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Session planner

Tell it how many players, how many minutes and what the session is for. It returns a timed sheet — warm-up, ball work, main part, game, cool-down — with groupings that fit your headcount, an animated board for every drill and a swap for every item.

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Focus (up to 3)
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Applies to rondos, possession groups, shooting queues and fixed team drills.

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Generated training session

Sample · Generated training session

This is a sample session — set your own squad below, or describe it in a sentence, and hit Generate session.

75 min · 14 players · 1 GK

Warm-up

0:00 – 9:00
  • Down and Back (8-min pre-training protocol)

    8 min

    Also called: dynamic warm-up · RAMP warm-up · two-cone warm-up

    everyone · 2 files

    2 cones 15–20 m apart, two files behind cone A. Work to B on the near side, return on the far side. Next pair leaves on the coach's call.

    3:30 · 2:30 · 2:00

    GKs: 1 outfield

    1. Part 1 Activation 3:30 — jog/backpedal, arm circles, butt kicks, inside/outside heel flicks, high knees, ankle walks, open & close the gate, lateral shuffle, carioca, heading simulation
    2. Part 2 Range 2:30 — toy soldiers, walking lunge + rotation, lateral lunge, reverse lunge + reach, leg swings 8+8, knee to chest + ankle roll
    3. Part 3 Speed 2:00 — single-leg hop & stick, bounding, foot fire → reactive sprint ×3, build-ups 60/80/95%

    Coaching points: Nobody stops moving · Static stretching goes to the cool-down · Last build-up is the bridge into the session

    123456123
    Scene 1/4
    Drill pattern · 3 steps. Use the player groups listed above.

    What the symbols mean

    • Blue: team A, usually the side with the ball
    • Red: team B, usually defending
    • Cone
    • Run without the ball (solid)
    • Yellow dashed: where this player moves next
    • Number: the order of the actions
    • Ringed player: working in this step. Faded: waiting

    Transition · 1 min

Ball warm-up

9:00 – 17:30
  • Circle serve & return (six surfaces)

    7.5 min

    Also called: circle drill · serve and return circle · first-touch circle

    1 stations × 14

    Half the group on a circle (centre circle or cones, ~20 m), each with a ball in the hands. The other half inside. Inside player runs to a server, server throws, player returns it: inside of the right foot, then inside of the left, outside of the foot, thigh, chest, header. Move to the next server. Swap inside/outside after a full lap.

    GKs: 1 outfield

    1. One surface per server, or all six with one server before moving on
    2. Server throws underarm to the surface asked for
    3. Return to the hands, then sprint to the next server

    Coaching points: Receive on the move — the run in is the point · Server: good throw or it doesn't count · Call the surface before the throw

    SSSSSSSSSS123456789101234
    Scene 1/5
    Drill pattern · 4 steps. Use the player groups listed above.

    What the symbols mean

    • Blue: team A, usually the side with the ball
    • Violet: server, joker or third team
    • Ball
    • Pass: the ball travels (dashed)
    • Run without the ball (solid)
    • Throw or lofted ball (dotted, open head)
    • Yellow dashed: where this player moves next
    • Number: the order of the actions
    • Ringed player: working in this step. Faded: waiting
    Watch on YouTube

    Transition · 1 min

Main part

17:30 – 34:00
  • Wall-pass circuit (four stations)

    10 min

    Also called: give-and-go circuit · one-two circuit · one-two

    2 stations × 7

    Four wall players spaced around a 25 × 25 m square (court: around the whole court), each beside a cone 'defender'. Runners start in a file with balls at one corner.

    GKs: 1 outfield

    1. Runner dribbles at the first cone, plays a one-two with wall 1, takes the return past the cone, carries to wall 2, and so on round the four stations.
    2. Finish with a shot into a goal (or through a gate) after wall 4. Next runner starts when the previous one passes wall 2.
    3. After 2 laps each, walls and runners swap.

