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Wide Pinball

Use headers to switch play or score

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Crossing
Attacking

Use headers to switch play or score. Set up the area, follow the steps and use the coaching points below.

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Crossing
Attacking
Small-Sided Game
Beginner
Intermediate
Advanced
Full Squad
Youth Friendly
Adult Suitable
library-original

Age

Under 12 to Adults

Duration

16 min

Players

8-16

Area / pitch size

30 x 20 yards

Difficulty

Beginner / Intermediate / Advanced

Equipment

Balls, Cones, Bibs, Mini goals

Coaching focus

Use headers to switch play or score

Objective

  • -Use headers to switch play or score
  • -Create width and attacking intent
  • -Make the game feel realistic and lively

Setup

  1. 1Create a rectangular pitch with wide channels marked by cones.
  2. 2Place a mini goal at each end.
  3. 3Split players into two teams with bibs and keep balls at the side.

How to play

  1. 1Normal play runs inside the area with wide channels available.
  2. 2A ball crossed from a wide channel can be headed directly for goal.
  3. 3Teams are encouraged to use a headed switch or flick-on to create chances.
  4. 4When the ball goes dead, coach restarts quickly from the side.
  5. 5Rotate players to keep the game balanced.

Coaching points

  • -Use width to create aerial chances
  • -Time runs into the box
  • -Head the ball with intention
  • -Support the flick-on or second ball

Progressions

  • +Two-Touch Limit: drop to one touch in the central area
  • +Weak Foot Only: add a defender to raise the pressure
  • +Tempo Clock: cut the clock to four seconds
  • +Add a competitive scoreline for the last round

Regressions

  • -Two-Touch Limit: allow three touches while the picture is learned
  • -Weak Foot Only: static, unopposed reps before adding movement
  • -Tempo Clock: extend the clock to ten seconds
  • -Simplify the area or the service until success returns

Variations

  • -Two-Touch Limit — Players are limited to two touches — one to control, one to release.
  • -Weak Foot Only — Every touch, pass and finish must be with the weaker foot.
  • -Tempo Clock — The ball must reach the end action inside six seconds or the rep restarts.
  • -Scan and Cue — The coach shows a colour or number and the receiver must call it before their first touch.
  • -Shadow Pressure — A shadow defender applies half pressure and can win the ball only after the first touch.
  • -Score Challenge — Run it as a timed competition — pairs or teams count successful reps and compare scores.
  • -1-to-1 Session — Run as an individual session: coach serves, one player works through the reps with rest built in.
  • -Flip the practice to the opposite side of the pitch

Common mistakes

  • -Ignoring wide players
  • -Lobbing random balls with no target
  • -Standing in the box waiting

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