Phase 1 · Day 1
Switching Play & Recognition of Pressure
Wide Pitch · Six Goals PDF pp. 27, 30, 46, 50
120min
0:00–0:10 10-Minute Rule Individual
GK
Distribution under pressure — serve to feet vs a pressing forward.
CBs
Driving passes to switch play — receive from GK, hit the far FB on the half-volley.
FBs
Defensive 1v1 footwork — shift hips to deny the cross against a winger cutting inside.
CMs
Half-turn receiving angle — check, receive, open body before ball arrives.
Forwards
Receiving back to goal, single touch lay-off under shoulder pressure.
0:10–0:22 Recognition of Pressure & Quick Thinking p.30 ↗ Activation
Poles and cones scattered randomly creating gates (1 pt) and goals (2 pts). No set pattern — players read pressure areas continuously. Teams score by dribbling or passing through gates or shooting into goals. Pure game-reality from minute one. Introduce Five Receiving Lines at water break (0:22–0:25).
0:25–0:45 1v1 — Dominate Receiving Pressure Behind p.50 ↗ 1v1
10×15 area, mannequin 4 yards ahead, two gates beyond. Defender starts behind (≈75% 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.
0:45–1:13 Unit — Switching Play, Circulation & Pressure Recognition p.27 ↗ Unit
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.
1:16–1:50 SSG — Technicians Game p.46 ↗ SSG
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.
1:50–2:00 Debrief — Five Receiving Lines Debrief
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.
Coaching Cues — Day 1
Ball possession without purpose is a waste of time. Every circulation must shift defenders.
The pressure area is read before the ball arrives — not after.
Five Receiving Lines: GK (L1) → CBs (L2) → Pivot/DM (L3) → No.10/CAM (L4) → Forwards (L5).
No generic 10-min rule work. Each player knows their focus and goes straight to it.
Phase 1 · Day 2
1v1 Identity — Pressure on the Side & Rotation
Promotion/Relegation · Octagon PDF pp. 29, 41, 51, 63
120min
0:00–0:10 10-Minute Rule Individual
GK
Footwork to receive back passes under press — serve-collect-distribute against a closing forward.
CBs
Body shape when receiving under a high press — open body, first touch away from pressure.
FBs
Overlap timing — read the winger's run and time the burst without being offside.
CMs
Checking away and offering at a new angle — 10 reps, vary the angle each time.
Strikers
Checking to feet — correct body shape on arrival so the lay-off is automatic.
0:10–0:22 Activation — 1v1 To Retain p.63 ↗ Activation
Whites 1v1 vs yellows. Two red overloads always available. Whites maintain possession — reds provide the escape. 60-second bouts, rotate. Establishes possession mentality: hold, retain, use the overload, don't panic.
0:25–0:45 1v1 — Dominate Pressure On The Side p.51 ↗ 1v1
Two areas: left = small pitch (finishing), right = multiple gates. Promotion/relegation: win on gates → promote to finishing. Defender starts on the attacker's shoulder. Use speed of turn, disguise, or body feint to escape. Rotation every 5 min.
0:45–1:13 Unit — Rotation As A Two p.41 ↗ Unit
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 — check away then spin, overlap, or underlap. Foundation of all midfield and forward rotation patterns.
1:16–1:50 SSG — Circulation, Switching & Types of Finish p.29 ↗ SSG
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 — cannot approach straight on. Types of finish rewarded differently: side-foot, driven, first-time, curled.
1:50–2:00 Debrief — Rotation as a Pair Debrief
Could players name what their partner was about to do before they received? Identify 2 examples of correct rotation. Connect partner rotation to today's 10-minute rule movement work.
Coaching Cues — Day 2
Movement before the ball arrives = space when it arrives.
Top midfielders drop out wider than the CB when play circulates to the opposite side.
Rotation as a two builds the habit in every player — whatever their position.
Defender on the side: use speed of turn, disguise, or body feint — not pace alone.
Phase 1 · Day 3
Shape, Width & the False Nine
Horseshoe · Side Goals PDF pp. 33, 39, 47, 54
120min
0:00–0:10 10-Minute Rule Individual
GK
Angle setting — adjust starting position for different ball positions in wide areas.
CBs
Stepping to intercept or hold — read the striker's run and choose correctly.
FBs
Cross delivery technique — driven low, whipped in-swinger, cut-back. 10 reps of the preferred delivery.
CMs
Rotation check-away — 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.
