Possession
Wide & Final Third
Transitions
Game Model
Review
Possession · Session 1
Switching Play & Five Receiving Lines
Reinforce the FoundationWide Pitch · Six Goals
120min
0:00–0:10 10-Minute Rule Individual
GK
Distribution under a pressing forward — receive back pass, play through or over the press.
CBs
Driving pass to switch — receive from GK, hit the far FB on the half-volley. 10 reps each foot.
FBs
Step into L3 receiving position — time the movement to arrive as the ball leaves the CB.
CMs
Half-turn receive — check away, open body before ball arrives, first touch forward.
Forwards
Receiving back to goal at L5 — single touch lay-off under shoulder pressure, 10 reps.
0:10–0:22 Activation — Recognition of Pressure p.30 ↗ Activation
Poles and cones scattered randomly creating gates (1 pt) and goals (2 pts). Teams score by dribbling through gates or shooting into goals. No set pattern — players read pressure areas continuously. Pure game-reality warm-up. Prompt players to name the pressure side before receiving.
0:25–0:45 1v1 — Dominate Receiving Pressure Behind p.50 ↗ 1v1
10×15 area, mannequin centrally, two gates beyond. Defender starts behind (the most common match situation). Attacker protects, dominates, plays through a gate or reaches the end line. 6 reps. Progress: replace mannequin with live defender.
0:45–1:13 Unit — Switching Play & Circulation 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. Ask players to call "switch" before the pass is made.
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 Debrief
Name the Five Receiving Lines. Which line was hardest to find today? Connect one switch in the unit to a moment where pressure was read early. Ask: is the 10-minute rule habit carrying into the season?
Coaching Cues — Session 1
The pressure area is read before the ball arrives — not after.
Five Receiving Lines: GK (L1) → CBs/FBs (L2) → Pivot/FBs (L3) → No.10 (L4) → Forwards (L5).
A switch that arrives late is a switch that doesn't work. Call it early.
Ball possession without purpose is wasted. Every circulation must shift defenders.
Possession · Session 2
Building From the Back — Patience & Underload
Horseshoe · 3v4 UnderloadHalf Pitch
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.
CBs
Playing through a press — receive under a closing striker, body shape to play around or through.
FBs
Underlap timing — check inside at the exact moment the winger takes the defender wide.
CMs
Retention under tight press — 1v1 keep-ball, protect without backing into the defender.
Strikers
Hold-up strength — back to goal, two hands out, resist 3 seconds, then turn. 10 reps.
0:10–0:22 Activation — Horseshoe Retention & 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. Builds the critical link between defensive line and CM. Focus on the CB's first look being long before recycling.
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. 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 — use the floater, reset, attack again.
1:16–1:50 SSG — Playing Out of Pressure Zones 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 centrally → counter to goal within 8 seconds.
1:50–2:00 Debrief Debrief
CB hierarchy check: long first, CM angle second, switch third. Did any CB skip straight to the switch? Connect the underload patience to a moment where the floater unlocked the next phase.
Coaching Cues — Session 2
The CB's first look is long, second is the CM angle, third is the switch. Build the hierarchy until automatic.
The underload is vital — don't force it alone, use the floater, then attack again.
Individual skill is the foundation of every possession moment.
Possession · Session 3
Midfield Domination — Rotation, Overload & Press
CM Rotation · 4 BoxesTight Area
120min
0:00–0:10 10-Minute Rule Individual
GK
Distribution under press — read the press shape and choose: play short, long, or switch.
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 core CM habit, done until unconscious.
No. 10
Receiving between lines, disguising the turn — 10 reps against a shadow marker.
Forwards
Dropping to L4, laying off for the arriving CM run. Timing the drop.
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. Movement before the 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. 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
The CM not receiving must always be moving — did that happen? One moment where rotation beat the press. Connect the half-turn habit from the 10-min rule to one pass in the SSG.
Coaching Cues — Session 3
The CM not receiving must always be moving — never watching.
The first yard is won before the pass is made.
Rotation is triggered by where the ball goes — all three CMs shift as a unit.
Wide & Final Third · Session 4
Wide Play — Full Back / Winger Combinations
Bielsa Delivery · 8-Yard ChannelsWide Pitch
120min
0:00–0:10 10-Minute Rule Individual
GK
Post-save distribution — save, reset feet, distribute quickly under pressure.
