st Player dribbles thru 4 gates then passes to team mate. First team to nish wins.
VARIATION 1.
1v1 Tag. A sprints to his left chased by D and tries to get the 4 gates before D can tag him. He will probably get 2 gates easily
enough but the opponent if he#s thinking properly can probably trap him in the corner and make him have to duke to get clear
and make the next two gates. If too easy make it 5 Gates.
Next players go as soon as tag is made so there#s a brisk pace to game.
Change attacker and defender roles for teams.
VARIATION 2. 1v1 Tag Back. Each attacker tries to get thru 4 or 5 gates without being tagged. If tagged they can tag back and
vice versa. This can result in a lot more running and fatigue for both.
Change team roles when all have gone.
VARIATION 3. 1v1 with a ball. The Coach passes the ball onto the Field and A & D ght for possession. The winner is the
player who dribbles thru four clear goals.
VARIATION 4. 2v2 with a ball. Coach plays the ball onto the eld and the winning pair must dribble or pass thru 6 goals. Goals
don#t have to be consecutive.
COACH$S TIP.
Increase or decrease the number of goals attackers must navigate according to the players ability and conditioning.
PLAYER TIP.
Don#t track opponent. Cut the corners and make him work to get free.
Speed Drill 1
33
DVD LINK: Coach Great Soccer. DISK 2. EX. 3.1. 3.2. 3.3. 3.4. 3.5. 3.6. 3.7. 3.8.
SET UP.
A 20 yard square. 2 players from each team in each corner.
A small 4 yard square marked at each corner with cones.
A Flag on a Tall red cone positioned outside the square at each corner that can be adjusted to make the runs
competitive.
ACTION.
No balls. 2 teams with two players at each corner.
2 players from opposite teams and diagonally opposite corners sprint to the next corner past in front of their next player
in that corner to release them to repeat the sequence to the next corner.
The sprinting player joins the team he has run to.
The sequence continues at the Coach#s discretion to see which team wins.
VARIATION 1.
Same teams.
2 players, 1 each from diagonally opposite corners sprint past to release the next player but now goes around the ag at
that corner and try to catch or beat the player they have just released to the next corner.
The ag position can be adjusted for competitive races.
VARIATION 2.
Released players must 1. Shufe sideways 2. run backwards, until caught then can turn and sprint normally.
COACH$S TIP.
Adjust the time of the exercises according to your players age/conditioning.
PLAYER TIP.
Stay low for tight turns and good acceleration.
Speed Drill 2
34
DVD LINK: Coach Great Soccer. DISK 2. EXERCISE 1.1. 1.2. 1.3. 1.4.
SET UP.
Two teams face each other single le across the middle of the 20x20yd grid. Each team has three cones 1 yard apart in
front of them.
ACTION.
A player from each team navigates the three cones in front of them and react to the Coach#s end calls, blue or red. They:
1. Zig zag shufe through cones facing each other.
2. Sprint forwards and backwards around the perimeter of cones facing each other.
3. Circle the 1
st
and 3
rd
cone facing each other.
4. Face to side and shufe thru cones up and back.
VARIATION 1.
The Coach calls and the Players have to sprint to the opposite color the coach calls.
VARIATION 2.
1v1. Still opposites. Four 4 yard goals are offset at the corners of the grid.
Players navigate the three cones on their side and react to Coach#s end calls and try to score in either small goal.
If the opponent stops the attackers shot he can score in either goal too.
COACH$S TIP.
Adjust the offset of the goals to make is easier or harder to score according to your players abilities. Try to match players
fairly.
PLAYER TIP.
Try to react to the coach#s signal and not the opponent#s reaction.
Speed Drill 3
35
DVD LINK: Coach Great Soccer. DISK 4. GROUP PLAY. 1.1. 1.2. 1.3. 1.4. 1.5
SET UP.
Three Teams of 3 or 4 players in 6x10 Grids.
Teams of 3 or 4 players in each grid.
ACTION.
Each team plays 1 touch pass and change positions on the edge of the penalty box.
Each team competes for 1 minute to see which can get the most 1 touch passes.
Passes outside the team grid don#t count.
Two or more touch passes don#t count.
Coach determines winner.
VARIATION 1.
Place three ags as a slalom course 1 yard apart & 2 yards from the grids.
On the Coach#s signal the receiver towards goal must receive, turn and dribble past the last ag and score ON THE FLY i.e. not
touching the ground before hitting the net.
VARIATION 2.
