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5 seconds to Score

5 seconds to Score

Teams can take as long as they want in there own half but the moment they cross the halfway line they have only 5 seconds to score. Once the players time is up the opposition recei

SSG

U13-U14 Game-related Developing 65 mins 8–14 players Game tempo Possession Attacking
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Practice timer

65:00

Pitch layout
Players Ball Pass / movement Cones / markers

How to use this session

  1. Set the learning intention before players arrive.
  2. Copy the pitch picture as closely as numbers allow.
  3. Protect ball-rolling time; intervene in natural stoppages.
  4. Use STEP live if challenge or success tips too far.

Session flow

Arrival · 8 mins

Warm-up rondo — 5 seconds to Score

8:00

Players arrive into a ball-rolling activity linked to the session theme.

Organisation: Small grids / mini pitches ready before players arrive.

Coaching points
  • Smile, connect, set the learning intention early.
  • High ball rolling from the first minute.
Progressions
  • Add directional constraints.
Regressions
  • Reduce pressure / enlarge space.
Whole game · 18 mins

Conditioned game — 5 seconds to Score

18:00

Directional game with a condition that makes 5 seconds to score the easiest path to success. Multi-ball restarts.

Organisation: Age-appropriate pitch; bibs.

Coaching points
  • Recognise when 5 seconds to score is on.
  • In possession: create and use space.
  • Out of possession: organise early.
Progressions
  • Tighten space or add a scoring bonus for the theme.
Regressions
  • Add a neutral / bounce player.
Part practice · 18 mins

5 seconds to Score

18:00

Teams can take as long as they want in there own half but the moment they cross the halfway line they have only 5 seconds to score. Once the players time is up the opposition receive the ball.

Organisation: Balls: 12; Bibs: 7x2; Cones: Y; Goals: 2; Other: Flat Cones

Coaching points
  • Stay player-centred: ask before telling.
  • Keep ball rolling time high.
  • Connect the practice to the game picture.
Progressions
  • Increase pressure / reduce space / add direction.
Regressions
  • Remove opposition or enlarge the area to restore success.
Game · 16 mins

Transfer game — 5 seconds to Score

16:00

Open or lightly conditioned game. Freeze only to reinforce one coaching point from 5 seconds to score.

Organisation: Age-appropriate pitch and numbers.

Coaching points
  • Catch them being good when the theme appears.
  • Manage challenge vs success live.
Progressions
  • Remove all conditions.
Regressions
  • Reintroduce the theme condition for 3 minutes.
Plenary · 5 mins

Review & cool down

5:00

Players share one learning from the session against the intention.

Organisation: Team huddle.

Coaching points
  • Link back to Four Corners and next session.

Related drills

Drill 167

Game: 5v5 (half vs Half) ATT – To Score you must pass the ball through the centre square and it must be received by your teammate – and controlled! DEF – Must protect the centre square Progression 1: ATT now dribble through grid Progression 2: ATT now receive the ball in the grid Cant stay in center grid for more than 3 seconds) Progression 3: Ellie goes in the “goal/grid” as a keeper Coaching notes: - Body shape when receiving ball - Movement off the ball - Can we use a switch - Defensive team can we get in line and cover? 30 min.

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Progression 2 – Everyone touches the ball in final third

Game – 4v4v4 or 3v3v3 depending on numbers Rules – Team in the middle starts with the ball and attacks any end 2) If they score they quickly attack opposite end 3) If they lose the ball they become the defenders while The team that won the ball attacks the opposite end Progression 1 – 10 seconds to score Progression 2 – Everyone touches the ball in final third Coaching Points– Body shape when receiving the ball Scanning all the time Work rate when defending How quick can we transition to attack Attacking players being busy and not standing still

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Drill 207

Game: - Attacking team starts from half way each time balls is out of play - Both teams get chance at attacking Pass must go between the lines (offside trap) 5 points for corners GK/Defenders: Ball to half way goals to score

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Break the line

Setup: Each team has 4 defenders, 2 attackers & a GK Defenders locked in a square Attackers free to roam their channel (4 squares wide) Objective: Defenders play ball into attackers to score goal Challenges: Defenders keep ball across their 4 square channel until attacker shows an opportunity Attackers work as a team to get ball from 4 defenders 1 and 2 touch Progression: Attackers must pass to each other before scoring Progression 2: When defender plays ball into attacking channel they can join that channel and leave their square Progression 3: When defender plays a pass they must swap grid with another defender Break the line

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Related sessions

Library Creator Install