A free knowledge base built on documents published by the IFAB, FIFA, UEFA, the FFF, ASF/SFV, J+S/OFSPO and the URBSFA. Every figure quoted comes from a federation document, and where the federations disagree — which is often — both positions are printed side by side.
Côté Coach · Football
What the federations actually publish about youth football
France, Switzerland and Belgium side by side. Formats, goal sizes, heading, injury prevention — sourced, dated, comparable.
76published drills
7guides
3countries compared
Pick an age group
Priorities change completely from one band to the next, and not the same way in every country.
Do
Rotate every child through every position — the FFF prescribes « rotation au niveau des postes occupés » for U6-U9
Keep the maximum number of children moving: the FFA writes that its forms « évitent l’élimination de l’enfant au profit d’un système de vies »
Lots of balls, short duels, goals — « Erlebnis statt Ergebnis », the experience before the result (ASF/J+S)
Avoid
Fixed positions. The ASF/SFV is categorical: « Fix zugeteilte Spielpositionen darf es nicht geben » — there must be no fixed assigned playing positions
League tables. « Ranglisten im Kinderfussball sind überflüssig » — league tables are superfluous in children's football (ASF/SFV); the URBSFA prints « Geen rangschikking », no ranking, for 2v2, 3v3, 5v5 and 8v8
Heading: the FFF bans it outright from U6 to U9 (framework of 16 December 2025)
Do
Build running with the ball, passing and orientated control — this is the band where technique settles
The 1v1 duel, attacking and defending: the URBSFA structures it as a ladder (items 24-45 of its Opleidingsvisie 2025)
Small-sided games with many ball contacts rather than long analytic stations
Avoid
Treating the format as given: a 12-year-old plays 8v8 in France and Belgium, 7v7 in Switzerland
Unlimited heading: the FFF caps it at 15 minutes per session from U10 to U17
Physical loading before the growth spurt
Do
Move to 11-a-side and team organisation — phases of play, pressing, transitions
Introduce strength progressively; the DFB sets a criterion rather than an age: clean squat technique before load
The FIFA 11+ as the warm-up: IRR 0.61 (95% CI 0.48–0.77) for injury reduction
Avoid
Confusing the 11+ with its predecessor "the 11", which does not work: IRR 0.99 (0.80–1.23)
Skipping the Nordic hamstring protocol: it halves hamstring injury, and 83.3% of 150 elite club-seasons did not do it
Managing load by ACWR — Impellizzeri 2020: "no evidence supporting the use of ACWR"
Do
Train pressing and counter-pressing as a unit — that is what eight of FIFA’s ten published senior sessions do
Individualise physical preparation and recovery
Keep prevention running: this is the level at which it is most often dropped
Avoid
Reusing a youth outline as-is: no French, Swiss or Belgian federation publishes an adult exercise — FIFA is the only source
Comparing sprint thresholds across competitions: UEFA counts > 25 km/h, FIFA > 23.0 km/h in the women’s game
Trusting formation labels — FIFA itself writes that "we often see teams listed as 4-3-3 or 4-4-2, but the reality is this rarely is the case"
Session generator
Age band, duration, theme — and a minuted outline. All 76 drills come from a published federation document.
The drills
Filter by theme. Each drill carries the set-up its federation published.
The generator above also lives inside the app, on the session itself: pick the age band, the duration and the theme, and Paak builds a five-block minuted outline from this same library of 76 drills. Edit it, save it to the session — that is free. Printing the session sheet and club-authored drills beyond 5 are available in Paak One.
player in possessionplayer winning it backpassrun without the ballcone
Set out
2 cones for the gate · 1 ball · 3 children
What it trains
Passing along the ground through a narrow channel, and above all controlling BEHIND the gate before returning it: the three passes are won by the first touch, not by how hard the ball is struck.
Published frame
Published criterion: three passes (« drei Pässe ») without the tiger cutting them out. If it wins the ball it swaps with the child who has just passed.
player in possessionplayer winning it backdribblepassthe other choicerun without the ballcone
Set out
4 cones — 2 gates of 5 m, 10 m apart · 1 ball · 3 players per area
What it trains
The CHOICE of gate, and that it is made before contact. The defender presses from the centre in an open, side-on stance: they can only close one, so they show one — and that is the one the carrier takes. The 20 m approach installs the speed, the last few metres break it.
Published frame
Published framing: two 50 × 25 m areas, two 5 m gates 10 m apart, start at 20 m, defender 5 m in front of the gates.
player in possessionplayer winning it backdribblerun without the ballshot
Set out
Area 12 m × 10,5 m · 2 goals to attack · 1 ball per 2 players · 8 cones (2 colours), 10 markers (2 colours), bibs
What it trains
The duel trains both jobs at once. With the ball: move forward keeping it close to the feet and change direction to get near the goals. Without the ball: defend on your feet, placing yourself between the carrier and the goal instead of chasing from behind.
Published frame
"Change wave after a goal or as soon as the ball leaves the playing area." The first thing to watch is whether the child gets back in front of the carrier instead of running behind him.
goalkeeperplayer in possessionplayer winning it backdribbleshotrun without the ballpass
Set out
2 pitches of about 10 × 15 m · 1 goal and 1 goalkeeper at each end · 1 one-v-one duel per pitch · 1 ball
What it trains
Goal-to-goal with no dead time trains the switch, not the finish: the moment you lose the ball you are a defender again, dropping between the ball and your own goal; the moment your keeper gets it, you set off forward without waiting.
