Set Pieces

Set Play Relay

Warm up with set-piece movements

Set Pieces
Speed & Agility
Team Shape

Warm up with set-piece movements. Set up the area, follow the steps and use the coaching points below.

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Set Pieces
Speed & Agility
Team Shape
Warm Up
Intermediate
Advanced
Full Squad
Minimal Equipment
Foundation Phase
Youth Friendly
Adult Suitable
Quick 10 Minutes
library-original

Age

Under 6 to Adults

Duration

10 min

Players

6-16

Area / pitch size

25 x 20 yards

Difficulty

Intermediate / Advanced

Equipment

Cones, Bibs, Balls

Coaching focus

Warm up with set-piece movements

Objective

  • -Warm up with set-piece movements
  • -Link sprint, turn and support actions
  • -Get players thinking about restart roles

Setup

  1. 1Build three cone stations across a small area.
  2. 2At each station place a simple set-piece task and one ball.
  3. 3Split players into small groups with bibs where needed.
  4. 4Keep the movement short, sharp and safe.

How to play

  1. 1Players complete a short sprint to the first cone.
  2. 2They then perform a restart movement such as a run, set, turn or finish.
  3. 3After the action, they move to the next station in relay order.
  4. 4Each station should take only a few seconds before the next player goes.
  5. 5Keep the groups moving and swap tasks often.

Coaching points

  • -Sharp starts and stops
  • -Good body shape before action
  • -Move after your task
  • -Stay alert and light on feet

Progressions

  • +Switch To Score: two switches before scoring
  • +Five Second Counter-Press: three seconds to win it back
  • +Target Zone Bonus: only goals started from a pocket count
  • +Add a competitive scoreline for the last round

Regressions

  • -Switch To Score: switch earns a bonus point rather than being compulsory
  • -Five Second Counter-Press: eight seconds and fewer opponents
  • -Target Zone Bonus: widen the pocket zones
  • -Simplify the area or the service until success returns

Variations

  • -Switch To Score — A goal only counts after the ball has been switched from one side of the pitch to the other.
  • -Five Second Counter-Press — On losing the ball the team has five seconds to win it back before dropping into shape.
  • -Target Zone Bonus — Extra points for playing into marked pockets between the lines before finishing.
  • -Overload Rotation — One team plays with an extra player for two minutes then the overload rotates.
  • -Restart Realism — All restarts are played as in a match — throw-ins, goal kicks and corners rather than a coach ball.
  • -Two-Goal Decision — Each team attacks two small goals, so defenders must decide which threat to cover.
  • -Limited Touch Build-Up — Maximum three touches in your own half, unlimited once you pass the halfway line.
  • -Flip the practice to the opposite side of the pitch

Common mistakes

  • -Big slow turns
  • -Poor spacing between players
  • -Treating the warm-up like a race only

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