Companion to the 8U Practice Book

The Exercise
Manual

Every activity in the practice book, explained properly: what the setup looks like from above, exactly where the cones go, what happens step by step, and what the whole thing is supposed to teach.

The session cards tell you what you're running at 6:25. This tells you how. Read the entry once before you run an activity for the first time; after that the card is enough.

← Back to the practice book
Section one

How this book works

The weekly loop

Your schedule is unstable on purpose — a game can land on a practice day and eat it. So the sessions are built so it is always obvious which one carries new material and which one is safe to lose.

Odd-numbered sessions teach. Every new concept and every move of the week lives in an odd-numbered session — 1, 3, 5 and so on. These are the ones to protect.

Even-numbered sessions sharpen. They rehearse and apply whatever the session before them introduced. Losing one costs you reinforcement, not curriculum.

Game day → play. Coach almost nothing. Two instructions, maximum, for the whole match.

If a game cancels a practice, slide that session rather than skipping it. These sixteen sessions are a ladder, and a missing rung costs more than a week of delay. If the season runs short, cut from the middle — never the end. Session 16 is the one that decides who signs up again.

The 75-minute template, every single time

The block structure never changes across all sixteen sessions. Eight-year-olds settle faster when the shape of the hour is predictable, and your assistant coaches can run a station off the card without a briefing. Only the content of each block changes.

10:00 · Arrival Game · 8 minStarts the second the first girl arrives. Ball at her feet before her bag hits the ground. Nobody ever waits for practice to "start," and late arrivals just fold in.
20:08 · Ball Mastery · 10 minEvery girl, her own ball, the move of the week. This is the block that closes the skill gap over eight weeks — it is the one thing a beginner can practise alone in a driveway.
30:18 · Water · 3 minNon-negotiable. See the heat section.
40:21 · Skill Block · 16 minThe teaching block. Two stations run in parallel — you take one, your assistant takes the other, and they swap at the eight-minute mark.
50:37 · Water + Team Challenge · 5 minA short, loud, silly competition that doubles as a rest. Pick any from the game bank.
60:42 · Small-Sided Game · 18 minThe skill under real pressure, with one constraint that forces it to show up. This is where learning actually sticks.
71:00 · Scrimmage & Keeper Club · 10 minThe closest thing to a real game. Keeper rotation happens here.
81:10 · Huddle · 5 minOne thing we did well, one thing for next time, the question of the week, the cheer. Under three minutes of talking.

The three things you never do

Lines. A girl standing in a queue is learning nothing. If an activity has a line of more than two, redesign it or split it into two stations.

Laps. There is no fitness problem at eight years old that a game does not solve better. Never run without a ball, and never run as punishment.

Lectures. Two coaching points per activity, thirty seconds maximum. Ask more than you tell — "where's the space?" beats "go wide" every time, because she has to look to answer.

Section two

Coaching a roster this wide

This is the hardest thing you're being asked to do, and it has a real answer. The trap is thinking you must choose between boring your experienced players and drowning your new ones. You don't — you change what each girl is being asked to do inside the same activity. Every session card in this book carries two coloured strips on each block for exactly this.

Ramp inHow to make this work for a girl who is brand new — so she succeeds at something today. Ramp upHow to make this genuinely hard for a girl who's played for years — so she's still trying at 7:15.

Note the wording. They're "ramp in" and "ramp up," not "easy version" and "hard version, " because eight-year-olds hear everything. You can say these out loud on the field without labelling a child.

