Dunbar Soccer crest

PAUL LAURENCE DUNBAR BOYS SOCCER

4-PHASE
PRESEASON PLAN

12 sessions built on an elite possession philosophy. Every activity sourced directly from Developing an Elite Philosophy in Possession. Every session is opposed, game-realistic, and position-relevant.

4 Phases ยท 3 Days Each 2 Hours Per Session 10-Minute Rule Opposed Sessions Only Five Receiving Lines 1v1 Domination 8 Seconds to Goal
Core Belief: "From the second players turn up to when they leave, every single movement should look like a section of the game has been cut out from above and dropped onto the training pitch. It should be position relevant and include the repetitive decisions they make in a game." โ€” Tim Lees
Phase 01
Identity & Foundations
Days 1โ€“3 ยท Possession identity, switching play, 1v1 domination
Phase 02
Collective Possession
Days 4โ€“6 ยท Midfield rotation, build from back, wide play
Phase 03
Transition & Counter
Days 7โ€“9 ยท All four moments, counter attack progressions
Phase 04
Game Model Integration
Days 10โ€“12 ยท Final third, full shape, match simulation
01

Identity & Individual Foundations

10-Minute Rule Five Receiving Lines Switching Play 1v1 Domination

Every session begins with 10 minutes of individual, position-specific work โ€” each player focused on one specific strength from their own identity. No generic rondos. Phase 1 then builds the possession identity: Five Receiving Lines, switching play through circulation, and domination in the most common 1v1 scenario (pressure behind โ‰ˆ75%). All sessions opposed from minute one.

10

The 10-Minute Rule โ€” Liverpool Principle

Learned at Liverpool. Every player works for 10 minutes on something specific they need that enhances their individual identity. Not generic (weaker foot, heading, passing) โ€” specific: a full back working on the footwork pattern to shift hips and defend a particular type of opponent in 1v1 situations. 10 min ร— 4 sessions per week = 40 min/week โ†’ 26.5 hours per season of focused practice on one specific strength. This replaces the rondo entirely. The rondo's main objective is often to embarrass the player in the middle โ€” that is not elite development.

Tim Lees โ€” Developing an Elite Philosophy in Possession "Play with width, depth and five receiving lines. Trade spaces through interchange and rotation. The system must be built around the players. Once the team know how to open up the pitch, they must understand exactly how to trade spaces by moving the opposition's block."
1
Phase 1 ยท Day 1 ยท 120 min
Switching Play & Recognition of Pressure
PDF pp. 27, 30, 46, 50 ยท Wide Pitch ยท Six Goals
10-Minute Rule ยท 0:00โ€“0:10
Individual Identity Position-Specific Strength Work

GKs: Distribution under pressure โ€” serve to feet vs a pressing forward. CBs: Driving passes to switch play โ€” receive from GK, hit the far FB on the half-volley. FBs: Defensive 1v1 footwork โ€” shift hips to deny the cross against a winger cutting inside. CMs: Half-turn receiving angle โ€” check, receive, open body before ball arrives. Forwards: Receiving back to goal, single touch lay-off under shoulder pressure. No generic work. Each player knows their focus and goes straight to it.

0:10โ€“0:22ACTIVATION โ€” Recognition of Pressure & Quick Thinking (p.30 โ†—)

Poles and cones scattered randomly creating gates (1 pt) and goals (2 pts). No set pattern โ€” players read pressure areas continuously. Teams score by dribbling or passing through gates or shooting into goals. Pure game-reality from minute one.

0:22โ€“0:25Water Break โ€” Introduce Five Receiving Lines
0:25โ€“0:451v1 โ€” Dominate Receiving Pressure Behind (p.50 โ†—)

10ร—15 area, mannequin 4 yards ahead, two gates beyond. Defender starts behind (โ‰ˆ75% of elite receiving situations). Attacker protects, dominates, and passes through a gate or reaches the end line. 6 reps each. Progress: replace mannequin with live defender.

0:45โ€“1:13UNIT โ€” Switching Play, Circulation & Recognition of Pressure Areas (p.27 โ†—)

Wide pitch, 6 goals (one central, two wide each end). Teams score in any goal. Switching play earns a bonus point; no more than 3 consecutive passes in the same zone. Forces identification of the pressure side and switch to find freedom.

1:13โ€“1:16Water Break
1:16โ€“1:50SSG โ€” Technicians Game (p.46 โ†—)

Small area, 4 small goals, no GKs. Seven 4-minute bouts: (1) Vertical goals only, (2) Horizontal only, (3) 20 passes = goal, (4) Any goal, (5) Volleys only, (6) Aerial set volley, (7) Chest volley. Each bout rewards a different technical quality under competitive pressure.

1:50โ€“2:00Debrief โ€” Five Receiving Lines

Three questions: Which pressure areas were identified? When did switching play unlock space? Name the Five Receiving Lines. Connect one moment in the SSG back to the 10-minute rule work.

