SOCCER FUN GAMES (NOW OVER 230!)

SOCCER FUN GAMES

NOW OVER 230 !!!

 © CoachingAmericanSoccer.com®

Here are over 230 soccer fun games for kids, intended to provide youth with an atmosphere of enjoyment and whimsy while learning skills and teamwork.

Many of these games can be introduced without using balls at first, either for ease of instruction or as a warm-up activity, and then balls can be added.  THE SOCCER FUN GAMES ARE NOW DIVIDED INTO THREE SECTIONS, for youngest to oldest age groups, and are still listed alphabetically by name within each section. 

These sections are:  U3/U4 and Older; U5/U6 and Older; and, U7/U9 and Older.  These groupings are not intended to be restrictive in any way – many older age groups still like to play games that are contained in the “younger” sections.  Similarly, games may be enjoyed by “much older” teams.  Games like the “Marbles” series, for example, are even fun in high school.

Most games are conducted in a confined space, or grid, the size of which is based on the age and number of participants, but is generally a rectangle 20-yards by 30-yards.  Some games may use circles while others may need somewhat larger spaces.  Most of these games require the use of coaching discs (disks), cones or “saucers” to delineate spaces.  Some games require the use “pinnies” (bibs, scrimmage vests) and portable “pop-up” goals.  Equipment beyond the grid is identified with each game.   (Soccer fun games are not the same as Small Sided Games or SSGs.  Small sided games usually consist of two teams with 7 or fewer participants, per team, playing against each other.  SSGs also tend to focus on tactics, while fun games for youth usually focus on skills.)

The majority of the SOCCER FUN GAMES listed below are designed to maximize the number of touches that all players can get on a ball, and to avoid lines.  As such, the emphasis is on dribbling – each player with a ball. (These games may also be used by parents and families at home or on playgrounds. They also are excellent for parties and soccer camps.)

Generally, SOCCER FUN GAMES are not considered to be “drills” in the traditional sense.  While a number of these games may be used as skill drills, most of the drills associated with the Instructional Soccer Program are included within each of the introductory sections for specific skills.  FUN GAMES ARE NOT A SUBSTITUTE FOR TEACHING SKILLS! See teaching Youth Soccer Skills.

IMPORTANT NOTES:

1.) Names given to these games are common, generic names, most of which have existed and been in use throughout the United States since 1972. Because of this, except where noted as the originator, no claim is made by Coaching American Soccer.com® to have invented or trademarked any of these names, or that they can be ascribed to a particular source. To do so would be to find that the name, and the game itself, is clearly associated with a specific entity as the indisputable originator. No such valid evidence has been found to date.

2.) Games are listed alphabetically by common name under three basic age groups. All games can be used with the next-older age groups. The groupings are not intended to be restrictive in any way.  Just like the introduction of skills, coaches are left to challenge their players with the highest level of these games that they can perform successfully.

3.) A number of the games suggest using the right or left foot, or moving in a right or left direction. Coaches need to ensure that very young players are being taught their right from their left before using these games.  Otherwise, coaches may just tell their players to “now use your other foot.”

4.) Coaches are challenged to dream up their own games.  Please send them in for possible inclusion on this site!  Use the “Contact Us” feature to make a submission.

5.) Names with Roman Numerals have precursor or follow-on games, sometimes in other sections.

U3/U4 AND OLDER

Busy Bees.  All players with ball dribbling.  The coach or another adult moves around within the grid, changing direction and speed.  Players are all to try to surround the adult and “sting” him by hitting his feet with the ball.  Adult movement is based on the age group.  For the youngest age groups, the adult should stop and allow himself to be “stung.”  The “bees” can be encouraged to “buzz.”  Essentially a precursor to “Hit the Adult.”

Catch the Giant.  All players with ball dribbling.  The coach or another adult moves around within the grid.  Players are to change direction to keep moving toward the adult. Changes of speed and direction by the adult are based on the age group.

Chase the Coach.  All players with ball.  The coach moves all around in the grid and the players dribble to try to catch and touch him with their balls.  The size of the grid and the “speed” at which the coach moves depends on the age of the players.  This is a precursor to “Follow the Leader.”  [A CoachingAmericanSoccer.com® original.] 

Cross the Bridge I{NEW!} Using two sets of cones, set up an hour-glass shape in the grid that looks like the outline of a bridge.  All players with ball.  Start all of the players, as a group, at one side of the bridge.  On ‘go,’ have all of the players dibble the ball, under control, across the “bridge.”  Instruct the players that, upon reaching the other end of the bridge, they are to dribble around to the outside and then go over the bridge again.  Repeat three times.  For a follow-on, see Cross the Bridge II.  [A CoachingAmericanSoccer.com® original.] 

Cross the Bridge Fun Game Set Up

Cross the Bridge Fun Game Set Up

Everybody Scores!  Set up two very large goals at each end of the grid using corner posts for the uprights and thin plastic (“Caution”) tape as the crossbars.  All players with ball.  Send players from one end to the other to score by dribbling the ball through the opposite goal.  When they score, direct them to dribble to the outside of a post and dribble back to score again at the other goal. (Variation:  Start half the players from each end and have them dribble through each other to get to the opposite goal.)  [A CoachingAmericanSoccer.com® original.]

Follow the Leader I.  All players with ball.  Establish pairs or trios, one player behind the other.  The player in front dribbles and makes moves.  The player or players behind keep up with and mimic the moves of the leader.  Rotate the first leader to the back after about one minute.  Repeat.  See “Follow the Leader II.”

Four Goals.  Place one small goal in the middle of each side of the grid. All players, with ball, start in the middle of the grid.  Players are to shoot and score at each goal in no particular order.  Variation:  Divide the team into four groups and have each group start from one of the corners or from behind one of the goals.

Forest I.  All players with ball.  Parents are asked to stand tightly-packed like “trees” in a forest.  (Parents are reminded that trees are stationary and don’t move.)  Players are asked to dribble among the trees.  [A Coaching American Soccer.com® original.] 

Free Dribble.  All players dribbling with ball any way they wish; avoid hitting each other; slowly tighten the size of the grid.

Freeze I.  All players run around without ball.  The coach calls “Freeze!” and all players are to stop in funny poses.  Let the players look around at their teammates.  Coach then calls, “Go,” “Unfreeze,” or “Thaw” to have the players resume running.  Repeat.  (Also known as “Crazy Kids.”)  Continue with Freeze II.

Freeze II.  All players with ball dribbling.  The coach calls “Freeze!” and all players are to stop the ball at their feet and assume funny poses.  Let the players look around at their teammates.  Coach then calls, “Go,” “Unfreeze,” or “Thaw” to have the players resume dribbling.  Repeat. 

Freeze Tag.  All players with ball except for designated “tagger.” Players dribble within the grid while avoiding the tagger. The tagger runs around and touches any players to freeze them. Players can unfreeze themselves by performing the “Irish Jig” (“Dance on the Ball,” “Toe Tappers,” “Step-Ups”) for ten touches or just counting to 10. Continue briefly and then switch taggers. (Variations: Taggers can also be dribblers. Can use two taggers. Can separate team into two groups.  Must remain frozen with sole-of-foot on ball.  Anyone going out of bounds must freeze.  A frozen player may spread their legs as a gate while holding their ball over their head – the player may be unfrozen when a teammate passes the ball through the gate, or use tick-tock (tic-tok – “Coerver base move.”)  Also known as “Ice Monster.

Giant in the Trees.  Coach is the giant working within a set of cones described as the trees of a forest.  All players with ball.  Players are to move from any part of the grid to another part of the grid by successfully dribbling through the trees without the giant kicking their ball away.  If the giant kicks the ball away, a player is to immediately run and collect it and try again. 

Hit the Cone I (Individual) – {NEW!}Spread the same number of cones as players around the grid as equidistantly as possible.   All players with ball, one at each cone.  Players are shown how to stand away from the cone and then kick the ball to hit it.  (The distance from the player to the cone is age- and skill-level dependent.)  Players are instructed to make sure that they are to accurately hit the cone and not to try to kick the ball hard or knock the cone over.  With each kick, players are to go to their ball and try to hit the cone again.  Use an instep kick, then switch to an inside-of-the-foot kick.  Switch feet.  For a follow-on, see Hit the Cone II.

Hit the Cone fun game for youth soccer.

Hit the Cone fun game. © CoachingAmericanSoccer.com®

Knock over the Cone I (Individual) – {NEW!} Spread the same number of cones as players around the grid as equidistantly as possible.   All players with ball, one at each cone.  Players are shown how to stand away from the cone and then kick the ball to kick the ball hard enough to knock the cone over.  (The distance from the player to the cone is age- and skill-level dependent.)  Players are instructed to make sure that they are to accurately hit the cone and to try to use only that power sufficient to knock the cone over.  If the cone has been knocked over, players are to set it upright.  Players are to retrieve their ball and try to knock the cone over again.  Use an instep kick, then switch to an inside-of-the-foot kick.  Switch feet. 

Name Game I.  Everyone sits in a circle; each child in turn to loudly state first name; after each, coach loudly repeats the name and says “Welcome” (name).

Penguins.   Demonstrate shuffling along like a penguin – arms to the sides, feet essentially together, stepping around six-inches at a time, changing directions.  Without balls, have all players shuffle around like penguins within the grid.  Add one ball per player.  All parents stand like trees in the grid.  On “go,” players are to dribble while shuffling around the grid like penguins.  On “stop,” players are to use the sole-of-the-foot to stop the ball.  Resume.  Remind players to change directions.   [A CoachingAmericanSoccer.com® original.] 

Red Light/Green Light I.  (Traditional.)  All players with ball. Players dribble anywhere within the grid and respond to the coach’s direction. With Green Light, players are to dribble at a slow pace. With Red Light, players are to stop the ball immediately with the sole of their foot and “make an airplane.”  Players can make car noises.  (Variation:  Let a player call out the colors.)

Scramble.   Using a circle – such as the center circle or created with discs – approximately 20-yards in diameter, place enough balls for each player in the middle.  Spread all players equally around the circumference of the circle.  On “go,” players are to sprint to the middle, collect any ball, and dribble back to their starting positions.  There, they are to stop the ball and turn around to face the center.  Upon another “go,” players are to dribble to the center, stop all the balls together in the middle and sprint back to their starting positions.  Repeat.  [A CoachingAmericanSoccer.com® original.] 

Trees.  All players with ball.  All parents stand like trees in the grid.  Players are to touch the “trunks” of the trees (parents’ feet) with the ball, moving from one to the next.  This can morph into “Gates.”  [A CoachingAmericanSoccer.com® original.] 

Trick or Treat I.  All players with ball dribbling.  Minimum of four parents holding at least 10 disks or small pieces of colored paper each, spread equally around the grid.  Players are to dribble around within the grid, changing direction, go up to each adult, stop their ball, and say, “Trick or Treat!”  Players may only be given one disk or piece of paper as a “treat” at any one visit to an adult.  The size of the grid may have to be reduced for younger players.  Players should not group in front of an adult; players may be informed by the coach to go quickly to other adults who don’t have any players with them.  Adults are to raise their hand and keep them raised when they are out of “treats.” After all the adults have their hands raised, players may stop and count their “treats” to see who got the most “candy.”  Collect and redistribute the disks or pieces of paper to the adults and repeat.  Variation:  With permission of the parents obtained in advance, give the players large paper cups to carry while they dribble and give the adults real pieces of small candy. (Great fun at the last practice right before Halloween.  Have enough treats in reserve to make sure all players get equal amounts at the end.) 

Tunnel I.  Using parents only for young players, set up all around the grid with legs spread.  All players with ball.  Parents are to be set far enough apart so that players are able to dribble (kick) the ball through the parents’ legs, crawl beneath/through the parent’s legs, stand up, collect the ball and repeat for each parent sequentially.  (Variation:  Require “inside of the right foot only” or “inside of the left foot” only.)   [A CoachingAmericanSoccer.com® original.] 

Volcanos.  Place a large number of cones randomly within the grid, but far enough apart from each other to be able to dribble around and between them.  These are the “volcanos.”  (They even look like volcanos.)  All players dribbling with ball are to try to get from one side of the grid to the other without hitting a volcano.  For young players, hitting a cone can cause the volcano to “erupt” and “spew lava.”

Walk the Dog.  All players with ball.  Players are asked to dribble with one arm out like they are holding a leash and the ball is their dog.  They are then asked to keep they arms pointed in the direction of the ball as they dribble.  The players may be asked to use only their right arm and dribble only with their right foot.  They may then be asked to use only their left arm and dribble only with their left foot.  [A CoachingAmericanSoccer.com® original.] 

Zombies I.  Parents walk around the grid like slow, crazed zombies (arms outstretched and asking for “brains”).  All players with ball.  Players dribble among the zombies, making sure to never come in contact with one.  [Great for a practice before Halloween.]  (May be combined with “Halloween” and “Unicorn.”)  See Zombies II.

U5/U6 AND OLDER

Ball Tag. All players with ball. Instead of touching other players with their hands, dribblers must touch other players’ feet or lower legs with their ball. Count touches during a timeframe. (Variation: Only certain players or coaches may be touched.)

Blob I. Two players, without ball, holding hands, start as “the blob.” All other players with ball. Players dribble away from the blob. When a ball is kicked away by the blob, the player must leave his ball and join hands with the blob. Last player with ball “wins.”  Variation:  Start with one player.  (Also known as “Spider Web.”)

