Small-Sided Games

Bounce And Burst

Explode into space after a pass

Small-Sided Games
Transition
Speed & Agility
Premium

Explode into space after a pass. Set up the area, follow the steps and use the coaching points below.

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Small-Sided Games
Transition
Speed & Agility
Small-Sided Game
Beginner
Intermediate
Advanced
Full Squad
Minimal Equipment
Foundation Phase
Youth Friendly
Quick 10 Minutes
library-original

Age

Under 7 to Under 16

Duration

10 min

Players

6-10

Area / pitch size

24 x 16 yards

Difficulty

Beginner / Intermediate / Advanced

Equipment

Balls, Cones, Bibs

Coaching focus

Explode into space after a pass

Objective

  • -Explode into space after a pass
  • -React fast to turnovers
  • -Combine speed with ball control

Setup

  1. 1Mark a small rectangle with two scoring lines at each end.
  2. 2Split players into two teams with bibs.
  3. 3Place one ball in play with the coach at the side.
  4. 4Keep the pitch tight so quick movement matters.

How to play

  1. 1To score, a team must complete a bounce pass and then burst beyond the ball to receive again or finish.
  2. 2If the ball is won, the new team can attack straight away the opposite way.
  3. 3Restart quickly after any goal or ball out.
  4. 4Keep the game flowing and praise the first run after the pass.
  5. 5Use short rounds so players stay sharp.

Coaching points

  • -Pass and accelerate
  • -Time the run
  • -Stay light on your feet
  • -React first to the loose ball

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

  • -Passing and standing still
  • -Running too early or too late
  • -Poor first touch on the move

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