0:10–0:22 Activation — Retention and Angles of Midfielders p.47 ↗ Activation
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 — never in a line, always in a triangle. 90-second press bouts carry physical load during preseason.
0:25–0:45 1v1 — Angled Movements, Agility & Changes of Direction p.54 ↗ 1v1
Cones 2 yards apart vertically, 6 yards between pairs. Attackers approach from angles — not straight lines. Gates on the side for scoring. Angled approach changes the defender's cover shadow and creates the extra half-yard.
0:45–1:13 Unit — Back Four In and Out of Possession p.39 ↗ Unit
Half pitch, full width. Two back fours face each other, no GKs. 2 yellow CMs between the lines. Back four builds through the horseshoe (GK→CB→CB→FB→FB). Ball to CM → recycle or turn and play forward. Opposing back four transitions to press shape immediately.
1:16–1:50 SSG — Circulation with a False Nine p.33 ↗ SSG
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.
1:50–2:00 Phase 1 Review Debrief
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?
Coaching Cues — Day 3
The horseshoe is a shape, not a tactic — it must be automatic.
The false nine's drop creates a run from another player. Movement creates the space; the pass uses it.
10-min compound effect: 10 min × 4 sessions = 40 min/week = 26.5 hours per season on one strength.
Never in a line — always in a triangle when receiving.
Phase 2 · Day 4
Midfield Domination — Rotation, Overload & Press
CM Rotation · 4 Boxes PDF pp. 31, 40, 53, 62
120min
0:00–0:10 10-Minute Rule Individual
GK
Distribution under a press — kicked long or played short; read the press shape, not just the target.
CBs
Diagonal driven pass to switch — 10 reps, alternate feet, no standing passes.
CMs
Receive on the half-turn and play forward first time — the 10-minute rule for midfielders is this movement, done until it's unconscious.
No. 10
Receiving between lines, disguising the turn — 10 reps against a shadow marker.
Forwards
Dropping to Line 4, laying off for the arriving CM run.
0:10–0:22 Activation — 1v1 To Play Forward & Domination Without Ball p.62 ↗ Activation
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.
0:25–0:45 1v1 — Domination Without Ball & Playing Forward p.53 ↗ 1v1
Area split into 4 equal boxes (12×12). 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.
0:45–1:13 Unit — Central Midfield Rotation Principles p.40 ↗ Unit
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 — three CMs shift as a unit, never static.
1:16–1:50 SSG — Midfield Rotation vs Press & Counter p.31 ↗ SSG
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 → immediate counter to goal (8-second rule). Progress: add white No.10, then yellow forwards.
1:50–2:00 Debrief Debrief
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.
Coaching Cues — Day 4
The CM not receiving must always be moving — never watching.
The first yard is won before the pass is made.
First action after winning a 1v1 is always the same: head up, play forward.
Rotation is triggered by where the ball goes — all three CMs shift as a unit.
Phase 2 · Day 5
Building From the Back — Patience & Underload
Horseshoe · 3v4 Underload PDF pp. 28, 36, 48, 59
120min
0:00–0:10 10-Minute Rule Individual
GK
Horseshoe distribution — short to CB, CB feeds back, GK switches to far FB. Pace and timing only.
CBs
Playing through a press — receive under a closing striker, body shape to play around or through.
FBs
Underlap timing — watch the winger go outside, then check inside at the exact moment the defender follows.
CMs
Retention under a tight press — 1v1 keep-ball, find the body position that protects the ball without backing into the defender.
Strikers
Hold-up strength — back to goal, two hands out, resist for 3 seconds, then turn.
0:10–0:22 Activation — Back Four Horseshoe & CM Angles p.48 ↗ Activation
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.
0:25–0:45 1v1 — Foundation of 2v2 and 3v3 p.59 ↗ 1v1
3 areas side by side: (1) 10×15 — 1v1, (2) 12×12 — 2v2, (3) 15×15 — 3v3. Groups rotate every 3 minutes. Guardiola's overloading logic made physical: win the 1v1 → create the 2v1; two players dominating → the 3v2 overload. Individual skill IS the foundation of every team possession moment.
0:45–1:13 Unit — Circulation, Switching & Patience in Possession p.28 ↗ Unit
3 zones. End zones: 2v1 (CBs + GK vs CF) — easy possession. Central zone: 3v4 (deliberate underload). Floaters on outside as relief. Ball flows end zone → central 3v4 → opposite end zone. The underload forces faster decisions and genuine patience.
