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DrillFrom the drill browser · 20 min

When to Dribble

Two grids, twelve yards apart — after your pass count, one attacker picks the moment and dribbles to the far grid at match speed, where wide teammates are waiting.

Recognizing when to make the run is half the skill — being comfortable making it at match speed is the other half, and this drill works both.

Ages 9+5v2 and 4v2, one per grid20 minCones, pinnies, balls

Set up · 3 actions · before the kids arrive

  1. Grab: Cones, pinnies to split attackers from defenders, and balls.
  2. Build: Build two 20-by-20 grids about 12 yards apart.
  3. Place: Five attackers and two defenders in one grid, four attackers and two defenders in the other — the 5v2 grid starts with the ball.
Show me the setup pictureTwo 20-by-20 grids about 12 yards apart — five attackers and two defenders in one, four attackers and two defenders in the other, the ball starting in the fuller grid.

One thing to remember: Recognizing when to dribble, carrying the ball at speed, making good decisions entering the opposite grid to keep possession, and opening up wide to give the advancing attacker space and options.

How it runs — the whole game in one sentence

The 5v2 grid passes to your target number, then one attacker dribbles to the other grid at match speed and picks a good pass on arrival — while that grid spreads wide to receive them.

  1. 1Organize the players

    Coach does

    Set up the two grids — five attackers and two defenders in one, four attackers and two defenders in the other. The 5v2 grid starts the play.

    Coach says

    Five and two here, four and two there. Ball starts on the crowded side.

  2. 2Show the jobs

    Coach does

    Walk the sequence — the attackers make your number of passes; after that, one of them chooses a good opportunity and advances to the other grid on the dribble at match speed; entering the new grid, that player makes a good passing decision to keep the game fluid and away from the defenders; meanwhile the supporting players in the receiving grid open it up, getting wide and spreading out as much as possible.

    Coach says

    Hit the pass count, then somebody goes — full speed, ball on your foot. Far grid, get wide and give them somewhere to land.

  3. 3Play

    Coach does

    Keep the pattern turning grid to grid. Coach the whole decision chain — carrying the ball at speed, making the right decision on when to dribble across, and making good decisions on entering the opposite grid so possession holds.

    Coach says

    Is it on? Then go — carry it! Land it with a good pass!

    Look for: The recognition — a player choosing the right moment to leave, then entering the new grid with a good passing decision instead of just arriving.

  4. 4Switch and repeat

    Coach does

    Keep the crossings coming so every attacker gets runs. To sharpen it, restrict the number of touches per player inside the grids — or allow one defender to track the dribbler and enter the opposing grid.

    Coach says

    New wrinkle — a defender can chase the runner now. Make your run mean it!

If it's not working

If nobody ever advances, freeze it the moment a good opportunity shows and ask what they see — let them name it, then play on.

Want to go deeper? Optional — not needed to run the game.

Why are we doing this?
The pass count builds a normal rhythm, so the dribble across is a real decision — recognize the opportunity, leave at match speed, and arrive still in control — and the far grid spreading wide makes the run land in space instead of traffic.
What are they learning?
Recognizing when to dribble, carrying the ball at speed, making good decisions entering the opposite grid to keep possession, and opening up wide to give the advancing attacker space and options.
How can I change it?

Harder: Restrict the number of touches per player inside the grids, or allow one defender to track the dribbler into the opposing grid.

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