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Hold the Ball and Score

Hold the Ball and Score

Field size: Double penalty-area. Team white plays against team blue in marked area. Players of team red are passing stations. Team white is allowed to score on both goals and tries

Tran

U15-U16 Game-related Advanced 65 mins 8–14 players Game tempo Transition
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More actions
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 — Hold the Ball and 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 — Hold the Ball and Score

18:00

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

Organisation: Age-appropriate pitch; bibs.

Coaching points
  • Recognise when hold the ball and 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

Hold the Ball and Score

18:00

Field size: Double penalty-area. Team white plays against team blue in marked area. Players of team red are passing stations. Team white is allowed to score on both goals and tries to score as many goals as possible. If team blue wins possession they play with team red and try to hold the ball. If they visit all four reds the receive a point. Coaching Rapid shots at goal. Quick switching. Take numerical advantage.

Organisation: Balls: 10; Bibs: 3x4; Cones: Y; Goals: 2; Other: Large cones

Coaching points
  • Variations
  • Team white can also play with the outer positions (red). Set the amount of ball con-tacts.
Progressions
  • Increase pressure / reduce space / add direction.
Regressions
  • Remove opposition or enlarge the area to restore success.
Game · 16 mins

Transfer game — Hold the Ball and Score

16:00

Open or lightly conditioned game. Freeze only to reinforce one coaching point from hold the ball and 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 189

Team Game 5v5/6: Pitch cut into thirds with an end zone at each end (so 5 zones in total) When your team as the ball they can go into the next third but you can progress to the final third until every player is with you. To score your whole team must get in the end zone with the ball. Goals: Comfortable in possession Don’t Rush It Move as a unit Thinking about your next move straight after your pass Communication Tactical thinking: What works better? Can we pass the ball about quickly then move into next third Is it better to have 1 or 2 people hold the ball up to allow others to progress? Make your own decisions Time – 15/20 minutes

Use in creator

7v5+gk initially DEF: GK & 3 CBs ATT: ST, 2xCM, 2x WB (2 teams)

Attackers: Score – win the bal back asap and don’t let defence get to half way or striker Scenario Defenders: Under pressure from attack Protect the middle and shift/left and right to protect the goal/box When the ball is won the goal is to play it out and “pass” it into one of the goals. Hold Middle Utilize Switch When ball is going into box, one attacks it one goes edge 7v5+gk initially DEF: GK & 3 CBs ATT: ST, 2xCM, 2x WB (2 teams)

Use in creator

1v1 rolling, attack/defend

1 2 3 Setup – 2 queues facing a goal each, everyone with a ball. Players from each queue alternate who’s go it is. Player scores in goal directly in front then immediately defends the second goal – player from alternate queue will be attacking. Retrieve ball and join the other queue to keep ball rolling. Reactions/Transition - How quick can you defend? Attackers – go as soon as they’ve shot/been tackled Intensity, always on toes and ready to go Ball must hit net - Should be - fun, engaging, exciting, high tempo 1v1 rolling, attack/defend

Use in creator

1v1 rolling, attack/defend (simplified for u7s)

1 Setup – 1 queues facing a goal each, everyone with a ball. Player scores in goal directly in front then immediately defends the goal – player next in queue will be attacking. After defending Retrieve ball and join the other queue to keep ball rolling. Reactions/Transition - How quick can you defend? Attackers – go as soon as they’ve shot/been tackled Intensity, always on toes and ready to go - Should be - fun, engaging, exciting, high tempo 1v1 rolling, attack/defend (simplified for u7s)

Use in creator

Related sessions

Library Creator Install