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Growing Hearts · Block 3 · 1v1s, Finishing & Combination Play

Week 32

Two sessions this week · 140 total minutes

Session 170 min

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. 1. Arrival Ball Mastery

    8m

    Set 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.
    1234
    Passing in pairs — accuracy & weightAttackerBallConePass
  2. 2. Dynamic Warm-Up

    10m

    Set 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.
    SADS
    Receive on the half-turn and play forwardNeutral / serverBallAttackerDefenderPassDribble (with ball)
  3. 3. Technical Practice

    15m

    Set 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.
    GKSA
    Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot
  4. 4. Skill Game

    15m

    Set 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.
    1212
    Small-sided game — attack either of your two goalsAttackerBallDefenderPassDribble (with ball)Shot
  5. 5. Small-Sided Game

    17m

    Set 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.
    GKSA
    Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot
  6. 6. Cool-Down & Review

    5m

    Set 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.
🏠 Take-home challenge: With a friend, family member, or a wall: practice 20 give-and-go sequences. Count how many times the 'runner' gets the ball back in their stride. Try to get 15 out of 20.
Session 270 min

Give-and-Go in the Final Third

Combination Play: Give-and-Go

Objective: Players use the give-and-go combination to penetrate the final third and create finishing chances.

Outcomes

  • Players can execute a give-and-go to get behind a defensive line.
  • Players can finish after receiving the wall pass at speed.
  • Players can select the give-and-go over other options when the defender is tight.
  • Players can perform the combination on both sides of the pitch.

Equipment

  • 12 cones
  • 8 bibs
  • 8 balls
  • 2 full-size goals
  • 2 keepers

Run of show

  1. 1. Arrival Ball Mastery

    8m

    Set up: Pairs with one ball each, 15×15 yd grid.

    How to run it: Wall-pass shadow drills: no defender, continuous give-and-go sequences with each pair making four consecutive wall passes before stopping. Count the longest consecutive run.

    • Sprint every time — even in warm-up.
    • Weight the return pass perfectly — not too hard, not too soft.
    • Develop a rhythm: pass-sprint-receive-pass.
    1234
    Passing in pairs — accuracy & weightAttackerBallConePass
  2. 2. Dynamic Warm-Up

    10m

    Set up: Full pitch half. Groups of three: two attackers and one passive defender.

    How to run it: Two attackers advance toward goal, using one give-and-go to beat the passive defender, then finish. Defender becomes progressively more active over the warm-up. Three rotations each.

    • Trigger the combination when the defender engages the ball.
    • Runner: sprint into the space created — don't drift.
    • Finish with confidence after the combination.
    GKSA
    Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot
  3. 3. Technical Practice

    15m

    Set up: Half-pitch with one full goal and keeper. Two defending cones simulate a defensive block 20 yards from goal. Pairs of attackers attempt to work through using a give-and-go.

    How to run it: Pair must complete a give-and-go in the zone between the two cone defenders before shooting. Progression: add a live defender in zone two who can intercept the return pass.

    • Play into the defender's feet to trigger the combination — don't pass behind.
    • Wall player: open your body to the goal before playing the return.
    • After the combination, drive at goal — don't slow down.
    GKSA
    Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot
  4. 4. Skill Game

    15m

    Set up: 3v3 (+keeper) in attack zone 30×20 yd. Standard scoring plus double points for goals scored after a confirmed give-and-go in the final third.

    How to run it: Coach watches for the combination and confirms double points live. Both teams can earn double points. Reset after every goal.

    • Use the width to create give-and-go opportunities.
    • Third player: make a dummy run to distract the defender while the combination happens.
    • Keep the ball moving — slow combinations get intercepted.
    GKSA
    Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot
  5. 5. Small-Sided Game

    17m

    Set up: 6v6 including keepers, 40×30 yd, full goals.

    How to run it: Free match, all normal rules. Coach counts completed give-and-go sequences (whether or not a goal follows) and announces the total at the end: 'Team A: 4 wall passes, Team B: 3 wall passes.' Combination attempts are celebrated.

    • Combination play unlocks tight defences — be patient.
    • Don't force it — if the defender isn't tight, drive at them instead.
    • Transition quickly after winning the ball.
    GKGK12312
    Small-sided game with goalkeepersKeeperAttackerBallDefenderPassDribble (with ball)Shot
  6. 6. Cool-Down & Review

    5m

    Set up: Group in a circle, light juggling.

    How to run it: Light ball work for two minutes. Coach picks two moments from the game — one successful give-and-go and one that broke down — and asks the group why each happened.

    • Timing is everything: the sprint starts when the pass is played, not after.
    • Celebrate good combination attempts, not just goals.
🏠 Take-home challenge: Draw a soccer field on paper and mark where the best give-and-go zones are. Bring it to the next session and explain your thinking to the coach.