On the Coach#s signal the receiver must turn and dribble through the three ags before shooting & Score ON THE FLY.
Vary the turning skill.
1. Outside of foot. 2. Inside of foot. 3. Take with inside behind standing leg. 4. Feint & let ball run through legs.
VARIATION 3.
One player from each team competes.
He starts at end farthest from goal.
He makes a Change of Direction Move at the line at end of grid, comes back to make another at the start line , dribbles through the
ags and nishes on goal.
First to strike the net ON THE FLY wins.
COACH$S TIP. Vary the distance of the grids from the goal to raise or lower the pressure on the nishing.
PLAYER TIP.
Try to be aware of other shooters progress. Listen for team mates# calls. Always look up before shooting.
Speed Drill 4
36
DVD LINK: Coach Great Soccer. DISK 2. EX 4.1. 4.2. 4.3. 4.4.
SET UP.
A player with a ball on each corner of a 15 yard square.
A ball on a cone in the middle of the square.
ACTION.
On the Coach#s signal each player sprint dribbles around the square making a Change of Direction move at each corner.
On completing the circuit and going around their starter cone they try to be rst to knock the ball off the cone in the middle with
their own ball.
1. Inside Cut.
2. Outside Twist Off.
3. Hook turn.
4. U Turn
VARIATION 1.
In addition to the Changes of Direction moves at each corner they must make Stop and Start moves along each side.
1. High Wave.
2. Fake Inside Cut.
3. Pull spin.
4. Step Kick.
COACH$S TIP.
Encourage 2 touch turns at the corners if players able. Keep team scores.
PLAYER TIPS.
Listen for team mates# calls.
Look up before shooting to see how opponents are doing.
Speed Drill 5
37
DVD LINK : Coach Great Soccer. DISK 2. EX. 7.1. FIGURE OF 8 SPEED TEST
PURPOSE. To Improve Speed with and without the ball plus Strength, Stamina.
SET UP.
Flags set 10 yards apart with a marker line or cone in the middle that is used to make out quarter lengths of one full
circuit.
1/2 length = 1/4 circuit.
1 length = 1/2 Circuit.
1.5 lengths = 3/4 circuit.
ACTION.
On the whistle Players dribble gure of 8 around the ags for 45secs U12 and 1min U16 and the coach counts the
number of circuits and 1/4 circuits are covered.
The runs are covered using 1. both feet. 2. R Foot only. 3. L Foot only.
VARIATION 1.
Dribble then Step on The Ball and leave it in the middle, sprint around the opposite ag, dribble the ball around the
opposite ag .
Repeat the sequence for U12 45 seconds U16 90 seconds.
Take all scores and keep records.
COACH$S TIP.
Keep scores and compare them at intervals throughout the season.
PLAYER TIPS.
Look for minimum touches between the ags and lots of short control touches around them.
Speed Drill 6
38
Moves Drills
39
Moves Drill 1
DVD LINK: Coach Great Soccer. DISK 3. Ex.4.1. 4.2. 4.3.
AGE. U 12, U 16
SET UP.
4 Players in a line facing the same way with a ball each in a 20 x 15 grid.
ACTION.
Player B passes ball out for A to collect, push ahead and do a U Turn move & return to the group.
C now passes out for B to repeat and the sequences are repeated for each player.
VARIATION 1.
On the return to the group the player can play a wall pass with the last player in line.
VARIATION 2.
A cone goal on one side of the grid approx 15-18yds away.
B lead passes to A who makes a U Turn and on his second touch shoots to D in the small goal.
D receives and joins the end of the line.
A follows his own pass to takes D#s place in %goal.#
B repeats the sequence on a pass from C with A in goal.
Each player repeats the sequence at the coach#s discretion.
COACH$S TIP.
Show how the body shields the ball against a pressuring opponent on this turn.
PLAYER TIPS.
Imagine different scenarios where you can block off an opponent and protect the ball with this move.
Look up to pass or shoot 1st touch after the turn.
Go for accuracy and not power with your shots.
40
Moves Drill 2
DVD LINK : Coach Great Soccer. DISK 3. Ex. 6.2. 6.3.
SET UP.
A 15 x 6 yard grid with a marker cone in the middle.
Two teams with a ball to each players on opposite end lines.
ACTION.
The rst player from each team dribbles to the marker cone and makes a double scissors move with the Right foot and
goes Right then join the end of the opposite line.
The next two players in line repeat the sequence.
