Small-Sided Games

End Line Dash

Dribble with control at speed

Small-Sided Games
Dribbling
Attacking

Dribble with control at speed. Set up the area, follow the steps and use the coaching points below.

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Small-Sided Games
Dribbling
Attacking
Small-Sided Game
Beginner
Intermediate
Advanced
Full Squad
Minimal Equipment
Foundation Phase
Youth Friendly
library-original

Age

Under 5 to Under 14

Duration

12 min

Players

6-10

Area / pitch size

30 x 20 yards

Difficulty

Beginner / Intermediate / Advanced

Equipment

Balls, Cones, Bibs

Coaching focus

Dribble with control at speed

Objective

  • -Dribble with control at speed
  • -Beat a defender in open space
  • -Break into the scoring zone

Setup

  1. 1Mark a long pitch with a scoring zone 3 yards deep at each end.
  2. 2Split players into two teams with bibs.
  3. 3Each team starts in its own half, with the ball with the goalkeeper or coach at one end.
  4. 4Use cones to show the end zones clearly.

How to play

  1. 1Play 3v3, 4v4 or 5v5 depending on numbers.
  2. 2To score, a player must dribble the ball under control into the end zone and stop it on the line.
  3. 3If defenders win it, they attack straight away the other way.
  4. 4Restart quickly from the coach or from the end line after a score or the ball goes out.
  5. 5Reward brave dribbling and quick support runs.

Coaching points

  • -Take touches into space
  • -Change speed to beat a player
  • -Use body shape to shield
  • -Support the carrier quickly

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

  • -Dribbling too close to defenders
  • -Losing control at top speed
  • -No support runs ahead of the ball

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