Ball possession without purpose is a waste of time. Every circulation must shift defenders. The pressure area is read before the ball arrives โ€” not after.
2
Phase 1 ยท Day 2 ยท 120 min
1v1 Identity โ€” Pressure on the Side & Rotation
PDF pp. 29, 41, 51, 63 ยท Promotion/Relegation ยท Octagon
10-Minute Rule ยท 0:00โ€“0:10
Individual Identity Position-Specific Strength Work

GKs: Footwork to receive back passes under press โ€” serve-collect-distribute against a closing forward. CBs: Body shape when receiving under a high press โ€” open body, first touch away from pressure. FBs: Overlap timing โ€” read the winger's run and time the burst without being offside. CMs: Checking away and offering at a new angle โ€” 10 reps, vary the angle each time. Strikers: Checking to feet โ€” correct body shape on arrival so the lay-off is automatic.

0:10โ€“0:22ACTIVATION โ€” One v One To Retain (p.63 โ†—)

Whites 1v1 vs yellows. Two red overloads always available. Whites maintain possession โ€” reds provide the escape. 60-second bouts, rotate. Establishes possession mentality: hold, retain, use the overload, don't panic.

0:22โ€“0:25Water Break
0:25โ€“0:451v1 โ€” Dominate Pressure On The Side (p.51 โ†—)

Two areas: left = small pitch (finishing), right = multiple gates. Promotion/relegation: win on gates โ†’ promote to finishing. Defender starts on the attacker's shoulder. Use speed of turn, disguise, or body feint to escape. Rotation every 5 min.

0:45โ€“1:13UNIT โ€” Rotation As A Two โ€” Team Receiving & Movement Principles (p.41 โ†—)

Octagonal shape. 2 blue targets opposite each other outside. 2v2 inside. Whites retain using the full shape. Trigger: when the inside 2v2 opens, the receiving pair rotate โ€” check away then spin, overlap, or underlap. Foundation of all midfield and forward rotation patterns.

1:13โ€“1:16Water Break
1:16โ€“1:50SSG โ€” Circulation, Switching Play & Types of Finish (p.29 โ†—)

Poles in centre forming a goal playable from both directions. GK stands in the central goal. Two teams attack from opposite ends. Teams must circulate before shooting โ€” cannot approach straight on. Types of finish rewarded differently: side-foot, driven, first-time, curled.

1:50โ€“2:00Debrief โ€” Rotation as a Pair

Could players name what their partner was about to do before they received? Identify 2 examples of correct rotation. Connect the partner rotation to today's 10-minute rule movement work.

Top midfielders drop out wider than the CB when play circulates to the opposite side. Rotation as a two builds that exact habit in every player โ€” whatever their position. Movement before the ball arrives = space when it arrives.
3
Phase 1 ยท Day 3 ยท 120 min
Shape, Width & the False Nine
PDF pp. 33, 39, 47, 54 ยท Horseshoe ยท Side Goals
10-Minute Rule ยท 0:00โ€“0:10
Individual Identity Position-Specific Strength Work

GKs: Angle setting โ€” adjust starting position for different ball positions in wide areas. CBs: Stepping to intercept or hold โ€” read the striker's run and choose correctly. FBs: Cross delivery technique โ€” driven low, whipped in-swinger, cut-back. 10 reps of the preferred delivery. CMs: Rotation check-away โ€” walk through the pattern, then do it at pace against a shadow defender. False 9 / Forwards: Dropping to Line 4, turning, playing the through-ball to the arriving CM. Each player coaches themselves โ€” the coach circulates and gives one point each.

0:10โ€“0:22ACTIVATION โ€” Retention and Angles of Midfielders (p.47 โ†—)

4 white players retain on outside. 2 yellow overloads (6v4). 4 reds press for 90 seconds then rest. Forces midfielders to find the correct angle to receive โ€” never in a line, always in a triangle. 90-second press bouts carry physical load during preseason.

0:22โ€“0:25Water Break
0:25โ€“0:451v1 โ€” Angled Movements, Agility & Changes of Direction (p.54 โ†—)

Cones 2 yards apart vertically, 6 yards between pairs. Attackers approach from angles โ€” not straight lines. Gates on the side for scoring. Angled approach changes the defender's cover shadow and creates the extra half-yard.

0:45โ€“1:13UNIT โ€” Back Four In and Out of Possession (p.39 โ†—)

Half pitch, full width. Two back fours face each other, no GKs. 2 yellow CMs between the lines. Back four builds through the horseshoe (GKโ†’CBโ†’CBโ†’FBโ†’FB). Ball to CM โ†’ recycle or turn and play forward. Opposing back four transitions to press shape immediately.

1:13โ€“1:16Water Break
1:16โ€“1:50SSG โ€” Circulation and Playing With A False Nine (p.33 โ†—)

Two main goals with GKs. Four side goals (poles 4 yards from touchline). Teams score 1 pt in main goals, 2 pts in side goals. Side goals force wide play. False nine drops creating central overload; forwards check wide to attack side goals.

1:50โ€“2:00Phase 1 Review

Three questions: (1) What does our possession game look like now? (2) Name the Five Receiving Lines. (3) Which 1v1 scenario appeared most? After 3 days of the 10-minute rule, ask players: did they notice a change in their specific area?

The horseshoe is a shape, not a tactic โ€” it must be automatic. The false nine's drop creates a run from another player. Movement creates the space; the pass uses it.

Five Receiving Lines

GK (L1) โ†’ CBs (L2) โ†’ Pivot/DM (L3) โ†’ No.10/CAM (L4) โ†’ Forwards in the block (L5). Five different lines spread the opposition, create numerical advantages in specific zones, and give the ball carrier multiple real options in every moment.