Body Parts I.  All players with ball. Players dribble until directed to stop the ball with a particular body part, upon the coach’s command. For example, when the coach yells “knee,” the players are to all stop the ball with their knee and then, upon the coach’s command, resume dribbling.  Other examples include the sole of the foot, ankle, shin, thigh, chest, stomach (“tummy”), arm, head, shoulder, elbow, and the rear end (sit or butt). Command “right” or “left” parts as appropriate.  Option – stop ball with foot, then place body part on.

Can You? I.  After players have become sufficiently aware of the names of ball skills or activities, and can perform them properly, the Coach asks “Can you (do xyx)?  For example, the Coach asks, “Can you dribble four touches and then stop the ball with the sole of your foot?”  Without demonstrating, the Coach then says, “Let’s do it!”  There are an almost endless number of skills or activities that can be performed.  Variation:  Without ball.  Example, “Can you hop like a frog?”

Circle I.  Lay out a circle with disks from ten to twenty yards in circumference, based on age and leg strength. Distribute five or more cones near the middle of the circle. Establish approximately six players, each with balls, around the circle. The objective is to kick balls into the circle to knock down or hit the cones. Players receive balls on the opposite side and continue to kick until all the cones have been knocked over. Players may enter the circle to retrieve balls, but must not allow themselves to be hit.

Cross the Bridge II{NEW!}Using two sets of cones, set up an hour-glass shape in the grid that looks like the outline of a bridge.  All players with ball.  Start all of the players, as a group, at one side of the bridge.  On ‘go,’ have all of the players dibble the ball, under control, across the “bridge.”  Instruct the players that, upon reaching the other end of the bridge, they are to turn around and go back across the bridge the other way.  Tell the players they are to cross the bridge four times, twice in each direction.  Cross the Bridge I may be used as a precursor.  [A CoachingAmericanSoccer.com® original.] 

Dribble Score!  All players with ball on one end of the grid.  On “go,” players dribble to the other side of the grid and score at goal(s) made of cones (or pop-ups with no nets).  Players then dig their ball out and return dribble to score at pop-up goal(s) set out where they started.  Must dribble straight and direct.  Variation:  Two groups, one from each end, must go around each other to get to the other side.

Dribble Snake.  Everyone with ball follows the leader in a line anywhere the leader goes inside the grid. Leader breaks off upon request of the coach and dribbles to the back of the line, establishing the next player in line as the leader. This can be done until everyone leads. Players must understand that, when they are the leader, they must make a number of turns, including even going in a circle around the line.   Coach may have to start at the head of the line to demonstrate; can blow a whistle to get the players to change leaders or simply command, “Next.”  Options:  a.) The player at the back can move to the front to be leader.  After players understand to look up to see where the line is going, leaders can go through/around goals/goalposts, change the pace from fast/slow or slow/fast, can add surprises such as stopping the ball or jumping over the ball; b.) Players can all hold on to a long rope.  (If you try this, there should be a good distance between each player and players should all hold the rope in the same hand.) (Precursor is “Follow the Leader.”)  

Egg Hunt. Use discs or a pop-up goal to define one “basket” in a corner of the grid. This activity requires more balls than players. (The more balls the better. This may be done by using extra balls from the coach or by dividing the team in half.) Spread the balls around the grid. Line the (first set of) players up on one end of the grid. The object is for the players to collect all the balls (eggs) and dribble them into the basket as quickly as possible and return to the starting line. Everyone is on the same team; no one is to take a ball away from a teammate. The event can be timed against themselves or against the other group(s). (Also see “Eggs in the Basket.”)

Follow the Leader II.   All players with ball.  Establish pairs or trios, one player behind the other.  The player in front dribbles and moves around the grid. The player or players behind keep up with the leader.  Rotate the first leader to the back after about one minute.  Repeat.  Variation:  The leader makes moves that the followers are to imitate.  Option:  Coach calls out moves for the leaders to make (e.g., left, right, fast, slow). This is a precursor to Dribble Snake

Forest II.  All players with ball.  Many cones are spread around as the forest. Place multiple collapsible goals on one side.  Players start on the side opposite the goals.  Dribble around and past the cones to score.

Gates I. Split the team in half, one half with ball and one without. The group without a ball is to spread out randomly within the grid and stand with their legs spread a little more than shoulder-width apart. These are the “gates.” Each player, with a ball, dribbles around the grid trying to put their ball through as many “gates” as possible. Time the event for two minutes. Players should count the number of gates they split. The teams then switch roles. “Score” may be kept by individuals or teams.  (Variation:  For younger players, use parents for the “gates” and have all players with ball.)  (See “Tunnel” for another variation.)

Hit the Adult.  All players with ball. Divide the team into at least two groups assigned to a coach or a parent volunteer. Ensure that the groups are spaced away from each other (two grids). Players start by facing the coach, assistant coach or parent, who should be about 10 feet away. On command, the coach and the parent(s) move away from the players, who are to dribble and chase and try to hit the adult with the ball by shooting at them. Players can count a point for each hit. Even with a hit, players collect their ball and continue. This can be a timed event. Adults cannot jump to avoid getting hit.  The balls must all stay on the ground.  Coaches should adjust their escapes due to the age group, allowing themselves to be hit more often at younger ages.  Variations:  Dribble up to and turn at the adult; kick only with a designated foot, right or left, inside of a foot, instep drive, pass or shot. (Follow-on: Hit the Teammate.)

Hit the Cone II (Partners) – {NEW!}Spread the same number of cones as pairs of players around the grid as equidistantly as possible.   Two players with one ball, a pair at each cone.  Players are shown how to stand away from the cone and then kick the ball to hit it.  (The distance from the players to the cone is age- and skill-level dependent.)  Players are instructed to make sure that they are to accurately hit the cone and not to try to kick the ball hard or knock the cone over.  Players alternate kicking.  With each kick, the partner is to go to the ball and try to hit the cone.  Use an instep kick, then switch to an inside-of-the-foot kick.  Switch feet.  Have players move progressively farther away from the cone.  For a precursor, see Hit the Cone I.

I Can’t See You.   At least two small goals are set at the far end-line of the grid.  All players with ball start at the near end-line of the grid.  The coach stands about five-yards ahead of the team. Similar to Red Light/Green Light, players are instructed that they may only dribble forward when the coach turns his or her back and yells, “I can’t see you!”  They are further instructed that they must stop immediately with their ball under control when the coach turns to face them and yells, “I can see you!”  When they reach the far end of the grid, players are to shoot and score.  The coach generally stays about five-yards ahead with each stop-and-go iteration, until the last “I can’t see you!” sequence allows players to go to the goals.

I Touch, You Touch.   All players place their balls in a stationary position around the grid, including the coach.  All players and the coach start moving around the grid.  The players must watch the coach.  When the coach moves to his or her ball and puts their foot on top of it, the players must immediately sprint to their balls and do the same.  When the coach starts to move around the grid again, so must the players.  Variations:  Increase the pace of the movement around the grid; Let players alternate in the “coach” position.

Ice Cream Cones.  Each player will need two balls and one cone.  If there are not enough balls, the team will have to be split in half.  Players are to place one ball in the large end of an inverted cone and hold the cone with one or both hands, depending on the age of the player.  The players are to dribble in the grid while holding their “ice cream cones” without letting the “ice cream” (ball) drop to the ground.  Switch for the other players, if necessary.  Ask children which flavor ice cream they have.  (This is a good game to use to collect cones and balls.)  [A CoachingAmericanSoccer.com® original.]

“Ice Cream Cones” Fun Soccer Game
(c) CoachingAmericanSoccer.com®

Keep Your Yard Clean.  (See “Not in My Yard.”)

Knock over the Cone II (Partners) – {NEW!}  Spread cones, equal to half the number of players, around the grid as equidistantly as possible.   Two players with one ball, each pair at a cone.  Players are shown how to stand away from the cone and then kick the ball hard enough to knock the cone over.  (The distance from the player to the cone is age- and skill-level dependent.)  Players are instructed to make sure that they are to accurately hit the cone and to try to use only that power sufficient to knock the cone over.  Players alternate kicking.  If the cone has been knocked over, the player who knocks it over is to set it upright.  Partners are to retrieve the ball if it misses and take their turn to try to knock the cone over.  Use an instep kick, then switch to an inside-of-the-foot kick.  Switch feet.  Have players move progressively farther away from the cone.  (See Marbles I as a possible follow-on.)

Moving Goals (“Moving Target”).  All players with ball. Two parents or coaches acting as “goalposts” carry a “pool noodle” (or a piece of rope or shirts tied together) as their “crossbar” and walk around in the grid as a moving goal. Players must shoot the ball between them and under the “crossbar” to score. Players may score from either direction.  (Thin plastic (“Caution”) tape may be used instead of rope.  If rope or tape is unavailable, the adults may hold hands at arm’s length.)  Option:  Kids can hold the “crossbar” if parents are unavailable.

Name Game II.  All players with balls, slow dribbling within the grid.  Each player is to seek out each other player and, in turn, touch their balls together and repeat their names to each other.  (“I’m John.”)

Name Game III.  Everyone sits in a circle.  Coach instructs each child in turn to loudly state their name; after each one, all children then yell, “Go, (name)!”

Name Game IV.  Children sit in a circle.  Coach points to each child in turn, and the whole Team loudly announces, “Go (name)!”

Name Game V.  Circle of dots (flat, round, colored, flexible coaching pads).  Everyone has to remember their color.  Sit.  Dribble out, dribble back; each introduces themselves in turn.  Coach repeats name; everyone then says, “Hi, (name)!” repeat until all players are accommodated.

Name Game VI.  All players with balls, slow dribbling within the grid.  Each player is to seek out each other player and, in turn, touch their balls together and say the name of the other person to each other.  (“Hi there, Amber.”)

Noodles.  Pairs with balls, each player holding one end of a swim “noodle.”  Players are to always keep holding on to their end of the noodle. Options: a.) without ball; b.) one player dribbling, then the other player dribbling; c.) both players dribbling. [A CoachingAmericanSoccer.com® original.]

Not in My Yard.  Set up a “fence” of cones or discs dividing the grid in half in order to establish two “yards.” All players with ball. Divide the team into two equal groups and place each group in a yard. This is a timed event. Upon command, players are to kick their ball into the other team’s yard. The objective is to keep each yard free of balls. Parents should be used around the perimeter of the grid to keep the balls in play. At the end of time, the group with the least number of balls in their yard wins. (Variations: As players kicks get stronger, the fence can be modified with a second set of parallel cones or discs to create a “no player zone,” and the size of the yards increased.  Right foot only.  Left foot only.  Throw-in-style throws.)  Also known as “Keep Your Yard Clean.”

Obstacles I.  Place everything available, cones, bags, discs, extra balls, pinnies, chairs, coolers, etc., from one sideline to the other sideline in the narrow middle of a small grid.  Ensure that there is just enough space to be able to dribble between and among all of the obstacles.  Place all players, each with their ball, spread out on one end-line.  Upon command, all players are to dribble through the obstacles, without touching any of them, to get to the opposite end-line. Return.  Option:  Add goals and score at each end.  Variation:  Place all obstacles within a small circle and dribble within the circle.  [A CoachingAmericanSoccer.com® original.]

Octopus.   All players with ball, dribbling within the grid.  Similar to the Freeze Tag games, the coach, holding one end of a “pool noodle” in each hand, swings their “tentacles” around gently as they walk among the team.  All players dribble around the grid to avoid getting struck by a tentacle.  Players who are struck have to freeze and do ten toe-taps (or tick-tock, or similar exercise) in order to free themselves and continue.  Coaches may start slowly, but need to actually contact some players with their tentacles.  Variations:  Frozen players must stay frozen until only one player is left; Add another coach Octopus; Pick up the pace of the Octopus; Let a player(s) be the Octopus.

Popcorn.  All players with ball dribbling.  On a call of “Popcorn” from the coach, everyone falls down to the ground and gets up as fast as possible and resumes dribbling.  Players are to be reminded that when they go down to the ground, they are to “forget about the ball,” get up immediately, then find the ball and resume dribbling.  (For a variation, see Ring-Around-the-Rosies.)

Racetrack.  Place the largest oval you can fit in the grid with discs on the straight-aways and cones on the corners. (These outline the “inside” of the race track.  There is no need to outline the “outside,” but you can if you wish. You may get a larger oval by placing it on a diagonal within the grid.)  Establish a “Start/Finish Line” with discs, midway on one of the straights.  This is a fast-dribbling race, with speed-dribbling on the straight-aways and control-dribbling on the corners. Divide the team into two “heats.”  You may wish to put all the speedsters in one heat and the more “deliberate” dribblers in the other heat.  All players with ball, one heat at a time.  All players must keep the ball on the course and within playing distance.  You have many options:  1.) Counter-clock-wise, inside-of-right-foot on turns.  2.) Clock-wise, outside-of-right-foot on turns.  3.) Counter-clock-wise, outside-of-left-foot on turns.  4.) Clock-wise, outside-of-right-foot on turns.  5.) You may determine how many “laps” are to be taken with different heats.  Line up a heat, say “go,” count laps, declare winner, line up next heat, repeat; change options; repeat.  (Also known as Indy-500, Racecars, or Race Car Oval.)  [A CoachingAmericanSoccer.com® original.]

Red Light/Green Light II.  All players with ball. Line the players up on one side of the square. On “green light,” players dribble as straight as possible toward the opposite side. On “red light,’ they must stop. First player to other side “wins.” Players must be cautioned that they must dribble properly; no kicking and running to the ball is allowed.  (Variation:  Let a player call out the colors.)