Seven moves that actually work

1Never split by abilitySplit by shoe colour, birthday month, or who had cereal for breakfast. The moment you make an "A group," every girl in the room knows which one she's in — including the ones you thought weren't paying attention. Ability differences get handled by the ramps, inside a mixed group.
2Handicap the game, not the childThis is the single best trick you have. "A goal only counts if a girl who hasn't scored yet touched the ball first." Now your best player is hunting for your newest player, of her own accord, and you never had to ask her to share.
3Give strong players a job, not a bigger role"Your job this game is three good passes to Maya — passes she can actually control." A bored eight-year-old with a leadership task stops being bored. She's now solving a harder problem than scoring.
4Start beginners numbers-up3v1 and 4v2 build confidence fast because success is nearly guaranteed. Put the newest girls on the overloaded side for the first repetitions, then even it out once they've had a few wins.
5Many small goals, not one big oneFour cone-goals in a grid means more scoring, more celebration, and more angles to find. Scoring is the drug that brings eight-year-olds back next season. Manufacture as much of it as you can.
6Never eliminate anyoneNo knockout games, ever. The girl who most needs the repetitions is the first one out and then stands watching for six minutes. Replace every elimination mechanic with a re-entry one — three toe-taps and you're back in.
7Praise the attempt, not the outcome"Great decision to take her on" matters more than "great goal," because the attempt is the thing she controls and can repeat. This is the difference between a girl who tries things and a girl who passes it away the moment it arrives.

The size range

You flagged a wide physical range, and at this age that gap is as big as the skill gap. Two adjustments handle most of it:

Design activities that reward change of direction, not strength. Tight grids, gates, and turning games let a small quick girl win. Long open channels and shoulder-to-shoulder duels let the biggest girl win by being biggest, which teaches nobody anything.

Balance small-sided teams by size as well as skill. Two big girls on the same side in a 4v4 makes a game nobody enjoys, including them.

Section three

What 9v9 changes

Nine-a-side is a big format for eight-year-olds, and it creates three problems this book is deliberately built around.

A new girl can disappear. On a field this size she can genuinely go twenty minutes without a touch, and that is precisely how you lose her for next season. The countermeasure is that practice must be the opposite of game day: tiny grids, 3v3 and 4v4, where nobody can hide and everybody touches the ball constantly. If game day is her only experience of soccer, game day will decide whether she comes back.

You have about three subs. With twelve rostered and nine on the field, the rulebook minimum of two quarters each is easy to clear, but heat and fatigue get much harder. Read the heat section as an operational requirement, not a caution.

You will never scrimmage 9v9 at practice. With a dozen girls at training, real shape gets taught by cone walkthrough and numbers-up phase play — 6v4 attacking, 6v6 with target zones — not by playing the game format. Sessions 11 through 14 do this work.

And bunch-ball is the default failure mode. Every eight-year-old chases the ball; it's the most interesting object on the field. On a 9v9 pitch that produces a writhing knot of eighteen girls and nobody in space. "Make the field big" is therefore not a nice idea in this book — it's the season's spine, introduced in Week 6 and reinforced every week after.

The shape: three at the back, three in the middle, two up top

A 3–3–2 with the keeper makes nine. Use it because it produces three clean horizontal lines a child can actually picture and repeat back to you, and because it keeps a defender home when everyone else abandons their post.

Teach it with cones. Put a disc down at each girl's home spot for the first few sessions. The instruction isn't a lecture about shape, it's four words: "go back to your cone." Remove the cones in Week 7 and see if the shape survives.

The one rule that fixes bunch-ball: only one of us goes to the ball. Everybody else gets big. Say it fifty times this season.

Once they can hold 3–3–2 without cones, 3–2–3 is the more attacking version — but don't reach for it until the shape holds.

BUILD-OUT LINE GK D D D M M M F F
Section four

The 12-player plan

The arithmetic, and why it works out perfectly

Twelve rostered, nine on the field, three off at any moment. SBMSA 8U plays four twelve-minute quarters — a 48-minute match (Rule 6.07) — so that is 9 × 48 = 432 player-minutes to share among twelve girls, or 36 minutes each.

Three girls sit each quarter. Four quarters gives twelve sit-slots for exactly twelve girls. So every girl sits exactly one quarter and plays the other three. The rulebook requires a minimum of two quarters per player (Rule 6.03a); this grid gives everyone three, so you clear that bar with a quarter to spare.

Split the roster into four groups of three. Each group takes one quarter off. That is the entire substitution system. No stopwatch, no running tally, and any parent on the sideline can verify it — which is worth more than you would think when a parent asks whether their daughter is getting her minutes.

