SOCCER GROWTH HUB · FIELD CARD

Two exits, one defender · Change the challenge

10 minutes · U9 starting lens · 23 players per station

ExitExit12 yards · attack →10 yards wide · spare balls / waiting space outsideAD
Setup · one station shown

A starts with a ball on the near end. D starts in the middle. Two far-end gates offer a left/right choice.

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 a ball on the near end. D starts in the middle. Two far-end gates offer a left/right choice. 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 releases D. Begin with D blocking a route without tackling, then allow a clean ball-winning challenge.
Score
A scores by dribbling through either gate. D scores by winning the ball and crossing the near end under control.
Reset & rotate
After a score or ball out, switch roles and restart from the near end. Use a spare ball so retrieving does not delay the next pair.

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: Move the defender, then escape

If it breaks down: A stops far from D every time: shorten the starting distance and demonstrate a controlled approach before adding speed.

Entry version: Widen the gates and let D close just one route at walking pace.

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.