Red Light, Yellow Light, Green Light.  All players with ball. Similar to “Red Light, Green Light,” players start in a red-light position with the ball stopped at their feet. With Green Light, players are to dribble at a fast pace. With Yellow Light, players are to dribble at a slow pace. (Variation:  Let a player call out the colors.) [A CoachingAmericanSoccer.com® original.]

Relay Race I. Traditional race among teams between two sets of cones or disks. Can set up against parents or intermix parents and kids. Variation:  Add obstacles.  (See “Dribbling Relay.”)

Retrieve I.  Each player with ball. Preferably one coach or parent per player (groups of two or three may be required). The coach or parent “bowls” the ball into the grid and each player runs to the ball, gets in under control, turns, and dribbles back to the coach. Turns may include running around the ball, using the inside of the foot, or performing a “pull-back” move.  Repeat.  (See Retrieve II, Fetch I, Fetch II, and Fetch III as follow-ons.)

Retrieve II.  Each player with ball spaced equally around a large circle of discs or cones. Preferably one coach or parent per player (groups of two or three may be required). Simultaneously, the coaches or parents “bowl” the ball into the center of the circle and each player runs to their own ball, gets in under control, turns, and dribbles back to their respective coach or parent. Players are to be told, and then reminded to watch for their own ball.  Repeat.  (See Retrieve I as a precursor.  See Fetch I, Fetch II, and Fetch III as follow-ons.)

Ring-Around-the-Rosies.  Players all dribble while singing the American version of the playground song.  Upon singing, “…all fall down,” everyone falls down to the ground and gets up as fast as possible and resumes dribbling.  (For a variation, see Popcorn.)

Run with Your Dog.  An extension of “Walk the Dog,” this game needs a large open space.  Start with “Walk the Dog”-dribbling then, upon command, “He sees a squirrel!” players are to run with the ball (speed dribble) while still keeping a hand out “holding the leash” and keeping the ball as close as possible.  Change hands and feet.  [A CoachingAmericanSoccer.com® original.]

Sharks and Minnows I.  (Traditional version.)  All players with ball except one (or two).  Players with the ball are the “minnows.”  The player(s) without the ball is the first “shark.”  The shark tries to kick the balls outside of the grid.  At first, if a ball is kicked out, players may retrieve their ball, return to the grid, and continue.  On the second iteration, players who have their ball kicked out become additional sharks.”  Variation:  Players who have their balls kicked out must stay out.  Also known as “Shark Attack.”  (Further, see “Knockout.”)

Simon Says.  All players with ball.  Same as regular “Simon Says,” but with dribbling commands “Simon says, Stop,” versus, “Stop.”  No one is ever to go “out;” coach simply says, “Uh, oh, Simon didn’t say…”  Commands may include, stop, go, fast, slow, right foot, left foot, turn.

Stop, Drop, and Roll.    All players with ball dribbling around in the grid.  When the coach yells, “Stop!,” all players are to stop their balls with the sole of one foot, perform a forward roll, get up and resume dribbling.  Variations:  Side roll; Frog jump; Kangaroo jump. 

Stop, Hop, and Go.    All players with ball dribbling around in the grid.  When the coach yells, “Stop!,” all players are to stop their balls with the sole of one foot, put their foot back down on the ground, and then hop over their ball.  After they have hopped over their ball, they must turn around to face their ball and resume dribbling.

Stuck in the Mud  II.    All players with ball, dribbling within the grid.  When the coach yells, “You’re Stuck!”, players must stop the ball with the sole of one foot.  When the coach yells, “Get out of the Mud!”, players must place the toe of one foot under the ball and try to lift the ball up and out of an imaginary mud puddle.  They then resume dribbling.  Variations:  Alternate feet; Pick up the pace.

Stuck in the Mud  III.    Coach sets up at least three triangles of discs in the grid, representing “mud puddles.”  One player is designated as a tagger.  All players with ball, dribbling within the grid.  Players can go into a mud puddle to avoid being tagged.  Players who go into a puddle must stop the ball with the sole of one foot, do ten quick toe-taps, and then get out by placing the toe of one foot under the ball and flick it outside of the imaginary mud puddle.  Players who are tagged must stop and do ten tick-tocks. They then resume dribbling.  Variations:  Alternate feet; Pick up the pace.

Tag.  All players with ball. Players must always dribble their ball within playing distance. Players are to keep count of how many other players they tag with their hand within a certain timeframe.  No one is permitted to go outside the grid.  Options – decrease the size of the grid; allow players to leave and return to their balls.

Trick or Treat II – See Trick or Treat I.  Modification for older group – each player carries an inverted field cone as their trick-or-treat “bag.”

Turns I.  (Turns, Turns, Turns)  All players with ball, dribbling.  Upon command of “Turn,” all players use whatever turn they can execute to go in the opposite direction.

Turtle.   All players with ball.  Clasp both hands together behind the back, like a “shell.” Slowly dribble like a slow turtle.  Variation:  Add obstacles.

Unicorn.  Show the players a picture of a unicorn.  All players are given a small field cone to hold to their forehead (with both hands) as the horn of a unicorn.  All players with ball.   On “go,” all players free dribble around the grid.  (Can also use a Triceratops or a Rhinoceros.)  (May be combined with “Trick or Treat I,” and “Zombies I.”)  [A CoachingAmericanSoccer.com® original.] 

Unicorn Fun Game
©CoachingAmericanSoccer.com®

Zombies II.   All players with ball moving around grid.  Players dribble with hands out in front like Zombies and call for “brains.”  (Great at Halloween.)

U7/U9 AND OLDER

A-Frames.  Players in pairs matched by similar height, as best as possible.  Players run side-by-side leaning into each other at the shoulders and arms. Players switch sides and repeat.  Add a ball for one player to dribble – the other player is not to try to take the ball away.  Players switch dribbler and repeat.  Players switch sides with a dribbler and repeat.

 Alphabet.   All players dribbling with ball. Upon command, have players roll the ball with the sole of the foot to “draw” the capital letter named by the coach.  This can be used to draw four letters each practice in alphabetical order.  Perform first with the right foot, resume dribbling, then with the left foot.  Variation:  Use lower-case letters.  (See “Write Your Name.”)

Arcade.  Establish two concentric circles with flat discs.  In the center circle place balls on top of a number of cones or saucers.  Players with balls are set beyond the outer circle.  Players are to use the instep drive to try to kick the balls off the cones or saucers.  The kicks should be hard enough so that, if they miss, the ball will make it to a player on the other side of the outer circle.  After a sufficient number of attempts, re-set the balls in the center circle and repeat.

Ball Master.  Coach throws one or more balls into the grid in different directions and gives commands to bring the ball back or take it to a designated area. Repeat with players working in pairs.

Ball Maze.   Coach sets up one or two small goals at each end of the grid.  Players spread their balls out within the grid and then gather around the coach at the middle of one sideline.  When the coach yells, “Go!” the players each sprint to their own ball and then dribble to score at the goal farthest away from where their ball was located.

Blob II. Two pairs of players without ball, holding hands, start as blobs. All other players with ball. Players dribble to avoid being tagged by a blob. If tagged, they must put their ball away and join the blob. Either blob must split into two pairs of two when it reaches four players. Last player with ball “wins.”  Variation:  Start with two separate players.

Body Parts II. All players with ball. The coach establishes a number for each body part to be used to stop the ball. Examples: 1 – right foot; 2 – left foot; 3 – rear end (sit); 4 – elbow; 5 – ear.  All players dribble. When the coach calls out a number, the players must stop the ball with the associated body part. Start with a limited set of numbers and then build up. Players may be allowed to yell out the body part when the number is announced.

Bomber.  (See “Pirate.“)  A single player who is “it” has a ball and is allowed to throw or roll it at another player’s ball in order to hit it out or just hit it.  Timed.  Use a number of balls set aside for the bomber.  Count hits.  Alternate players.  (Generally, a higher-age-level activity.)

Bowling. Set up cones as pins and have players kick their ball toward the pins to see how many they can knock over.

Bulldog.  All players with ball, except two.  The players with balls line up on one end of the grid and, upon receiving a signal to “go,” try to dribble to the far end.  The two players without balls are the “bulldogs,” start on their side of the grid and then try to kick any ball out of the grid. (Variations:  No balls – the “bulldogs” are instructed to just get in the way – no contact; one bulldog or three bulldogs, depending on the size of the grid and the number of players involved.)

Bump the Car.  Set up a “repair shop” with cones outside the grid.  All players with ball.  As many coaches and parents (or older siblings) as are available also with ball.  All balls are to be called “cars.”  Players are to try to “bump” into an adult’s (or siblings) car with their car by dribbling or passing their ball into it.  Adults who have their ball bumped must take their car to the repair shop to get it “fixed.”  Any adult going to the repair shop must count to 20 and then may return to the grid.

Can You?  II.  Same as “Can You? I“, but each player, in turn, gets to make up the skill or activity to be performed.

Capture the Balls.  Set up two to four “nests” or “home bases” designated by disks or cones. Divide players into the same number of teams. Place all teams in a nest. Place all balls in the middle of the grid equidistant from the nests. Upon command, players are to retrieve balls one-at-a-time and dribble them back to their nests. Players may steal balls from the other nests! Players may not foul or lie on top of the balls. After a brief timeframe, count the number of balls in each nest.

Cat and Mice  Set up two “end zones.” All players, but one, have balls and start in one end zone.  These are the “mice.”  The player without the ball is in the middle.  This player is the “cat.”   Upon “go,” the mice are to dribble from one end zone to the other end zone without being caught by the cat.  Repeat the trips back-and-forth from end zone to end zone.  Each mouse that has their ball stopped, taken, or kicked out becomes another cat until one mouse is left.  Cats are not allowed to enter the end zones.

Cattle Grazing.  All players with ball. Down on hands and knees, all players move their ball around only with their heads.

Circle II. Lay out a circle with cones as in “Circle I” above, but use fewer cones to create passing lanes.  Players are to pass to teammates on the other side of the circle without hitting the cones.

Circle Dribble Race.   This game is similar to the childhood circle race where all children are first standing and then each, in turn, runs around the perimeter of the circle, passes a baton, and then sits down.  Set up a large circle marked by disks.  All players have a ball and are set in pairs with each pair standing equidistantly around the circle.  All players will dribble at fastest speed around the circle.  Coach must clearly demonstrate the proper direction.  Pairs must decide which player is going first.  Upon command, all “first” players dribble around the circle as fast as they can.  When each player gets back to their starting position, they sit down.  Only after the first player of each pair is sitting, may the “second” player go.  Upon their return, each “second” player must immediately sit down next to their partner.  First pair to be seated “wins.”  Variations:  The direction to be run and the types of dribbling to be used (e.g., no restriction, right-foot only, left-foot only, inside of right or left, outside of right or left, instep).  Change partners.

Coach Freeze Tag. All players with ball dribbling in the grid. When tagged by the coach, players freeze with their legs apart and hold their ball above their head. Players who are dribbling are instructed to look for frozen players.  Frozen players can resume dribbling when a teammate passes a ball between their legs.  (Variation:  Unfreeze by counting to an established number.)  (See “Gates” as a possible precursor game.)

Collect the Treasure.  Set up a small circle of cones in the middle of the grid.  Scatter at least 48 discs within the circle.  The discs are the “treasure.”  Place one cone at each of the four corners of the grid.  These are the “pirate ships.”  Identify four sets of three players each, all with balls, to be the “pirate crews” at each of the four ships.  Upon command, one player from each ship is to dribble as fast as possible, but with the ball under control, into the circle, pick up a disc with their hands, and carry the disc while dribbling back to their ship.  The instant they drop their disc at the ship, the next pirate on their team goes for the next disc.  Play ends when all discs have been retrieved.  Each team counts their discs.  Pirates with the most treasure win.  Players are to cheer for their team.  Vary the players on each team for subsequent rounds.  (Modify according to the number of players on the squad in order to make the teams equal.  Add parents or assistants as needed.)

Color Corners.   Place a semi-circle of discs or cones outside of each of the four corners of the grid.  Each set of the cones or discs should be of matching colors, such as orange, blue, yellow, red, green or white.  Each player with a ball.  Start by free dribbling, then call out a color.  All players are to dribble into the matching semi-circle.  Direct players to keep from contacting other players or their balls. Once all players reach the correct semi-circle, call out “Return.” (If you don’t have colored discs, use cones and tape a piece of colored construction paper to them.  As an alternative, tape a piece of paper to each cone with numbers 1-to-4.  Note that really young players are more likely to know their colors as opposed to numbers.)  (Also known as Four Corners.) 

Cone Dribble.  Coach places cones around the perimeter of the grid.  All players with ball dribbling within the grid.  Upon command, players dribble to a cone, go around the cone, and return to free dribble inside the grid.  Variations: perform the exercise as fast as possible; must go to a cone as far away as possible.

Cone Heads.  All players with ball.  Hold cone to the top of the head with both hands, like a hat with the point up, while dribbling.  Variation:  Add obstacles.

Cone Soccer I. All players in pairs. One ball per pair. Each player has one cone or disc for a goal. Play one player against the other player – offense and defense – for a limited time, then switch the ball.  Later, switch players around so that no one player sees the same opponent twice.

Cone Soccer II. All players in pairs. Each player has a ball. Each player has one cone or disc for a goal. Each player is to try to score at the other player’s cone while trying to defend their own cone.  Play pairs for a limited time, then switch players around so that no one player sees the same opponent twice.

