1v1 to Mini Goals
A defender passes to an attacker and closes down; the attacker must beat them and score in one of two mini goals. Simple, intense and full of duels.
- Age
- U7–U14
- Players
- 4–12
- Duration
- 15 min
- Difficulty
- Beginner
- Intensity
- High
- Area
- 20 × 15 m
- Type
- Technical
- Approach
- Global
- Format
- Waves
- Objectives
- Technical: 1v1 attacking, 1v1 defending, Dribbling
- Concepts worked on
- Technical:Dribbling past an opponentShootingTackling
- Tactical:Delaying
Training diagram
Legend
- Attacker
- Defender
- Pass
- Run without ball
- Dribble
- Shot
- Ball
- Cone
- Goal
This is a classic 1v1 duel that gives attackers two targets, so they learn to read the defender's body and go the other way. The defender starts with the pass, which makes them approach at speed — the perfect moment for a feint. If the defender wins the ball they can counter into the attacker's goals, so both players stay switched on until the end of the duel.
Objective
Attacker: beat a defender who approaches at speed and finish in the open mini goal. Defender: close down quickly, slow the attacker down and force them to one side.
Organisation
- 20 × 15 m area with two mini goals at each end, 12 m apart.
- Attackers queue at one end between the goals, defenders at the other end with the balls.
- Use two areas for groups larger than 8 so queues stay short.
How it works
- The first defender passes to the first attacker and immediately runs out to defend.
- The attacker may score in either of the two mini goals behind the defender.
- If the defender wins the ball, they can score in either mini goal at the attacker's end.
- The duel ends with a goal, a ball out of play, or after 15 seconds.
- Players join the back of the opposite queue, so everyone attacks and defends.
Coaching points
- Attacker: take your first touch forward and attack the defender at speed.
- Use a feint or change of direction when the defender is close and moving — not when they are set.
- Accelerate after beating the defender and finish early.
- Defender: close the space fast while the ball travels, then slow down and get side-on.
- Defender: show the attacker towards one goal and stay patient; tackle when the ball is away from their foot.
Progressions
- Attacker must score by dribbling through the goal rather than shooting.
- Add a time limit of 8 seconds to score.
- Make the area narrower (12 m) to reduce space.
Regressions
- Defender starts from a cone 3 m further back to give the attacker more time.
- Use bigger goals (cone gates 2 m wide).
- Younger players: defender passes with their hands (roll-in).
Variations
- 2v2 from the same set-up: two attackers and two defenders start at the same time.
Key principles
- Commit to the duel: attack the defender, don't wait.
- Two targets: go where the defender is not.
- Defending is approach, delay and then tackle.
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