Drill · U15

Come or Hold

Judge whether a slow through ball can be collected or requires holding goal position.

Duration
12 min
Players
3–6 (ideal 3)
  • Goalkeeping
  • Scanning
  • Communication

Setup

Step 1 of 2

22 × 18 m123

One complete 3-player group is shown. Green GK faces a blue server, with a marked safe collection gate ahead and a blue observer away from the path. The secured goal is behind GK. Service is a slow hand roll; the server and observer never approach or challenge the keeper.

Coaching points

  • Setup: Green GK faces a blue server, with a marked safe collection gate ahead and a blue observer away from the path. The secured goal is behind GK. Service is a slow hand roll; the server and observer never approach or challenge the keeper.
  • Play: Blue rolls either through the clear gate or safely outside it. GK calls come for a reachable gate route and walks to gather on feet; for an outside or uncertain route, call hold and remain balanced near goal while the observer stops the ball after it passes. One appropriate call and matching safe action is success; collecting every ball is not the aim.
  • Reset and rotation: Stop after one decision and rotate all three through keeper, server and observer. Rest after three turns each. Demonstrate both paths before a free choice, and place the observer away from the keeper route before release.
  • Numbers: The diagram shows 3 players. With up to 6, use a second complete group in a separate area. Odd spare players rest off the area and rotate into a playing role every 45 seconds; everyone has equal turns.
  • Coach focus: Read the path before committing. If arriving upright would require a lunge or a converging path, choose hold; the observer only collects after the keeper has stopped. This is decision practice, not an attacker race.
  • Safety: Adult supervision on level clear ground. Gentle service only; agree readiness before release. Stay on feet: no diving, jumps, contact, slide, contested catch or fast close shot. Stop a missed ball rather than chase. Retrieve and rotate only while play is stopped.

Equipment

  • Ball · 2 per group, including a spare
  • Gate · 1 per group
  • Goal · 1 per group
  • Flat Marker · 4 per group for field and zone corners, in addition to pictured markers
  • Bib · 3 per group; colours match the pictured roles

Progressions

  • Easier Announce gate or outside before rolling, then let GK call and demonstrate the safe response.
  • Harder Roll one of the two slow routes without naming it; the keeper can still choose hold whenever uncertain. Never add an attacker or speed.

  • Drill · U14

    Call the Landing Zone

    Predict a gentle thrown ball's landing zone and communicate the decision without jumping or diving.

    • 10 min
    • 2–4 players
  • Drill · U9

    Roll to the Free Gate

    Choose and execute a controlled rollout towards an unoccupied ground target.

    • 8 min
    • 2–4 players

Plan sessions, manage your team and coach from the sideline.