    Coaching points: Same points as the pair drill: pass early, sprint on the pass, return into the path · Vary the wall side (left/right) at each station so both feet play · Keep the dribble speed — the circuit is about doing it tired

    WWWWR123456
    Scene 1/7
    Drill pattern · 6 steps. Use the player groups listed above.

    What the symbols mean

    • Blue: team A, usually the side with the ball
    • Ball
    • Cone
    • Pass: the ball travels (dashed)
    • Run without the ball (solid)
    • Dribble: run with the ball (wavy)
    • Yellow dashed: where this player moves next
    • Number: the order of the actions
    • Ringed player: working in this step. Faded: waiting

    Transition · 1 min

  • One-touch breakaways

    4.5 min

    Also called: breakaway finishing · through-ball finishing · run-in-behind finishing

    1 goals × 8 · rotate every 2 min

    Server at halfway, striker sprints from the wing; server plays into the space, striker finishes first time or one touch, GK live.

    GKs: 1 in goal

    1. Time the run — don't arrive early
    2. Finish across the keeper

    Coaching points: Quick ball from the GK hands starts the counter (Anton 2012)

    1SA123
    Scene 1/4
    Drill pattern · 3 steps. Use the player groups listed above.

    What the symbols mean

    • Blue: team A, usually the side with the ball
    • Violet: server, joker or third team
    • Goalkeeper
    • Ball
    • Goal
    • Pass: the ball travels (dashed)
    • Run without the ball (solid)
    • Shot (thick)
    • Yellow dashed: where this player moves next
    • Number: the order of the actions
    • Ringed player: working in this step. Faded: waiting

    Transition · 1 min

Tactics

34:00 – 44:30
  • End-zone game

    9.5 min

    Also called: end-zone possession · end-line game · touchdown game

    7v7

    Score by receiving a pass inside the opponent's end zone. Then play out the other way. No dribbling into the zone.

    GKs: 1 outfield

    1. Progress: only a third-man run may score
    2. Regress: the passer must be in the other half

    Coaching points: Receive facing forward — no point taking it towards your own goal (Anton's principle 5)

    12341234123
    Scene 1/4
    Drill pattern · 3 steps. Use the player groups listed above.

    What the symbols mean

    • Blue: team A, usually the side with the ball
    • Red: team B, usually defending
    • Ball
    • Cone
    • Flat marker
    • Pass: the ball travels (dashed)
    • Run without the ball (solid)
    • Yellow dashed: where this player moves next
    • Number: the order of the actions
    • Ringed player: working in this step. Faded: waiting

    Transition · 1 min

Team spirit

44:30 – 51:30
  • Keep-ups game (кича)

    6 min

    Also called: keepy-uppy circle · hacky sack · footbag circle

    2 stations × 7

    Circle of 5–8. Ball kept in the air; the one who lets it drop gets a letter or a forfeit. Max two touches.

    GKs: 1 outfield

    1. Head or chest to save = bonus
    2. Loser does 5 push-ups

    Coaching points: Play it in the first 5 minutes while stragglers arrive

    123456123
    Scene 1/4
    Drill pattern · 3 steps. Use the player groups listed above.

    What the symbols mean

    • Blue: team A, usually the side with the ball
    • Ball
    • Pass: the ball travels (dashed)
    • Number: the order of the actions
    • Ringed player: working in this step. Faded: waiting
    Watch on YouTube

    Transition · 1 min

Game

51:30 – 71:30
  • 1v1 Gate Dribbling

    10 min

    Also called: 1v1 gate dribbling · 1v1 through gates

    7 pairs

    Beating an opponent with a change of direction

    GKs: 1 outfield

    1. Attack the defender at pace — a slow approach lets him set his feet.
    2. Sell the feint with your whole body, not just the foot: shoulders and hips shift the defender.
    3. Explode through the gate the moment his weight goes the wrong way; the window lasts one step.
    4. Keep the ball on the far side of your body through the gate so a stretching leg cannot reach it.