CBs
Marking in transition — opponent goes long, CB must get side-on before the ball lands.
FBs
Their specific preferred delivery — whipped in-swinger, driven low, or cut-back. 10 reps from a moving approach.
Wide Players
1v1 vs a retreating FB — attacker must use pace or disguise to find the cross angle.
Strikers
Near-post run timing — check away, then attack the near post as ball reaches the wide player.
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." 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
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 overloaded — teaches the team to exploit width as primary outlet.
1:16–1:50 SSG — Three Zone Shape Game 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. All four phases expressed: back four build, midfield link, wide combination, and finish.
1:50–2:00 Debrief Debrief
FB/winger: did one push forward and one hold depth — always? Read the run before deciding the cross — did the delivery match the runner's angle? Name one combination that worked from the channel session.
Coaching Cues — Session 4
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.
Wide & Final Third · Session 5
Final Third — Finishing, Combinations & Counter Patterns
Playing Off 9 · Front Three · 4-2-3-1
120min
0:00–0:10 10-Minute Rule Individual
GK
Shot-stopping from close range — coach fires low driven shots 8–10 yards. Reaction saves.
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.
CMs
Late arriving run into the box to finish — the CM run from possession now finishes with a shot.
Wide / No.10 / Fwds
Bounce pass precision — weight, angle, and pace of the lay-off that sets up the shot. 10 reps.
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. 1v1 centrally. Receive under pressure, play 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. Front unit: striker + 2 wingers + No.10 + 2 screeners. 8-second rule is law. Three patterns: (1) screener → 10 → winger → striker → 10; (2) screener → striker → reverse winger; (3) screener → wide → cut inside. Three full rotations of the white unit.
1:50–2:00 Debrief Debrief
Without prompts, can the front unit walk through all three 4-2-3-1 counter patterns? Ask: did the bounce pass precision from the 10-minute rule change any finish today?
Coaching Cues — Session 5
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 name the pattern they're in, not just execute it.
Transitions · Session 6
Four Moments — Three Team & Guardiola
Press Trigger · Tight Area
120min
0:00–0:10 10-Minute Rule Individual
GK
Receive back pass under press — footwork and positioning, distribute under a closing 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. Timed.
CMs
Immediate press trigger — the moment the ball is lost, three steps toward the ball. 10 reps simulating loss of possession.
Forwards
Press trigger technique — drop the shoulder, show opponent one way, cut off the pass. Defensive skill.
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. Replicates match transitions under fatigue.
0:25–0:45 1v1 — One v One To Finish p.64 ↗ 1v1
18-yard box. GK in each goal. Coaches and players outside continuously 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 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 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 — Session 6
The step after losing the ball is the most important step of the session.
Every player is always in one of the four moments. Know which one before the ball arrives.
Guardiola corners are the reset — get there fast; the press must be coordinated, not chaotic.
Transitions · Session 7
Counter Attack — Break the Lines & 8-Second Rule
Five Channels · 8 Seconds
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, first touch must go 5 yards forward in under 0.5 sec.
FBs / Wide
Counter run into channel 1 or 5 — explosive first 10 yards from standing, curved run to stay onside.
CMs
Recognise the open channel before the ball is played — 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 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 channel recognition from the 10-minute rule make a visible difference?
Coaching Cues — Session 7
Identify the open channel before you receive — look through the line, not at the ball.
A sideways first touch kills the counter.
8 seconds is a law, not a guideline. Name it every time it's missed.
Transitions · Session 8
Counter Attack Progressions — Against a Back Four
Aerial → 2v2 · Trigger Shape
120min
0:00–0:10 10-Minute Rule Individual
GK
Claim the aerial ball — coach lofts balls in, GK commands, calls, and claims 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.
CMs
Getting between the lines — check, receive in the strip, face forward, play. 10 reps with shadow marker.
Forwards / Wide
Bent counter run — stay onside off the CB's shoulder, attack the half-space, first touch toward goal. 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 check into gaps between defensive lines. The reward is time on the ball — players discover it organically.
0:25–0:45 1v1 — 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 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 within 8 seconds.
1:50–2:00 Debrief Debrief
Attack the recovering CB, not the set one — did that happen? Did the non-aerial player start their run at the right moment? All 11 players must recognise the trigger simultaneously.
Coaching Cues — Session 8
Find the gap, face forward.
Attack the recovering CB — the FB takes longest to tuck in, that's always the first look.