The 10-Minute Compound Effect

10 min ร— 4 sessions/week = 40 min/week on one specific strength. Over a season that is 26.5 hours of focused individual practice โ€” from a substitution that costs nothing. The compounding effect is why Lees calls it the most underused development tool available to any coach at any level.

Opposed Always

Every minute of every session involves live opposition. Mannequins don't tackle, don't press, don't create the decision-making pressure that transfers to match performance. Real opponents are the teacher โ€” from day one, session one.

02

Collective Possession & Shape

10-Minute Rule Midfield Rotation Build From Back Wide Play

Phase 1 built individual habits. Phase 2 connects them collectively. The 10-minute rule continues โ€” now players begin to see how their individual strength feeds into the collective pattern. Midfield rotation, building from the back through the horseshoe, deliberate underload in central zones, wide play combinations. The individual 1v1 domination from Phase 1 now becomes the overload in a 2v2, then 3v3.

Tim Lees โ€” Developing an Elite Philosophy in Possession "Top players have over 2,700 receiving situations per season. 75% are with pressure behind. The teams with the highest possession stats also have the highest 1v1 outplaying frequency. You can be the most tactically astute coach on the planet but the individual parts make your ideas function."
4
Phase 2 ยท Day 4 ยท 120 min
Midfield Domination โ€” Rotation, Overload & Press
PDF pp. 31, 40, 53, 62 ยท CM Rotation ยท 4 Boxes
10-Minute Rule ยท 0:00โ€“0:10
Individual Identity Position-Specific Strength Work

GKs: Distribution under a press โ€” kicked long or played short; read the press shape, not just the target. CBs: Diagonal driven pass to switch โ€” 10 reps, alternate feet, no standing passes. CMs: Receive on the half-turn and play forward first time โ€” the 10-minute rule for midfielders is this movement, done until it's unconscious. No.10: Receiving between lines, disguising the turn โ€” 10 reps against a shadow marker. Forwards: Dropping to Line 4, laying off for the arriving CM run. Each player self-coaches their specific pattern.

0:10โ€“0:22ACTIVATION โ€” 1v1 To Play Forward & Domination Without Ball (p.62 โ†—)

Whites outside with balls. Yellows vs reds 1v1 inside. White serves to yellow. Yellow dominates the 1v1 and plays immediately to the opposite white target. Focus: movement before ball arrives, first action after winning = play forward.

0:22โ€“0:25Water Break
0:25โ€“0:451v1 โ€” Domination Without Ball & Playing Forward (p.53 โ†—)

Area split into 4 equal boxes (12ร—12). 1v1 in each simultaneously. One red CM centrally. Yellow dominates and plays to the CM or into another box. Player who concedes becomes the next CM. The attacker's work begins before the ball arrives.

0:45โ€“1:13UNIT โ€” Central Midfield Rotation Principles (p.40 โ†—)

Two white targets top and bottom. 3v3 centrally. Ball starts at bottom. CMs rotate: one drops, one holds, one makes a line-breaking run. Variation 1: receive and recycle. Variation 2: receive, turn, penetrate immediately. Rotation triggered by where the ball goes โ€” three CMs shift as a unit, never static.

1:13โ€“1:16Water Break
1:16โ€“1:50SSG โ€” Midfield Rotation (whites). Press & Counter (yellows) (p.31 โ†—)

Tight area. 4 yellows press and counter. Whites: 2 outside (CBs/FBs) + 3 inside (midfield trio). Yellows press in a coordinated block of 4. When yellows win โ†’ immediate counter to goal (8-second rule). Progress: add white No.10, then yellow forwards.

1:50โ€“2:00Debrief

How did midfield rotation beat the press? One moment where rotation unlocked it. Connect the CM half-turn from the 10-minute rule to one pass in the SSG.

The CM not receiving must always be moving โ€” never watching. The first yard is won before the pass is made. And the first action after winning a 1v1 is always the same: head up, play forward.
5
Phase 2 ยท Day 5 ยท 120 min
Building From the Back โ€” Patience & Underload
PDF pp. 28, 36, 48, 59 ยท Horseshoe ยท 3v4 Underload
10-Minute Rule ยท 0:00โ€“0:10
Individual Identity Position-Specific Strength Work

GKs: Horseshoe distribution โ€” short to CB, CB feeds back, GK switches to far FB. Pace and timing only. CBs: Playing through a press โ€” receive under a closing striker, body shape to play around or through. FBs: Underlap timing โ€” watch the winger go outside, then check inside at the exact moment the defender follows. CMs: Retention under a tight press โ€” 1v1 keep-ball, find the body position that protects the ball without backing into the defender. Strikers: Hold-up strength โ€” back to goal, two hands out, resist for 3 seconds, then turn.

0:10โ€“0:22ACTIVATION โ€” Back Four Horseshoe Retention & CM Angles (p.48 โ†—)

Two 18-yard areas back to back. GK in each. Two back fours outside each box. 3 CMs vs 3 CMs centrally. Back fours retain in horseshoe and feed their CM trio. Establishes the critical link between defensive line and CM.

