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1v1 back to goal

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1v1 back to goal

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Description

The activity begins with 3 players – a passer at one end of the field, a teammate facing the passer within an enclosed grid marked by cones, and a defender outside the grid. The activity includes a goal at each end. The game starts with the passer playing the ball into their teammate. The receiver attempts to turn and score on the opposite goal. The defender engages with the attacker, trying to stop progress and either win the ball or take the attacker outside the field.
Once the bout is finished, players rotate roles – the passer becomes the next receiver, a new passer steps forward, the defender goes to the end of the passing line, the next defender steps forward, and the next game is started. In this version, the activity is intended to give players alternating attacking and defending opportunities.
Alternatively, to create a team-based game, the players in one color rotate through the defending role only, and players in the other color rotate through an attacking role only. After a specific amount of time or number of rounds, the teams swap roles—defenders become attackers, and attackers become defenders.

Scoring

In the team-based game, consider awarding points for both attacking and defending players:

  • 3 points for a goal for either team
  • 1 point to the defending team for denying a goal – for example, forcing the ball outside the field
The points awarded for goals can be adjusted based on the players’ success and the overall objectives.

Progressions/adjustments

The dimensions of the field (length and width), the location and size of the grid relative to the goals, the number, location, and type of goals, the starting position of the defender, and the trigger for the defender to engage the attacker can be modified in the activity.
The field and grid dimensions and the number, type, and location of goals will directly impact the activity’s fitness and technical demands. The variables associated with the goals are perhaps the most critical decision in setting up the activity. As shown, the activity can have one mini-goal at each field edge. Here is a description of possible alternatives:
Move the mini-goals so that they are (for example) 5 yards from the edge of the field so that players must shoot onto the mini-goal from a minimum distance.
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Instead of mini-goals, use cone (dribble) goals so that the attacker must carry the ball through the goal rather than simply shoot from a distance.
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Instead of 1 goal on each side, utilize two or more goals, giving the attacker more options to score and the defender more challenges to defend space behind.

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Instead of mini-goals, use full-size goals and turn the activity into a final third finishing game.
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The size and location of the receiver’s grid and the starting position and trigger for the defender will directly influence the challenge and success of the receiver. As shown, the grid is located in the direct center of the field. Moving the grid closer to the attacking goal shrinks the amount of space the attacker needs to cover and simplifies the defender’s ability to engage and deny the space behind. The pass must also be longer and more accurate. Increasing or decreasing the grid size will modify the requirements for the receiver’s first touch to be under control.
Although shown with the defender starting on the edge of the grid, the defender’s position can be modified to be as far away as the end line. This position will challenge the defender to move quickly on a trigger to engage and decelerate in order to avoid overrunning the play. The trigger may be the pass (the ball leaving the foot of the passer), the first touch of the receiver, or the receiver exiting the grid with the ball.
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Although the activity appears very simple, a number of variables can be modified to increase or simplify the challenges for both attackers and defenders.

What we like about this activity

The activity provides an interesting alternative to the traditional face-on 1v1. There is a clear relationship between the activity and the game (described further below). The activity can be customized to various age and ability levels and serves as a platform for training both the attacking and defending roles.

Relationship to the game

Using an initial pass simulates the environment in the game where a progressive pass serves as entry into the attacking portion of the field.
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The activity simulates playing a progressive pass, encouraging the receiver to turn

In the attacking role, we aim to play a teammate into an advanced pocket of space with the intention of them turning and advancing the ball forward. In the defending role, we aim for the player to immediately engage the opponent, get their head down, and ideally turn them back or win the ball to initiate a counterattack.
The situation presented in this game could take place in the defending third, as part of a build-up, in the middle third, or in the final third as a prelude to creating a goal-scoring opportunity.

Coaching points

Passer
Play a firm pass on the ground into the receiver’s rear foot. Ensure that the pass has enough speed to be game-like but not so fast that the receiver is unable to control it. A pass to the back (closest) foot requires the receiver to switch feet, adjust their body, or otherwise take time to recover, which the defender will use to their advantage.
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Playing to receiver’s rear foot simplies their turn

Verbal communication can also be part of the training activity. If the passer yells “turn,” the receiver should immediately turn and face up the defender. If the passer yells “man on,” the receiver should play the ball back to the passer and recycle their run—moving outside and back into the grid to receive a second pass.
The passer should look for cues as to when to play the pass. In the actual game, we want the receiver to be active. There may be situations in the game in which the receiver is not moving when they receive the ball, but in this activity, we want to increase the challenge and provide realism. So, we will look for the passer to recognize the visual cues the receiver provides regarding their readiness to receive the ball and their desired location for the pass.
Receiver
The receiver and passer will ideally create a connection before the delivery of the pass – verbal or non-verbal (for example, eye contact, pointing, etc). A key coaching point for the receiver is body shape – the angle of their hips to the target goal. If the receiver is directly facing the passer at the time of the pass, it is difficult (and time consuming) to turn and face the defender. On the other hand, if the receiver has an “open” body shape, with a hip angle of 45 degrees or more, they can more easily receive and turn in one movement.
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“Closed” body shape

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“Open” body shape

As noted above, we want the receiver to time their run to the ball’s delivery. In this situation, we want to progress to a countermovement—the receiver moves away from the grid (or to the edge of the grid) and then accelerates into the grid with an open body shape as the ball is delivered. The combination of the countermovement, body shape, and on-time delivery of the ball will result in a game-like experience for the receiver.
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Defender
The defender’s basic function is to prevent the receiver from getting a shot on the mini-goal/full-size goal (if used) or getting behind (for cone goals). Because of the distance between the defender and the receiver, the defender must be prepared to accelerate on the trigger and decelerate to engage the receiver.

A failure to accelerate will result in the receiver controlling the engagement – able to face up and run at the defender.

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Defender is slow to engage – attacker can face up and shoot on goal

If the defender fails to decelerate, the receiver can make one feint to use the defender’s speed against them and go around uncontested for a goal.

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Defender fails to decelerate – attacker can make one move to get behind and score

Although the activity is designed around the receiver, the defender’s role is important and realistic to the game. Our instruction to the defender should be to engage the receiver, get their head down and focus on the ball, and delay to allow your teammates to come behind you to support you. Then, if possible, try to turn the receiver away from the goal and, if the ball is available, try to steal it and counter.
A challenge is that many young defenders go straight to “try to steal it and counter,” leaving themselves open to a simple feint from the receiver. In the end, we want the defending play to be strong—to provide sufficient challenges for receivers, elevating the quality of both players.

Adjust for numbers

Although the activity has 3 players engaged at any time, it is important that there are sufficient players to keep the game flowing—without delays while players reorganize—but not so many that there are long lines. A reasonable number here is 5 – 2 in line at each end (passer, defender), with the passer becoming the receiver on the next iteration.

Summary

The 1v1 back to goal game is designed to challenge passers, receivers, and defenders in an open field. The target goals can be modified – mini-goals, cone goals, or full-sized goals – to provide different learning experiences to the players. Adjusting the grid size and the distances allows the coach to customize the activity to various age and ability levels and objectives.