Published frame
The duel is played goal to goal, the keeper restarts immediately, and the two players switch endlessly between attacking and defending. Out of possession the federation frames the observation with its own expressions: win the ball back with determination ("Den Ball entschlossen erobern") and prevent goals with courage ("Mutig Tore verhindern"). What to watch: does the player who has just lost the ball get back between the carrier and his goal, and does he set off forward again as soon as his keeper recovers it?
player in possessionplayer winning it backdribblethe other choicerun without the ball
Set out
Pitch 15 × 25 m + stop-ball zones of 5 m · 3 attackers against 2 defenders · 8 to 14 players · 1 ball
What it trains
The duel is won by timing: you trigger the dribble before entering the defender's reach, never inside it. And because winning the ball starts a countdown, the defenders learn to take the ball and then secure it at once instead of handing it straight back.
Published frame
Stopping the ball dead in the finishing zone is worth 1 point. As soon as they win it, the defenders have 4 seconds to stop the ball dead in a lateral stop-ball zone. Published duel point: you do not attack the defender inside his intervention zone, you trigger before it.
player in possessionplayer winning it backdribblerun without the ballthe other choiceshot
Set out
Area 12 m × 10,5 m · 2 goals to attack · 1 ball per 2 players · 8 cones (2 colours), 10 markers (2 colours), bibs
What it trains
The child learns to move the ball forward himself, right at his feet, and to use it to fool the opponent: the change of direction — "faire des blagues", playing tricks, in the federation's own wording — is what opens up one of the two goals.
Published frame
Federation text: "…can score in 2 goals. Start dribbling. In waves. Change wave after a goal or when the ball leaves the playing area." Sheet from the Belgian French-speaking federation, printed theme DRIBBLING AND RUNNING WITH THE BALL; "faire des blagues" (playing tricks) is its word for the feint.
player in possessionplayer winning it backdribblerun without the ballpass
Set out
Area 15 × 25 m + stop-ball zones of 5 m · 3 attackers against 2 defenders · 8 to 14 players, 15 to 20 min · 1 ball
What it trains
No forward pass and a three-touch minimum: the only way forward is to carry the ball yourself, head up. The exercise teaches the player to dissociate upper and lower body — looking ahead while the feet do the carrying — and to trigger the dribble outside the defender's reach.
Published frame
Federation coaching points, word for word: "Touch the ball as often as possible; head up to take in information; dissociate upper and lower body; trigger the dribble outside the intervention perimeter." Minimum 3 touches per carrier, forward pass forbidden, ball stopped dead in the finishing zone = 1 point; on winning it back, the defenders have 4 seconds to stop the ball dead in a lateral stop-ball zone.
goalkeeperplayer in possessionplayer winning it backdribbleshotpassrun without the ball
Set out
One pitch about 10 × 15 m (two of them side by side) · 1 goal and 1 goalkeeper at each end · 1 outfield player per side · 1 ball
What it trains
Goalkeeping is not a separate job here: the keeper closes the angle, comes off his line, and the moment he has the ball he becomes his attacker's team-mate again. The child tries the position freely, with no specialisation.
Published frame
This is the age group where the Swiss FA opens self-selection for the position: in goal go 'above all those who actively seek the position'. Coach it with the published observation triptych — 'goal – ball – keeper'.
goalkeepershotrun without the ball
Set out
Pitch about 7×10 m · 1 small goal of 2 to 5 m at each end · 1 child per goal · 1 ball
What it trains
At this age you are not training a goalkeeper, you are letting the child taste the position. He learns to watch the ball carrier, to reposition between the ball and his goal, and to dare to use hands as well as feet.
Published frame
Count the goals for the fun of the duel, not to rank anyone: the experience before the result ('Erlebnis statt Ergebnis'). And rotate every child through goal ('Ebenfalls wechselnde Torspieler/-innen'), the Swiss FA position for age groups G and F.
player in possessionplayer winning it backshotcone
Set out
2 players facing each other with 1 open goal of 2 to 5 m between them · 1 ball
What it trains
At levels 1 and 2, watch the striking surface and the balance at the moment of the shot. At levels 3 and 4 the child scores AND prevents: the real tell is whether he gets back in front of his side of the open goal the instant he has struck. Going through the hands at level 3 is deliberate — it isolates the reading of the flight.
Published frame
Published criteria: more than 50 % success over 10 attempts at level 1, more than 5 out of 10 at level 2. The figure decides when to move up a level, not how to rank the children. Name published by the federation: 'Affenball'.
player in possessionplayer winning it backpassshot
Set out
Pitch 15×20 m · 2 goals of 5 m · 4 v 4 up to 6 v 6 · 1 ball — hands only, three steps maximum, no dribbling
What it trains
By taking the foot out of the game, every bit of the learning lands on the header finish and on the decision: act rather than react ('Agieren statt reagieren'), and go for the finish with conviction ('Entschlossen den Abschluss suchen'). Technical reminder for the standing header: trunk cocked back with a deep breath in, neck and shoulders maximally braced, dynamic forward movement, forceful breath out on contact.
Published frame
Published scoring: header returned to the thrower = 1 point, header goal = 5 points. Published variation: change of direction at the halfway line. ⚠️ French FA guard-rail: from U10 to U17, 15 minutes of heading per session maximum and no session devoted to heading alone — so this game can never be the whole session.
player in possessionplayer winning it backpassrun without the ball
Set out
3 players in a triangle of about 3 m — 2 passers, 1 'tiger' posted on a line · 1 ball
What it trains
The pass is judged on two qualities the Swiss FA names outright: weight ('Dosierung') and accuracy ('Präzision'). Success is collective, not individual — and because the tiger is tied to his line, the child learns to choose the line of pass that avoids him rather than hitting it and hoping.