Substitutions happen at the quarter breaks, and only there. Rule 6.03(b) allows changes at a quarter, at half time, or for an injury — nothing else. There are 3-minute breaks between the first and second quarters and again between the third and fourth, plus a 5-minute half time, so you get four clean moments. Three girls off, three on. Because the groups are fixed, you never have to work out who is owed minutes while a game is running.

Build the four groups — and do not build them by ability

Group A sits the first quarter. So if Group A is your three strongest players, you have just made Q1 your weakest lineup of the game. Every group of three needs one experienced girl, one in the middle, and one newer girl.

Balance for size too. Three of your biggest in one group means one quarter where the team is physical and three where it is not.

Write the names in once, in pen, at the start of the season. Keep the groups stable — girls learn who they come off with, and it stops the sideline negotiation before it starts.

GroupSitsPlayerPlayerPlayer
AQuarter 1
BQuarter 2
CQuarter 3
DQuarter 4

One refinement worth making: rotate which group sits first from game to game — A, then B, then C, then D as the opening sitters. Sitting the first quarter every single week gets noticed by an eight-year-old, even though the total minutes are identical.

Where the keeper fits

The keeper is one of the nine, so keeper minutes are playing minutes and the grid above already accounts for them. A girl who keeps a quarter still takes her sit-quarter like everyone else.

Rotate the keeper by quarter among your volunteers, never by assignment. With four quarters you need at most four keeper stints, and by Week 5 the Keeper Club should be giving you four or five willing names — more than enough. If only two girls volunteer, they take two quarters each; do not fill the gap by drafting someone who does not want it.

Say this — "Who wants the next quarter in goal?" Never: "You're in goal this quarter."

When fewer than twelve turn up

It will happen most weeks. The grid degrades gracefully — work down this table.

PresentOff at a timeWhat to do
123The grid as written. Every girl sits exactly one quarter.
112Eight sit-slots for eleven girls, so three play the whole game. Pick those three, write them down, and make sure they are different girls next week — this is the number one place equal time quietly breaks.
101Four sit-slots, so six play the full game. Give the four sit-slots to whoever played most last week.
90Everyone plays the whole game. Add an extra water break instead — nobody is getting a rest on the bench.
8 or fewerAsk the opposing coach to drop a player and play 8v8. At 8U almost every coach says yes; ask before kickoff, not at half time.

Twelve at practice: how the numbers divide

Twelve is the best number you could have been given — it divides cleanly into almost everything, so nobody ever stands out of a game waiting for an even side.

You needWith 12 presentNotes
Pairs6 pairsPair a veteran with a newer girl and give the veteran a job.
Threes4 groupsSame four groups as the game-day grid, if you want the reinforcement.
Fours3 groups
Sixes2 groupsOne per coach.
1v1 duels6 at onceSix simultaneous grids — no queue at all.
2v2 games3 games
3v3 games2 gamesThe workhorse. Maximum touches, nobody hides.
6v6 game1 gameUse whenever the book calls for 4v4 or 5v5 and all twelve are there.
5v5 + neutrals5v5 + 2The two neutrals always play for whoever has the ball.
Stations, 2 coaches6 + 6Swap at the eight-minute mark.
Stations, 3 coaches4 + 4 + 4Third coach takes your three newest girls — see below.

Split them by anything except ability. Shoe colour, birthday month, who had cereal. The moment you make an "A group" every girl in the squad knows which one she is in.

What each session runs with twelve

The small-sided game on each card is written generically. This is the configuration to use when all twelve are there — a few sessions bump from 4v4 or 5v5 up to 6v6 so nobody is left spare.