The non-aerial player starts their run the moment the ball is served.
Game Model · Session 9
Defensive Shape, Block Work & Counter Press
Out of Possession · Half Line
120min
0:00–0:10 10-Minute Rule Individual
GK
Sweep-keeping reads — when to come for through-balls vs when to stay on the line. 10 decisions.
CBs
Defensive 1v1 — deny the turn, stay between ball and goal, force outside. No gambles.
FBs
Tuck in shape — wide position when ball is opposite, tucked central when ball is in our half. 10 transitions.
CMs
Screening movement — position to block the pass into the striker. Shadow the passing lane, not the player.
Forwards
Press trigger — drop the shoulder, show one way, cut off the CB's diagonal. Starting press correctly.
0:10–0:22 Activation — 1v1 To Retain (Defensive Mindset) p.63 ↗ Activation
Whites 1v1 vs yellows. Two red overloads always available. Whites maintain possession — reds provide the escape. Today's focus: defenders must force whites into the overload by cutting off forward options. Defends the principle, not just the ball.
0:25–0:45 1v1 — Defender In Front (Full Pitch Version) p.60 ↗ 1v1
Full-scale. GK in goal. Flat markers down centre. Mannequins on edge of centre circle D. Attacker receives at halfway D, attacks goal with defender already facing them. Markers force the attacker to stay in channel. Defender's goal: show to one side and funnel toward the touchline or GK.
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. 2 yellow CMs between the lines. Back four builds through the horseshoe. Ball to CM → recycle or turn and play forward. Opposing back four transitions to press shape immediately on loss. Focus: compactness, correct distances, no gaps.
1:16–1:50 SSG — Playing Out of Pressure OR Establishing the Press p.36 ↗ SSG
3 zones: 2v1 each end, 3v3 central. Teams alternate: one builds out through all three zones, the other establishes a press. Decision for the pressing team each time: show to touchline OR trap centrally? Make the call before the ball moves. When pressing team wins centrally → counter to goal.
1:50–2:00 Debrief Debrief
Defend the half line, not the goal — did the shape stay compact? Correct distances between units? Name one moment where the press decision (touchline vs central) was made and executed correctly.
Coaching Cues — Session 9
Defend the half line, not the goal — depth before width.
Show to touchline OR trap centrally — make the call before the ball moves.
Don't be beaten 1v1 — stay in front; a foul is better than being turned.
Light switch transition — immediate reaction on loss, 11 players one brain.
Game Model · Session 10
Shape & Rotation — Width, Depth & Movement
Rotation as Two · False Nine
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 vs holding — read the striker's run and choose. 10 decisions at pace.
FBs
Overlap timing — read the winger's run and burst without being caught offside.
CMs
Checking away and offering at a new angle — 10 reps, vary the angle each time.
False 9 / Forwards
Dropping to L4 creating space, then the arriving CM run. Walk it, then full pace.
0:10–0:22 Activation — Rotation As A Two p.41 ↗ Activation
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.
0:25–0:45 1v1 — Angled Movements, Agility & Change 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 — Rotation of Front Three in Diamond vs 4-3-3 p.49 ↗ Unit
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. Then apply it at full pace against a live back four.
1:16–1:50 SSG — Circulation with Width, Depth & 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. Width and depth working together simultaneously.
1:50–2:00 Debrief Debrief
Movement before ball arrives = space when it arrives. Could players name what their partner was about to do before they received? The rotation as a two is the building block — does it show in the SSG?
Coaching Cues — Session 10
Movement before the ball arrives = space when it arrives.
Never in a line — always in a triangle when receiving.
The screener's position determines which rotation is available — communicate before the ball moves.
Game Model · Session 11
Game Management — Score Scenarios & Decision Making
Winning · Losing · Drawing
120min
0:00–0:10 10-Minute Rule — Player's Own Focus Individual
Each player works on whatever they identify as their biggest in-season need. Coach says nothing. Ten minutes. Then ask one player: what did you work on and why? The habit of self-directed improvement is the goal.
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.
0:25–0:45 1v1 — Player-Chosen Scenario 1v1
Each group picks the 1v1 scenario they feel least comfortable with. Coach circulates and observes — no coaching during the reps, only brief individual feedback between rounds. Players self-identify their weakness and get targeted reps.
0:45–1:13 Unit — Counter Attacking Against a Back Four p.71 ↗ Unit
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.
