Set Pieces – Corner Kicks & Throw-Ins
Set Pieces & Restarts
Objective: Players learn simple routines for corner kicks and throw-ins that give their team a tactical advantage.
Outcomes
- ✓Players can deliver a corner kick to a target zone with consistency.
- ✓Players can make timed runs from a corner kick to arrive on the ball.
- ✓Players can take a quick throw-in to maintain possession under pressure.
- ✓Players can defend against a corner kick by marking opponents in the box.
Equipment
- 14 cones
- 8 bibs
- 8 balls
- 2 full-size goals
- 2 keepers
Run of show
1. Arrival Ball Mastery
8mSet up: Each player with a ball, 15×15 yd grid.
How to run it: Players dribble freely. On 'Corner!', every player stops their ball on the nearest line and mimes the approach and delivery of a corner kick — three swings, focusing on the body shape of an inswinger. On 'Throw!', they mime a correct throw-in.
- ›Corner run-up: curved, not straight.
- ›Throw-in: both feet on the ground, ball released from behind the head.
- ›Correct technique must be automatic — practise the mime until it is.
Keep possession & switch the point of attackAttackerBallDefenderPassRun (off ball) 2. Dynamic Warm-Up
10mSet up: Corner kick delivery practice. Pairs at each corner flag, balls beside the flag.
How to run it: Player A delivers corners aiming for a cone target at the near post, six-yard box, and far post. Player B retrieves. Five deliveries each target, then swap. Focus on consistent delivery, not power.
- ›Near-post corners: bend toward the goal with the front foot.
- ›Far-post corners: slightly flatter and longer.
- ›Six-yard box: flighted to arrive at head height for a runner.
Dynamic warm-up & activation through the conesConeAttackerRun (off ball) 3. Technical Practice
15mSet up: Full goal with keeper. Corner-kick routine: two runners — near post and far post — one blocker in the box. Corner taker at the flag.
How to run it: Three-rep routine: both runners hold position until the corner taker raises a hand, then make simultaneous runs. Rotate roles every four reps. Progress: add two defenders who mark the runners.
- ›Timing: start your run as the taker's plant foot hits the ground.
- ›Near-post runner: pull away from your marker before re-engaging.
- ›Defender: stay goal-side — don't follow the dummy run.
4. Skill Game
15mSet up: 5v5 (+keeper) on a 40×30 yd pitch. Every out-of-play situation is restarted with either a corner or a throw-in — no goal kicks. This gives maximum set-piece practice in a game context.
How to run it: Normal game rules. Emphasise quick, practised set pieces. Coach awards a bonus point for any goal or chance created directly from a set piece.
- ›Quick throw-ins catch defenders unprepared — use them when possible.
- ›Corner routines: signal the delivery before taking it.
- ›Set pieces are free opportunities — take them seriously.
5. Small-Sided Game
17mSet up: 6v6 including keepers, 45×35 yd, two full goals.
How to run it: Free match. All restarts are live and fast. Coach counts the number of set pieces each team converts into a shot on goal and announces at the end.
- ›Every set piece is an opportunity — be ready to execute.
- ›Defending set pieces: communicate and mark early.
- ›Keepers: command the box on corner kicks.
Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot 6. Cool-Down & Review
5mSet up: Players near the corner flag, light stretching.
How to run it: Shoulder and wrist stretches (for throw-ins). Coach asks: 'When is a quick throw-in better than a slow one?' Collect answers. Close with the idea that set pieces give you a free moment in the game.
- ›Quick restarts catch teams transitioning — exploit that.
- ›Prepared set pieces create goals that require zero chance.