1:16–1:50 SSG — Playing Out of Pressure OR Establishing the Press p.36 ↗ SSG
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 → counter to goal immediately.
1:50–2:00 Debrief Debrief
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?
Coaching Cues — Day 5
The underload (3v4) is vital — 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 hierarchy until it's automatic.
Individual skill IS the foundation of every team possession moment.
Phase 2 · Day 6
Wide Play — Full Back / Winger Combinations
Bielsa Session · 8-Yard Channels PDF pp. 38, 42, 55, 58
120min
0:00–0:10 10-Minute Rule Individual
GK
Post-save distribution — save, reset feet, distribute quickly. Time the restart.
CBs
Marking in transition — opponent goes long, CB must get side-on before the ball lands.
FBs
Delivery technique — 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 — the defender is backpedaling, attacker must use pace or disguise to find the cross angle.
Strikers
Near-post run timing — check away, then attack the near post at the moment the ball reaches the wide player. No wasted runs.
0:10–0:22 Activation — Finding A Way To Deliver (Bielsa) p.58 ↗ Activation
Isolated to one side on 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.
0:25–0:45 1v1 — Defender In Front p.55 ↗ 1v1
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.
0:45–1:13 Unit — FB/Wide Player Relationship p.42 ↗ Unit
Wide pitch, 2 zones. Two 8-yard free channels down each side — 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 — teaches the team to exploit width as primary outlet.
1:16–1:50 SSG — Three Zone Shape Game (Phase 2 Integration) p.38 ↗ SSG
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.
1:50–2:00 Phase 2 Review Debrief
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? By Day 6 players have 60 minutes of focused individual work.
Coaching Cues — Day 6
Read the run before deciding the cross. The runner's angle tells you the delivery.
FB/winger: one pushes forward, one holds depth — never both forward simultaneously.
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.
Phase 3 · Day 7
Transitions — Three Team Game & Guardiola
Four Moments · Tight Area PDF pp. 52, 64, 65, 66
120min
0:00–0:10 10-Minute Rule Individual
GK
Footwork and positioning to receive back passes under pressure from a pressing forward.
CBs
Step to intercept — read the striker's run into the channel, time the step, don't get caught flat.
FBs
Recovery run — sprint at full pace from an advanced position back to goal side of a winger. Timed.
CMs
Immediate press trigger — 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 — drop the shoulder, show the opponent one way, cut off the pass. Defensive skill today.
0:10–0:22 Activation — Different Types of Pressure p.52 ↗ Activation
Two identical pitches, 15-yard gap. 5v5 on each. Coach calls a number — that player sprints across for a 1v1. Rest continue 4v4. All five 1v1 scenarios can arise. 2×6 min rounds.
0:25–0:45 1v1 — One v One To Finish p.64 ↗ 1v1
18-yard box. GK in each goal. Coaches and players outside constantly feed aerial and ground balls — no waiting between reps. Continuous 60-second bouts. Relentless delivery replicates match speed. Forces finishing decisions under fatigue and close-quarters pressure.
0:45–1:13 Unit — Three Team Transition p.65 ↗ Unit
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 — one sprints to press the middle. Every team is simultaneously in a different moment.
1:16–1:50 SSG — Guardiola Transition Game p.66 ↗ SSG
Tight area. 4 whites at corners. 4 reds + 3 yellows centrally. 7v4 in possession. When whites win → expand to corners immediately, the 7 press all four corners. The essence of Guardiola positional play: overload centrally; press immediately on loss. 3×6 min rounds.
1:50–2:00 Four Moments Check Debrief
Ask players to identify one moment each of: In Possession, Out of Possession, Counter Attack, Counter Defend. Did the press trigger from the 10-minute rule appear in live play?
Coaching Cues — Day 7
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 — get there fast; the press must be coordinated, not chaotic.
Phase 3 · Day 8
Counter Attack Fundamentals — Break the Lines
Five Channels · 8 Seconds PDF pp. 34, 61, 67, 68
120min
0:00–0:10 10-Minute Rule Individual
GK
Long distribution accuracy — target a CB or CM moving into specific channel zones. Timed.
CBs / DM
First touch forward in transition — 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 — explosive first 10 yards from a standing start, curved run to stay onside.
CMs
Recognise the open channel before the ball is played — 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.
0:10–0:22 Activation — Break The Five Channels p.34 ↗ Activation
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 — the decision comes first.
0:25–0:45 1v1 — Domination To Get Shots At Goal p.61 ↗ 1v1
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 — attacker decides: combine or go direct. Simulates the final 1v1 before goal in a real match.
