How it works
- Who starts
- Everyone at once: the reds dribble their ball and the blue defender (D) goes to win it.
- Who takes part
- All the children with a ball and one defender without a ball; the coach (E) counts the 90 seconds.
- What the ball does
- Each attacker dribbles it and, when the defender arrives, feints and takes it away the other way.
- How to score
- Each feint that avoids the tackle, 1 point.
- When it ends
- Each defender, after 90 seconds.
- How it restarts
- If the ball is won, the attacker fetches another ball and comes back in.
- How players rotate
- Every 90 seconds the coach names a new defender: in the drawing, D swaps with number 3, who becomes the defender, and D keeps their ball.
Number of players
6-15 players
Format
with ball vs 1 defender
Recommended
3 × 9 min
Rest 45s · High intensity
Space
Small-sided space
Space
20×20 m
Goal
Choose the moment of the feint: neither too far nor too close to the defender, and explode away.
Description
In a 20x20 area, everyone dribbles a ball except one defender. The defender tries to win balls. When they close in, the attacker has to do a feint (scissors or Matthews) to get away: each feint that avoids the tackle is a point. If the defender wins the ball, they kick it out of the square and the attacker goes to fetch another ball and comes back in. The defender changes every 90 seconds.
Step by step
- 1
The defender goes for number 5.
- 2
When the defender is two steps away, number 5 does the feint and sets off the other way.
- 2.1 Feint to one side.
- 2.2 Quick exit to the other.
Rules
The defender tackles with the foot. A feint that avoids the tackle is 1 point for the attacker. When a ball is won, the defender kicks it out and the attacker fetches another. The defender changes every 90 seconds.
Equipment
- 1 bib
- 1 ball per child
- Spare balls outside
Physical focus
Recommended times by goal
- Acceleration: 3 × 1'30" · rest 0'45" · High intensityOrientativo
Rotation and restart
Every 90 seconds the coach names a new defender: the defender keeps their ball and the one named becomes the defender.
Coaching points
- Feint when the defender is two steps away.
- After the feint, accelerate.
- Head up to see the defender.
Common mistakes
Feinting too far away so the defender doesn't buy it.
How to correct: Wait until they are close, two steps away.
Feinting and then standing still.
How to correct: The feint only works if you accelerate away afterwards.
Questions for the players
- “When do you do the feint so they can't win the ball?”
- “Which feint works best for you?”
Levels
- A · easyThe defender can only touch with the hand.
- B · standardAs described.
- C · advancedThe defender also dribbles a ball while trying to win one.
If you have fewer or more players
- With 3 fewer: 15x15 area.
- With 4 more: Two defenders.
- With odd numbers: It doesn't matter.
Age
Variations
- Set feint. The coach says which feint counts in each round.
- Gates. Cone gates: after the feint you have to go through one for it to count.