Published frame
A numbered criterion, not a verbal one: 3 passes at level 1, 5 at levels 3 and 4. And this sentence is said to the children exactly as it stands: the pass is a message, it shows respect for your team-mate ('Der Pass ist eine Botschaft und zeigt den Respekt dem Mitspieler gegenüber').
player in possessionplayer winning it backpassrun without the ballshot
Set out
1 goal standing on the halfway line · 1 ball · 3 attackers against 1 defender, roles rotate
What it trains
Using the overload instead of wasting it: three against one, the goal is opened by circulating the ball, never by an individual run. The published constraint — five to ten seconds, and all three players touching the ball — manufactures that circulation without the coach having to ask for it; the coach only has to enforce it. On every pass the Swiss FA demands weight (« Dosierung ») and accuracy (« Präzision »).
Published frame
Published success rate: 50 % or more out of 10 attempts; the published numeric criterion reads « more than 5 successes out of 10 attempts ». Published level-1 constraint (3 v 0): 5 to 10 seconds maximum, and all three players touch the ball. The goal is never a solo action.
neutralplayer in possessionrun without the ballpass
Set out
A 30×30 m square cut into four 10×10 m squares · 1 ball · 4 players — 2 reds fixed, 2 blues moving
What it trains
The oriented first touch, and nothing else: you do not control towards the ball, you control towards the next action, so the shoulders open before the ball even arrives. The sheet forces the feet apart — control with the right, return with the left — which rules out taking and returning off the same foot, the shortcut that closes the body off. And the ball must arrive at the receiver's feet: a loose pass breaks the rotation.
Published frame
Published point: the ball must arrive at the receiver's feet. Control with the inside of the right foot — an oriented touch — return with the left, then rotate one square to the left. Continuous, no stopping.
player in possessionpassdribblerun without the ballshotcone
Set out
1 goal · 1 cone for the feint · 1 ball · 3 players per run-through — run-up about 6 m
What it trains
The one-two (« Doppelpass ») as a way of getting past an opponent without having to dribble him: the feint at the cone fixes him, the pass and the return go through him. The French FA publishes the very same mechanic under the name « appui-remise », the wall pass. It all hangs on two things — the quality of the pass, where the Swiss FA demands weight (« Dosierung ») and accuracy (« Präzision »), and a body already open when the return arrives, without which the strike is late.
Published frame
Published Swiss FA level 4: pass, feint at the cone, one-two, strike — the run-up stays at about 6 m. Numeric benchmark from the sister family « Ball school 1 » (category F): 50 % or more success out of 10 attempts.
player in possessionplayer winning it backpassrun without the ball
Set out
4 squares of 8×8 m, 10 m apart · 1 ball per live square · 10 players — two 3 v 1 rondos running at once
What it trains
Transition, and the fact that it is paid for in running: losing the ball does not send you to rest, it sends you sprinting to another square where you have to win it back. The constraint teaches counter-pressing, not the instruction. On the keep-ball itself, the Savoie district of the French FA publishes its own points: take the information, quality of the first touch, lock the ankle, shoulder turned towards the next receiver, play away from the opponent, spot which spaces are open and which are shut.
Published frame
Published FIFA framing: four 8×8 m squares 10 m apart, 10 players, two simultaneous 3 v 1 rondos. The rule that makes the exercise: when a player loses the ball, he sprints to another square to win possession there. The diagram draws only the two live squares.
neutralplayer in possessionplayer winning it backpassthe other choice
Set out
A 30×15 m pitch in three thirds · 1 ball · 10 players — 4 v 4 plus 2 green neutrals, one at each end
What it trains
Play forward first — the published title IS the instruction. What enforces it is not a reminder from the coach but the crossing rule: the ball has to reach the far neutral before it can go back the other way, so playing backwards earns nothing until the crossing is done. And splitting the pitch into 2 v 2, then 1 v 1, then 1 v 1 puts every player in an identifiable duel: the mistake becomes legible without anyone saying a word.
Published frame
Published framing (FIFA, Talent Coach Programme, sheet 2.3a — FIFA itself calls it an opposed rondo): 30×15 m in three thirds, 2 v 2 in the first third, 1 v 1 in the middle, 1 v 1 in the last. The ball must reach the far green before it can go back the other way.
goalkeeperplayer in possessionplayer winning it backpassrun without the ball
Set out
Pitch 25 × 35 m · halfway line running lengthways · 1 full-size goal at one end, 2 mini-goals at the other · 6 orange + goalkeeper against 5 blue · 1 ball
What it trains
The four-pass counter does the coaching: the team in possession has to settle one side before switching, and the switch opens a 3 v 2 on the far side. For the pressing side, the lesson is to press without leaving an opponent free, to stand between opponents so passing lanes are cut, and to force play towards the outside.
Published frame
The published coaching points belong to the pressing team, not the team keeping the ball: press without leaving an opponent free, cut passing lanes, force play outside, watch for triggers such as a bad first touch. If blue win it back, one more player comes in: 4 v 4.
goalkeeperplayer in possessionplayer winning it backneutralpassdribblethe other choicerun without the ballcone
Set out
Pitch 70 × 50 m · 3 gates 15 m apart at each end · central zone 50 × 40 m split into 4 squares · 11 v 11 + 2 neutrals, both teams in a 4-4-2, goalkeepers at both ends · 1 ball
What it trains
You do not score in the goal: you have to carry the ball through a gate, and that single rule turns the game into a dribbling exercise. Three gates 15 m apart force the ball carrier to decide late — if the gates close, the choice was shown too early.
