← Full season plan

Little Hearts · Block 2 · Dribbling & Running

Week 22

Two sessions this week · 90 total minutes

Session 145 min

Escape Artist

Escaping a chaser with burst and turn

Objective: Players learn to accelerate suddenly and change direction to escape a chaser.

Outcomes

  • Players can accelerate with the ball after a pause or slow dribble.
  • Players can combine a sharp turn with a burst of pace.
  • Players can choose a direction of escape based on where the chaser is.

Equipment

  • 1 ball per player
  • 8 cones
  • 4 pinnies

Run of show

  1. 1. Arrival Free Play

    5m

    Set up: Grid with balls. Two players are 'It' (pinnies). Others dribble.

    How to run it: It tries to tag players. If tagged, do a sole-stop and spin, then go again. Players naturally explore escape routes. Keep it very light — no real pressure yet.

    • Watch how players react — do they speed away or just run?
    • Praise anyone who changes direction under pressure.
    X123
    Press as a unit — pressure the ball, cut passing lanesDefenderBallAttackerRun (off ball)
  2. 2. Warm-Up Game: Freeze and Burst

    8m

    Set up: Everyone with a ball, dribbling freely.

    How to run it: Coach calls 'FREEZE!' — everyone stops dead. Coach calls 'BURST!' — everyone explodes forward as fast as possible for 5 steps. Repeat with different directions: 'BURST LEFT!', 'BURST AWAY!' (turn and go the way you came from).

    • First step matters — sharp, decisive push.
    • Ball stays close on the burst — not a huge kick.
    • The contrast: slow or still, then explosive.
    123
    Free dribbling grid — every player a ballConeAttackerBallDribble (with ball)
  3. 3. Skill Theme Game: Escape Routes

    12m

    Set up: Mark 4 coloured cones at each corner of the grid (different colours). Coach is the 'Giant' in the middle without a ball.

    How to run it: Players dribble freely. When the Giant walks toward them, players burst to a cone of the Giant's choice — but the Giant shouts the colour AFTER starting to walk, so players must read the Giant's direction first, then hear the colour. This builds spatial awareness.

    • Watch the Giant's body — not just their words.
    • Burst away in the opposite direction of the Giant.
    • When safe at the cone, celebrate with a little dance.
    123
    Free dribbling grid — every player a ballConeAttackerBallDribble (with ball)
  4. 4. Small-Sided Games: 3v3 Escape to Score

    15m

    Set up: Two 3v3 games. In each game, two 'escape zones' — flat cones making a 2-yard line — are on the side of the pitch. Teams also have a goal.

    How to run it: Play 3v3. Dribbling through an escape zone earns 1 point. Scoring in the goal earns 2 points. Escape zones reward players who burst past a defender.

    • Encourage players to use the escape zone even if the goal is available.
    • Defenders: pressure the ball — make the attacker decide.
    • Celebrate the burst as much as the goal.
    GKSA
    Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot
  5. 5. Cool-Down & High-Fives

    5m

    Set up: Seated circle.

    How to run it: Slow stretch: lean forward over legs, ball in hands. Take two big breaths. Then stand and do the 'escape pose': crouch low, look left, burst forward one step — freeze! High-five.

    • Physical cool-down after high-intensity session.
    • Pose reinforces the body shape of a burst.
🏠 Take-home challenge: Escape Artist at home: dribble slowly, then when a family member says 'GO!' burst away from them as fast as you can for 5 steps with the ball!
Session 245 min

Great Escape Festival

Escaping a chaser — festival

Objective: Players enjoy high-tempo chase games that cement burst-and-turn escaping skills.

Outcomes

  • Players can sustain dribbling while being actively chased.
  • Players can make quick escape decisions in real game situations.
  • Players can help a teammate by creating space to escape into.

Equipment

  • 1 ball per player
  • 8 cones
  • 6 pinnies

Run of show

  1. 1. Arrival Free Play

    5m

    Set up: Grid with balls.

    How to run it: Free dribble. Players earn a self-challenge point every time they do a burst-and-turn without a chaser — just practising for fun.

    • Encourage players to practise the burst spontaneously.
    • Self-directed practice — coaches watch and praise.
    123DSafe line
    Dribble safely across past the defender(s)AttackerBallDefenderDribble (with ball)
  2. 2. Warm-Up Game: Zombie Chase

    8m

    Set up: One player is a Zombie (no ball, slow walk only). Others dribble.

    How to run it: The Zombie walks slowly toward players. Players must escape using a burst-and-turn — but they can only go fast for 3 steps, then must slow down again (like a spy trying not to look suspicious). Two Zombies after 60 seconds.

    • Three burst steps: make them count — big push, sharp turn.
    • Slowing down after burst is hard but funny — enforce it.
    • Add Zombies until almost everyone is a Zombie (2 humans left).
    123DSafe line
    Dribble safely across past the defender(s)AttackerBallDefenderDribble (with ball)
  3. 3. Skill Theme Game: 2v2 Chase Tag

    12m

    Set up: Pairs of attackers vs pairs of defenders in 10x10 zones.

    How to run it: Attackers try to reach the end line with their ball. Defenders try to touch the attacker's shoulder. Attackers earn 1 point per successful crossing. Swap roles every 2 minutes.

    • Attackers: use your partner — one draws the defender, one bursts past.
    • Defenders: split and cover space, not just one player.
    • Celebrate successful escapes loudly.
    GKW911
    Get to the byline and deliver — attack near & far postKeeperAttackerBallDribble (with ball)PassRun (off ball)Shot
  4. 4. Small-Sided Games: 4v4 Escape and Attack

    15m

    Set up: One 4v4 game. Goals at each end.

    How to run it: Play 4v4. Announce 'ESCAPE RULE': if a player dribbles past a defender (any surface, any move), the whole team gets an extra free attack before the other team can defend — coach shouts 'FREE!' and one attacker runs unchallenged to goal.

    • This rule rewards bravery in 1v1 moments.
    • Defenders: be organised — the free attack is real!
    • Let the game flow — only intervene for safety.
    GKGK12312
    Small-sided game with goalkeepersKeeperAttackerBallDefenderPassDribble (with ball)Shot
  5. 5. Cool-Down & High-Fives

    5m

    Set up: Seated circle.

    How to run it: Each player does their best escape — mime it without a ball: slow, slow, BURST, turn, arms wide. Everyone applauds. High-fives and dismiss.

    • Physical expression reinforces motor memory.
    • Big ending energy.
🏠 Take-home challenge: Survival game at home: how long can you keep your ball from two family members trying to take it? Time yourself and try to beat your record!