0:22โ€“0:25Water Break
0:25โ€“0:451v1 โ€” Understanding 1v1 as the Foundation of 2v2 and 3v3 (p.59 โ†—)

3 areas side by side: (1) 10ร—15 โ€” 1v1, (2) 12ร—12 โ€” 2v2, (3) 15ร—15 โ€” 3v3. Groups rotate every 3 minutes. Guardiola's overloading logic made physical: win the 1v1 โ†’ create the 2v1; two players dominating โ†’ the 3v2 overload. Individual skill IS the foundation of every team possession moment.

0:45โ€“1:13UNIT โ€” Circulation, Switching Play & Patience in Possession (p.28 โ†—)

3 zones. End zones: 2v1 (CBs + GK vs CF) โ€” easy possession. Central zone: 3v4 (3 midfielders vs 4) โ€” deliberate underload. Floaters on outside as relief. Ball flows end zone โ†’ central 3v4 โ†’ opposite end zone. The underload forces faster decisions and genuine patience.

1:13โ€“1:16Water Break
1:16โ€“1:50SSG โ€” Playing Out of Pressure Zones OR Establishing the Press (p.36 โ†—)

3 zones: 2v1 each end, 3v3 central. Floating extra defender creates overload pressure. Teams alternate: one builds out through all three zones, the other establishes a press. When pressing team wins in central zone โ†’ counter to goal immediately.

1:50โ€“2:00Debrief

Connect to Guardiola: how did the 1v1 work become a 3v2 by the SSG? Name one moment of successful build-out through the press. Ask the striker: did the hold-up work from the 10-minute rule show up in the game?

The underload (3v4) is vital โ€” don't force it alone, use the floater as the safety valve, then attack again. The CB's first look is long, second is the CM angle, third is the switch. Build the decision hierarchy until it's automatic.
6
Phase 2 ยท Day 6 ยท 120 min
Wide Play โ€” Full Back / Winger Combinations
PDF pp. 38, 42, 55, 58 ยท Bielsa Session ยท 8-Yard Channels
10-Minute Rule ยท 0:00โ€“0:10
Individual Identity Position-Specific Strength Work

GKs: Post-save distribution โ€” save, reset feet, distribute quickly. Time the restart. CBs: Marking in transition โ€” opponent goes long, CB must get side-on before the ball lands. FBs: Delivery technique โ€” their specific preferred cross (whipped in-swinger, driven low, cut-back). 10 reps of that one delivery from a moving approach. Wide players: 1v1 vs a retreating FB โ€” the defender is backpedaling, attacker must use pace or disguise to find the cross angle. Strikers: Near-post run timing โ€” check away, then attack the near post at the moment the ball reaches the wide player. No wasted runs.

0:10โ€“0:22ACTIVATION โ€” Finding A Way To Deliver (wingers & full backs) (p.58 โ†—)

Isolated to one side on the edge of the box. Mannequins as a "second six-yard box" (Bielsa/Bilbao session). Wide player receives from CM, moves around the mannequin block, delivers. All cross types: early whipped, driven low, cut-back, lofted clip. Forwards attack near, far, penalty spot.

0:22โ€“0:25Water Break
0:25โ€“0:451v1 โ€” Defender In Front (p.55 โ†—)

Reds as outside feeders. Two small goals 3 yards in from each corner. Attacker receives with defender already facing them. Must use feint, step-over, change of pace, or disguise to score in either corner goal. Defender In Front requires maximum disguise, not maximum speed.

0:45โ€“1:13UNIT โ€” Full Back/Wide Player Relationship โ€” Beating Teams Down The Sides (p.42 โ†—)

Wide pitch, 2 zones. Two 8-yard free channels down each side โ€” defenders cannot enter unless ball is there. GKs both goals. Wide channels: FB + winger combine to beat the press and deliver. Options: overlap, underlap, double-pass, or direct 1v1. Central zones are overloaded โ€” teaches the team to exploit width as primary outlet.

1:13โ€“1:16Water Break
1:16โ€“1:50SSG โ€” Three Zone Shape Game (p.38 โ†—)

3 zones, 2 goals with GKs. 8v8 to 11v11. Minimum player counts in each zone enforce structural discipline. Teams play through to the next zone before switching. End of Phase 2 integration: back four, midfield, and wide play all expressed in a structured live game.

1:50โ€“2:00Phase 2 Review

Can players identify the back four structure, midfield rotation, and wide combination in a single possession sequence from today? Ask FBs and wide players: was the 10-minute rule delivery/timing visible in the SSG?

Read the run before deciding the cross. The runner's angle tells you the delivery. FB/winger: one pushes forward, one holds depth โ€” never both forward simultaneously.

Overloading

2v1, 3v2, 4v3 โ€” mini overloads are the engine of possession. One player dominating their 1v1 creates the team's next 2v1. Players who view the game as small numerical situations and act on them within seconds make elite possession work.

10-Min Rule: Compounding Begins

By Day 6 players have 60 minutes of focused individual work on their specific strength. The principle now shows up in collective sessions โ€” the CB's driven switch, the CM's half-turn, the FB's timed underlap. Individual excellence feeds collective coherence. This is what Lees means by "the individual parts make your ideas function."

Rotation as Principle

Midfield rotation, front-three rotation, FB/winger rotation โ€” these are rehearsed patterns that become instinct. Movement before the ball arrives = space when it arrives. The movement creates the opportunity; the pass uses it.