Cops and Robbers. Use discs to establish a “jail” in a corner of the grid. All players except two with ball. Players with ball line up on one side of the grid. These players are the robbers. The two players without ball are the “cops.” They are to start from the other side. The object is for the robbers to dribble across the grid without having a cop take the ball away. If a robber loses his ball to a cop, he or she goes to the jail. Repeat the crossings until there are two players remaining. These two may become the new cops for successive iterations.

Cops and Robbers (w/ Jail).  Tag-type game. Mark out a jail with discs or cones.  Designate 6-8 robbers and 3 cops; robbers with balls; cops without ball. Robbers start anywhere in the grid. Cops start next to the jail.  Upon command of “Catch them!”, the cops try to touch the ball of the robbers.  Robbers are to screen, move to space, use moves; or whatever they can to keep their balls from being touched.  Upon having their ball touched, robbers go to jail with their ball.  Robbers can yell, “Break me out!”  This can be done by other robbers (who must still have a ball) tagging a player inside the jail, but they must stay outside the jail. Game ends with all robbers in jail. Re-set with different cops.

Copy Machine.  Set up two cones, approximately five-yards apart, for each pair of players.  All players with ball, with each player of a pair facing the other, perpendicular to the cones.  To start, one player in each pair is to be designated as the “Original” and the other player is to be designated as the “Copy.”  The Original is to make moves left-and-right within the width of the cones.  The Copy is to mirror the moves of the Original.  The player in the position of the Original is to be encouraged to be as innovative as possible, using the inside and outside of both feet, stops, starts, turns, and sprints.  The player in the position of the Copy is to be told to be a “mirror-image” of the Original, meaning that if the Original is moving to the right, the Copy will be moving to the left.  Similarly, if the Original is moving the ball to the right with the outside of the right foot, the Copy should be moving the ball to the left with the outside of the left foot.  After a minute or two, change the designations of the pairs.  (Also known as “The Mirror.”  If you choose to call this game “The Mirror,” the positions are the “Image” and the “Reflection.”)  [A CoachingAmericanSoccer.com® original.]

Crab Soccer. Designate players as crabs to “walk” around on their hands and feet. Other players with ball try to dribble from one side of the grid to the other without getting caught by the crabs.  Crabs may touch players or their balls with their hands or feet.  Players who are touched become crabs.  Be very diligent to ensure that young players are not going to get their hands stepped on.

Crows and Cranes.  Divide the grid in half with cones that identify a five-yard “neutral zone.”  Divide the players into two teams, one identified as the “cranes” and the other identified as the “crows.”  One team starts with balls, the other does not. The team without balls must stay in their half, outside of the neutral zone.  All players with balls start dribbling. Upon command, the team with balls dribble as fast as possible over their own end line.  At the same time, the players on the team without balls sprint to try to tag dribblers before they can get past their line. Switch teams.  Note – dribblers are to “challenge themselves.”  They are not allowed to hang around their end line.  (If there is a problem with this, an additional set of cones may be added to define the dribbling space. 

Defend the Fort.  Set up a very large goal using corner posts and thin plastic (“Caution”) tape.  This is the “fort.”  Set up half the players, without ball, to defend the fort.  Send the other half, all with ball dribbling, to attack the fort.  Defenders are to try to kick balls away while attackers are trying to score.  Reverse rolls.  (Variations:  Try 5 v 4, 4 v 3, and 3 v 2.)  [A Coaching American Soccer.com® original.]

Dodge Ball I.   Set up the grid into thirds, marked by discs or cones.  Divide the team into three equal groups with one set of players, each with balls, in the two outer-third areas.  The third group of players, without balls, go into the middle.  The objective is for players in the middle to avoid being hit by balls being passed back-and-forth between the two outside groups.  It is critical that the balls stay on the ground.  You may need to adjust the number of players or the number of balls in the groups.  Rotate groups.  Variation:  Players in the middle may have balls to dribble.

Dodge Ball II.   Set up two concentric circles of discs or cones.  Divide the team in half.  Place one set of players, with balls, around the outside of the larger circle. Place the other set of players, without balls, inside the center circle.  Players on the outside are to pass their balls to their teammates on the opposite side of the circle while attempting to hit players in the middle.  Players on the inside run around avoiding balls/passes.  It is critical that the balls stay on the ground.  You may need to adjust the number of players or the number of balls in the groups.  Switch groups.  Players in the center circle may have balls to dribble.

Double Dribble. All players try to control two balls.  (If necessary, in order to have enough balls, coaches may put only half the team in the grid at a time.  If this is done, coaches should use rounds of a minute or less.  Non-participating players could be asked to do strengthening exercises or jog around the grid.)

Dribble Count.  All players with ball dribbling freely within the grid.  Upon command, “Count your dribbles,” players are to count how many times they touch the ball with their feet during a 30-second timed period.  Variations:  count out-loud/count silently; report the count out loud/keep the count to yourself; change the amount of time; alternate feet only; right foot only; left foot only; outside of right foot only; outside of left foot only.  Repeat the same exercise, but strive for a higher count.  (With young players, make sure they can count properly.)  (Slightly older players who have been introduced to the “Coerver Base Move” may implement this for a huge count.  If so, it can be restricted from this exercise or everyone can do the Base Move at the same time as a variation.)  (For fun, this can be called “Count Dribbu-la” at Halloween.)

Dribble, Dribble, Kick.  All players with ball at one end of the grid.  Players are instructed to take a little dribble, then another little dribble, and then take a big kick as the coach calls out, “Dribble, Dribble, Kick!”  Players may then be encouraged to yell out the same words as they perform.

Dribble-Relay Race.  All players in pairs without ball at one end of the grid.  One ball per pair placed on the other end of the grid.  (Players in each pair may be designated as “A and B,” “First and Second,” or “One and Two.”)  Upon “Go,” the first players sprint to a ball, dribble back as quickly as possible (under control), and leave the ball at the feet of their partner.  The second players are to dribble the ball back to the far end-line, leave the ball, then sprint back to their partner.  (Players may be required to “tag” their partner, as well.)  This pattern may be repeated up to five times without stopping.  [A CoachingAmericanSoccer.com® original.]

Dribble the Square.  All players with ball spaced out along the perimeter of the grid, facing in the same direction.  (It is preferable that the grid be lined, but if this is not the case, mark the grid with disks and instruct the players to stay just outside of the disks.)  Direct the players to stay as close to the grid perimeter as possible.  Tell them that it is okay to go past slower players on the outside.  Upon command to “Go,” all players dribble around the square, making left-turn cuts at each corner using the right foot.  Direct the players to turn around and then dribble the other way, making right-turn cuts at each corner using the left foot.  Reverse, use outside of left foot to make left turn.  Reverse, use outside of right foot to make right turn.

Dribbling Relay.  All players with ball. Dribble from line to line or to cone and back – two or more teams. Make sure the number of players on each team is low and even.

Driving School.  All players with ball. In order, the coach demonstrates the commands and has the players perform: Go, Stop, Slow Down, Speed Up, Right Turn, Left Turn, “U”-Turn, and Back Up.  Continue with “Driving Test.” See also, “Turn Signals” and “Find a Parking Space.”  [A CoachingAmericanSoccer.com® original.]

Driving Test.  All players with ball. The coach calls out: Go, Stop, Slow Down, Speed Up, Right Turn, Left Turn, “U”-Turn, and Back Up, at random.  Challenging variation:  Coach then performs all of the commands using hand signals only. (Follow-on to “Driving School.”)  (See “Hand Signals, Turn Signals” and “Find a Parking Space.”)  [A CoachingAmericanSoccer.com® original.]

Eggs in the Basket. Use discs or a pop-up goal to define a “basket” at each corner of the grid. This activity requires as many balls as possible (the more balls the better).  Spread the balls around the grid. Divide the players into four teams and place each team at their own basket.  Upon “Go,” the object is for the players to collect as many balls (eggs) as possible and dribble them into their own basket as quickly as possible. No one is to take a ball away from a teammate. Once a ball is in a basket it cannot be removed. Option: Players may challenge for the ball legally.  (Also see “Egg Hunt” as a possible precursor.)

Empty the Pile.   Establish a small circle of cones in the center of the grid, with space between the cones. Place enough balls within this small circle for each player to have one, tightly packed in the “pile.”  All players are to start on the lines of the grid.  Upon “go,” players are to run to the pile, select a ball with their feet, dribble back as fast as possible to the line of the grid, and stop the ball on the line.  Upon “return,” players are to dribble as fast as they can to get the balls back into the pile and then return to a line of the grid and stop.  Repeat.  Variation:  Perform the activity without the stops, repeatedly obtaining and returning the balls and sprinting outside the line of the grid.

Escape.  All players with ball except two.  Players with ball are the “outlaws.”  The two players without balls are the “sheriffs.”  All players line up on one end of the grid.  Upon hearing the command, “There’s an Escape!”, all players with ball are to dribble as fast as they can to the other end of the grid.  Upon hearing the command, “Get ‘em Posse!”, the sheriffs are to tag as many dribblers as possible.  Tagged players are to freeze in place until all players are tagged or have made it to the other end of the grid.  (Variations:  There can be more than two “sheriffs.”  The second command may be eliminated, and the sheriffs released at the same time, depending on the skill level of the dribblers.  Repeat after changing out the “sheriffs.”)

Everybody Scores II.   Coach sets up one or two small goals at each end of the grid.  Coach stands at the middle of one sideline.  Players place their balls compactly in front of or beside the coach.  Players must pay close attention to their own ball.  Coach “bowls” the balls out, one-by-one, as quickly as possible.  Players must sprint to their ball when it is sent out and score at the closest goal.  Players then return the balls to the coach.  Repeat.  Variations:  More coaches bowling; Use a player to help bowl. 

Face-Off.  Set up multiple pairs of cones approximately 15- to 20-yards apart, preferably on a marked line. A pair of players is placed approximately two yards apart perpendicular to, and on opposite sides, of the line in the middle of the cones. One player, with ball, is designated as offense and the other player as defense. The player with the ball is to feint or accelerate/decelerate to get the defender unbalanced, then speed dribble to a cone to “score.” Neither player may cross the line. The offensive player does not have to touch the cone but just get the ball level with it. The defender does not try to take the ball away, but shadows and stays with the offensive player. If the leg of a defender is within the base of the offensive player, the “score” does not count. Switch offense and defense; work for approximately one-minute each; switch pairs. Option: This game can be very demanding – a second pair can be designated to trade out.

Fetch I.  Pairs with one ball. One coach or parent per pair. The coach or parent “bowls” the ball into the grid and the pair challenges to get to the ball first and dribble it back to the coach. Once the ball is obtained by either player, no further challenge is to occur. The player without the ball simply returns with the dribbler.  (See “Retrieve” as a precursor.)

Fetch II. Pairs with one ball. One coach or parent per pair. The coach or parent tosses the ball into the grid and the pair must bring it back in the manner directed by the coach. For example, the coach will yell “four hands” and the pair must return the ball to the coach with all four hands in contact with the ball. Others may include (at least) three hands and a thigh, or two heads.  (Also see “Fetch I.”)

Fetch III.  At least one “coach” for every two players.  (Add parents or assistants as needed.)  Coaches have two balls each.  Two or three players assigned to stand by each coach.  Coaches throw a ball toward their assigned corner of the grid, for each player, in turn, by name.  Player runs to retrieve the ball and dribbles it back to the coach as quickly as possible.  Coaches do not have to wait for a player to return before sending out the next ball.  Dribbling alternatives:  left-foot only; right-foot only; alternate feet.  Younger players alternatives:  pick up ball and sprint back; pick up ball and hop back; pick up ball and skip back. (Also see “Fetch II.”)

Find a Parking Space.  Place enough cones, a minimum of three-feet apart, along the perimeter of the grid sufficient for all players on the team.  All players with ball start by dribbling around the entire grid.  Upon command, “Find a parking space,” all players are to dribble to a cone and stop their ball at the base of the cone using the sole of their foot.  Upon command, “Back out of your space and resume dribbling,” players are to use the sole of their foot three times to pull their ball back into the grid and dribble.   (Players are to be reminded to look all around and not to hit anyone else while backing up.  Players may make “back-up bell” sounds.)  Options include right-foot only, left-foot only, or alternate feet to back out.    (This game can also be used as an “add-on” to the “Red Light/Green Light” games and the “Driving Test” game.)  [A CoachingAmericanSoccer.com® original.]

Find the Goal.  Set up two small goals on one end line, near the corners of the grid.  Demonstrate to the players that one of the coaches will stand in front of one of the goals to block it while the other goal will be left open.  All players with ball.  Players are told to dribble within the half of the grid opposite the goals, while facing away from the goals.  Upon command, players are to turn, find the open goal, dribble and shoot at the open goal.   Repeat with coaches switching the goals or not.  Variations:  Add more goals and coaches.

Find the Goal II.  Set up two small goals on one end line, near the corners of the grid.  Demonstrate to the players that the coaches will be placing one colored disk at each goal that corresponds to the designated colors for the players; then designate half of the team by the one color and the other half of the team by the other color.  (Coaches my use actual pinnies for this designation, if they are available.  Similarly, pinnies may be hung from the top of the goals instead of using disks.)  All players with ball.  Players are told to dribble within the half of the grid opposite the goals, while facing away from the goals.  Upon command, players are to turn, find their matching-colored disk, dribble and shoot at the correct goal.   Repeat with coaches switching the disks or not.  Variations:  Add more goals.  Add more colors.

First Rondo. See explanation for “Keep-Away II.”

