Technical circuit: one-two, zig-zag, dribbling, and cross

- 8 markers
- 4 poles
- 2 goals
- Balls
- Playing Area: 60×50 meters / 66×55 yds
- Players: 12 + 2 goalkeepers
- Duration: 22 minutes
- Series: 3 of 6 minutes each with 1’30’’ of recovery between sets
Summary | Secondary Objectives |
---|---|
Technical circuit that trains various technical gestures |
Feints and tricks, Cross, Finishing, Marking, Triangle |
Use the entire regulatory half of the field. On both side lines, create two identical circuits with the only difference being the starting point (one circuit starts from the end line, while the other starts from the midfield line). Place a pole 5 meters from the starting markers and position a player (B and E) next to it, towards the inside of the field. Form a line with three markers 2 meters apart 20 meters/22 yards from the pole. Place a pole 10 meters/11 yards from the last marker. Place a standard goal along the center line of the field. Position an attacker (C and F) and a defender (white players in the picture) near both goals. The goalkeepers defend the goals.
The following is the circuit created by player A. Player D performs the same circuit on the opposite side at the same time as A
- A, after dribbling the ball for a few meters, starts a one-two by passing the ball to B, who completes the one-two by returning the ball to A
- A dribbles the ball and slaloms between the three markers
- A, after the last marker, runs with the ball towards the pole in front of him and dribbles past it, moving to A1
- A, after passing the pole, crosses the ball to striker C
- C tries to score, avoiding the defender's marking
At the end of action, A becomes the attacker instead of C, while C recovers the ball and moves to the back of the group.
- The defender and B switch places at the end of each series
- The attacker switches after each cross, and the player who just created the play takes his place
- The attacker is the same for the entire duration of the series
- Check that the one-two is performed correctly
- Encourage the attacker to make counter-movements to evade the defender's marking
- Encourage players to complete the course in the shortest time possible