The moves practiced are
Single scissors. 2. Double scissors. 3. Slap step over. 4. Drag push. 5. Fake Drag push. 6. Drag push scissors.
COACH$S TIP.
Encourage players to Start slowly and focus on good technique.
Then with mastery to take only one touch before making the feint move at the cone.
PLAYER TIP.
Go into the move steadily then accelerate out of it for a change of pace.
Try for 1 touch before making the move at the cone.
41
Moves Drill 3
DVD LINK : Coach Great Soccer. Group Play. Ex. 8.6. 8.7. 8.9.
SET UP.
Two teams lined up on the edge of the box 20 yards apart.
Two marker ags several yard outside the box with one ag one yard nearer the goal than the other.
The Coach with a supply of balls next to the goal.
ACTION.
On the Coach#s signal a player from each team sprints around the nearest ag.
As they do so the Coach passes a ball towards goal and the players sprint for possession to shoot and score if they can.
Players must take at least 1 touch before shooting. They can take as many thereafter as they wish.
The R ag being nearer the goal give one team the attackers A1an advantage in the initial sprint.
Adjust the ags to make harder or easier for the Attacker.
Change sides of the eld so attackers are nishing of the left side of goal.
Count the goals scored.
Change team roles of attacker and spoiler.
VARIATIONS 1.
A) Coach varies his service. Low & bouncing. High & bouncing. Low, hard and driven.
B) Coach varies his position. This time from a point further from the goal than the players so he is feeding a lead pass to the
Attacker. Low. High. Bouncing .
VARIATION 2.
Attackers start from wide positions so they are receiving while moving across the goal area.
COACH$S TIP
Vary where and how the Attackers receive the initial pass. Favor teams with easier passes to keep the scores competitive.
Adjust the ag positions to make easier or harder for the attackers. Pass so players are nishing on their Left and Right
sides.
PLAYER TIP
If speed alone is enough use it. If not use your stop & start and feint moves to create the space and time to shoot.
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Moves Drill 4
DVD LINK : Coach Great Soccer. DISK 3. Ex. 7.1. 7.2. 7.3. 7.4. 8.4. 8.5.
PURPOSE. To teach full Pressure play. To improve use of all Moves. To practice working in 2, 3 and 4 man teams.
AGE U 12 U 16
SET UP
A 30x30yard eld with 4 small goals on each side.
4 4yard gates are placed 5 yards in front of the goals.
Two teams are in diagonally opposite corners.
The Coach with a supply of balls in another.
ACTION.
The teams play:
1. 1v1 to two opposite goals.
2. 2v2 to opposite goals.
3. 3v3 to all four goals.
4. 4v4 to all four goals.
All games are conditioned that the attacker must dribble through or pass through a gate in front of the goal to score or
pass through the gate for a team mate to score.
VARIATION.
KILLER PASS GAME.
In 2v2, 3v3 or 4v4 games goals can only be scored one touch from a pass through the gate in front of the goal.
COACH$S TIP.
Take away the gates to make it easier to score. Keep individual and team scores.
PLAYER TIPS.
Communication within a team is vital. Help your team mates at all times especially when you#re not on the ball.
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Moves Drill 5
DVD LINK : Coach Great Soccer. DISK 3. Ex. 8.1. 8.2.
SET UP.
Two small goals facing in opposite directions 18 yards apart.
Two teams one with a ball to each player facing the other across a 15 yard grid.
ACTION.
The Red Defender passes across the grid to the opponent and they play 1v1 to score on either small goal.
If the Defender wins the ball he can score.
Either player can only score from a shooting zone 4 yards from goal.
VARIATION 1.
Play 2v2.
The receiver must pass 1st touch to his partner and overlap behind him to start the action.
Same scoring rules apply. Defenders can score if they win possession.
COACH$S TIP.
Match players evenly. Switch roles frequently. Focus on defensive skills if appropriate.
PLAYER TIPS.
ATTACKERS. Look for a good 1st touch towards goal to commit the defender if possible.
Shield the ball on the far side from the opponent if possible when going to goal.
Finish with the foot furthest from the defender.
Overlappers. Call instructions especially when you are out of your team mate#s line of vision.
When overlapping behind him.
DEFENDERS. Force attacker to their weak side.
Instruct team mate which opponent you will pick up. Don#t be caught both marking the same player.
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Moves Drill 6
DVD LINK: Coach Great Soccer. DISK 3. Ex. 4.4.
PURPOSE. To improve Decision making, the When, Where and Which Move.
SET UP.
