Playing WITH a Teammate!
Teamwork — reading where your teammate is
Objective: Players develop awareness of where a teammate is and begin making simple decisions to include them.
Outcomes
- ✓Players can identify a free teammate and move the ball toward them.
- ✓Players can call for the ball by name and show a hand signal.
- ✓Players experience the satisfaction of combining with a teammate to score.
Equipment
- 1 size-3 ball per player
- 24 flat cones
- 4 small pop-up goals
- 1 pinnie per player (4 colors)
Run of show
1. Arrival Free Play
5mSet up: 20x20 grid with balls everywhere. A 'friend zone' square (4x4 yards) marked in the middle with cones.
How to run it: Players arrive and dribble freely. When they enter the friend zone, they must give their ball to a friend already inside the zone and run out. If alone in the zone, they dribble out again. Playful, social, and chaotic — just how it should be.
- ›Friend zone creates organic ball-sharing moments.
- ›Celebrate any moment a player gives their ball to someone else.
- ›Keep the mood warm and welcoming — Q4 is a celebration quarter.
Free dribbling grid — every player a ballConeAttackerBallDribble (with ball) 2. Warm-Up Game — Shout and Receive
8mSet up: 20x20 grid. Groups of 3, two balls per group, players spaced in a triangle 5 yards apart.
How to run it: One player in the triangle has no ball. The two players with balls take turns passing to the player in the middle — but only when the middle player shouts their own name AND waves their hand at the same time. If they do not shout and wave, the passer keeps dribbling. Rotate the middle player every 30 seconds.
- ›Calling and signalling is as important as receiving — both get praised.
- ›Pairs with no middle player just practise giving and getting back.
- ›Energy and noise are encouraged — shouting names is the whole point.
Receive on the half-turn and play forwardNeutral / serverBallAttackerDefenderPassDribble (with ball) 3. Skill Theme Game — Three-Colour Sprint
12mSet up: Three teams of 3-4 players, each team a different pinnie colour. 20x20 grid with 6 small goals (2 per team colour).
How to run it: Each team can only score in their own colour goals. But here is the twist: to score, the ball must be passed by a teammate at least once — a solo dribble into goal does not count (just roll it back out). Players learn to find each other because they NEED to pass. Rotate goals after 3 minutes so teams defend new targets.
- ›The must-pass rule creates a real reason to look for a teammate.
- ›Praise any pass that leads to a goal attempt — outcome matters less.
- ›If a player is really stuck on dribbling, let them score solo too — inclusivity first.
Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot 4. Small-Sided Games — 3v3 Teammate Tag
15mSet up: Two 15x10 mini-pitches. Goals at each end.
How to run it: Play 3v3. New team rule: before shooting, a player must touch a teammate's shoulder (the 'tag') to signal the move. The tagged teammate runs to support. This is a silly physical version of combined play. Goals after the tag count double. Rotate teams every 4 minutes.
- ›The shoulder tag is a playful way to enforce communication.
- ›Celebrate the tag as much as the goal.
- ›No goalkeeper — maximum touches for everyone.
Receive the pass, attack the goal, finishKeeperNeutral / serverBallAttackerConePassRun (off ball)Shot 5. Cool-Down & High-Fives
5mSet up: Circle. Each player sits next to someone they passed to today.
How to run it: Coach asks: 'Who did you pass to today? Give them a high-five!' Then group high-ten: everyone puts both hands up and walks to the middle. Hearts Cheer.
- ›Naming the person you passed to deepens the social connection.
- ›The group high-ten is a joyful ritual — do it with energy.
- ›Remind parents: looking for a friend to pass to is the homework theme.