Published frame
FIFA defensive points: « Stay within 2 m of opponents, close down passing lanes and anticipate them receiving the ball », and « 1v1 defensive principles should be applied, such as shepherding players ».
goalkeeperplayer in possessionplayer winning it backdribblepassshotrun without the ball
Set out
Category G version: pitch about 20 × 15 m · 1 goal 5 m wide per end · 4 v 4 + goalkeepers · 1 ball · block of 15–20 min
What it trains
The experience before the result (« Erlebnis statt Ergebnis »): every child touches the ball often, is allowed to fail, and rotates through every role, goalkeeper included. Free play is a pillar of the J+S / Swiss FA model in its own right, alongside learning the game (« Fussball spielen lernen ») and all-round athleticism (« Vielseitigkeit erleben »).
Published frame
No knock-outs, no league table, every team plays the same amount. The coach watches and does not stop the game; roles rotate, goalkeeper included — in categories G and F every child takes a turn.
player in possessionplayer winning it backdribbleshotthe other choicerun without the ballcone
Set out
Areas of about 15 m · line-goals 7 m wide · 3 v 3 · 2 child-format « Kifu » goals for the bonus shot · 1 ball · block of 10 min
What it trains
The printed theme of the lesson is dribbling and scoring: what is wanted is crossing the line with the ball, not the safe pass. The 7 m line-goal rewards the carry that goes through — it pushes the child to attack the free space rather than go round it.
Published frame
Crossing the line with the ball = 1 point; the shot taken straight afterwards at the big goal earns a bonus. Value the attempt, even when it fails.
player in possessionneutralplayer winning it backpassrun without the ball
Set out
Pitch about 20 × 30 m · 4 v 4 plus 2 jokers who always play with whoever has the ball, so a permanent 6 v 4 · 1 ball · 25 min
What it trains
The permanent overload is not there to make life easy: it obliges the team in possession to always find a solution, and the defending team to close up together. The flower IS the instruction: open up wide the moment you win the ball, close up the moment you lose it.
Published frame
The published image: the flower, open when attacking, closed when defending. The jokers make themselves available before the carrier lifts his head.
player in possessionplayer winning it backpassthe other choicerun without the ballshot
Set out
6 v 6 on roughly 30 × 20 m — 2 small goals per team on its own end line, no goalkeeper · 1 ball
What it trains
With two goals to defend on each side, no child can settle into a single lane: they have to scan both sides, feel which one is covered and shift the ball to the one that is open. And the coach stays quiet — the game teaches, not the instruction.
Published frame
"Experience over result" (Erlebnis statt Ergebnis): no elimination, no ranking, everyone plays the same amount. J+S sets aside 20 to 30 min for this block in category E. The other published form is 7 v 7 with a goalkeeper, 5 m goals, a pitch of about 45 × 30 m; ASF rule, in category E only volunteers go in goal. The federation's published name: "playing football" (Fussball spielen).
player in possessiondribblecone
Set out
About 15 × 10 m · coloured gates scattered across the area · 1 ball per child · in pairs
What it trains
Dribbling with the head up: each child picks their own next gate, so they have to look at the land, not at the ball. The route is never prescribed — the decision is what is being trained.
Published frame
Introduction block of the J+S category G session « Conduire la balle comme Xherdan Shaqiri » (Introduction · Variety · Learning · Free play · Wind-down). Work in pairs, each child with a ball.
player in possessiondribblecone
Set out
Area of 16 × 12 m · coloured cones every 4 m · 1 ball per player
What it trains
Learning to dribble — the sheet’s printed objective: many touches between close markers, choosing your own route, keeping the ball inside the cone field without losing it.
Published frame
Sheet Conduite 3 of the FFF guide « 141 Exercices et défis techniques » (RAC series / Guide SMS). Published rotation: every 5 passes.
player in possessiondribblerun without the ballcone
Set out
Cone slalom on a 20 × 12 m area · 1 ball per player · sequences of 1 to 2 min
What it trains
Improving the dribble — the printed objective: round each obstacle with both feet, ball glued to the foot through the change of direction, and move straight on to the next obstacle without a pause.
Published frame
Sheet Conduite 4 of the FFF guide « 141 Exercices et défis techniques » (RAC series / Guide SMS), worked in sequences of 1 to 2 minutes.
player in possessiondribblethe other choicecone
Set out
Area of 12 × 12 m · obstacle cones · 9 players at most · 1 ball each
What it trains
The feinted dribble — the printed objective: show one side with the body or the eyes, then take the ball past the other side of the cone. The feint happens BEFORE the cone — at the cone it is too late.
Published frame
Sheet Conduite 2 of the FFF guide « 141 Exercices et défis techniques » (RAC series / Guide SMS), 9 players at most in the area.
player in possessionplayer winning it backdribblethe other choice
Set out
About 7 × 10 m · three goals open to the carrier · 1 ball per pair · start dribbling in
What it trains
The category-F principle: several targets so the carrier ALWAYS has a choice and the defender always has a decision to make. You attack the goal the defender has just given up, not the one you picked in advance.