A 20 x 20yd grid with two small goals 12 yds apart on one side line.
Red D (defender) lines up with a ball alongside Yellow A (attacker) with two small goals on an adjacent side of the grid.
There is a line marked by two cones half way between the goals.
ACTION.
Red D lead passes Yellow Attacker A and overlaps to goal side of A.
A speed dribbles at least to the marked mid line and tries to score on either goal using U turns, Stops & Starts, Feints or
Changes of Direction.
COACH$S TIP.
Ask players to use specic feints as they start but then they are free to use any moves they wish.
If necessary make a 6 yard shooting line Attackers have to cross to shoot to encourage 1v1 engagement.
Encourage defenders to play full pressure defence.
Keep scores.
PLAYER TIPS.
AGES. U 12 U 16
SET UP.
Players with a ball each in a 24 yd circle with a 5 yard square marked in middle.
4 players in middle zone.
ACTION.
No ball.
On Coach#s signal middle players run to Perimeter Players and change places with them. The Perimeter Players must
bend their run through the middle zone to change with another player.
As the players get warmed up they#re encouraged to make bigger and stronger CUTS in the middle zone.
VARIATION 1:
Middle player plays a 1-2 pass to the Perimeter Player then sprints through the Middle Zone, bends his run towards
another Perimeter Player and another 1-2 Pass.
Middle Zone Players must count the passes they complete in 45 seconds.
The combinations are.
1.One touch push pass with inside. 2.Take outside pass inside of same foot.. 3.Take across body with inside of foot and
pass with inside of opposite foot.. 4.Take with inside of foot & passes with outside of same foot. 5.Volley inside of foot.
6.Cushion header then return. 7.Chest and head. 8.Knee trap & Half volley. 9.Chest trap & Half volley. 10.Juggle twice
with inside of both feet and volley back. 11.Let ball run through legs then spin and make a change of direction in move
and passes back.
COACH$S TIP
Keep only 4 players in the middle so that others can rest between efforts. Increase or decrease the allotted time for each
exercise to make them easier or harder.
PLAYER TIPS.
Middle players call for the balll.
Perimeter players to wait for the Call before passing.
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Small Group Play Drill 2
DVD LINK : Coach Great Soccer. DISK 2. SPEED. EX 5.1
SET UP.
2 20x18yd (or other according to number and age of players) grids 10 yards apart.
6 players in the end grids.
The Coach with a supply of balls outside middle zone.
ACTION.
No ball. One Team sends a player to tag an opponent in their zone and then get back as quickly as possible to release a team mate to
do the same.
The coach times how long it takes the team to tag all its opponents.
The opponents then become taggers and they are timed against the rst team.
COACH$S TIP.
Count down the clock at the end of each effort.
PLAYER TIP.
Focus on one opponent and stay after him and don#t be distracted by their team mates.
Sprint back to team at end of turn.
VARIATION 1.
With ball. The Coach passes to the Yellow team who inter pass as quickly as they can while the Red team sends two players (or 1
depending on numbers and size of area) to try to touch the ball.
When one of the Red players touch the ball or it goes out of bounds they sprint back to their eld while the Coach passes a new ball to
the Red team and two yellow players sprint to the Red zone to try to get the ball.
The Coach keeps count of team pass totals (or time of possession) with nal totals after several games.
VARIATION 2.
Every 6 or 10 consecutive passes (depending on numbers of players on teams) counts as a goal.
First team to ten goals or number the Coach designates wins.
COACH$S TIP.
Enlarge or shrink the grids to make it easier or harder.
PLAYER TIPS.
Move off the ball and call instructions to team mates just as you would in a game.
Try to incorporate surprise moves like take overs and screen runs in tight situations..
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Small Group Play Drill 3
DVD LINK: Coach Great Soccer . GROUP PLAY. Ex. 6.1. 6.2.
AGES. U 12 U 16
SET UP.
Two adjoining 8 x 5 yd. grids with 4 yard zones at each end.
Two teams on the end lines of the 4 yd boxes.
A ball to each team.
ACTION.
The player with the ball pushes the ball to the mid line of the zone and passes to the opposite receiver and joins the Receiver#s
line..
The Receiver takes the ball one touch into the adjacent 4 yard box with the inside of his right foot, passes 1 touch to the mid
line with the inside of the foot then passes one touch with the inside to the next opponent and joins the end of the opponents
line.
Take rst touch across the grid with the inside & pass with inside of foot.
VARIATION 1.
Teams change lanes.
