Give-and-Go / Wall Pass
Combination Play: Give-and-Go
Objective: Players understand and execute the give-and-go (wall pass) to beat a defender in the final third.
Outcomes
- ✓Players can play a firm pass to a team-mate and immediately sprint past the defender.
- ✓Players can deliver a well-weighted first-time return into the runner's path.
- ✓Players can read when the give-and-go opportunity is present.
- ✓Players can complete the combination under defensive pressure.
Equipment
- 12 cones
- 6 bibs
- 8 balls
- 2 full-size goals
- 2 keepers
Run of show
1. Arrival Ball Mastery
8mSet up: Pairs in open space, one ball per pair.
How to run it: Pass and follow: A passes to B and immediately sprints past B. B controls and passes back into A's running path. Continuous movement up and down the grid.
- ›Sprint after the pass — not a jog.
- ›Wall player: one touch, firm return into the runner's path.
- ›Runner: don't slow down to wait for the ball.
Passing in pairs — accuracy & weightAttackerBallConePass 2. Dynamic Warm-Up
10mSet up: Three-cone triangle per group of two. Cones 8 yards apart.
How to run it: A passes to B at Cone 2, A sprints around Cone 3 and receives the return from B in the channel between Cones 1 and 3. Continuous. Increase pace every two minutes.
- ›Angle your sprint so the return is played into space ahead of you.
- ›Wall player faces the runner — body open.
- ›Time the sprint so you arrive as the return is played.
Receive on the half-turn and play forwardNeutral / serverBallAttackerDefenderPassDribble (with ball) 3. Technical Practice
15mSet up: Channel 25×10 yd. Passive defender in the middle. Attacker and wall player at one end, mini-goal at the other.
How to run it: Attacker dribbles toward the defender, plays a give-and-go with the wall player on the outside, and finishes at the goal. Defender is passive for three reps, then semi-active, then fully live.
- ›Play the pass at the right moment — too early and the defender adjusts.
- ›Wall player: don't get caught square — stay slightly behind the line of the ball.
- ›After the return, first touch forward, second touch finish.
Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot 4. Skill Game
15mSet up: 4v4 on a 30×20 yd pitch, two cone goals per end. A goal only counts if the scoring play includes a give-and-go in the attacking half.
How to run it: Normal possession rules. Coach announces confirmed give-and-goals. Teams that attempt but fail still earn praise for trying. Rotate ends after five minutes.
- ›Trigger: defender commits to the ball-carrier.
- ›Set up the wall player early — don't wait until you're tackled.
- ›Wall player: stay wide to give the runner an angle to sprint into.
Small-sided game — attack either of your two goalsAttackerBallDefenderPassDribble (with ball)Shot 5. Small-Sided Game
17mSet up: 5v5 including keepers, 35×25 yd, full goals.
How to run it: Standard match. Coach uses a 'pass-and-go token': whenever a player plays a give-and-go and scores, the coach throws a cone token to that player's team — three tokens = bonus point. Tokens announced live.
- ›Look for the give-and-go in the final third, especially wide areas.
- ›Be brave: play and move even if the combination doesn't come off.
- ›Keeper: organise your defenders to delay the combination.
Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot 6. Cool-Down & Review
5mSet up: Circle stretch.
How to run it: Static hip flexor, groin, and calf stretches. Coach demonstrates the give-and-go sequence with two players at slow speed and asks the group: 'What are the two roles in the wall pass?'
- ›Runner (plays the wall pass) and wall player (returns it first-time).
- ›Both roles are equally important — the wall player wins the game.