1:16–1:50 SSG — Three Game Management Scenarios SSG
Three 10-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. Name the scenario out loud before starting.
1:50–2:00 Debrief Debrief
Could players describe their approach before the scenario started? Winning 2–0: was possession genuine or just safe? Losing 1–0: did the counter reach a shot within 8 seconds? Drawing 1–1: when was the commitment point?
Coaching Cues — Session 11
Name the scenario before executing. The approach changes — so does the mindset.
Winning 2–0: possession is only valuable when it puts the opponent under pressure, not when it lets them rest.
Losing 1–0: 8 seconds is a law. A sideways first touch loses the game.
Game Model · Session 12
Full Trigger Line Game — Trust the System
Trigger Line · No Coach Stoppages
120min
0:00–0:10 10-Minute Rule — Player's Own Focus Individual
Player-directed. Coach says nothing. Each player has by now had dozens of sessions with the 10-minute rule — they know what they need. The discipline of starting work without instruction is the point.
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. High-intensity opener to replicate match transitions.
0:25–0:45 1v1 — Player-Chosen Scenario 1v1
Each group votes on one scenario. Coach observes only. The principle: players who can identify their own weakness and address it independently are the ones who improve fastest.
0:45–1:13 Unit — Counter From Triggers — Specific Shape p.73 ↗ Unit
¾ pitch, width of penalty box. Full team. Sit in shape → recognise trigger → execute counter within 8 seconds. Run it until the execution is clean: correct shape, correct trigger recognition, shot within 8 seconds. This is the full game model compressed into one unit exercise.
1:16–1:50 SSG — Full Trigger Line Game p.74 ↗ SSG
Long pitch. 10v10 or 11v11. 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 34 minutes. Coaches observe only — count counters, time them, note overloads recognised or missed.
1:50–2:00 Debrief Debrief
The trigger line is the only rule. How many counters were executed? How many reached a shot in 8 seconds? Ask players: are there moments in matches where we are NOT doing this? That is the only conversation worth having.
Coaching Cues — Session 12
The trigger line is the only rule. Trust the preseason.
Players self-organise. The work done in preseason built this.
No stoppages. Observe, time, count. Debrief at the end.
Full Review · Session 13
All Phases Review — Where Are We?
Mid/End Season AuditPlayer-Led
120min
0:00–0:10 10-Minute Rule — Player's Own Focus Individual
Player-directed. No instruction. After a full season of 10-minute rule work, this is the acid test: do players go straight to it without being told? Observe who does and who waits. That tells you more than any coach evaluation.
0:10–0:22 Activation — Recognition of Pressure p.30 ↗ Activation
Back to Session 1's activation. Same exercise. The question is: is it noticeably better? Speed of recognition, quality of decision, body shape on receive. This is your measure of the season's individual development.
0:25–0:45 1v1 — Rotation Through All Five Scenarios 1v1
5 stations, one for each 1v1 scenario. Groups rotate every 3 minutes. Same exercise used in preseason. Coach assesses without stopping: (1) Pressure Behind, (2) Pressure on Side, (3) Angled Movements, (4) Defender in Front, (5) 2v2 Situation. Note one strength and one gap per player.
0:45–1:13 Unit — Three Team Transition p.65 ↗ Unit
Three team game. All four moments will be visible simultaneously. Coach observes only — no instruction during the exercise. After, ask players: which moment do we handle best? Which do we handle worst? Let the answer drive the debrief.
1:16–1:50 SSG — Free Game, Coach Observes Only SSG
Full game. No rules beyond offside and fouls. No coach stoppages. Observe all four moments. Tally: counters attempted, counters within 8 seconds, switches completed, press triggers executed. This data drives the debrief and determines which session themes to revisit for the remainder of the season.
1:50–2:00 Full Season Review Debrief — 10 min Debrief
Four questions: (1) Name the Five Receiving Lines. (2) Counter from a deep regain vs a high regain — what is the difference? (3) Which game management scenario is most difficult? (4) What is your 10-minute rule focus for the rest of the season?

Close with one individual note for every player: one strength visible this season, one area to sharpen. Keep it short and honest.
Coaching Cues — Session 13
Compare to Session 1. The gap between then and now is the measure of the season.
Players who self-identify their weakness and address it independently are the ones who improve fastest.
After this session: decide which 3 themes need the most work and schedule them for the final weeks.
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