03

Transition & Counter Attack

10-Minute Rule Four Moments Counter Attack 8 Seconds

All four moments are now trained simultaneously. Transitions become the most important moments of every session. The 10-minute rule in Phase 3 shifts focus: individual work now targets transition-specific moments โ€” the first touch forward, the immediate press after loss, the recovery run. The 8-second rule is enforced as a hard law. Counter progressions build from 3v2 up to a full back four.

Tim Lees โ€” Developing an Elite Philosophy in Possession "The counter attack is the moment when both teams are most exposed and most alert. From a deep regain, the team must reach goal within 8 seconds. This is not a guideline โ€” it is a rule that must be trained until it becomes instinct. The moment of transition is the most important moment of the session."
7
Phase 3 ยท Day 7 ยท 120 min
Transitions โ€” Three Team Game & Guardiola
PDF pp. 52, 64, 65, 66 ยท Four Moments ยท Tight Area
10-Minute Rule ยท 0:00โ€“0:10
Individual Identity Position-Specific Strength Work

GKs: Footwork and positioning to receive back passes under pressure from a pressing forward. CBs: Step to intercept โ€” read the striker's run into the channel, time the step, don't get caught flat. FBs: Recovery run โ€” sprint at full pace from an advanced position back to goal side of a winger. Timed. CMs: Immediate press trigger โ€” the moment the ball is lost, the CM's three steps must be toward the ball, not away. 10 reps simulating loss of possession. Forwards: Press trigger technique โ€” drop the shoulder, show the opponent one way, cut off the pass. Today this is the defensive skill they develop.

0:10โ€“0:22ACTIVATION โ€” Different Types Of Pressure (p.52 โ†—)

Two identical pitches, 15-yard gap. 5v5 on each. Coach calls a number โ€” that player sprints across for a 1v1. Rest continue 4v4. All five 1v1 scenarios can arise. 2ร—6 min rounds.

0:22โ€“0:25Water Break
0:25โ€“0:451v1 โ€” One v One To Finish (p.64 โ†—)

18-yard box. GK in each goal. Coaches and players outside constantly feed aerial and ground balls โ€” no waiting between reps. Continuous 60-second bouts. Relentless delivery replicates match speed. Forces finishing decisions under fatigue and close-quarters pressure.

0:45โ€“1:13UNIT โ€” Three Team Transition (p.65 โ†—)

3 equal boxes. 3 teams of 3. Team A in middle. Team B in one end box. Team C: one player each in the other two boxes. A achieves 5 passes then switches to C. When ball moves to C's side, B transitions โ€” one sprints to press the middle. Every team is simultaneously in a different moment.

1:13โ€“1:16Water Break
1:16โ€“1:50SSG โ€” Guardiola Transition Game (p.66 โ†—)

Tight area. 4 whites at corners. 4 reds + 3 yellows centrally. 7v4 in possession. When whites win โ†’ expand to corners immediately, the 7 press all four corners. The essence of Guardiola positional play: overload centrally; press immediately on loss. 3ร—6 min rounds.

1:50โ€“2:00Four Moments Check

Ask players to identify one moment each of: In Possession, Out of Possession, Counter Attack, Counter Defend. Did the press trigger work from the 10-minute rule appear in live play?

The step after losing the ball is the most important step of the session. Three Team: call the switch before receiving. Guardiola corners are the reset โ€” get there fast; the press must be coordinated, not chaotic.
8
Phase 3 ยท Day 8 ยท 120 min
Counter Attack Fundamentals โ€” Break the Lines
PDF pp. 34, 61, 67, 68 ยท Five Channels ยท 8 Seconds
10-Minute Rule ยท 0:00โ€“0:10
Individual Identity Position-Specific Strength Work

GKs: Long distribution accuracy โ€” target a CB or CM moving into specific channel zones. Timed. CBs / DM: First touch forward in transition โ€” receive a pass under no pressure, first touch must go 5 yards forward in under 0.5 seconds. FBs/Wide: Counter run into channel 1 or 5 โ€” explosive first 10 yards from a standing start, curved run to stay onside. CMs: Recognise the open channel before the ball is played โ€” 10 reps: coach points to a mannequin line, player calls the open channel out loud first, then runs it. Forwards: Bent run behind the defensive line, stay onside, reach the ball at pace. 10 timed reps.

0:10โ€“0:22ACTIVATION โ€” Break The Five Channels (p.34 โ†—)

Central possession box. Mannequins outside in 5 vertical channels. GKs both ends. Teams retain (min 5 passes) then trigger a runner to break one channel. Runners identify the open channel before making the run โ€” the decision comes first.

0:22โ€“0:25Water Break
0:25โ€“0:451v1 โ€” Domination To Get Shots At Goal (p.61 โ†—)

Edge of box in 3 zones. 1v1 in each simultaneously. One red CM outside all three zones. GK in goal. Attacker dominates and gets a shot. CM gives one combination option โ€” attacker decides: combine or go direct. Simulates the final 1v1 before goal in a real match.

0:45โ€“1:13UNIT โ€” Counter Attacking Principles: Beginning (p.67 โ†—)

2 zones, both width of the penalty box. GK in top goal. 2 defenders top, 1 midfielder bottom. 3 rows of 3 attackers at halfway. Coach plays to first group of 3. Penetrate bottom zone (vs 1 mid) then finish top (vs 2 def + GK). 8-second rule enforced from first touch. Groups rotate continuously.