Now Take with Inside of Left foot and pass with inside of left.
VARIATION 2.
1. Back to original lanes.
Take with outside of right foot, pass with inside of Right foot to middle and to opponent, join opposite team.
2. Change lanes.
Take with outside of Left foot, pass with inside of Left foot to middle and to opponent, join opposite team.
COACH$S TIP.
Form another grid and make it a contest to see which team can complete the most sequences in a minute. Be sure players
practice with both feet.
PLAYER TIP.
Call for the ball and look for a positive 1st touch.
Eyes up before passing.
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Small Group Play Drill 4
DVD LINK: Coach Great Soccer DISK 4. GROUP PLAY. Ex. 8.1. 8.2.
AGES. U 12 U 16
SET UP.
A 118x15 yard grid with a 4yard gate in the middle.
Two teams at each end of the grid facing each other with a Wall Passer on one side.
One ball.
ACTION.
The player with the ball passes to the wall passer who plays it into the middle of the led and the passer one touches it
through the gate and follows his pass as a passive defender.
The receiver on the opposite team passes rst touch to the wall passer then goes around the defender to take the Wall
Passer#s return and pass one touch to the opposite team player.
The sequence continues so that each player plays Wall Passer.
VARIATION 1.
The Wall Passer overlaps behind the receiver and receives the next Wall Pass on the other side of the grid. He repeats
the overlap on the next pass.
Have players and teams compete for who can complete the most 1 touch passes without break or in a given time.
VARIATION 2.
The WP receives with his back foot (farthest from passer) and continues the overlapping sequence.
COACH$S TIP.
Widen or narrow the gate in the middle to make it easier or harder.
PLAYER TIP.
Wall Passer. Adjust your body position to make it easier to play the wall pass correctly
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Small Group Play Drill 5
DVD LINK: Coach Great Soccer DISK 4. GROUP PLAY. Ex. 7.1. 7.2. 7.3.
AGES. U 12 U 16
SET UP.
A 10x10 yard grid with three players on each corner.
Two balls at adjacent corners.
6 Yard ag goals at each corner..
ACTION.
The rst player opposite the player with the ball sprints across diagonally and calls for the ball.
The passer plays it when the runner passes the middle of the square.
The runner receives and turns and passes backor into his goalie#s hands, and rejoins the back of his group.
The other teams repeat the sequence.
Actions.
1. Simple inside of foot turn & nish.
2. Outside of foot & nish.
3. Pull behind standing leg.
4. Receive with chest & turn.
VARIATION 1.
A defender provides passive pressure.
1. The same turns as above.
2. One touch to turn and one to nish.
COACH$S TIPS.
Start slowly and focus on correct technique and accuracy on the shot.
With mastery add passive defender.
PLAYER TIPS.
Demand the ball.
Take the ball wide to the side don#t turn on the spot in anticipation of a defender behind.
Drive the ball low and accurately to your team mate.
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Small Group Play Drill 6
DVD LINK: Coach Great Soccer . DISK 4. GROUP PLAY. 8.4 8.5.
AGES. U 12 U 16
SET UP.
Two lines of Yellow Attackers A and Red Defenders D outside the penalty box with a Wall Passer Attacker WP
on the edge of the box.
ACTION.
A passes to D and overlaps behind D. D passes 1 touch to the WP who lays the ball off for the overlapping A
who has unlimited touches to shoot.
D sprints around WP(Wall Passer) and tries to stop A shooting.
A must take at least 1 touch before shooting.
A then takes WPs place and WP joins the Attackers team.
Teams change roles after they complete three circuits.
Coach counts scores.
COACH$S TIP
Keep scores.
Adjust the WP position if the Defender D is getting to the overlapping Attacker too soon.
PLAYER TIP.
When overlapping your 1st touch on receiving from WP should be away from D.
Try for just 1 touch before shooting.
Eyes up before shooting for corner, far post.
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Small Sided Game Drills
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Small Sided Game Drill 1
PLANNER SEGMENT. Small Sided Game.
SET UP.
A 30x30yd eld with two full size goals and GKs at each end.
Players from each team on each end line on either side of their goal with a supply of balls.
ACTION
Teams on the eld play 3v3 to try to score on opponents goal
As soon as the ball breaks the plane of the end line whether into goal or wide the next three players from the defending
team enter to attack while their defenders exit.
If the keeper saves the defenders stay on and try to score from the GK feed.
VARIATION.
Play 4v4. More difcult. Less space.
