1v1 to Tall Cones
One attacker takes on one defender, trying to knock over the tall cones on the far endline with a pass or shot — every cone down is a point, and it stays down.
Aiming a pass into a cone rewards accuracy over power — while the duel in front of it builds controlled dribbling, ball protection, and honest 1v1 defending.
Set up · 3 actions · before the kids arrive
- Grab: Cones for the field, your tall cones, pinnies for one team, and a supply of balls.
- Build: Build a 20-by-30 field and stand 4 to 6 tall cones — you pick the number — along each endline as targets.
- Place: Each team behind its own line of cones, the ball supply near the attacking team's endline — yellow attacks first.
Show me the setup picture

One thing to remember: 1v1 attacking and defending — controlled dribbling with small touches, quick changes of direction, shielding, accurate finishing, and defensive delay, positioning, and well-timed tackles.
How it runs — the whole game in one sentence
The attacker dribbles in to knock over any far cone with a pass or shot while the defender delays and blocks — a downed cone is a point that stays down, and a dead ball brings the next pair on.
1Organize the players▾
Coach does
Split into two teams behind opposite endlines — yellow starts as attackers with the ball supply near their end, blue as defenders.
Coach says
Yellows, you're attacking — balls at your end. Blues, you're stopping them. First one from each team, step up.
2Show the jobs▾
Coach does
Walk the duel — the attacker always starts with the ball, dribbles in, and knocks over any of the opponent's cones by passing or shooting the ball into it. A downed cone is a point and stays down; a cone knocked over by a foot doesn't count and gets stood back up. The defender blocks, delays, and works to win the ball. The moment the ball goes out or an attempt misses, the next attacker and defender start immediately.
Coach says
Ball into the cone — that's a point, and it stays down. Kick it over with your foot? Doesn't count. Ball dies — next pair, instantly!
3Play▾
Coach does
Keep the duels rolling. Watch for small touches and quick changes of direction, defenders staying low, delaying, and forcing the attacker wide, tackles timed instead of dives, aim instead of power, and attackers choosing well between dribbling, shielding, and going for the score.
Coach says
Small touches — shift them! Defense, stay low, force them wide — don't dive in!
Look for: Aim over power — attackers passing the ball into a cone rather than blasting and hoping.
4Switch and repeat▾
Coach does
When every cone on one endline is down, the attacking team wins the match — then the teams switch roles and run it again. For a defensive stake, award the defender a point for every 10 seconds a score is prevented.
Coach says
Last cone's down — attackers take it! Switch sides, your turn to attack.
If it's not working
If the attackers keep getting stuffed before they ever threaten a cone, send two attackers against one defender for a few rounds, then walk it back to 1v1.
Want to go deeper? Optional — not needed to run the game.
Why are we doing this?
What are they learning?
How can I change it?
Harder: Weak-foot scoring only, a 10-second limit per attack, or 2v2 for complexity and teamwork.