Published frame
Duel form from the SFV block « Marquer des buts ». The federation publishes an equivalent « 1 gegen 1 » form in one-minute rounds in the same block — its goal sizes belong to that form and do not dimension this one.
player in possessionplayer winning it backdribblethe other choicepasscone
Set out
Channel of 50 × 25 m · 2 gates of 5 m, 10 m apart, in the middle · starts 20 m from the median · defender 5 m in front of the gates
What it trains
Defending the 1 v 1 without diving in: close the carrier down, shut ONE gate with your running angle and accept that the other stays open — then shift the moment the carrier commits. The carrier, in turn, learns to make the defender’s angle lie.
Published frame
Two parallel channels run at the same time; the defender starts passive, and carriers become defenders after their pass.
neutralplayer in possessionplayer winning it backpassrun without the balldribbleshotthe other choice
Set out
Three areas of 15 × 15 m · 2 mini-goals at one end · 3 blues on one side, 3 oranges on the other · coach serves
What it trains
Pressing at the moment of the serve, before the receiver is settled: the defender comes in WHILE the pass is travelling. On the second serve the orange receives back to play and must turn under pressure — the other half of the duel.
Published frame
First serve: the orange, facing play, tries to score in a mini-goal. Second serve: the orange, back to play, has to turn and beat the press. Roles rotate.
goalkeeperplayer in possessionpassshotrun without the ballcone
Set out
About 10 × 15 m · a triangle goal with sides of 3 to 5 m in the centre · 1 goalkeeper inside · 3 players around it · 1 ball
What it trains
Preparing the goal TOGETHER: a keeper can only cover one face of the triangle at a time, so the pass around it is worth more than the direct shot. You shoot at the face the keeper has just left.
Published frame
Published block « Préparer des buts ensemble »: the three players try to score into the triangle, the keeper defends it through 360 degrees.
player winning it backplayer in possessionrun without the ballcone
Set out
Area of 16.5 × 12 m · 8 markers · 1 bib tucked into each mouse’s shorts — the tail
What it trains
Evading in a closed space: changing speed and direction to protect your tail, while the cat learns to pick one prey instead of chasing everyone.
Published frame
Printed task: grab 3 tails in the allotted time. The first mouse to lose its tail becomes a cat — two now hunt, then the cat changes.
player winning it backplayer in possessionrun without the balldribblecone
Set out
Published area of 16.5 × 12 m · 8 markers · 1 tail-bib per child · 1 ball per mouse
What it trains
Both printed objectives at once: the cat’s running speed, and the mice’s ball-carrying — evading WHILE dribbling means protecting your tail without abandoning your ball.
Published frame
Printed task: « catch the 3 mouse tails in the allotted time ». The first mouse to lose its tail becomes a cat: two then hunt.
player in possessionpassrun without the ballshot
Set out
Pass from 35 m into the penalty-spot-to-box-line zone · the chaser starts from 30 m · balls, cones, goal
What it trains
Striking at full speed, and therefore off balance: over a 30-to-35-metre sprint there is no time to reset. The scoring rewards the strike BEFORE the opponent’s touch — an imperfect shot beats one touch too many.
Published frame
Published scoring: 1 point for striking before the opponent touches the ball, +1 point per goal scored. Roles are then swapped.
player in possessionneutralpassshot
Set out
A small 2 m goal made of posts · a line drawn 6 m away · 1 server, 1 ball · rotate every 10 attempts
What it trains
The heading action isolated from everything else: forehead on the ball, neck braced, and a low narrow target that forces you to DIRECT the header instead of merely meeting it.
Published frame
Analytic exercise from the J+S/OFSPO monthly theme « Jeu de tête » (pre-formation block): head the ball at the small goal from the line, rotating every 10 attempts.
player in possessionplayer winning it backneutralpassthe other choice
Set out
40 × 20 m in two halves · three teams of 4 · starting half: 3 orange, 3 blue, 2 green; opposite half: 1 orange, 1 blue · greens neutral at the ends
What it trains
Transition as a switch of space: the blues combine with the neutrals to keep the ball, the oranges press — and on winning it, the TRANSFER to the partner in the far half instantly reverses the roles. Winning the ball is not enough: you must play away from the press at once.
Published frame
Possession-and-transition form from the FIFA session « Pressing as a unit »: a successful transfer to the opposite half swaps the two teams’ roles.
goalkeeperplayer in possessionplayer winning it backneutralpassdribblecone
Set out
70 × 50 m · 3 gates 15 m apart at each end · a 50 × 40 m central zone in four squares · 11 v 11 in 4-4-2 + 2 neutrals · 1 goalkeeper per goal
What it trains
Where play restarts after the ball is won: won in the opponents’ half, attack directly; won in your own half, go BACK through the goalkeeper to rebuild. Scoring by dribbling through a gate, not passing, forces the ball to be carried forward.
Published frame
You score by dribbling the ball through one of the three gates at the opponents’ end. The two neutrals play with the team in possession.
player in possessionplayer winning it backgoalkeeperpassrun without the ball
Set out
Two-thirds of the pitch length, narrowed by 7 m on each side · 11 blues in a 4-3-3 · 10 oranges in a 4-3-2 mid-low block
What it trains
The 5-second rule makes counter-pressing measurable: on losing the ball, the three nearest blues converge on it BEFORE the oranges can string their passes together. The pitch narrowed by 7 m per side is what makes the pressing run possible.
Published frame
Published rule: the blues must win the ball back within 5 seconds of losing it; the oranges score 1 point for 5 consecutive passes after winning it.
player in possessionplayer winning it backgoalkeeperpassrun without the ballthe other choice
Set out
Two-thirds of the pitch length, narrowed by 7 m on each side · 11 blues in a 4-3-3 · 10 oranges in a 4-3-2 mid-low block
What it trains
The 11-v-10 overload gives the blues licence to lose the ball high — and the obligation to make something of it: the loss is the pressing SIGNAL, not a failure. The oranges, for their part, train the five-pass escape from pressure.
