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Give-and-go combinations

Give-and-go combinations — U11-U12

Set and spin to create a new angle. Timed phases for a 60-minute U11-U12 session.

U11-U12 Whole–Part–Whole Foundation 58 mins 10–14 players Match intensity Passing & receiving Attacking
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Practice timer

58:00

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

Arrival linked to Give-and-go combinations

8:00

Ball-each or light rondo that previews give-and-go combinations. Raise intensity gradually.

Organisation: Arrival grids as players arrive; continuous ball supply.

Coaching points
  • On toes, scan early.
  • Quality first touch under light pressure.
  • Compete with a smile.
Progressions
  • Add a second ball or time pressure.
Regressions
  • Bigger space, fewer touch limits.
Whole game · 15 mins

Conditioned game — Give-and-go combinations

15:00

Directional game with a clear condition that makes give-and-go combinations the easiest path to success.

Organisation: Pitch size matched to age; bibs and multi-ball restart.

Coaching points
  • Recognise when give-and-go combinations is on.
  • In possession: create and use space.
  • Out of possession: organise early, stay compact.
Progressions
  • Tighten space or add a scoring bonus for the theme.
Regressions
  • Add a neutral pivot / bounce player.
Part practice · 15 mins

Part practice — Give-and-go combinations

15:00

Isolated repetition of the key action for give-and-go combinations, then rebuild toward the game picture.

Organisation: Lanes or grids; 1–2 coaches / helpers feeding balls.

Coaching points
  • Detail the technique before adding speed.
  • Disguise intentions where possible.
  • Recover shape after each action.
Progressions
  • Live defender / timed finishing.
Regressions
  • Unopposed patterns first.
Game · 15 mins

Transfer game — Give-and-go combinations

15:00

Open or lightly conditioned game. Freeze only to reinforce one coaching point from the theme.

Organisation: Age-appropriate pitch; keep balls ready.

Coaching points
  • Can we transfer tonight’s theme without the condition?
  • Communicate the next action early.
Progressions
  • Remove all conditions.
Regressions
  • Reintroduce the theme condition for 3 minutes.
Plenary · 5 mins

Plenary review

5:00

Players answer: What was the theme? When was it hardest? What will you try next match?

Organisation: Team huddle.

Coaching points
  • Player voice first.
  • Link to upcoming fixture if relevant.

Related drills

Without the ball

Ball movement/pass Without the ball Up Back & through Passes – Player 1 passes to player 2 through the middle Player 2 drops it to player 1 to the side they’ve ran too Player 1 then gives back to player 2 to continue the opposite way. Aims – Passing/Receiving Communication Length – 10 minutes

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Without the ball

Ball movement/pass Without the ball Up Back & through Passes – Player 1 passes to player 2 through the middle Player 2 drops it to player 1 to the side they’ve ran too Player 1 then gives back to player 2 to continue the opposite way. Aims – Passing/Receiving Communication Length – 10 minutes

Use in creator

Drill 31

Game – Safe Corner! All players: All players in the middle of the room following coaches instructions “simon says” style. - Hands on head - Sit Down - Stand Up - Jump up and down - touch your toes When coach calls a colour they must get to that colour as quick as they can! Progression: Give the players a football and they must move around the middle area dribbling the ball. Coach will ask: - Stop the ball (players put foot on the ball) - Hold the ball (in between both feet) - Toe Taps When colour is called players must dribble the ball to that colour 10 rounds. 10-15 minutes.

Use in creator

Drill 35

In 3s: Outside players have ball Inside player must ask for the ball and give them it back before doing it to the next player 20 passes each Progression: Scan before asking for the ball Progression 2: They must shout the colour of the cone james/Matt is holding up when scanning to prove their not just spinning their head - Receive on back foot - Try and keep the ball moving and make the simple pass in 1

Use in creator

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