1:13โ€“1:16Water Break
1:16โ€“1:50SSG โ€” Recognise Where the Overload Is (p.68 โ†—)

Normal game (4v4โ€“6v6). Player who loses the ball sprints around a designated object before re-joining. Creates temporary overload. Coach counts "1โ€“2โ€“3โ€“4โ€“5" โ€” overload must be attacked by 5. No instruction. Players self-organise. Breeds urgency naturally.

1:50โ€“2:008-Second Audit

How many counters reached a shot within 8 seconds? What slowed teams down โ€” first touch, pass, or run? Did the channel recognition from the 10-minute rule make a visible difference?

Identify the open channel before you receive โ€” look through the line, not at the ball. A sideways first touch kills the counter. Name the 8-second rule every time it's missed. Repetition creates instinct.
9
Phase 3 ยท Day 9 ยท 120 min
Counter Attack Progressions โ€” Against a Back Four
PDF pp. 43, 56, 69โ€“71, 73 ยท Aerial โ†’ 2v2 ยท Trigger Shape
10-Minute Rule ยท 0:00โ€“0:10
Individual Identity Position-Specific Strength Work

GKs: Claim the aerial ball โ€” coach lofts balls in, GK must command, call, and claim cleanly. 10 reps. CBs: Aerial contest + immediate ground transition โ€” head the ball, land, accelerate into counter shape. FBs: Tucking in from wide โ€” sprint from wide to cover central channel as the counter is countered. Timed. CMs: Getting between the lines โ€” check, receive in the strip (see Day 9 activation), face forward, play. 10 reps with a shadow marker. Forwards/Wide: Bent counter run โ€” stay onside off the CB's shoulder, attack the half-space, first touch toward goal. The non-aerial player starts their run the moment the ball is served.

0:10โ€“0:22ACTIVATION โ€” Getting In Between The Lines (p.43 โ†—)

Normal pitch, GKs both goals. Horizontal strips (โ‰ˆ3 yards wide) marked across full width. Rule: receive in a strip = no press for 2 seconds. Teaches players to identify and check into gaps between defensive lines. The reward is time on the ball โ€” players discover it organically.

0:22โ€“0:25Water Break
0:25โ€“0:451v1 โ€” Two v Two Situation (p.56 โ†—)

Coach serves aerial ball into area. Two players contest the header โ€” one wins. Immediately becomes 2v2 to small goals. The aerial loser must recover; the winner's partner makes an immediate run. Trains aerial domination + instant ground transition โ€” the exact sequence of a contested long ball or restart.

0:45โ€“1:13UNIT โ€” Counter Principles (p.69 โ†—) โ†’ Counter vs Two CBs (p.70 โ†—)

Part A (14 min, p.69): 3 zones. 3v3 centrally. After 3 passes, 2 break into end zone: 3v1. Score within 8 seconds. Part B (14 min, p.70): Half pitch. GK + 2 blue CBs + red striker. 5v5 in possession box. After 5 passes, 3 break vs 2 CBs + GK. Attack the side of the recovering CB. Striker occupies the set CB to free space for the arriving runner.

1:13โ€“1:16Water Break
1:16โ€“1:50SSG โ€” Counter Attacking From Triggers โ€” Specific Shape (p.73 โ†—)

ยพ pitch, width of penalty box. GK + 1โ€“2 yellow defenders. Middle strip: 3 yellows vs 1 white No.10. Bottom: whites in two banks of four. Yellows circulate under underload. Trigger occurs โ†’ white two banks counter the ยพ pitch. Full sequence: sit in shape โ†’ recognise trigger โ†’ execute counter collectively within 8 seconds.

1:50โ€“2:00Progression Check

Day 8: countered vs 3 defenders. Today: vs back four. What changed? Which CB gave space? Did the aerial transition from the 10-minute rule carry into the unit work?

Find the gap, face forward. Attack the recovering CB not the set one. The non-aerial player starts their run the moment the ball is served. All 11 players recognise the trigger simultaneously โ€” one player seeing it means nothing.

8 Seconds to Goal

Counter attacks from a deep regain must reach a shot within 8 seconds. Hard rule, trained in every Phase 3 session. Name it every time it's missed. Count it aloud. The first touch must be forward โ€” any sideways touch kills the counter before it starts.

10-Min Rule: Transition Focus

Phase 3's 10-minute rule shifts individual work to transition-specific skills โ€” the first touch forward, the press trigger, the recovery run, the aerial contest + ground transition. By Day 9, players have 90 minutes of focused work on these habits. They become automatic under fatigue because they've been isolated and repeated before fatigue ever arrives.

Trigger Recognition

Counter attacks from triggers require collective, simultaneous recognition. One player seeing the trigger means nothing. The trigger must be trained specifically: which defensive body shape, which zone, which restart. The team must react as one within 2 seconds.

04

Full Game Model Integration

10-Minute Rule Final Third Game Management Match Simulation

All four phases come together. The 10-minute rule in Phase 4 returns to the individual's single most impactful strength for the competitive season โ€” what is the one thing this player must do well for the game model to function? Day 12 is full match simulation with no coach stoppages. Players self-organise. By now they have 120 minutes of focused individual work on their specific strength from 12 sessions of the 10-minute rule โ€” the equivalent of a full two-hour training day dedicated entirely to one skill.