SessionSkill blockSmall-sided game
14 zones, free roam2 × 3v3 to four goals
22 lanes of 63 × 2v2 shooting boxes
36 gate duels2 × 3v3 endzone dribble
42 channels of 66v6 long field (up from 4v4)
56 grids, 1v1 ladder2 × 3v3, 1v1 restarts
66 shadow pairs6v6 win-it-back (up from 4v4)
72 stations of 66v6 shootout (up from 4v4)
86 finishing + 6 keeper6v6 rebound rules (up from 4v4)
96 passing pairs5v5 + 2 neutrals
102 give-and-go lanes2 × 3v3 freeze frame
11Whole squad, build-out6v6 wide zones (up from 5v5)
123 grids of 3v16v6 switch bonus (up from 5v5)
133 grids of 2v26v6 five-second rule (up from 5v5)
143 restart stations of 46v6 shape, walk then live
15Girls' choiceWorld Cup — 4 teams of 3
16Skills showcase, all 12Coaches vs. all 12

If only eight or ten show up to practice, do not improvise. Run the same card: keep the arrival game and ball mastery exactly as written since they are individual anyway, drop to one station instead of two, and take the small-sided game down to 3v3 or 2v2. Fewer girls means more touches each, which is the whole objective — a small session is a gift.

The third coach, when you have one

With twelve girls and three coaches the obvious split is 4 + 4 + 4. Do not do it.

Run two stations of six as normal, and give your third coach three names — your three newest girls — with one job: make sure those three touch the ball constantly and each hear something specific they did well before they go home. On a 9v9 field, disappearing in a game is the main way you lose a player, and this is the highest-leverage assignment available to you.

Section five

Your league rules, turned into coaching

What the rulebook actually says about 8U

Straight from the SBMSA Soccer Rulebook (Sept 2023), Section 6.00. Check these against anything you were told verbally — a couple of them differ from what gets repeated on the sideline.

RuleWhat it saysRef
PlayersNine a side, one of them the goalkeeper. A match cannot start with fewer than seven.6.03
Playing timeEvery player must play at least two quarters — 50% of regulation. It is a floor, not a guarantee of equal minutes.6.03(a)
SubstitutionsOnly at a quarter, at half time, or for injury. An injured player may return.6.03(b)
Match length48 minutes: four 12-minute quarters. Three-minute breaks between Q1–Q2 and Q3–Q4, five minutes at half time. The referee can lengthen breaks on a hot day.6.07
BallSize 4.6.02
Field60–80 yards long, 40–60 wide. Goals 18 ft by 6 ft. Penalty area 13.5 yards; penalty mark 9 yards; goal area 6 yards.6.01
OffsideIn effect, per FIFA. Worth knowing before a goal gets waved off and nobody on your sideline understands why.6.11
Build-out lineOn goal kicks only, the other team must stay behind it until the ball is in play. 6U and 8U only. The rulebook does not say where the line is drawn.4.16(a)
Distances8 yards back on kick-offs, free kicks and corners. 2 yards on throw-ins.6.08, 6.13, 6.17
Throw-insBoth feet down, ball from behind and over the head. No re-takes at 8U — an improper throw hands the ball over. (6U gets re-takes; 8U does not.)6.15
Kick-offsOne at the start of each quarter, alternating between teams. Switch ends at half time. Goals can be scored directly from a kick-off or a goal kick.6.08(a)
Keeper possessionShe is deemed in possession when the ball is motionless under her control, trapped, or held — at which point it cannot be challenged.6.12(a)
EquipmentShin guards required, worn under socks. No jewellery, watches or rings. No aluminium cleats.6.04
RefereeOne referee, no assistant referees. Every infringement gets explained to the player who committed it.6.05, 6.06
Two rules the league enforces that the rulebook never states Punting is not allowed at 8U, and any contact between the ball and a player's head stops play — the ball is dead. Neither appears anywhere in the Sept 2023 rulebook, so do not go looking for them there; both were confirmed by the league. They are treated as binding throughout this book. The rulebook is also silent on slide tackles at 8U — it bans them only in the 10U section.

The build-out line — goal kicks only

On a goal kick, every player on the other team must stay behind the build-out line until the ball is in play (Rule 4.16a). It applies to 6U and 8U only. That hands you a few free seconds with nobody near you, several times a game, and most 8U teams waste it by booting the ball straight back to the other team.