COACH$S TIP
Encourage attackers to break fast and catch the opposition unready and look to score as quickly as possible.
Encourage players to use their COERVER skills to create scoring opportunities for themselves and their team mates.
PLAYER TIP
If speed alone is enough then take option rst
Get used to taking the responsibility to shoot. Don#t shirk it.
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PIE SEGMENT. Small Sided Games.
AGE. U 16
SET UP.
A 40x30 yard eld with an 8-10 yard square marked by cones in each corner where no player can enter except to
receive a pass from a team mate.
ACTION.
Teams play 3v3 or 4v4 in the middle zone and score by: 1.Making a number of consecutive passes set by coach. 2. A
player dribbling into one of the corners. 2.Passing to a team mate in a corner.
Score double by
1. Passing to a team mate not yet in the corner. 2. Making a one touch pass to a team mate in a corner. 3. Making a
one touch pass to a team mate not yet in a corner who one touch passes it back or to another team mate.
Change on the y as players tire.
VARIATION 1.
6 consecutive passes in the middle = 1 goal.
COACH$S TIP.
Encourage calling and communication just as in a game. Make sure players change with team mates and stay fresh.
PLAYER TIP.
Change the point of attack often. Remember the player with the ball relies heavily on the communication of team
mates without the ball.
Small Sided Game Drill 2
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Small Sided Game Drill 3
PIE SEGMENT. Small sided Games
SET UP.
4 yard ag Goals 7 yards apart angled outwards to 4 corners.
The coach is between two teams on the end line with a supply of balls.
Goals can only be scored from the outside in and cannot be score from inside the square.
Players can defend through the goals from behind the goals.
If a defender is on the goal line the attacker cannot force the ball through but must nd another goal.
ACTION
Teams of 2, 3 or four players.
Coach passes into the middle of the grid for the teams sprint to get possession and score..
VARIATIONS.
1.For Killer Pass = Goals can only be scored on a 1 touch shot.
2. Three points for a headed Goal.
3.Three points for a 1-2 pass followed immediately by a 1 touch shot and goal.
COACH$S TIP.
Keep up a high tempo by starting each game as the other ends.
PLAYER TIP.
Circulate the ball around the eld to spread and keep opponents unsettled.
Try to be in positions for a 1 touch nish just outside the goals when the opportunity arrives.
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Small Sided Game Drill 4
PLANNER SEGMENT. Small sided game.
SET UP.
Field of 50 x 50 yards or adjusted according to age and ability of the players.
Two teams of 6/7 players.
ACTION.
Teams play keep away to a total of 25 passes for any team.
Passes do not have to be consecutive but must be intentional, not rebounds or deections, and must be received
under control by a team mate to count.
Teams forcing the ball out of play get possession at the restart.
VARIATION 1
Teams play 2 touch soccer to 25 passes..
VARIATION 2
Same total of 25 passes but only 1 touch wall passes count.
If the players are capable play two touch soccer throughout.
First team to 40 pts wins.
COACH$S TIP.
Make the eld larger or smaller according to the numbers and ability of your players.
PLAYER TIP.
Make passing and moving and calling a habit. Good communication with team mates is vital.
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Small Sided Game Drill 5
PLANNER SEGMENT. Small sided games.
PURPOSE. To learn effective possession.( Balance between possession and the Killer Pass)
SET UP.
A 30 x 25 yard eld with three small goals and a 5 yard shooting line in front of them at each end.
ACTION.
Teams play 3v3 in the middle 20 yard and can only score from inside the shooting zone in front of their opponents goal.
A player from each team plays behind their team#s goal line. He can play as GK so that if he stands behind any goal the
opponents cannot score in it.
Inside players can pass to GK but must change roles with him.
When goal is scored the GK behind goal changes with his team mate.
COACH$S TIP.
Condition game in middle to allow goals for number of consecutive passes and keep a high tempo game.
PLAYER TIP.
Try to make fast break outs from the GK position whenever the chance allows in run of play.
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Small Sided Game Drill 6
PLANNER SEGMENT. Small Sided Games.
SET UP.
A 50x50 or larger eld with two full size goals back to back in the middle with 1GK in each goal.
4 cones mark a 18x20yd box around the goals.
ACTION.
Teams of 6 players try to score on either goal but they cannot shoot inside the 18x20yd box around the goal except with
a header.
1at team to set score wins.
VARIATION.
Killer Pass. Players can only score with their 1st touch from outside the box.
COACH$S TIP.
Make the eld bigger according to the numbers and abilities of your players. Smaller for harder, bigger for easier.