Published frame
Third part of the FIFA counter-pressing session plan: 5 seconds to win the ball back after every loss; 1 orange point for 5 consecutive passes after winning it.
goalkeeperplayer in possessionplayer winning it backneutralpassdribblerun without the ball
Set out
Half of a full pitch · a goal and a goalkeeper at each end · a 5 m median zone · three teams of 6, all in a 4-2
What it trains
Preventing progression, not just the pass: since the median can ONLY be crossed by dribbling, the defensive block has to close the running lanes, and the carrier must win his duel to change halves. Whoever wins the ball becomes the team in possession.
Published frame
The oranges build, the blues press, the greens wait in the other half where the blues will press again. To progress you must CARRY the ball across the median, not pass it.
goalkeeperplayer in possessionplayer winning it backneutralpassdribblerun without the ballthe other choice
Set out
A regulation half-pitch · a full-size goal and a goalkeeper at each end · a 5 m central zone · three teams of six, all in a 4-2
What it trains
Building up under pressure with a single way out: carrying the ball through the central zone. The oranges learn to draw the blue block to one side to open the dribbling lane on the other — while the greens opposite already prepare the next press.
Published frame
FIFA sheet: the oranges build in their half, the blues press, the greens wait in the other half; the halfway zone is crossed only by dribbling, and whoever wins the ball becomes the team in possession.
goalkeeperplayer in possessionplayer winning it backneutralpassrun without the ballshot
Set out
Half of a regulation pitch · a big goal and a goalkeeper each side · three teams of 6, the greens waiting behind the goal · oranges in man-marking
What it trains
Getting free of man-marking: against a man-to-man defence the carrier only has an option if a teammate RIPS free of his marker. Rotating every 90 seconds — or the moment a goal falls — keeps real duel intensity from start to finish.
Published frame
FIFA small-sided game (session « From 1v1 duels to team tactics »): rotation every 90 seconds or as soon as a goal falls; the conceding team is replaced by the greens.
player in possessionshot
Set out
8 mats stood upright · groups of 4 rotating · 1 ball per child · bibs
What it trains
Striking hard AND accurately at a target that falls over — visible proof of success — while the line that moves back with every felled mat re-doses the difficulty by itself. Nobody waits: every child has a ball.
Published frame
OFSPO shooting station from the « Fussball in der Schule » booklet: team competition on the number of mats knocked flat; after each felled mat the shooting line moves back.
goalkeeperplayer in possessionplayer winning it backneutralpassshotthe other choicerun without the ball
Set out
In front of the box: 2 attackers, 1 defender, 1 goalkeeper · 2 wide players crossing alternately · small clearance goals outside the box
What it trains
The aerial duel with intent ON BOTH SIDES: the attackers attack the cross as a pair, and the defender does not clear « anywhere » — his defensive header aims at a small side goal. Defending with the head becomes a directed action, not a clearance into nowhere.
Published frame
Analytic exercise from the Formation block (15+) of the J+S « Jeu de tête » theme: the central players rotate after each series of crosses.
goalkeeperplayer in possessionneutralpassrun without the ballshotthe other choice
Set out
Two attackers in the middle in front of the box · a goalkeeper in goal · two wide players crossing alternately · balls
What it trains
Converting a cross with the head: reading the flight early, attacking the ball on the move — never waiting for it flat-footed — and heading down on target. The left-right alternation forces that timing to be rebuilt in both directions.
Published frame
Analytic exercise from the Formation block of the J+S/OFSPO monthly theme « Jeu de tête »: the two attackers try to convert the crosses, and the central players rotate.
goalkeeperplayer in possessionplayer winning it backneutralpassshot
Set out
A pitch the size of two penalty areas · two goalkeepers in the regular goals · two teams inside · two flank players per side, outside the pitch
What it trains
The published emphasis: heading finishes UNDER opposition pressure, and defensive heading on the other side. The flank, untouchable outside, guarantees a cross actually arrives — the aerial duel itself is fought inside, on every cross.
Published frame
Global game from the Formation block (15+): the goalkeeper throws to the advanced wide player outside the pitch, who lays off to the flank player; the cross comes from there. Flank posts rotate.
goalkeeperplayer in possessionplayer winning it backneutralpassshot
Set out
A pitch of twice the penalty area · two goalkeepers in the regulation goals · two flank players per side, off the pitch
What it trains
The global form of the Kopfballtraining catalogue: every possession goes through a flank, so every possession ends in an aerial duel. The pressured headed finish and the defensive header are trained inside the same action.
Published frame
Global form from the OFSPO catalogue « Fussball – Kopfballtraining »: the goalkeeper throws to the advanced wide player, who lays off to the flank player; the cross comes from there.
goalkeeperplayer in possessionplayer winning it backneutralpassshotrun without the ball
Set out
A pitch the size of TWO penalty areas · two goalkeepers, two regulation goals · two « Flanken-Spieler » per side, rotating outside
What it trains
The formation version of the crossing game: the crossers’ rotation puts every player through the flank post, so everyone trains BOTH actions — the measured cross, and the finish or defensive header inside.