    Coaching points: Score only through the two wider gates to force longer changes of direction. · Winner stays on for king-of-the-grid rounds.

    10412
    Scene 1/3
    Drill pattern · 2 steps. Use the player groups listed above.

    What the symbols mean

    • Blue: team A, usually the side with the ball
    • Red: team B, usually defending
    • Ball
    • Gate: two cones to dribble or pass through
    • Cone
    • Dribble: run with the ball (wavy)
    • Yellow dashed: where this player moves next
    • Number: the order of the actions

    Transition · 1 min

  • 1v1 to End Line

    8 min

    Also called: 1v1 to end line · 1v1 to the end line

    7 pairs

    Winning the individual duel

    GKs: 1 outfield

    1. Attack the defender's front foot — force him to turn before you accelerate.
    2. One feint, one decision: dance too long and the second defender in line resets the duel.
    3. Protect the ball with the far foot the instant the defender lunges.
    4. For the defender: stay low, side-on, and show the attacker one way only.

    Coaching points: Add a mini-goal on the end line to finish through. · The defender starts by passing the ball in, then closes — game-realistic engagement.

    11212
    Scene 1/3
    Drill pattern · 2 steps. Use the player groups listed above.

    What the symbols mean

    • Blue: team A, usually the side with the ball
    • Red: team B, usually defending
    • Ball
    • Cone
    • Dribble: run with the ball (wavy)
    • Yellow dashed: where this player moves next
    • Number: the order of the actions

    Transition · 1 min

Cool-down

71:30 – 75:00
  • Cool-down: jog and static holds

    3.5 min

    Also called: jog and stretch · warm-down · static stretching

    everyone · 2 files

    2 minutes easy jog, then 6 static holds × 20 s: calves, hamstrings, quads, hip flexors, adductors, glutes.

    GKs: 1 outfield

    1. Jog: nose breathing, heart rate down
    2. Holds: 20 s each side, no bouncing
    3. Coach reviews one thing that went well and one to fix

    Coaching points: Static stretching lives HERE — cool-down only, never before a match

    Easier: shorter holds, 10 s

    Caution: static stretch — cool-down only

    Key positions

How it works

Three inputs, one printable sheet

  1. 1

    Set the squad

    Players, goalkeepers, goals and minutes. Or type it: "14 players, 75 minutes, work on possession".

  2. 2

    Read the sheet

    Every block has a clock, every item a grouping that adds up to your headcount and a board you can play step by step.

  3. 3

    Swap and share

    Swap any item for its alternative, print a one-page card or copy a link that rebuilds exactly this session.

Questions

Session planner questions, answered

How does the planner pick exercises for my headcount?

Every exercise carries a grouping rule — rondo sizes, teams plus jokers, stations, queues per goal — and the planner only places items whose groups add up to your players with nobody left waiting beyond the limit you set.

Can I use it for a pre-match warm-up?

Yes. Choose Pre-match as the goal: the sheet becomes 12–30 minutes, keeps the ball in from the start and never includes an exercise marked as not suitable before a match.

What if I don't have goals or many balls?

Untick what you don't have. Items that need a full goal, mini goals or specific equipment leave the pool and the sheet is rebuilt from what is left.

Are the diagrams animated?

Yes. Field drills play on the same tactical board the EasyChamp club app uses, one step per scene, and body movements play as a pose strip. Print shows a filmstrip of the steps.

Is the session planner free? Do I need an account?

It is free and needs no account. Printing and the share link work as they are; an account only matters if you want to attach the plan to a training in the club app.

Run it live on EasyChamp: fixtures, scores and standings update themselves

Free plan, no card: round robin, group stages, single and double elimination, a public site for your league at your own easychamp.com address, and team registration with entry fees paid straight into your own Stripe account.

Soccer training session planner (free) | EasyChamp