Generated training session
Sample · Generated training session
75 min · 14 players · 1 GK
Warm-up
0:00 – 9:00Down and Back (8-min pre-training protocol)
8 minAlso 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
- 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
- Part 2 Range 2:30 — toy soldiers, walking lunge + rotation, lateral lunge, reverse lunge + reach, leg swings 8+8, knee to chest + ankle roll
- 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
Scene 1/4Drill 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 – 17:30Circle serve & return (six surfaces)
7.5 minAlso 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
- One surface per server, or all six with one server before moving on
- Server throws underarm to the surface asked for
- 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
Scene 1/5Drill 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
Transition · 1 min
Main part
17:30 – 34:00Wall-pass circuit (four stations)
10 minAlso 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
- 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.
- Finish with a shot into a goal (or through a gate) after wall 4. Next runner starts when the previous one passes wall 2.
- 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
Scene 1/7Drill 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 minAlso 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
- Time the run — don't arrive early
- Finish across the keeper
Coaching points: Quick ball from the GK hands starts the counter (Anton 2012)
Scene 1/4Drill 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 – 44:30End-zone game
9.5 minAlso 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
- Progress: only a third-man run may score
- 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)
Scene 1/4Drill 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 – 51:30Keep-ups game (кича)
6 minAlso 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
- Head or chest to save = bonus
- Loser does 5 push-ups
Coaching points: Play it in the first 5 minutes while stragglers arrive
Scene 1/4Drill 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
Transition · 1 min
Game
51:30 – 71:301v1 Gate Dribbling
10 minAlso called: 1v1 gate dribbling · 1v1 through gates
7 pairs
Beating an opponent with a change of direction
GKs: 1 outfield
- Attack the defender at pace — a slow approach lets him set his feet.
- Sell the feint with your whole body, not just the foot: shoulders and hips shift the defender.
- Explode through the gate the moment his weight goes the wrong way; the window lasts one step.
- 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.
Scene 1/3Drill 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 minAlso called: 1v1 to end line · 1v1 to the end line
7 pairs
Winning the individual duel
GKs: 1 outfield
- Attack the defender's front foot — force him to turn before you accelerate.
- One feint, one decision: dance too long and the second defender in line resets the duel.
- Protect the ball with the far foot the instant the defender lunges.
- 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.
Scene 1/3Drill 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 – 75:00Cool-down: jog and static holds
3.5 minAlso 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
- Jog: nose breathing, heart rate down
- Holds: 20 s each side, no bouncing
- 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