Tim Lees โ€” Developing an Elite Philosophy in Possession "The system, style and formation must be built around the individuals. If you get the process right the outcome will often take care of itself. Players must view the game as small numerical situations โ€” a 3v2 in a 40ร—25 area should never be lost. The game model is built on individuals being excellent and the collective being coherent."
10
Phase 4 ยท Day 10 ยท 120 min
Front Three in Diamond & Counter vs Back Four
PDF pp. 32, 49, 60, 71 ยท Diamond Rotation ยท Full Pitch 1v1
10-Minute Rule ยท 0:00โ€“0:10
Individual Identity Position-Specific Strength Work

GKs: Sweep-keeping โ€” read when to come for through-balls, decision-making on when to stay vs come. CBs: Driving with the ball into midfield to attract a press and release a CM. Controlled, purposeful carry. FBs: The skill each FB needs most against their likely first opponent โ€” specific to the scouting. CMs: The player's single most important individual action in the game model โ€” repeat it 10 times at pace. No.10: Receiving between lines, disguised turn, immediate forward pass. Forwards: Rotation pattern from today's activation โ€” front three movement in the diamond, 5 min walk-through, 5 min at pace.

0:10โ€“0:22ACTIVATION โ€” Rotation of Front Three in Diamond vs 4-3-3 (p.49 โ†—)

Two 18-yard boxes back to back. Rotation patterns rehearsed systematically: striker short โ†’ No.10 runs in behind; striker wide โ†’ No.10 occupies centre; both press high โ†’ screener drops to cover. Not improvised โ€” choreographed understanding rehearsed until automatic.

0:22โ€“0:25Water Break
0:25โ€“0:451v1 โ€” Defender In Front โ€” Full Pitch Version (p.60 โ†—)

Full-scale. GK in goal. Flat markers down the centre. Mannequins on edge of centre circle D. Attacker receives at halfway D, attacks goal with defender facing them. Markers force the attacker to stay in their channel โ€” no drifting wide. The hardest 1v1 scenario in a full match-realistic environment.

0:45โ€“1:13UNIT โ€” Developing Movement of the Front Two (p.32 โ†—)

Big area, 2 zones. Top: 2v2 (2 CBs vs 2 strikers). Bottom: 5v3 (midfielders vs pressers). Build in the 5v3, play into top 2v2. Rehearsed front-two movements: one checks short (Line 4); one runs behind (Line 5). CB pair: one steps, one covers. Midfield possession earns the chance; front-two movement creates the space.

1:13โ€“1:16Water Break
1:16โ€“1:50SSG โ€” Counter Attacking Against a Back Four (p.71 โ†—)

Half pitch. Full back four in horseshoe. GK in goal. 4v4 in central possession box. After 5 passes โ†’ 3 break vs back four + GK. FBs start wide โ€” attack the space before they tuck in. Third attacker takes far-post run. Progress: break after 3 passes, then immediately on any regain.

1:50โ€“2:00Connect Phases 2 & 3

Walk one counter sequence at full speed. Ask: how did the front two movement from the unit show up in the counter? Did players' 10-minute rule work connect to a visible moment today?

The screener's position determines which rotation is available โ€” communicate before the ball moves. Front two: if both make the same run, the movement is wasted. Contrast is the principle. The FB takes longest to tuck in โ€” that is always the first look on the counter.
11
Phase 4 ยท Day 11 ยท 120 min
Final Third โ€” Finishing, Combinations & Counter Patterns
PDF pp. 37, 44, 45, 57, 72 ยท Playing Off 9 ยท Front Three ยท 4-2-3-1
10-Minute Rule ยท 0:00โ€“0:10
Individual Identity Position-Specific Strength Work

GKs: Shot-stopping from close range โ€” coach fires low driven shots from 8โ€“10 yards. Reaction saves only. CBs: Heading delivery โ€” lofted balls in from wide, CB wins it and redirects. Technique and timing. FBs: Late run into the box โ€” time the run from deep, arrive at the far post as the cross is delivered. 5 reps each side. CMs: Late run into the box to finish โ€” the arriving CM run from Phase 1 now finishes with a shot. Wide/No.10/Forwards: Bounce pass precision โ€” the weight, angle, and pace of the lay-off that sets up the shot. 10 reps. The pass is the assist โ€” it must be right every time.

0:10โ€“0:22ACTIVATION โ€” Playing Off The Number 9 (p.37 โ†—)

3 zones. Narrow end zones with small outside goals. 5v5 centrally. Must bounce off the striker before scoring. Teaches: midfield โ†’ striker โ†’ midfield runner. The striker's first touch sets up the lay-off; the arriving CM times the run.

0:22โ€“0:25Water Break
0:25โ€“0:451v1 โ€” Receiving To Play Forward (p.57 โ†—)

10ร—15. Red targets at one height higher, one deeper. Yellow vs white 1v1. Coach serves to yellow. Yellow receives under pressure, plays to one target. Heights force the decision: can I play forward (preferred) or must I bounce (safety)? Receive-and-play-forward is always the primary outcome.

