Soccer drills

  • Both teams can score in a big goal with goalkeeper
  • When the ball is out, the attackers play the ball back in, play or dribble in front of the defenders
  • At a corner kick or goalkick, start at the goalkeeper of the trio
  • Double score when the pair scores
  • When the ball goes back in play by the goaldefender, he no longer participates in the game.
  • Over time, the teams change.


3-versus-2-big-goals

  • Dribble to the player right in front of you. Just before the players reach the middle, they change direction 180 degrees and try to pass the player across the line.
  • The defender may come off the line as soon as the attacker has cut the ball.
  • Attacker scores a point when the ball is dribbled across the starting line
  • Defender scores a point when the ball is dribbled outside the field
  • When the ball is out, or when a point is scored, switch functions


1-versus-1-with-change-of-direction

  • The attackers try to create a chance or goal as quickly as possible
  • The defenders try to hold up the attackers as long as possible and force them to one side
  • The bottom defenders keep them close to each other so they can help each other.
  • Do not get out if outnumbered, wait for the opponent to bring the ball to the side and then put pressure on it and keep the opponent on the same side


3-gk-versus-3-gk-with-2-neutral-players

  • Both teams can score on an ordinary goal with goalkeeper
  • If the ball is out at the sides start at goalkeeper
  • Corner kicks are taken
  • Initially without offside


free-cross-4-versus-4

  • Normal rules of the game (competition)
  • Check that what has been learned is understood and applied in a match form
  • Has the objective been achieved?
  • To see the relationship between the solutions/possibilities offered in the previous exercise forms and a game (competition)


5-versus-5-game

  • 5 players in a square of 8 x 8 meters. 
  • On each corner 1 player and in the middle a player. 
  • The ball is passed around. 
  • The players who play the ball around may only touch the ball twice. 
  • The player in the middle has to touch or conquer the ball. 
  • If he/she already has or has touched the ball, this player takes over the position of the player at the corner that touched the ball last. 
  • The player playing the ball outside must also take the place of the player in the middle.  
drawing Rondo in a square
  • Jump as far as possible from a standing position with your feet next to each other.
  • Measure the distance between the starting line and the heel.
  • The player sits with his back against the wall and his legs at an angle of 90 degrees.
  • Keep this up as long as possible.
  • Travel as fast as possible 5 times the distance of 10 meters.
  • Put 2 pilons/line at 10 meters distance. 
  • The player runs 5 times back and forth between these pilons. 
  • The pilon/line must be hit with the foot ! 
  • The players work in pairs. 
  • One player runs and the other player times.
  • Put 4 pilons in a T-shape. 
  • 5 meters next to each other (between 3.2 and 4) and 10 meters ahead (between 1 and 2)
    • Start at 1 forward to 2, 
    • then left sideways to 3, 
    • then right sideways to 4, 
    • then left sideways to 2 
    • and backwards to 1.
  • Write down the fastest time in 2 attempts.
  • Players work in pairs. 1 runs, 1 times.



  • Cover as much distance as possible in 12 minutes.
  • place pilons around the field every 10 meters. 
  • After 12 minutes the player stops where he stands. 
  • The distance to the pilon behind him/her counts. 
  • If the player stands between pilons 14 and 15, the distance of 140 meters (plus the number of complete rounds) counts.
  • Cover 1600 meters in as fast as possible.
  • Players work in pairs. One runs, the other times.
  • Take 2x 100 meters over the length of the square and 2x 60 meters over the width of the square, place pilons.
  • Players have to complete 5 complete rounds.