Four Goals.  Set up a portable goal centered on each side of the grid.  Set up a “safe” area just outside the grid.  All players with ball, dribbling within the grid.  On command of “Go,” players are to score at each goal, in any order.  (Players may need to be told that they are not expected to go “around” the grid to get to each goal, but to head for the next goal that has the fewest number of players around it.)  As a player completes all goals, they are to move to the safe area.  Repeat.

Fox Tails. Cut up an old sheet into strips approximately 4” wide and 24” long. These are the “tails.” Each player sticks one tail in the back of their shorts. First play the game without balls.  Add all players with ball. All players dribble while simultaneously trying to grab others’ tails while protecting their own.  (You can use pinnies as tails.)  See “Foxes and Chickens” for a variation.

Foxes and Chickens I. Cut up an old sheet into strips approximately 4” wide and 24” long. These are the “tails.”  Each parent is to place a tail in the back of their shorts and act as the “chickens.”  Players act as the “foxes” and are to chase the parents and remove the tail.  First play the game without balls.  Add all players with ball. All players dribble while simultaneously trying to grab others’ tails while protecting their own.  (You can use pinnies as tails.)  See “Fox Tails” for a variation.

Foxes and Chickens II.  All players at one end of the grid with ball (chickens), one player without ball at other end of grid (fox). Upon command, “Run, chickens, run” players are to dribble to opposite side while fox tags as many as possible. Untagged players sit on ball at opposite end line. Tagged players put balls in “nest” and join as foxes on the other end line. Continue until one or no chickens are left. Repeat.

Gates II.  Players in pairs.  One player with ball.  Other player spreads legs to make the gate.  Player with the ball passes the ball through legs/gate of teammate, runs around, and retrieves the ball on the other side.  Player making gate “jump turns” to face the player with ball from opposite direction.  Repeat at least four times.  Switch positions.  Variation:  Start with parents to show the jump turn.

Gates III. (Gates with Cones) Set up pairs of cones, approximately two-yards apart, distributed all around the grid.  These are the “gates.” (It is recommended that they be set in a random orientation to each other, not in any kind of parallel lines.) All players with ball.  Have each player start at a separate gate.   Upon command of “Go,” each player dribbles around the grid trying to put their ball through as many gates as possible. Time the event for approximately two minutes. Players should count the number of gates they split.  Players may need to be instructed not to go through the same game twice until they have passed through all of the gates first. It’s okay to move past other players and to go through the gates from either direction.

Gauntlet.   Set up two parallel lines of discs or cones approximately 10-yards apart.  This establishes the “gauntlet.”  Divide the team into three equal groups. One set of players, each with balls, is placed along the outside of the gauntlet spaced out along one set of discs.  Another set of players, without balls, is equally placed along the other set of discs as passing teammates opposite the players with balls.  Starting at one end of the gauntlet, the third group of players, without balls, are to run in succession through the gauntlet trying not to get hit as players on the outsides pass their balls back and forth.  You may need to adjust the number of players or the number of balls in the groups.  Rotate groups.  Variation:  See Laser Tag.

Get the Ball I.  One ball for each player set in the middle of the grid, spaced a few feet apart.  (Disks may be used to mark where the line of balls go.)  All players start on one end-line.  Upon “Go,” all players are to sprint to get a ball and dribble to the other end-line.  Players are to then return the balls to the middle by dribbling and come back to the starting end-line.  Repeat.  Variation:  Players get the ball and return to the starting end-line.  [A CoachingAmericanSoccer.com® original.]

Get the Ball II.  Players in pairs.  One ball for each pair set in the middle of the grid, spaced a few feet apart. (Disks may be used to mark where the line of balls go.)  All pairs start on one end-line.  Upon “Go,” each pair is to sprint together to get a ball and the first player to the ball dribbles to the other end-line with his partner next to him.  Pairs are to then return the balls to the middle by dribbling and come back to the starting end-line.  Variation:  Pairs get the ball and return to the starting end-line.  Coach may call out first or second player for equal treatment. [A CoachingAmericanSoccer.com® original.]

Get the Ball III.  Players in pairs.  One ball for each pair set in the first third of the grid, spaced a few feet apart. (Disks may be used to mark where the line of balls go.)   All pairs start on one end-line.  Upon “Go,” each pair is to sprint together to get a ball.  The first player to the ball is to take two dribbles.  His partner is to run out in front of him.  The dribbler is to pass the ball to his partner out in front, who then dribbles to the other end-line.  Pairs are to then return the balls to the first third by dribbling and come back to the starting end-line.  Variation:  Pairs get the ball, the dribbler and the partner turn, the partner runs in front for the pass and both return to the starting end-line.  (The balls will need to be placed in the final third of the grid.)  Coach may call out first or second player for equal treatment.  [A CoachingAmericanSoccer.com® original.]

Get the Ball IV.  Half the players in one color pinnie. The other half in another color pinnie.  Players in pairs, each pair having one player with one color pinnie and one with the other color pinnie.  One ball for each pair set in the middle of the grid, spaced a few feet apart. (Disks may be used to mark where the line of balls go.)  All pairs start on one end-line.  Coach calls out a color. Upon hearing their color, the correct player is to sprint to get a ball, dribble to the other end-line, turn, dribble the ball back to the middle and leave it. (Don’t necessarily alternate colors, but make sure that the iterations wind up being equal.)  [A CoachingAmericanSoccer.com® original.]

Go Karts. (See “Racetrack” as a precursor.)  Set up a detailed “track,” creating many left and right turns, cones on the inside and with disks on the outside.  (Alternatively, you may set up only one group of “inside” cones, use two long ropes, or one long “inside” rope.  You may establish a start/finish line if you wish.  All players with ball.   On “start your engines, go,” all players are to dribble around the track counter-clockwise.  The race can be under control or as fast as possible, but all players must keep the ball on the course and within playing distance.  Change to going clockwise.  [A CoachingAmericanSoccer.com® original.]

Goal Swap I.  Set up at least two small goals at one end of the grid identified by different-colored “flags” (pinnies, anything) and set reasonably far apart from each other.  All players with ball.  Players set up near the goals but facing away from them.  Upon “start,” players are to dribble away from the goals.  Upon calling out a color, players turn, dribble to the appropriate goal and score.  Variations – Players are told a color in advance, but while they are dribbling away, the coach moves the goals or the “flags” around.  In advance, half of the team may be told one color, while the other half is told the other color.  Players may be intermixed or must cross each as groups to get to the correct goal.  (See Goal Swap II.)

Goal Swap II.  Same setup as “Goal Swap I,” but colors are not used.  Coaches physically block one or two of the goals.  Players must score at the open goal.

Goals Galore I.  Set up one or two small goals on each side of the grid.  Set up at least two small goals, facing in opposite directions, in the middle of the grid.  All players with balls.  All players start dribbling. Upon command, all players are to score at all goals in any order.  Variation:  May switch the center goals to cones to be touched between scoring.

Goals Galore II.   Set up pairs of cones representing goals across the width of the grid. Establish two players per ball on opposite sides and perpendicular to the goals.  Have the players pass back-and-forth with the ball always going between the cones.  Tell them that they are scoring a goal each time they successfully get the ball to their teammate with the ball going between the cones.   Passing (shooting) is to be done keeping the ball on the ground.  Alternately pass with the instep of the right foot, then the instep of the left foot, then the inside of the right foot, then the inside of the left foot.  Passes should be properly received with a touch of the inside of the foot that sets up the pass. Players should move to the ball to receive it, pass, and then step back.  Players are not to receive the ball and then step backward in order to run up on it. (Variations:  Increase the distance between cones to promote success, then decrease the distance between cones to promote accuracy.)

Hand Clasp.   All players with ball.  Interlock fingers of both hands together and hold them at the waist while dribbling.  Variations:  Hands together as above, but extend both arms out in front; add obstacles.

Hand Signals.  Coach stands at one end of the grid.  All players with ball start on the line at the opposite side of the grid.  The coach gives hand signals, without saying anything verbally, to have the players dribble: 1.) forward (hands/arms brought to the chest); 2.) stop (hands overhead); 3.) to the players’ right (hands/arms pointed to the left); 4.) to the players’ left (hands/arms pointed to the right); 5.) backward (hands/arms pointed away from the chest; or 6.) toward a cone at a corner of the gird (hands/arms pointed at the particular cone).   Any sequence of signals may be used.  The grid may have to be larger than usual or players may be placed in lines.  Variation:  Coach may include the oral directions with the hand signals to introduce the game, but then go non-verbal.  [A CoachingAmericanSoccer.com® original.]

Head, Shoulders, Knees and Toes.  Used as an introduction to Throw-Ins, young players are to properly grip the sides of the ball with both hands.  While singing the traditional song, players are to touch the ball in succession to the top of their head, their shoulders behind their head, their knees (this should actually be demonstrated as the thighs), and their toes.  Option:  After success, switch to a progression of “Shoulders, Head, Thighs, and Toes.”  [A CoachingAmericanSoccer.com® original.]

Hit the Teammate.   This is a follow-on to “Hit the Adult,” but for older players.  The position of the person jogging around, to be hit by the ball of the players, is now taken by another player.  Generally appropriate for age 9 and up.  The balls must stay on the ground.

Hospital Tag.  All players with ball. Start as in regular “Tag.” When a player is tagged, however, they must place their hand on the spot where they were tagged. By the third tag, they must dribble to the coach (“doctor”) to get fixed up. After being “healed,” they go back to the group to continue.

Ice Monster.  See “Freeze Tag.”

In Bounds/Out of Bounds.  Walk around the lines of the grid.  Explain that the ball is played inside the grid and that this is called “in bounds.”  Further explain that the is to be kept “in bounds.”  Explain that everything outside of the grid is called “out of bounds.”  Further explain that if the ball or a player goes “out of bounds,” they need to get back “in bounds.  Demonstrate dribbling in bounds, leaving the ball to go out of bounds and then coming back and resuming dribbling in bounds.  Announce that when you call “out of bounds,” all players are to leave their ball and step just outside of the grid; then, when you call “in bounds,” all players are to go back to their own ball and resume dribbling.  All players with ball.  Make calls accordingly.

Jack in the Box{NEW!}Set up two pop-up goals at least 60-yards apart from each other.  A few yards in front of each goal place a square “box” delineated by four cones, 4-yards x 4-yards.  All players with ball.  Divide the players into two equal teams.  Coach stands at a position on the “sideline” at “midfield,” equidistant between the goals. One set of players is directed to stand to the coach’s right and the other to the left.  The objective is for the players to dribble the ball, quickly but under control, to the closest box, stop the ball in their box, leave the ball, and then sprint back to their starting point.  The first full team to freeze on their starting point “wins.”  Progression:  Players are to dribble the ball into the box and then shoot the ball into the goal. (Players are to be advised not to stop the ball dead in the box.)

Kangaroos. All players with ball except two players who are the first kangaroos. Kangaroos must hop to tag players. Tagged players become kangaroos until all players are tagged. (Reduce the size of the grid for success, if necessary.)  (Important Note:  There is a similar game called “Frogs” or “Frogger” where children are asked to hop on hands and feet like frogs.  This causes children to have their faces down at other players’ feet.  “Frogs” or “Frogger” is a dangerous game and must not be used.)

Keep-Away I. Also known as 1 v. 1 without goals. Players in pairs with one ball. One player starts in possession of the ball and the other tries to take it away. Play for approximately one minute. Player in possession at end may be declared “winner.” May switch player starting in possession, then switch partners.  (See “Shields Up!” as a precursor.)  See “Keep-Away II.”

Keep-Away II.  Place eight offensive players around the circumference of a 10-yard circle, to try to complete as many consecutive passes to each other, while two defensive players in the middle try to take the ball away.  Once a defender gets the ball, he goes to the outer ring and the player who lost the ball goes into the middle.  Offensive players are required to maintain their relative location within the circle and are not to move more than a few feet while working with the ball.  Defensive players may move anywhere within the circle.  Modify the numbers as appropriate for age and ability.  (Also known as “First Rondo” or “Piggy-In-The-Middle” or “Monkey-In-The-Middle.”)

Kickout.   (Next level of tag.  See “Tag” games.)  All players dribbling.  Designated defender kicks ball away; the ball must go outside of the grid.  If the ball stays inside of the grid, the dribbler may retrieve it and keep playing.

Knock Off. Divide the team in half. One group each has balls. Place several discs randomly spread out in the grid. Place a ball on each disc. One group goes at a time. The objective is to knock all the balls off the discs by kicking a ball into them. Each team gets a turn and the team that knocks off all the balls in the quickest time wins. Have the group that knocked the balls off re-set them and return their ball to a player in the other group.  (Also known as “Kick Out.”)

Laser Tag.   (See “Gauntlet” as a precursor.)  Set up two parallel lines of discs or cones approximately 10-yards apart.  Divide the team into three equal groups. One set of players, each with balls, is placed equally along one set of discs.  Another set of players, without balls, is placed along the other set of discs as passing teammates opposite the players with balls.  Starting at one end, the third group of players, with balls, are to dribble, in succession, from one end to the other without letting their ball get hit from either side as players on the outsides send their balls back and forth.  You may need to adjust the number of players or the number of balls in the groups.  Rotate groups.

Knockout. All players with ball. Have players kick other player’s balls out of the grid while retaining possession of their own. Have players count the number of times they knocked out a ball. When a ball it kicked out, it is to be retrieved and play resumed. After a certain amount of time, stop and ask for the number of knockouts. (Variations: Don’t ask for the number of knockouts. Vary the size of the grid. Have the players who are knocked out go to a side activity until only one or two players are left.)  (The variation with one player remaining is also known as “Top Dog.”)

