Delay, direct, regain · Change the challenge
10 minutes · U9 starting lens · 2–3 players per station
A starts with the ball on the near end; D starts centrally between A and two far-end gates. D protects the gates, then attacks the near end after a regain.
A/B/C = attackers · D = defender · S = server · N = neutral · white dot = ball. Leave clear space between stations. Schematic, not to scale.Set up
A starts with the ball on the near end; D starts centrally between A and two far-end gates. D protects the gates, then attacks the near end after a regain. Mark four corners and two two-yard gates on the far end using four more cones. Keep spare balls outside the near sideline. A third player alternates in after each attempt: attacker becomes defender, defender rests outside, resting player attacks.
Space: 10 × 12 yards per station; leave 3 yards between stations
Equipment: 2 balls per station (one spare) · 8 flat cones per station · Optional bibs; use agreed team/role names if unavailable
- Start
- A’s first touch begins the duel. Start with D blocking routes without contact, then allow clean tackles when the pair is ready.
- Score
- A scores by dribbling through a far gate. D scores by winning the ball cleanly and carrying it across the near end. Delaying without a regain is also useful evidence.
- Reset & rotate
- Switch roles after each outcome or ball out. If A beats D, let D recover toward the gates rather than stopping to blame the mistake.
Rounds: Show and try 1:00 · Play 1 1:53 · Rotate, drink, reset 0:20 · Play 2 1:53 · Rotate, drink, reset 0:20 · Play 3 1:52 · Rotate, drink, reset 0:20 · Play 4 1:52 · Notice and move on 0:30
One cue: Arrive, slow, stay ready
If it breaks down: D charges past A: return to a no-tackle round and watch the slowing steps before restoring live play.
Entry version: A walks and uses larger touches; D practices approach and recovery without tackling.
Safety: Check the surface and clearance around the grid. No pushing, holding, slide tackles, or challenges from behind. Begin with no-contact route blocking; allow clean ball-winning pressure only when players can control the approach. Stop play before retrieving a ball from another station.