PLAYER TIP.
Swing the ball from side to side to unbalance opponents defence.
The no shooting zone prevents goals from close in so look for openings to shoot from distance or cross for headers.
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Home Assignments
Our 5 Minute Daily Practice Method
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The Step Over
Home Assignment 2
Step 1 Step 2 Step 3
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The Drag Scissors
WEB LINK: Mirror Move 4
Step 1: Drag the ball across your body with the inside of your foot.
Step 2: As the ball#s rolling.
Step 3: step around it with the same foot
Step 4: Then take the ball with the outside of the other foot
Step 5: past your opponent and accelerate
PLAYERS$ TIPS
1.$ This is a difcult move, so try it slowly at rst.
2.$ The same foot that drags the ball steps around it.
3.$ Step strongly to the side to throw your opponent off balance.
Home Assignment 3
Step 1 Step 2 Step 3
Step 4 Step 5
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The Shimmy
WEB LINK: Mirror Move 3
Step 1: Lift your heel and turn your knee inward as if to kick the ball but stop just before you
touch it.
Step 2: Turn
Step 3: and spin past your opponent using your opposite foot.
Home Assignment 5
Step 1
Step 4 Step 3
Step 2
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Outside Foot Twist Off
WEB LINK: Mirror Move 9
Step 1: Fake a kick ...
Step 2: but instead, control the ball with the outside of the kicking foot.
Step 3: Pivot on the step-around foot and turn at the same time.
Step 4: With the outside of your pivot foot, push the ball to the side of your opponent.
Step 5: Accelerate past your opponent.
Tips for players:
1.$ You need to be at an angle as you face an opponent for the twist-off move to work.
2.$ Try to bend your knee slightly and stay low as you cut the ball, so you can spin smoothly and
accelerate quickly from a low centre of gravity.
Practice for 5 minutes a day
Home Assignment 6
Step 2 Step 2 Step 3
Step 4 Step 5
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Here are 5 tests that are suitable for young players.
You can use these in your sessions a few times during the season. Record the results.
These tests are intended to be simple but also to challenge and motivate players to improve in
Skill, Speed and Stamina
We encourage each player to practice these skills on their own, at home and/or with their friends.
Keep the results from these Tests, and check your progress over the season.
Why Test? Below is an excellent part from Wayne Goldsmith Performance Science
There are many reasons why a coach would want to test an athlete.
Once training and competition goals have been clearly established, a coach would test athletes:
1.$ To provide information and feedback on the progress of the training / preparation of the
athlete. Are we on track to achieve our goals?
2.$ To provide information on specic elements of the athlete#s capacities and abilities. Is the
athlete developing and improving?
3.$ To determine areas of weakness or limitation: Are there problem areas or issues that need
to be overcome?
Testing
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Test 1. BALL MASTERY.
PLANNER SEGMENT. Home Assignment.
PYRAMID BLOCK. Ball Mastery.
PURPOSE. To improve ball control in the air.
SET UP.
A 15v15yd area or bigger.
Each player with a ball.
U 12.
Start with ball in hands.
1. Drop ball and kick and catch.
2. Allow a bounce between each kick in the air.
U16.
All juggling tests begin with stationary ball on the ground. No hands can be used at any time after the test begins.
SCORING.
Each player is allowed three attempts.
Record the best score.
If players are accomplished try for max touches in a set time, e.g. 1 min
COACHS TIPS.
Encourage players to practice at home and create their own personal World Records.
For older more skilled players condition the Home Assignment.
In air juggling it can be consecutive bounces on each body part in a set sequence.
In ground juggling it can be a set sequence of connected movements constantly growing in number and difficulty.
Players can also be challenged to create their own free style air and ground sequences.
PLAYER TIP.
Always write down your air juggling records and their conditions. Keep your records as personal achievements to aim for
and beat. Never forget the old adage nothing important in the game happens without the ball.
Test 1
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Test 2. SPEED.
PLANNER SEGMENT. Speed. Home Assignment.
PYRAMID BLOCK. Speed.
PURPOSE. To measure speed throughout the season.
AGE. U12 U16
SET UP.
Three cones set out 5 yds, 10 yds and 20 yds from the start line.
ACTION.
The player sprints around the 1st cone and backwards around the start cone, then forwards around the 2nd cone at
10yds and back wards around the start, then around the 3rd cone at 20 yds and sprints home facing forward across the
finish line.
Coach times the run.
COACHS TIP.