Madhouse.  Set up two small goals on opposite ends of the grid.  Put half the team in pinnies.  Place a number of balls in the grid equal to one ball for every two players.  Direct one team to score at each end and the other team to do the opposite.  Same for defending.  When any player scores, a player on the other team retrieves the ball and heads off to score at the other end.

Marbles I. Each player with ball. Divide the team into two groups and set them on opposite sides of the grid. Place a distinctly-colored or smaller-sized ball in the middle of the grid. This is the marble. Have each team try to move the marble to the other team’s line by striking it with a ball. Tell the players that after the game starts, they can kick at the marble with anyone’s ball. If a player kicks the marble directly, stop play and remind all players of the requirement to hit it only with a ball. (Variations: Everyone works to get the marble out of the grid.  Free to use any ball to hit the marble.)  Note, if the marble is kicked out of the grid, just put it back in play.

Marbles II.  (“Traditional.”)   Each player with ball. Players in pairs. Players alternate using a single push pass to try to strike the other player’s ball after the other player has kicked and their ball has stopped moving.  This game usually requires a lot of space.  (Variation:   Players alternate to move ball from one end line to the other.)  

Marbles III.  For players using Size 3 balls, place two or more Size 5 balls in the grid.  All players with ball dribbling are to move the larger balls around the grid by striking them with the smaller balls.  Brightly-colored Size 5 balls are recommended.  (Variations:  Players may count their “hits.”  Add goals.)

Marbles IV.  Set up an age-appropriate-size circle defined by disks.  All players with ball.  Everyone directed to stay outside of the circle.  Place a brightly-colored ball in the center of the circle as the marble.  Players are to send the marble out of the circle by hitting it with their ball.  Go around the circle individually.  Retrieve balls as necessary.

Marbles V.   (Very challenging.)  Similar to traditional Marbles II, but players kick their ball to try to hit their teammate’s ball while it is still moving.  This game usually requires a lot of space.

Monkey-in-the-Middle. See explanation for “Keep-Away II.”

Motorcycle.   All players with ball dribbling as fast as possible around the grid as if they are riding a motorcycle.  They should hold their hands out like gripping handlebars and lean left and right while making turns.  They can even make “vroom-vroom” motor noises.  Use both the insides and outsides of the feet.  [A CoachingAmericanSoccer.com® original.]

Mow the Lawn{NEW!} –  Place two rows of cones in a line, parallel to each other, approximately 20-yards apart.  The cones themselves should be approximately five yards apart.  One line of cones is to be off-set from the other, i.e., not mirror images.  All players with ball.  Each player is to start at a cone.  The objective is to dribble to the next cone opposite from the player’s starting cone, turn around that far cone, and then repeat to the next cone from where they started.  Upon reaching the last cone, each player is to dribble to the first cone in the line and resume until they get back to their starting cone (having finished “mowing the lawn”).  This is complicated, requires demonstration and correction, and is for older age groups.  [A CoachingAmericanSoccer.com® original.] 

Mow the Lawn soccer Fun Game set up.

Mow the Lawn soccer Fun Game set up.

Mud Monster. Two or three players start as the monsters. They then chase the rest of the players and try to tag them. Once they are tagged, they must spread their legs wide, pick up their ball and hold it over their head, and stay “stuck in the mud.” They can be freed if another child crawls or kicks a ball through their legs.

Muddle in the Middle I.  All players with ball.  Spread out half the players on one side of the grid.  Spread out the other half of the players on the opposite side of the grid.  On command, have both sets of players dribble, under control, to the other side of the grid.  Players are told to not make contact with another player.  Players are to stop the ball on the opposite grid line.  Repeat. Try without balls first.  Reduce or increase the size of the grid, as necessary.  [A CoachingAmericanSoccer.com® original.]

Muddle in the Middle II.  All players with ball.  Spread out half the players on one side of the grid.  Spread out the other half of the players on the adjoining side of the grid.  On command, have both sets of players dribble, under control, to the other side of the grid.  Players are told to not make contact with another player.  Players are to stop the ball on the opposite grid line.  Repeat.  Try without balls first.  Reduce or increase the size of the grid, as necessary.   [A CoachingAmericanSoccer.com® original.]

Muddle in the Middle III.  All players with ball.  Spread out one-quarter of the players on each side of the grid.  On command, have all four sets of players dribble, under control, to the other side of the grid.  Players are told to not make contact with another player.  Players are to stop the ball on the opposite grid line.  Repeat. Try without balls first. Reduce or increase the size of the grid, as necessary.  [A CoachingAmericanSoccer.com® original.]

Muddle in the Middle IV.  All players with ball.  Spread out one-quarter of the players on each side of the grid.  Number the sides or put players in pinnies.  On command, call out two sets of numbers or colors and have those sets of players dribble, under control, to the other side of the grid.  Players are told to not make contact with another player.  Players are to stop the ball on the opposite grid line.  Repeat. Try without balls first. Reduce or increase the size of the grid, as necessary.   Variation:  Call out numbers or colors from one, three, or four groups.  [A CoachingAmericanSoccer.com® original.]

Muddle in the Middle V.  Set up a circle using cones or disks.  All players with ball.  Spread out all the players evenly around the circle.  On command, have all players dribble under control to the opposite part of the circle.  Players are told to not make contact with another player.  Players are to stop the ball on the opposite side.  Repeat. Try without balls first.  Reduce or increase the size of the circle, as necessary.  [A CoachingAmericanSoccer.com® original.]

Muddle in the Middle VI.  Divide the players into four groups.  Place each group on one side of the grid.  One ball per group.  On command, one player from each group dribbles under control to the opposite group, leaving the ball for the next player of each group to continue.  Players are told to not make contact with another player.  Repeat. Try without balls first. Reduce or increase the size of the grid, as necessary.  Variation:  use a circle instead of the grid.  [A CoachingAmericanSoccer.com® original.]

Musical Chairs.  See “Switch II.”

My Ball!  Set up multiple grids 10-yards by 10-yards. Place two players, both with balls, in each grid. Both players are to try to control and shield their own ball to keep it from being touched by their opponent while simultaneously striving to touch their opponent’s ball with their foot. Coach can designate a number of touches (3 – 5) to designate a “winner” or “end of game.” Another pair can be waiting and switched in. Switch pairings. Option: Use larger grids with multiple pairs so no one is waiting; still switch pairings.)

Not in My Yard.  Set up a “fence” of cones or discs dividing the grid in half in order to establish two “yards.” All players with ball. Divide the team into two equal groups and place each group in a yard. This is a timed event. Upon command, players are to kick their ball into the other team’s yard. The objective is to keep each yard free of balls. Parents should be used around the perimeter of the grid to keep the balls in play. At the end of time, the group with the least number of balls in their yard wins. (Variations: As players kicks get stronger, the fence can be modified with a second set of parallel cones or discs to create a “no player zone,” and the size of the yards increased.  Right foot only.  Left foot only.  Throw-in-style throws.)  Also known as “Keep Your Yard Clean.”

Numbers I. Set up a goal at each end, marked by cones. Divide the team into two groups, with approximately five players per group. Assign each player a number from one to five. Try to ensure that players with the same number are evenly matched. Have the players of each group spread out on opposite sidelines. Tell each group which goal they are to attack and which to defend. Put a ball in the center. Call out one or more numbers, and those players are to run out and play. Re-set when a goal is scored or if the ball goes out of bounds. (Variations: Have players start from the end lines. Throw the ball into the center.)

Numbers II. All players with ball. While dribbling, coach calls out random numbers 1 through 5 and players must form groups of that number.

Nutmeg I. Two players with one ball. One, defensive, player stands with legs spread. During a time limit, offensive player see how many nutmegs he can get, by pushing the ball through the defenders legs, running past, retrieving ball, and dribbling back around. Switch positions.  Variation:  Player without ball can turn and face the player with the ball after each nutmeg.

Nutmeg II. Two players with one ball.  Defensive player backs up slowly as offensive player dribbles toward him. When coach yells “Nutmeg” or “Meg,” defensive player assumes a position with legs spread and offensive player pushes the ball between his legs, runs past, retrieves ball and dribbles. Players resume facing each other and repeat.  Switch positions.

Obstacles II.  Place a reasonable number of obstacles available, such as cones, bags, and discs, from one end-line to the other end-line in the wide middle of a small grid.  Ensure that there is enough space for a ball to pass between the obstacles. Divide the team into pairs, each pair with one ball.  Place one player from each pair spread out in a line on one sideline and the partners opposite each other on the other sideline. Upon command, players are to pass the ball back-and-forth with their partner through the obstacles, without allowing the ball to touch any of them. Players who hit obstacles are to retrieve their ball, return, and resume passing.  [A CoachingAmericanSoccer.com® original.]

One-on-One I.  Using cones, define enough 15-yard x 15-yard small grids to allow for four players per grid. One player, with ball, is designed on “offense” while a second player is designated on “defense.” The offensive player is to move anywhere around the grid, faking, feinting, and making turns; the defensive player is to ”shadow,” but not to take the ball away. Strive for a fast pace. The other pair is outside of the grid and both are asked to observe, evaluate, and plan their offensive moves. Play for 30-seconds then switch the next pair in. Play for another 30-seconds then reverse roles and repeat.

One-on-One II.  Using cones, define enough 15-yard x 15-yard small grids to allow for four players per grid. Place the players on the middle of each line between the cones.   One player, with ball, is designed on “offense” while the player opposite is designated on “defense.” The offensive player is to move anywhere around the grid, faking, feinting, or making turns but is to quickly get to the opposite line. The defensive player is allowed to kick the ball away or actually obtain the ball. Strive for a fast pace. As soon as the offensive player gets to the opposite line, or loses the ball, switch to the other pair. While not playing, the other pair is asked to observe, evaluate, and plan their offensive moves.   Options: Start first with the defender just “shadowing,” “jockeying,” or “controlling,” as the offensive player moves to the opposite line. (Begin with “One-on-On-One I,” first, then perform this exercise.)

Over-and-Under.  Divide the team into two groups.  Set both groups in a line (parallel to each other) with all players facing in the same direction, front-to-back.  (Players should be about arms-length apart from each other.)  Place a pile of balls (equal in number, preferably six or more) in front of both of the first players in each line.  Demonstrate that the first player will pick up a ball and pass it over his head, using both hands, to the next player in line.  Again, using both hands the next player takes the ball and passes it under (between) his legs to the next player who passes it over.  This alternate passing using the hands continues to the last player who creates a pile with all of the balls.  Practice, re-set by simply having the players turn and face the opposite way, and then have the two lines compete by going as fast as possible.   (Note:  This game should only be introduced at an age when players clearly understand the distinction about not using hands during regular soccer.)  (See Side-by-Side.)

Pass in the Night. Two small goals are established with disks or cones at each end of the grid. Players are divided into two groups at each goal. Coach has all balls in the center. When coach serves a ball, one player from each group sprints out to contest for the ball and try to score at the other player’s goal. Players must quit if the ball goes outside of the grid or a goal is scored. Multiple pairs may be in the grid at the same time. Coach may serve the ball anywhere inside the grid.

Passing Count. Players in pairs with one ball, approximately three yards apart. Inside of foot pass and trap, using “two-touch” passing. The pairs can count the number of passes made in one minute. (Variation: Older players may be asked to move and pass.)

Passing Partners.  Pairs with one ball each.  Pairs are to kick the ball back and forth to each other within the grid.  Change partners.

Piggy-in-the-Middle. See explanation for “Keep-Away II.”

Pin the Tail on the Donkey I.  Set up a number of large cones at one end of the grid.  From the other end of the grid, players dribble to a large cone while wearing a (clean) vented (so they can mostly see) pinnie over their heads to pin the tail (ball) on the donkey (cone) by touching the cone with the ball.  A teammate may follow them giving directions (forward, left, right).

Pin the Tail on the Donkey II.   See “Pin the Tail on the Donkey I.”  Players dribble to a large cone with their eyes closed (and covered by their hands) and a teammate directing them from behind.  (Don’t penalize “peeking” by young children.)

Pin the Tail on the Donkey III.   See “Pin the Tail on the Donkey I.”  Players dribble to a large cone with an actual blindfold and a teammate directing them from behind.  (Variations:  Have to go through 1, 2 or 3 gates to get to the large cone.  Race.)

Pirates I. Define a circle with discs inside the grid. All players with ball except one, who is the first pirate. Players dribble to retain possession while the pirate tries to steal a ball and kick it out of the circle. As players lose their ball, they also become pirates until one player with a ball is left. This player can become the starting pirate for the next iteration.

Pirates II.  Place one or two goals in the center of the grid. Eight players with ball and four players without ball.  The four players without a ball are the first “pirates.”  On command, players with balls are to dribble within the grid, trying to keep the balls away from the pirates.  The pirates try to steal the ball and score at a goal.  Players who have their ball stolen can try to keep the pirate who stole their ball from scoring.  Whenever a pirate scores, they go back into the mix and go after another ball.  Any dribbler who had their ball stolen, and the stealing player scores, becomes another pirate.  Balls stay in the goal when scored.  Play continues until there is only one player left in the field with a ball.  (Modify according to the actual number of players on the squad.)

Planets. Set up three large circles designated with disks. Tell the players that they are going to visit parts of our solar system. Name the circles as “Venus,” “Mars,” and “Neptune.” All players with ball. Coach calls out the name of the next planet to visit. Can visit in groups in a rotation. Add more planets if memory can handle it.