Published frame
Published objective: headed finishing under opposition pressure AND defensive heading. The goalkeeper throws to the advanced wide player off the pitch, who lays off to the crosser; the cross comes from there.
goalkeeperplayer in possessionplayer winning it backpassrun without the ball
Set out
Full pitch · a goalkeeper each side · oranges in a 4-4-2 diamond, defensive line sitting on the halfway line · blues in a 4-1-3-2 · play starts from the blue goalkeeper
What it trains
Pressing high AS A BLOCK: the orange back line sitting on halfway squeezes the whole block into the blue half, and every short build-up becomes a trigger. The orange keeper owns the space behind him until the ball reaches the final third.
Published frame
Practice B4 of the FIFA session « Pressing as a unit »: the oranges start HIGH and press at once; their goalkeeper only drops back into his goal when the ball reaches the final third.
goalkeeperplayer in possessionplayer winning it backpassrun without the ballthe other choice
Set out
Full pitch · a regulation goal and goalkeeper each side · ten outfield players per team: oranges in a 4-4-2 diamond, blues in a 4-1-3-2 · play starts from the blue goalkeeper
What it trains
Attack-versus-defence at 11: the blues train the build-up under an immediate press — short to draw it in, or long over the high line (the drawn option) — while the oranges rehearse their high block, back line sitting on halfway.
Published frame
Play starts from the blue goalkeeper; the oranges press at once, and their goalkeeper only drops back into his goal the moment the ball reaches the final third.
player in possessionplayer winning it backpass
Set out
A square · 4 attackers around it, 2 defenders inside · 2 counter goals outside · defenders rotate every 2 to 3 min
What it trains
Passing with a price on it: keeping the ball is good (6 passes, 1 point), but SPLITTING is worth double — the pass through the gap between the two defenders is the one the scoring wants to see. And an interception does not stop play: it flips it, 6 seconds to counter.
Published frame
Published scoring: 6 consecutive passes = 1 point; the pass through the gap counts double; on interception the defenders have 6 seconds to score in one of the two goals = 1 point.
player in possessionneutralplayer winning it backpassdribble
Set out
A grid of 9 squares · 10 to 14 players · one untouchable target player (or the goalkeeper) · one finishing zone
What it trains
Creating and using space: the ban on two consecutive passes in the same square forces the ball — and therefore the players — to CHANGE space constantly. You do not occupy the grid, you make it move.
Published frame
Published scoring: 6 consecutive passes = 1 point; entering the finishing zone, by pass or by carry = 1 point. Tactical station from the FFF booklet (District de Savoie), U10-U13, 15 to 20 min.
player in possessionplayer winning it backpassthe other choice
Set out
An area cut into zones in depth · the team in possession plays +2 up · 8 to 10 balls ready
What it trains
Depth as a rule rather than a slogan: no forward pass INSIDE a zone — to advance, the ball must change zone. With at least three zones to occupy, the team is stretched by construction, and the vertical pass exists because someone already lives in the next zone.
Published frame
Published rules: no forward pass within one zone; occupy at least 3 zones; on winning the ball, the defenders have 6 seconds to finish. FFF station (District de Savoie) U10-U13, 15–20 min, 8 to 14 players.
player in possessionplayer winning it backgoalkeeperpassshotthe other choicerun without the ball
Set out
The attacking third · a thrower on the touchline · receivers in the box and in support · alternate long and short throws
What it trains
The two KBVB competences word for word: throwing accurately to the RIGHT teammate with a favourable follow-up in mind (item 51), and in the attacking third throwing AT LEAST to the first zone with finishing in mind (item 52). The throw-in is not a restart — it is a pass with a plan.
Published frame
Put on repeat: alternate the long throw to the first zone and the short throw to the right teammate, with a follow-up action every time.
player in possessionplayer winning it backdribblerun without the ball
Set out
Two bank zones separated by a central bridge (lines, posts or cones) · 1 ball per child · bibs · 4 cones
What it trains
Crossing under threat: on the bridge you dribble with small steps and frequent touches — the ball stays underneath you precisely because a keeper can pounce. Being intercepted does not eliminate you: roles swap and play goes on.
Published frame
Interception = swap of roles; a successful there-and-back earns a wristband/ribbon (« band » in the source text).
player in possessionplayer winning it backdribble
Set out
Two banks separated by a central bridge (lines, posts or cones) · 1 ball per child · bibs · 4 cones
What it trains
Protected dribbling in dense traffic: everyone crosses at once, so you must keep the ball underneath you, avoid the others and read the keepers all at the same time. Frequent touches are not a style — they are what keeps the ball alive on the bridge.
Published frame
Published rules: an interception swaps roles; a successful there-and-back earns a rubber band. Published kit: posts/cones, 1 ball per child, bibs, 4 cones.
player in possessionplayer winning it backrun without the ball
Set out
Houses spread around the area · a balance line made with a rope · a colour-country game · one catcher
What it trains
The « Souple et agile » block without a ball: hopping, balancing along the rope, reacting to the called colours AND escaping the catcher — general motor skills for 5-6-year-olds, disguised as a story about houses.
Published frame
Exercise from the Vielseitigkeit erleben block of J+S Kinderfussball, category G (ages 5-6). Published duration: 15 minutes within the 75-min model session; the J+S model allots 15-20 min to this block.
player in possessionrun without the ballcone
Set out
A linear course in the published order: hurdle · obstacle to crawl under · balance rope · forward roll · coordination ladder · cones to jump · backward roll
What it trains
The motor versatility of the « Souple et agile » block: clearing, crawling, balancing with eyes closed, rolling, coordinating, jumping — seven skills in a chain. The published method advances in three phases: explore alone, then quality, then speed.