0:45–1:13 Unit — Counter Attacking Principles: Beginning p.67 ↗ Unit
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.
1:16–1:50 SSG — Recognise Where the Overload Is p.68 ↗ SSG
Normal game (4v4–6v6). Player who loses the ball sprints around a designated object before re-joining. Creates temporary overload. Coach counts "1–2–3–4–5" — overload must be attacked by 5. No instruction. Players self-organise. Breeds urgency naturally.
1:50–2:00 8-Second Audit Debrief
How many counters reached a shot within 8 seconds? What slowed teams down — first touch, pass, or run? Did the channel recognition from the 10-minute rule make a visible difference?
Coaching Cues — Day 8
Identify the open channel before you receive — 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.
Phase 3 · Day 9
Counter Attack Progressions — Against a Back Four
Aerial → 2v2 · Trigger Shape PDF pp. 43, 56, 69–71, 73
120min
0:00–0:10 10-Minute Rule Individual
GK
Claim the aerial ball — coach lofts balls in, GK must command, call, and claim cleanly. 10 reps.
CBs
Aerial contest + immediate ground transition — head the ball, land, accelerate into counter shape.
FBs
Tucking in from wide — sprint from wide to cover central channel as the counter is countered. Timed.
CMs
Getting between the lines — check, receive in the strip, face forward, play. 10 reps with a shadow marker.
Forwards / Wide
Bent counter run — 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.
0:10–0:22 Activation — Getting In Between The Lines p.43 ↗ Activation
Normal pitch, GKs both goals. Horizontal strips (≈3 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 — players discover it organically.
0:25–0:45 1v1 — Two v Two Situation (Aerial into 2v2) p.56 ↗ 1v1
Coach serves aerial ball into area. Two players contest the header — 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.
0:45–1:13 Unit — Counter Principles + Counter vs Two CBs pp.69–70 ↗ Unit
Part A (14 min): 3 zones. 3v3 centrally. After 3 passes, 2 break into end zone: 3v1. Score within 8 seconds.

Part B (14 min): 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.
1:16–1:50 SSG — Counter From Triggers — Specific Shape p.73 ↗ SSG
¾ pitch, width of penalty box. GK + 1–2 yellow defenders. Middle strip: 3 yellows vs 1 white No.10. Bottom: whites in two banks of four. Yellows circulate under underload. Trigger occurs → white two banks counter the ¾ pitch. Full sequence: sit in shape → recognise trigger → execute counter collectively within 8 seconds.
1:50–2:00 Progression Check Debrief
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?
Coaching Cues — Day 9
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 — one player seeing it means nothing.
Phase 4 · Day 10
Front Three in Diamond & Counter vs Back Four
Diamond Rotation · Full Pitch 1v1 PDF pp. 32, 49, 60, 71
120min
0:00–0:10 10-Minute Rule Individual
GK
Sweep-keeping — 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 — specific to the scouting.
CMs
The player's single most important individual action in the game model — repeat it 10 times at pace.
Forwards
Rotation pattern from today's activation — front three movement in the diamond, 5 min walk-through, 5 min at pace.
0:10–0:22 Activation — Rotation of Front Three in Diamond vs 4-3-3 p.49 ↗ Activation
Two 18-yard boxes back to back. Rotation patterns rehearsed systematically: striker short → No.10 runs in behind; striker wide → No.10 occupies centre; both press high → screener drops to cover. Not improvised — choreographed understanding rehearsed until automatic.
0:25–0:45 1v1 — Defender In Front — Full Pitch Version p.60 ↗ 1v1
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 — no drifting wide. The hardest 1v1 scenario in a full match-realistic environment.
0:45–1:13 Unit — Developing Movement of the Front Two p.32 ↗ Unit
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.
1:16–1:50 SSG — Counter Attacking Against a Back Four p.71 ↗ SSG
Half pitch. Full back four in horseshoe. GK in goal. 4v4 in central possession box. After 5 passes → 3 break vs back four + GK. FBs start wide — attack the space before they tuck in. Third attacker takes far-post run. Progress: break after 3 passes, then immediately on any regain.
1:50–2:00 Connect Phases 2 & 3 Debrief
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?
Coaching Cues — Day 10
The screener's position determines which rotation is available — 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 — that is always the first look on the counter.