Player’s Choice.   Players are selected, in turn, to choose the Fun Game to be run.  Some teams really enjoy just continuing to play the same game.  There is nothing wrong with this.  Once a particular game has ended, the next player should choose a different game.

Rebound.  This is the first introduction to the use of a kickwall, a bangboard, or a solid wall (no windows).  All players with ball.  From close in, kick the ball with the instep or the inside-of-the-foot and receive the rebound straight back.  Keep the ball on the ground.  Move farther away.  If possible, then introduce movement forward-and-back and side-to-side.

Receive/Dribble/Shoot. Use cones to define at least two goals and set a disc approximately ten yards in front of both to define a starting point. Divide the team into groups for each set of goals and place the groups at the starting point, without balls. A coach and at least one parent should have the balls next to the goal. The coach should feed a ball to the first player, using “bowling.” The player should come to meet the ball, receive (trap) it properly, dribble and shoot. The player should retrieve the ball and return it to the coach. You should increase the number of groups if players aren’t moving quickly through the drill. A parent may also be used at the starting point for assistance. (Variation: Players start on the other side of the goal with the coach or server. The coach bowls the ball out into the field and the player runs to it, turns it back, dribbles and shoots.)

Red Light, Green Light, All the Lights.  As a follow-on to the “Red Light/Green Light” series, add… right green arrow:  turn right immediately; left green arrow: turn left immediately; right on red: turn right after full stop; blinking yellow light: slow down, look around, and then proceed left, right or straight; blinking red light: make a full stop, look around, then proceed left, right or straight; orange light: make a U-turn; blue light: pull over to the “curb” (sideline) and make a full stop. (Young players can be asked to call out the meanings as they are performing.)  [A CoachingAmericanSoccer.com® original.]

Red Rover.  In a large grid, place approximately 10 discs in a line 10-yards in front of, and parallel to, each end-line, creating an “end zone.”  Divide the players into two teams, one team with balls and the other team without.  Have each team establish themselves just in front of one set of discs.  The first iteration is for the attacking team with balls to get past the defending team by feinting and dribbling into the end zone.  Switch teams.  The second iteration is for the attacking team to pass the balls into the end zone and sprint to collect the balls.  Switch teams.  The third iteration is for the attacking team to have some players leave their balls, sprint into the end zone and receive a pass from a teammate.  Switch teams.  Defending players who win balls may dribble them to mid-field and leave them.  [A CoachingAmericanSoccer.com® original.]

Relay Race I. Traditional race among teams between two sets of cones or disks. Can set up against parents or intermix parents and kids. (See “Dribbling Relay.”)

Relay Race II. Divide the team into three or four groups, with no more than four players per group. Set up identical courses where players must dribble between discs, around cones, perform the Irish Jig, stop the ball on a spot, or other activities. Practice, then race where first group to finish wins.

Relay Race III.  Set up at least two small goals apart from each other at one end line.  These are both the starting points and the ending points.  Set up cones at least 10-yards into the grid away from each goal.  All players with ball.  Divide the team into equal groups for the number of goals.  Groups start next to each goal.  Upon command, each player in turn is to speed dribble to the cone, go around the cone, speed dribble back to their goal, and score.  Players are to leave their ball in the goal when they score.  Only after the ball is in the net from the preceding player can the next player go.  The last player of each group yells, “Finished!”  [A CoachingAmericanSoccer.com® original.]

Roll. All players with ball. Players will start spread out shoulder-to-shoulder on a line. Each player is to “roll” the ball with the sole of their foot for approximately 10 yards, turn, and repeat back to original line. This may be done with from the inside or outside of both feet.

Shadow I. Players in pairs. All players with ball. Similar to “Dribble Snake,” the first player dribbles around and their partner must duplicate, or “shadow,” their every move from behind. The leaders should change direction and speed throughout. Have players switch positions at least once and usually three times, to create four sets.

Shadow II.  Requires a bright day with sun coming in at an angle, creating shadows of the players.  Players in pairs with one ball per pair.  One player has the ball first.  Upon start, the player without the ball moves around the grid freely while the player with the ball tries to dribble the ball to keep the ball within the first player’s shadow.  Players without the ball must be instructed to move relatively slowly when this game is first introduced.  Switch players with the ball.  As players get older or become more comfortable dribbling, the player without the ball may be instructed to speed up.

Shadow III.  Players in pairs.  No balls.  One player designated as “attacker,’ and the other player, “defender.”  Upon command, attackers move around the grid and defenders must follow.  Switch attackers and defenders.

Shadow IV.  Same as Shadow III, players in pairs, one player designated as “attacker,’ and the other player, “defender.”  Attackers have balls. Upon command, attackers move around the grid and defenders must follow.  Switch attackers and defenders.

Shadow V.  Same as Shadow III, players in pairs, one player designated as “attacker,’ and the other player, “defender.”  Attackers have balls.  Gather all attackers in a group in one corner and all defenders in in a group in the opposite corner. Upon command, attackers dribble anywhere.  Defenders must find and then shadow their attacker.  Allow a short period of time.  Switch attackers and defenders.  Repeat.

Shark Islands.  Establish two circles of cones or disks within the grid and identify them as the “islands.”  All players with ball are to dribble within the grid, outside of the islands, until the coach yells, “Shark!”  A pre-designated parent then enters the grid as the “shark.”  Players are to dribble as quickly as possible and get “on” (within) one of the islands before being “gotten.”  The parent “shark” needs to switch off kids so that they all have a chance to get to an island.  Coaches may need to emphasize that players are not allowed to “camp” right next to an island.

Sharks and Minnows II. One player starts with a ball as the first shark. Other players without ball run in a confined space while the player with the ball tries to kick the ball at the other players’ feet. Once hit, they get their ball and become another shark.

Sharks and Minnows III. Two or three players are “sharks” and the rest are “minnows.” Sharks have soccer balls and the minnows don’t. The sharks chase after the minnows and try to tag them on the leg with the ball. If a minnow gets hit, he or she becomes a shark and goes and gets their ball and becomes a shark.

Sharks and Minnows IV.  Divide the players into two equal groups.  All players in one group have balls.  Players with a ball are the “minnows.”  They are to start on one end-line of the grid. The group without balls are the first “sharks.”  The sharks start on the other end-line of the grid.  Upon “Go,” each minnow is to try to get to the opposite end-line as quickly as possible with their ball. Also, upon “Go,” the sharks go to meet the minnows and try to kick the balls outside of the grid.  Switch the groups with the ball and repeat.  Variation:  After the first iteration, minnows who lost their ball join the sharks and the remaining minnows try again.

Sharks and Minnows V.  All players, except two, with balls inside a large circle designated by disks.  Players with a ball are the “minnows” dribbling inside the circle. The players without balls are the first “sharks.”  The sharks start by jogging around the outside of the circle.  Upon “Go,” the sharks enter the circle and have ten seconds to kick as many balls outside the circle as possible.  Players who lose their ball join the sharks for the next iteration.  When two players are left, they become the sharks that start the next game.

Sharks and Minnows VI.  All players except one with ball dribbling inside the grid.  The player without the ball is the shark.  The players with balls are the minnows.  The shark is to tag the minnows with his hand by touching the minnows’ shoulder.  When a minnow is tagged, they are to dribble their ball outside of the grid and leave it.  They are to return to the grid as a shark and touch any remaining minnows.  This game can go very quickly.  When there is one minnow left, that player is the next shark to resume again.  Variation:  Increase the difficulty by having the sharks touch the balls with their feet.

Sharks and Minnows VII.  All players with ball are minnows, except two who are sharks.  Minnows all line up on one end-line.  Sharks start in the middle of the grid. Minnows are to dribble through the sharks to the other end-line.  Sharks try to kick balls out of the grid.  Players whose balls are kicked out retrieve their balls and then stand outside the grid.  Minnows who make it to the other end-line turn around and return to the previous end-line.  Last minnow with a ball is the “winner.”  Replace sharks and repeat.

Shields Up!  Pairs with one ball.  One player with a ball screens the ball from the opponent. This is a gentle form of keep-away to learn shielding.  The opponent (defender) does not try to take the ball away, but stays close and moves around, making stabs at the ball in order to prompt a shielding reaction from the player with the ball.  The players with the ball have to have been taught the concepts of shielding and the defenders need to be admonished if they try to take the ball away.  Perform for a brief period of time and then switch positions.  Repeat.  (See “Keep Away” as follow-on.)

Shooting 1 v. 1. Groups of four in two pairs. One pair with a ball. One pair serves as “goals,” standing with their legs spread shoulder-width apart. The other pair is to play 1 v. 1 to score at their goal by shooting only on the ground. After approximately one minute, pairs switch positions. Modify pairs, if necessary to equalize the skill level. (Variation: Use parents as goals.)

Shuffle.   Using a circle – such as the center circle or created with discs – approximately 20-yards in diameter, spread all players equally around the circumference of the circle. Each player has a ball, facing into the circle.  Players are instructed to not go into the circle.  On “go,” players are to move clockwise, dribbling with the inside of their right foot.  Players are instructed to not contact the next person – they may control the ball with the other foot in order to keep from doing so.  On “stop,” players use the sole-of-the foot.  Reverse direction counter-clockwise and using the inside of the left foot.  Options:  1.) Switch positions so players are facing outside the circle, switching direction and feet.  2.)  Repeat using the outside of each foot in each direction, facing in and out.   [A CoachingAmericanSoccer.com® original.]

Side-by-Side.  Same set-up as “Over-and-Under.”  Instead of facing front-to-back, players all face in one direction side-to-side.  The balls are then passed chest-high from player-to-player by twisting at the waist.  Variation – every-other-player faces in the opposite direction.

Simon Says Learn the Field.  Set up the grid with a goal at each end.  Ensure that the players understand the concept of “Simon Says,” and that they have been properly introduced to the goals, lines, attacking direction, defending direction, and right from left.  First without balls, use “Simon Says” to do such things as run to the defensive goal, the defensive goal-line, the left defensive corner, the right defensive corner, the right sideline, the left sideline, the center circle, the attacking goal, the attacking goal-line, the left attacking corner, and the right attacking corner.  Add balls for each player and perform this by dribbling to the named locations.  Variation – First introduce the game without using the “Simon Says” feature.  [A CoachingAmericanSoccer.com® original.]

Ski Race.  (Slalom) See “Gates III.”  Set up off-set “gates” in a horseshoe pattern (u-shape) around three sides of the grid.  Use a cone for the “inside” of each gate and a disk for the “outside” of each gate.  Just like a ski-racer, players are to be directed to go through each gate in succession as close to the cones as possible.  All players with ball.  Have each player start at a separate gate.  It’s okay to move past other players.  Variation:  Set up a small goal for a shot at the end of the slalom.  (This can be set up in a much-larger area, in effect in a “line” (instead of the u-shape) from the “top to the bottom of the ski race hill,” with widely-varied gates.  The “finish line” can be a small goal.  Older players who have developed appropriate skills can be sent through individually and timed with a stopwatch.)

Slalom Relay.  Set up four courses of three cones each; put two players outside both ends of cones, one player with a ball. On command each player with ball in all courses dribbles around cones to end, stops the ball, and the next player dribbles back. Continue until all players in all lines have gone. Team ending first can sit and shout. Options – modify number of courses or number of cones; have players at only one end of course (must turn at last cone and come back.)

Snake. Different name or variation of “Blob” games. Players can be tagged instead of the ball being kicked away. Snake(s) can be told to make “hissing” sounds.

Spider’s Web. Different name for the “Blob I” game.  (See “Blob I”).

Squares.  Outline a small square with cones inside the larger square of the grid.  Place three players inside the smaller square.  All of the other players are to start by dribbling within the grid but outside the small square.  Players with balls are to try to dribble through the smaller square without having their ball stolen.  If a ball is stolen, the players trade places.  Coaches may vary the size of the squares or the number of players inside the smaller square depending on the results.

Star Wars. All players with ball. Players with ball try to kick at other players’ balls. Once a player connects three times, they move to a designated “safe” area.

Steal. Divide the team into two groups. One group with ball. Tell players without a ball to try to take one away from a player with a ball. Tell players with a ball to retain possession for as long as possible. Players who lose a ball then try to get one back. Play for approximately one-minute cycles. Players with a ball at the end of each cycle may be declared “winners.”

Steal the Bacon. All players with ball, except for one player who is “it.” All players dribbling except one who is “it.” Designated “it” player kicks the balls out of the grid. Change designated player every 30 seconds. Players whose balls are kicked out retrieve them and wait at edge of grid until next 30 second-period starts.

Steer the Car.  All players are given a practice disc to use as their “steering wheel.”  Practice without ball at first to “turn right” and “turn left” by walking to the right and walking to the left while turning the disc clockwise and counter-clockwise, respectively.  All players with ball then dribble while “steering.”  (Variations: Coach may call out the “turns.”  A “stop” command may be added.  Players may “honk their horns” by pressing the center of the disc and saying “Beep, beep!”)  (Advanced variation:  Add “reverse” or “backing up.”)

Stepping Stones.  Distribute enough speed/agility rings around the grid, as far apart as possible, one for each player.  Each player with ball.  Players are asked to start near a ring.  Upon command of “go,” players try to pass the ball into the next-nearest ring.  Upon getting the ball into a ring, players continue to pass the ball into the next nearest ring.  [A CoachingAmericanSoccer.com® original.]

Stuck in the Mud. One player without ball is “it.” All other players have ball. On signal, all players dribble until tagged. Once tagged, they must hold their ball over their head and spread their legs. They are stuck, but can be freed by another player with a nutmeg. Rotate “it.”