Published frame
Vielseitigkeit erleben block of J+S Kinderfussball, category E (ages 9-10); the block is worth 15-20 min in the J+S session model, identical in G, F and E.
player in possessiondribblecone
Set out
Four cone gates in lines · a cone slalom · two start cones · every player sets off with their own ball
What it trains
DFB Tempodribbling: carrying at full speed AND reversing the run on demand — pushing past one line, turning back, going further next time. The at-speed turn with the ball is the trained action; the final slalom converts it into a sequence.
Published frame
Published sequence (DFB, B-Junior category U17/U16): carry past the second line, turn back, pass the first, turn again, cross the third, then run the slalom before rejoining the start column.
player in possessionshot
Set out
A 10 × 5 m space in front of a school wall or rebound board · squares drawn in chalk · 3 rounds, cumulative score · no goal, no goalkeeper
What it trains
The published objective — shooting at goal — without a goal: the chalk squares turn accuracy into a score, and the wall returns every strike, so the control-and-shoot sequence repeats with no ball collector needed.
Published frame
Challenge no. 10 of the FFF district collection « 141 Exercices et défis techniques ». Published format: 3 rounds, cumulative score on squares hit.
player in possessionshotcone
Set out
The goal split into three zones with cones · three shooting distances marked out · two rounds: strong foot, then weak foot
What it trains
"From touching the ball to scoring": aiming at a ZONE of the goal, not the whole goal — accuracy before power — and repeating the same action with the weak foot in round two, from whichever distance each child picks.
Published frame
Wind-down block (Ausklang) of J+S-Kids Football lesson no. 10 « Vom Treffen zum Tore erzielen »; the lesson’s published frame: group of 12 (min 8, max 16), a 50×40 m grass pitch with 2 Kifu goals.
goalkeeperplayer in possessionplayer winning it backdribblepassshotthe other choice
Set out
8 to 14 players · a goal and a goalkeeper · three escalating waves: 2 v 1, then 4 v 2, then 6 v 3
What it trains
The 2 v 1 as the alphabet of the overload: fix the defender with the dribble, then choose — release if the defender steps in, keep if he backs off. The published time constraints (5 seconds to get out, 3 to finish) outlaw the overload that dithers.
Published frame
Published scoring: shot on target = 1 point, goal = 3 points. The escalation chains 2v1 → 4v2 → 6v3; after winning the ball, defenders become untouchable. Published unit: 15 to 20 min.
goalkeeperneutraldribblepass
Set out
2 to 6 goalkeepers (example with 4) · two goals · balls · published EASI structure, 75 min in all
What it trains
The goalkeeper’s 1 v 1 as a NAMED technique, not as bravery: each attack announces its technique, and the keeper answers with the matching action. The G1 → G2 → G3 rotation makes every distribution the start of the next duel.
Published frame
ASF lesson, published EASI structure: stabilisation 5′, « 5+5+1 » warm-up 15′, analytic 20′ (the drawn set-up, techniques announced), situational 20′ (serves unannounced), contest 10′ (5 strikes per keeper then rotation), cool-down 5′.
goalkeeperneutralshotrun without the ballpass
Set out
2 to 6 goalkeepers · two goals, balls, cones · a dive-oriented « 5+5+1 » warm-up · 75 min in all
What it trains
The dive as a complete action: the announced strike sets the side, the keeper dives, GETS UP and distributes — because in a match the dive is never the end of the action. The G1 → G2 → G3 chain keeps every keeper involved.
Published frame
Same EASI structure and numbers as the « Duels 1:1 » lesson: the analytic phase is drawn here (announced serves); in the situational phase positions and trajectories vary, serves unannounced; contest of 5 strikes per keeper.
goalkeeperneutralrun without the ballshotcone
Set out
One goal · 7 balls · 8 coloured cones at the coach’s feet · 4 actions per keeper, then rotation
What it trains
Differentiation: the colour the coach touches with his foot DECIDES the action — a dive on a ground ball right or left, a running exit right or left. The keeper is not running a learned series; he READS then acts, and reorients at once for the next ball.
Published frame
After yellow or white: get up at once and reorient towards the coach for a second ball on the other side. After blue or red: reorient towards G2 or G3 for a near-post strike.
goalkeeperneutralpassrun without the ball
Set out
One goal · one ball · three goalkeepers and the coach · 3 actions per keeper
What it trains
The aerial ball IN RHYTHM: every catch is preceded by a chain of reorientations — striking position, base position in goal, open position — which the keeper runs through while the ball circulates. The cross never arrives on a stationary keeper.
Published frame
Published sequence: G1 orients towards G2, who passes to G3; G1 moves and reorients; G3 throws to the coach, who serves an announced aerial ball as a cross onto G1, who catches and returns it to G2. 3 actions per keeper.
goalkeeperpassrun without the ballthe other choice
Set out
2 to 6 goalkeepers · two goals, cones, 2 posts and a rope · a « 5+5 » circuit then a one-minute Battle
What it trains
Goalkeeper technique under a score: ground passes, throws, strikes and volleys repeat in published pairs — right then left each time — then the one-minute Battle turns it all into a duel: score in the far goal AND prevent, with the same actions.
Published frame
Published « 5+5 » circuit: GK1 plays to GK2 then crosses the area over or under the rope. Published sequence in six pairs: inside foot, strike, low volley — right then left — paired with a throw under the rope, over it, and a high volley. Then 30′ of situational play and the « Battle » variant: one minute, score and prevent.
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