4V4 With 5 Goals Inside The 18
Two teams of four battle inside the 18 — each attacking two corner goals for a point, or the keeper's big goal for two, but only with a header or volley.
Every aspect of finishing inside the 18-yard box lives in this one game — chipping, crossing, heading, finishing, and composure in front of the goal.
The weekly budget is the part coaches miss. A coach who runs heading twice in a week is not being reckless, they are unaware there is a cumulative cap at all — say the cap, then trust the trained adult: about 30 minutes and 15-20 headers per player per week, everything counted, including games.
Starting at Core — your team is set to mixed.
20 min tonight · Two teams of 4, plus a keeper
- Ages 9+
- Two teams of 4, plus a keeper
- 20 min as the drill is written
- Cones, pinnies, balls, practice sticks or Pugg goals, full-size goal
Grab Practice sticks or Pugg goals for the four small goals, pinnies, and an abundant supply of balls.
Build Set up a small goal on each of the four corners of the penalty area, with the big goal in its usual place.
Place A keeper in the big goal, two teams of four inside, and you at the top of the penalty area with the balls.

- 1
Organize the players
Split into two teams of four, put the keeper in the big goal, and take your spot at the top of the penalty area with the ball supply.
“Two teams of four inside the box. Every dead ball comes back through me — so nobody stops playing.”
- 2
Show the jobs
Walk the scoring — blue attacks goals 1 and 3 and defends 2 and 4; red attacks 2 and 4 and defends 1 and 3. A goal in a small goal counts 1 point. Both teams can score in the big goal for 2 points, but only with a header or volley. When the keeper makes a save, the ball comes back to you, and you restart with a pass to a team or a 50/50 ball.
“Your two goals are worth one. The big goal is worth two — header or volley only. Keeper saves it, I restart it.”
- 3
Play
Keep the restarts flowing and let the game do its work on spacing and runs — a player might start by one small goal, draw a defender to her, then make a far-post run to receive a cross from a teammate by another. Watch for finishing opportunities created, the point of attack switched, and vision of the surrounding players on both sides of the ball.
“Switch it — the other goal's wide open! Who's making the far-post run?”
Look for The draw-and-run — a player pulling a defender toward one goal, then running off them to arrive at another.
- 4
Switch and repeat
For later rounds, limit touches to one or two, add perimeter players at the top of the box to keep the pace of the game up, or have the perimeter players serve first-time balls for chances on the big goal.
“New round — two touches! And my helpers up top are serving first-time — finish them!”
If the pace sags, add perimeter players at the top of the box — the ball keeps moving and the game speeds back up.
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Why it works
Four low corner goals plus a two-point big goal make spacing and runs the way to win — draw a defender toward one goal and the far-post run at another comes open — so the game does an excellent job on finishing, communication, and vision, all inside the 18 where they matter.
What they learn
Every aspect of finishing inside the 18 — chipping, crossing, heading, finishing, and composure — plus creating finishing opportunities, switching the point of attack, and vision of surrounding players both offensively and defensively.
Where does this come from?
SoccerXpert — their published drill library.
A published drill library. Useful and widely used, but not a governing body — so it fills gaps rather than leading.