Super Maze.  Place every obstacle you can find – cones, discs, pinnies, bags, coaching stakes, shirts, water bottles – in the middle-third of the grid, in a random pattern, stretching between the sidelines.  This creates the “maze.”  Make sure that, a.) there is enough distance between each obstacle for a ball to pass through, and b.) there are no “straight paths” directly through the maze.  All players with ball at one end-line of the grid.  Upon “go,” all players are to dribble to the other end of the grid, going through the maze without touching any of the obstacles, any of the balls of other players, or the players themselves.  Have all players stop at the far end line upon going through the maze.  Return.  Variation:  Reduce the width of the grid and/or reduce the distance between the obstacles.

Switch I. All players with ball. On command, have players leave their ball and switch to a different soccer ball.  (Also known as “Trade,” “Trading Places,” and “Switching Balls.”)

Switch II.  (Also known as Musical Chairs.)  All players with ball dribbling. On command, have players leave their ball and switch to a different one.  Stop, remove one ball and resume dribbling. The player without a ball remains, running around “fake dribbling.”  Repeat command to switch.  Player “fake dribbling” may get a ball.  Continue for a number of quick iterations, depending upon the number of players and how much they can handle, until there are only two balls remaining.

Switch III.  (See Switch I and Switch II.)  All players start dribbling with ball.  On command of “Switch,” players go to a different ball and freeze.  Remove one ball and put it in a “Safe Zone” represented by a nearby smaller grid.  Repeat command.  Player without a ball goes to the safe zone and dribbles a ball there.  Repeat command, remove ball and transfer player.  Repeat until there is only one player with a ball remaining.

Take Away.  Half the players with ball and half without.  Players with ball try to keep it in their possession.  Players without a ball try to take it away from a player who has a ball.  Use a short duration of a minute or less.  At the end of the time, players with balls switch the ball to players who don’t have one.  Repeat.

Target Shooting. Two players, each with ball and one cone. See how many times each player can hit the cone.

The Gauntlet I.  Sequential dribbling against defenders using a larger, rectangular grid. Place at least two small goals at one end line or use an existing full-sized goal. Divide the field into three equal zones, marked by cones, with Zone 1 farthest from the goal(s), Zone 2 in the middle and Zone 3 closest to the goal(s).   Place two defenders in Zone 1, no defenders in Zone 2, and one defender in Zone 3. Place at least five forwards, all with ball at the end line farthest from the goal(s). Upon command, all forwards go at once to try to score. (Balls that remain in the grid are still in play.) Forwards that lose their ball return to the starting line.   Rotate defenders and forwards. Options: Use an additional small goal and place one defender in Zone 1 and two defenders in Zone 3.

The Gauntlet II.  Set up the grid according to Gauntlet I. Place one defender in Zone 1 and 2 defenders in Zone 3. Add a goalkeeper. When forwards lose their ball, they remain active for passes. Option: One defender in each Zone.

The Machine I.  Players should first be introduced to the concept of handing the ball to the next player in a line via “Over-and-Under” and “Side-by-Side.” They can then be challenged to hand the ball off to the next player in line using any means they can dream up.  Demonstrate examples such as turning 180-degrees and handing the ball directly to their teammate, pushing the ball on the ground through their legs, pushing the ball on the ground around to their left, pushing the ball on the ground around to their right, turning 180-degrees and putting the ball down on the ground, twisting sideways to the left, twisting sideways to the right, or handing the ball overhead in a rainbow arc.  Place the balls in a pile and send in each player quickly, one after another, to create the “machine.”  Players are to be encouraged to each do something different from the players ahead of them.  Players should also be encouraged to add sound effects to go with their movements as part of the “machine.”  [A CoachingAmericanSoccer.com® original.]

The Machine II.   After having introduced “The Machine I,” players get the ball to their next teammate in line by any means they can dream up, but only using their feet.  Demonstrate drags, roll-overs, 180-degree turn left, 180-degree turn right, chop left, chop right, sole-of-the-right-foot back, sole-of-the-left-foot back, or back-heel.  Again, players are to be encouraged to each do something different from the players ahead of them.  Players should also be encouraged to add sound effects to go with their movements as part of the “machine.”  [A CoachingAmericanSoccer.com® original.]

Tick-Tock Count.  All players are reminded of the “Coerver Base Move,” also known as “tick-tock,” where players rapidly touch the ball back-and-forth between the insides of the left and right feet.  Upon command, players are to start the tick-tock and count the number of touches they make with both feet.  The coach may vary the time anywhere from fifteen seconds to one minute.  Variation:  players may be asked to starting counting again from “one,” if they lose control of the ball.

Top Dog. See explanation for “Knockout.”

Treasure Hunt I.  At one end of the grid spread out a number of pinnies or disks that will be called the “treasure.”  (Ensure that the number of “treasure” items at least equals the number of players.)  At the other end or the grid, use cones to create two 2’ x 3’ rectangles that will be called the “treasure chests.”  All players with balls are to dribble from the end of the grid with the “chests” to the end with the “treasure,” pick up one piece of “treasure” and, while dribbling, carry it back and put it into a “treasure chest.”  (For real young players, this should be done first without balls.)

Treasure Hunt II.  At one end of the grid, beyond the end-line, spread out a number of pinnies or disks that will be called the “treasure.”   At the other end or the grid, use cones to create one 2’ x 3’ rectangle that will be called the “treasure chest.”  Five attackers, with ball, head at three defenders in front of the treasure.  All attackers are to dribble from the end of the grid with the “chest” to the end with the “treasure,” pick up one piece of “treasure” and, while dribbling, carry it back and put it into the “treasure chest.”  Defenders are to try to kick the balls outside of the grid.  Defenders may not go over the end-line behind them to defend the treasure and may not kick the balls of players returning with treasure.  Variations:  Alter the number of attackers and defenders.  Instead of pinnies or disks, place treasure balls on top of disks and require attackers to kick a treasure ball off the disk with their ball before the treasure can be retrieved.

Tunnel II. Divide the team into small groups. Start with three players as the “tunnel,” and then you may add more players as success is achieved. Have each group line up in a straight line, front to back, and spread their legs apart, to form the tunnel. You may practice first, and then this is can become a race between groups. To start, the first player in each line must turn and face the tunnel and pass a ball through the tunnel and then get back in the front of the line. The last player in the line collects the ball, dribbles it to the front and repeats the process. (As a race, the first group to complete a full cycle wins.) (Variation: The player at the back of the line may pass the ball through the tunnel from behind. The player at the front collects the ball, dribbles it to the back, passes it through the tunnel and remains at the back.

Tunnel III.  (Similar to “Gates.”) Split the team in half, one half with ball and one half without. The group without a ball is to spread out in a line within the grid (front-to-back, approximately two-yards apart) and stand with their legs spread a little more than shoulder-width apart. These players form the “tunnel.” Each player, with a ball, dribbles through the tunnel by pushing the ball between the legs of each player of the tunnel, going around the player, collecting the ball and continuing through the legs of the next player, sequentially. The teams then switch roles.  (Variations:  For younger players, use parents to form the tunnel and have all players with ball.  May include a “fanny pat.”  Form multiple tunnels as necessary to keep the game moving.)  [A CoachingAmericanSoccer.com® original.]

Tunnels of Cones.   Set up two double-lines of cones near the longer sidelines of the grid.  These are the tunnels.  For younger players, set the cones approximately five-yards apart.  As the players age or become more adept, narrow the width between the cones.  Identify the entry and exit points of the tunnels.  All players with ball.  Players may start by dribbling anywhere within the grid.  Upon command, “Enter the tunnels!” players are to dribble to the entrance of the nearest tunnel and proceed quickly on a straight line to the exit.  Variations:  Players may proceed in an oval or a “figure-8.”  Going past players may be allowed.

Turkey Shoot.  Set up random cones. All players with ball. In a time limit, players count how many cones they can knock over with the ball. Each cone knocked over must be re-set by the player who knocked it down.

Turn Signals.  All players with ball dribbling.  Players are to put out their left arm out to signal a left turn and then make a left turn; right arm out, right turn; either arm straight overhead, “U”-turn.  Variation:  the coach may direct the turns at first, saying “left turn,” “right turn,” or “U-turn,” while making the appropriate arm signals.  The players are to then make the signal and execute the turn.  (Advanced variation:  The coach gives the arm signals without saying anything verbally.)  [A CoachingAmericanSoccer.com® original.]

Turns II. All players with ball. Players will start spread out shoulder-to-shoulder on a line. Establish a second, parallel, line with discs approximately seven yards away. Each player is to dribble to the second line, turn, and go back to the original line. The coach should direct the following types of turns: 1.) Inside of Foot – Right foot for left turn and left foot for right turn; 2.) Outside of Foot – Right foot for right turn and left foot for left turn; and, 3.) Pull Back – Sole of the right foot and sole of the left foot.

Two Squares.  All players with ball. Divide the grid into two squares identified by cones. On command, have the players dribble their ball from one square into the other square. You can then split the players with half in each square. On command, the players dribble their ball into the other square while avoiding collisions. Last, after starting to dribble within one square, upon command players are to leave their ball, run into the other square, find another ball and continue dribbling in the new square.

Us and Them.  Set up at least four small goals, two each on opposite sides of the grid.  Define a halfway line with saucers.  Pairs with a ball, each designated to attack at one end and defend at the other end.  Either player may score at either of their attacking goals.  For attackers, demonstrate shielding and retaining possession of the ball, speed dribbling, and suddenly changing direction to head for a different goal.  Introduce the saucers at midfield as the “retreat line.”   When a player scores, the other player gets the ball out of the goal and resumes as the new attacker going the other way.  The defender must run to set up past the retreat line in order to let the new attacker get started.  For defenders, demonstrate turning and facing, getting goal-side, shadowing, and then going for the ball.  Note that this game intentionally creates a lot of traffic, as distractors, to be recognized and avoided.  Variations:  Add more goals; Set up pairs with specific pairs of goals (if the traffic is too much); Make the grid larger or smaller, as appropriate.

What Time Is It Coach?  All players with ball at one end of the grid.  A parent calls out, “What time is it Coach?”  The coach responds with “One o’clock,” “Two o’clock,” etc.  Players are to take one or two dribbles, etc., and then stop the ball until the next call.  When the coach responds, “Lunch-time!”, all players are to return to the starting line.

Win a Ball.   Divide the team in half.  Each player in one group has a ball, while the others do not.  All players with a ball start dribbling within the grid.  The players without a ball jog around the grid.  Upon command, all players with balls leave their balls and try to get a different ball.  All of the players without a ball also try to get a ball.  After getting a ball, dribbling is to resume immediately.  Coach waits approximately 15- to 20-seconds and gives command again.  At higher ages, coaches should encourage players to really challenge for a ball when two or more players come together.

Win the Ball I.  Set up two or three small goals on one end-line of the grid. Place disks or cones along the length of the grid between the goals to identify lanes to specific goals. Coaches have balls at the opposite end-lines from the goals. Divide the team into pairs equally distributed among the coaches. Coaches center themselves on the starting end-line in facing the goals. Coaches set the pairs in lines off the coach’s left and right shoulder. Coaches bowl the ball down the middle of the lane toward the goal. Players are to both immediately sprint to the ball to try to win it first. The first player to ball is to control it and then put it into the goal. Players retrieve the ball, return via the outside of the grid, put the ball back in the pile for the coach, and get in the back of the line. Coaches need to ensure that the pairs are ready and to learn to find the best place to roll the ball.

Win the Ball II.  When facing from one end-line of the grid to the other, place a small goal two-thirds of the way down the grid on both the left and right sidelines, opposite each other. Set up two or more similar grids, according to the space available and the number of players. Coaches center themselves on the starting end-line of each grid. Similar to Win the Ball I, players are to be set up in pairs, off the right and left shoulders of the coaches, who have access to a number of balls. Coaches bowl the ball down the center of the grid while pairs sprint to the ball. Players getting to the ball first may try to score at either goal. The other player in the pair may try to take the ball away and score at either goal. Options: Introduce the game by sending out players one-at-a-time, forcing them to catch up to the ball, control it, and then redirect it to go to a goal – coaches may force one goal, then the other. Coaches may call out “left” or “right” after the ball has been sent.

Windows.  Place cones approximately five-yards apart around the perimeter of the grid.  (These form the “windows.”)  Divide the team in half.  Position one half of the team, without balls, around the perimeter, with one player in each gap between cones.  Position the other players, with ball, inside the grid.  The players with balls start dribbling and then pass the ball to a player in a window.  The player in the window passes the ball back and stays in position to receive a pass from someone else.  The dribbler moves on to someone in another window and passes back-and-forth again.  Dribblers/passers are to be encouraged to move to other sides of the grid with each pass.  After approximately one minute, switch the players inside the grid with the players on the perimeter.

Write Your Name.  All players dribbling with ball. Upon command, have players roll the ball with the sole of the foot to “draw” the players’ name or nickname in capital letters.  Perform first with the right foot, resume dribbling, then with the left foot.    Variation:  Write your name using an initial capital letter followed by lower-case letters.  (See “Alphabet.”)

Yellow Brick Road.  Set up a winding path of parallel sets of disks and cones.  All players are to dribble in the same direction within the road, return to the outside, and repeat.  The “Wizard” can meet them with a compliment at the end of the road.

Also see Soccer-Golf, Soccer-Speedball, Soccer-Tennis, and Soccer-Volleyball for more advanced games.

© Copyright, John C. Harves