Phase 4 · Day 11
Final Third — Finishing, Combinations & Counter Patterns
Playing Off 9 · Front Three · 4-2-3-1 PDF pp. 37, 44, 45, 57, 72
120min
0:00–0:10 10-Minute Rule Individual
GK
Shot-stopping from close range — coach fires low driven shots from 8–10 yards. Reaction saves only.
CBs
Heading delivery — lofted balls in from wide, CB wins it and redirects. Technique and timing.
FBs
Late run into the box — 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 — the arriving CM run from Phase 1 now finishes with a shot.
Wide / No.10 / Forwards
Bounce pass precision — the weight, angle, and pace of the lay-off that sets up the shot. 10 reps. The pass is the assist — it must be right every time.
0:10–0:22 Activation — Playing Off The Number 9 p.37 ↗ Activation
3 zones. Narrow end zones with small outside goals. 5v5 centrally. Must bounce off the striker before scoring. Teaches: midfield → striker → midfield runner. The striker's first touch sets up the lay-off; the arriving CM times the run.
0:25–0:45 1v1 — Receiving To Play Forward p.57 ↗ 1v1
10×15. 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.
0:45–1:13 Unit — Close Finishing + Front Three Combinations pp.44–45 ↗ Unit
Part A — Close Finishing (14 min): 2 goals with GKs, 3 defenders each half, 2 strikers opposite. 4 outside players 1-touch only. Every finish in tight traffic — rewards composure and correct shot angle.

Part B — Front Three Combinations (14 min): 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.
1:16–1:50 SSG — Counter Patterns in a 4-2-3-1 p.72 ↗ SSG
Half pitch. GK + 2 defenders + 1 screener. Whites: striker + 2 wingers + No.10 + 2 screeners. 2 mannequins as FBs. 8-second rule is law. Three formation patterns: (1) screener → 10 → winger → striker → 10; (2) screener → striker → reverse winger; (3) screener → wide → cut inside. Attack on goal after 3 passes. Three full rotations of the white unit.
1:50–2:00 Pattern Recall Debrief
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?
Coaching Cues — Day 11
The bounce pass is the assist — 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.
Phase 4 · Day 12
Match Simulation — Full Game Model & Game Management
Trigger Line · Game Management · Full Debrief PDF pp. 35, 74
120min
0:00–0:10 10-Minute Rule — Player's Own Choice Individual
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. Today they direct the last 10. Remind them: 10 min × 4 sessions/week = 26.5 hours per season. Then let them go.
0:10–0:22 Activation — Line Breaking Passes & Screening Midfielder p.35 ↗ Activation
Three concentric boxes. 5v5 central, 2 players each team in second box, 2 in outer. Build in central box → play a line-breaking pass to second box → play to far outer player. Screener wins the 5v5, recycles if blocked, finds the moment to break through lines.
0:22–0:30 Individual Activation + Set Pieces Activation
5 min: each player runs their primary 1v1 pattern at pace, self-directed. 3 min brief: 2 attacking corners, 2 defensive corners — patterns already established, no new information.
0:33–0:58 Period 1 — Tactical Counter From Triggers p.74 ↗ Period 1
Long pitch. 10v10. Flat cones form a trigger line in opposition's half. Rule: when defending team wins on or beyond the trigger line → counter within 8 seconds. No coach stoppages for 25 minutes. Coaches observe only — count counters, time them, note overloads recognised or missed.
0:58–1:08 Half Time — Players Led Half Time
Players-led 7 min. Coach input: max 3 min. One possession principle and one counter principle for Period 2. Nothing else.
1:08–1:33 Period 2 — Game Management Scenarios Period 2
Three 8-minute blocks. Players self-organise. Coach does not call the shape.

A — Winning 2–0 (10 min left): manage the clock, possession team; opposition presses high.

B — Losing 1–0: full press, direct counter, 8-second rule absolute.

C — 1–1 (5 min left): probe possession then commit final 2 min.
1:36–2:00 Full Preseason Debrief — 24 min Debrief
Questions: (1) Name the Five Receiving Lines. (2) Name the five 1v1 scenarios. (3) Counter from deep regain vs high regain — what is the difference? (4) Winning 2–0 with 10 min left — what is the game management approach?

Close 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?
Coaching Cues — Day 12
The trigger line is the only rule. Trust the preseason.
Players self-organise. The preseason built this.
12 sessions × 10 minutes = 120 minutes of individual work. Say that number aloud in the debrief. Over a full season: 26.5 hours.
Coach input at half time: one possession principle, one counter principle. Nothing else.
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