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Soccer Practice Planner

Pick an age group, how long you have, what you want to work on, and how many players turned up. You get a timed session plan with drills, coaching points, and how to split the squad for each block.

Session plan

Dribbling & 1v1 · U11–U12 · 75 min

Players attack a defender at speed and beat them with a repeatable move.

The best age for skill acquisition. Heavy on repetition with opposition, light on positional instruction.

  1. 0–12 min

    Arrival & warm-up

    14 players, a ball each

    Ball mastery in a grid

    Setup: A ball each in a 20x20 grid.

    Sole rolls, inside-outside touches, and drag-backs on a call. Add a "find a new space" command every 30 seconds.

    Coaching point: Heads up between touches, not glued to the ball.

  2. 12–30 min

    Technical

    3 groups of 4 + 1 group of 2

    Move gates

    Setup: Cone gates scattered in a 25x25 area.

    Dribble to a gate, execute a chosen move before it, accelerate through. Two moves only.

    Coaching point: The acceleration out of the move is what beats a defender, not the move itself.

  3. 30–51 min

    Skill practice

    7 groups of 2

    1v1 to a line

    Setup: 12x20 channels, one ball per pair.

    Attacker carries the ball over the defender's end line. Rotate after each rep.

    Coaching point: Keep the channel narrow — a wide one lets pace win and teaches nothing.

    Longer than this age group holds attention — run it as two halves with a water break between.

  4. 51–70 min

    Conditioned game

    3 teams of 4, winner stays on

    Dribble-in game

    Setup: Small-sided game, two end zones.

    A goal only counts if a player dribbles the ball over the end line under control.

    Coaching point: Reward the attempt, not just the success, or they stop trying.

    Longer than this age group holds attention — run it as two halves with a water break between.

  5. 70–75 min

    Cool-down & review

    Whole squad together

    Bring the group in. Ask two questions about what they just did rather than telling them what you saw — they remember their own answers.

How the timings are built

Session length is split across five blocks — arrival and warm-up, technical work, skill practice with opposition, a conditioned game, and a short review. The conditioned game absorbs any rounding, because a session that ends on a game is the one players come back to.

Each age group has a realistic attention span attached to it. When a block runs longer than that, the plan says so and tells you to break it in two rather than grinding through it. That single adjustment is the difference between a plan that works on paper and one that works on grass.

Using it well

  • One focus per session. A practice that works on passing, finishing, defending and fitness improves none of them.
  • Let the game teach. The conditioned game is not a reward at the end — it is where the session's theme has to show up under real pressure.
  • Coach less than you want to. Two clear coaching points per block is plenty. The one printed with each drill is the one that matters most.
  • Plan for who turned up. Change the player count and the group splits change with it. Queues are the most common way a good drill fails.

Working with wingers

The wing play focus pairs with the player-side guides — crossing drills, 1v1 dribbling drills and how to play winger — which you can send to a player who wants to work on it between sessions.

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