0:45โ€“1:13UNIT โ€” Close Finishing (p.44 โ†—) โ†’ Front Three Combinations (p.45 โ†—)

Part A โ€” Close Finishing (14 min, p.44): 2 goals with GKs, 3 defenders each half, 2 strikers opposite. 4 outside players 1-touch only. Every finish in tight traffic โ€” rewards composure and correct shot angle. Part B โ€” Front Three Combinations (14 min, p.45): One goal + GK, 18-yard area. Front three vs back four. No.10 supports outside. Runs: near-post, far-post, diagonal, overlap, underlap. First-time finish wherever possible.

1:13โ€“1:16Water Break
1:16โ€“1:50SSG โ€” Counter Attacking Patterns in a 4-2-3-1 (p.72 โ†—)

Half pitch. GK + 2 defenders + 1 screener. Whites: striker + 2 wingers + No.10 + 2 screeners. 2 mannequins as FBs. 8-second rule is law. Whites build specific formation patterns (screener โ†’ 10 โ†’ winger โ†’ striker โ†’ 10; screener โ†’ striker โ†’ reverse winger; etc.). Attack on goal after 3 passes. Three full rotations of the white unit.

1:50โ€“2:00Pattern Recall

Without prompts, can the front unit walk through all three 4-2-3-1 counter patterns? Name the pattern, then demonstrate. Ask: did the bounce pass precision from the 10-minute rule change any finish today?

The bounce pass is the assist โ€” pace, weight, and angle must all be right. First option in tight areas: take it. Hesitation closes the window. Players must be able to name the pattern they're in, not just execute it.
12
Phase 4 ยท Day 12 ยท 120 min
Match Simulation โ€” Full Game Model & Game Management
PDF pp. 35, 74 ยท Trigger Line ยท Game Management ยท Full Debrief
10-Minute Rule ยท 0:00โ€“0:10
Individual Identity Final Season Strength โ€” Player's Own Choice

Day 12 is different. Each player works on whatever they decide they need most. Coach says nothing. No instruction. The 10-minute rule returns to its purest form: the player as their own coach. They have had 110 minutes across 11 sessions of focused individual work. Today they direct the last 10. This is the habit that must continue through the season: 10 min ร— 4 sessions/week = 26.5 hours per season. The coach's job is simply to remind them of that number and let them go.

0:10โ€“0:22ACTIVATION โ€” Line Breaking Passes & Screening Midfielder (p.35 โ†—)

Three concentric boxes. 5v5 central, 2 players each team in second box, 2 in outer. Build in central box โ†’ play a line-breaking pass to second box โ†’ play to far outer player. Screener wins the 5v5, recycles if blocked, finds the moment to break through lines.

0:22โ€“0:30Individual Activation + Set Pieces (8 min)

5 min: each player runs their primary 1v1 pattern at pace, self-directed. 3 min brief: 2 attacking corners, 2 defensive corners โ€” patterns already established, no new information.

0:30โ€“0:33Water Break
0:33โ€“0:58PERIOD 1 โ€” Tactical Counter From Triggers (p.74 โ†—)

Long pitch. 10v10. Flat cones form a trigger line in opposition's half. Rule: when defending team wins on or beyond the trigger line โ†’ counter within 8 seconds. No coach stoppages for 25 minutes. Coaches observe only โ€” count counters, time them, note overloads recognised or missed. This is the game.

0:58โ€“1:08Half Time โ€” 10 min

Players-led 7 min. Coach input: max 3 min. One possession principle and one counter principle for Period 2. Nothing else.

1:08โ€“1:33PERIOD 2 โ€” Game Management Scenarios

Three 8-minute blocks. A โ€” Winning 2โ€“0 (10 min left): manage the clock, possession team; opposition presses high. B โ€” Losing 1โ€“0: full press, direct counter, 8-second rule absolute. C โ€” 1โ€“1 (5 min left): probe possession then commit final 2 min. Players self-organise. Coach does not call the shape.

1:33โ€“1:36Water Break
1:36โ€“2:00Full Preseason Debrief โ€” 24 min

Questions: (1) Name the Five Receiving Lines. (2) Name the five 1v1 scenarios. (3) Counter from deep regain vs high regain โ€” what is the difference? (4) Winning 2โ€“0 with 10 min left โ€” what is the game management approach? Coach closes with individual notes: one strength identified, one focus area for the competitive season. And one question for every player: what is your 10-minute rule focus for the season?

Players self-organise. The preseason built this. Trust it. The trigger line is the only rule. On the 10-minute rule: 12 sessions ร— 10 minutes = 120 minutes. They have now done two hours of focused individual work. Over a full season it becomes 26.5 hours. That number should be said aloud in this debrief.

System Serves Players

"The system, style and formation must be built around the individuals." On Day 12 the players prove this by self-organising without instruction. The game model exists to release what each player does best โ€” it does not impose a shape that prevents the best player performing.

10-Min Rule: Season Habit

Day 12's 10-minute rule is player-directed โ€” no coach instruction. This is the habit that must continue through the season. The coach's role is to protect the 10 minutes at the start of every session, remind players of the compounding maths, and get out of the way. 26.5 hours per season of focused individual practice. That is the rule.

Process โ†’ Outcome

"If you get the process right the outcome will often take care of itself." 12 sessions of possession shape, 1v1 domination, line-breaking, counter structure, and 120 minutes of individual identity work build a team that wins because individuals are excellent and the collective is coherent.