Encourage players to try turning to their Right and to their Left to see if theres a difference in their performance. If there
is encourage them to practice turning to the side with the slowest time.
PLAYER TIP.
Stay low and balanced to drive hard out of each turn. Try to stay balanced and in control when running backwards.
Test 2
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Test 3. SPEED.
PLANNER SEGMENT. Speed. Home Assignment.
PYRAMID BLOCK. Speed.
PURPOSE. To improve speed with the ball. Close Dribbling.
AGE. U12, U16
SET UP.
A dribbling course of 3 cones 1 yd apart 3 yds from the start line.
Another 3 cones 1 yd apart 7 yds from the 3rd cone .
ACTION.
The time starts when the player first touches the ball..
If a player misses or touches a cone with the ball add 2 seconds to the time.
U 12 Players timed as they dribble over the finish line.
U 16 Players timed when they stop the ball with their foot on it over the finish line.
COACHS TIP.
To make easier. Increase the space between the cones according to the abilities of your players.
To make harder. Condition it that players can use only one foot throughout.
PLAYER TIP.
Take short quick touches to get through the cones. Look for a change of pace between the 3 & 4th cones followed by
more short quick around the cones to finish.
Test 3
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Test 4. PASSING.
PLANNER SEGMENT. Testing. Home Assignment.
PYRAMID BLOCK. Receiving & Passing.
PURPOSE. To test passing accuracy.
AGE. U10 U16
SET UP.
A 20x20 grid with two small goals 12 yards apart on one end line.
Balls are lined up on the opposite end line.
Cones mark an U 14 shooting line 5 yds from the start line.
A U10 passing line 10 yds from the start line.
ACTION.
The Player dribbles the ball to his passing line and passes on the run with the ball moving with the inside of his R foot to
the Right side goal then sprints back to gather another ball, dribbles to his Passing line again and passes to the left goal
with his Left Foot.
He repeats this sequence gathering a ball with alternate foot and finishing to alternating sides as many times as he can
in the allotted time.
U10 = 40 seconds.
U16 = 60 seconds.
SCORING.
Balls must go in the goal without touching the posts to score.
1 Goal = 3 Pts.
Hit Goal post and score = 1 Pt.
Hit post and miss or miss all = 0 Pts.
COACHS TIP.
Increase distance to make harder.
Increase size of goals to make easier.
U 10s can stop the ball before passing to make it easier.
PLAYER TIP.
Eyes up to see target before you pass.
Test 4
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Test 5. SHOOTING.
PLANNER SEGMENT. Home Assignment.
PYRAMID BLOCK. Finishing.
PURPOSE. Passing and Shooting Accuracy.
AGE. U10, U16
SET UP.
Balls on a line 22 yards from a Full Size Goal with a GK.
A 6 yard line where the GK can come out of goal to challenge.
A 10yd shooting line for U 10 players and a 14 Yd shooting line for U 16.
ACTION.
Player dribbles a ball from the 22 yard line and shoots before his line then turns and sprints to get a 2nd ball and repeats
the sequence as often as he can in the allotted time.
U10 = 45 secs.
U16 = 90 secs.
Coach keeps scores.
COACHS TIP.
Increase or decrease the shooting distances to make it easier or harder for the shooters.
Adjust the distance the GK can advance according to your players success.
PLAYER TIPS.
Get your eyes up before shooting.
Shoot low for the corners especially when the GK is moving forward.
Test 5
72
Our Impact around the World
7)$% 894")$ '(:#$)
Australian Federation Course
Newcatle United Course: FA Director of Youth Development, Sir Trevor Brooking; Ged Roddy,
Premier League Director of Youth Development; Joe Joyce, Newcastle Untied Academy Director;
NUFC Coaches and ex-internationals Steve Stone, Peter Beardsley, and Willie Donachie.
83
Coerver Italy
Coerver Academy in Japan
Lake Placid, USA
Special Olympics event
Coerver Asia Pacic directors
Australia Camp
Coerver Global Directors
84
Training at Real Madrid
Coerver Germany
Football for Hope, South Africa
Coerver in India
Coerver UK
Milan
Coerver in Korea
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Africa, Football for Hope Program
Back Inside Cover
$ Drills & Games that can be adapted to
Age & Level
$ Solutions to your Season$s Session
Planning
$ Tips for both Coaches and Players:
designed to Improve every player
Alfred Galustian and Charlie Cooke
Co-Founders, Coerver Coaching
www.playgreatsoccer.com