It does not apply when your keeper simply has the ball in open play. Once she has made a save, the other team can close her down normally — so the free-seconds picture below is for goal kicks, not for every keeper possession.

Ask your commissioner where the line isThe rulebook adds build-out lines for 8U but never says where they are drawn, and the 8U field-marking list (Rule 6.01d) does not include one. Ask before your first game whether it is the halfway line, the penalty-area line, or a marked line, so you set your team up correctly.

Teach it as a picture, not a tactic. On a goal kick: two girls sprint to the corners of the box, wide as they can get; one girl goes long. The keeper rolls it to whoever has the most grass around her. She takes one touch forward and looks up.

Say this — "When we have it at our goal, we get BIG. Corners and far away."

No punting — so your keeper needs a skill, not a leg

Punting is not allowed at 8U. The league enforces this even though the printed rulebook does not mention it. Your keeper has to put the ball back into play along the ground or with a throw.

That makes distribution a technique you can teach in one session: the bowling roll. Step forward, low, roll it along the ground to a girl's feet. It is accurate, it is easy, and eight-year-olds are good at it immediately — a confidence builder rather than a chore. Introduced Session 8, drilled Session 11.

It also happens to be the right choice tactically. Combined with the head-contact rule below, the ball wants to stay on the ground — a high ball invites a header, and a header ends the play.

Playing time + a goalkeeper

These two rules interact badly if you're not deliberate, and getting it wrong costs you a player.

Count keeper minutes as playing time. Otherwise whoever volunteers quietly gets shortchanged, and volunteering stops.

Never assign a nervous girl to goal to be "fair." That's the afternoon she decides soccer isn't for her. Fair means everyone gets the offer, not that everyone gets the assignment.

Run a Keeper Club instead. Every girl tries keeper in practice, in low-stakes games where saves are celebrated and goals conceded are ignored. Keep a running list of who has volunteered and rotate through it. By Week 5 you will typically have four or five willing keepers, which is more than you need.

Say this — "Who wants to go in goal?" Never: "Ella, you're in goal."

Head contact stops play — the ball is dead

Any contact between the ball and a player's head kills the play immediately. This is stronger than a simple “no heading” rule, and the difference matters: it does not have to be deliberate. A ball that bounces off the top of a girl's head while she is turning away stops the game exactly the same as a proper header would.

So a girl who instinctively heads a ball clear has not just broken a rule — she has handed the other team a restart in a dangerous spot. Coach the alternative from day one so it becomes a reflex rather than a correction: chest it, thigh it, or let it bounce and play it on the ground. If the ball is above shoulder height, the answer is always to let it land.

Where it actually bites: goal kicks and long clearances. That is the second reason your keeper rolls the ball out instead of launching it — and the reason a hopeful high ball from their keeper is an opportunity for you, provided your girls duck instead of heading it.

Not in the printed rulebookThe Sept 2023 rulebook never mentions heading, for any age group. This rule comes from the league directly. It also lines up with US Soccer's national policy, which prohibits heading for players ten and under.
Section six

Houston heat

This is an operational requirement, not a caution An afternoon session in Houston in late spring, on a 9v9 field, with three subs, is the highest-risk combination on your calendar. Treat the water breaks in the template as fixed points that never get skipped because an activity is going well.
1Water is built in, not asked forThe template has breaks at 0:18 and 0:37, and the Team Challenge block is a rest disguised as a competition. Add a third break in the scrimmage if it's above about 88°F.
2Huddle in shade, alwaysAny time you're talking, move them to shade. It costs thirty seconds and buys you real recovery.
3Cut the scrimmage before you cut the waterIf you're running behind, the block that gets shortened is the last one. Never the breaks.
4Watch for the quiet oneAn overheating eight-year-old goes quiet and stops competing — she doesn't complain. The girl who suddenly drifts to the back of a game she was enjoying gets sat down with water immediately, no questions.
5Push the afternoon session later if you canA 5:00 start in May is a materially different session from a 2:00 start. If the league gives you the choice, take the later slot every time.
6Ice and wet towels in the bagCheap, and the difference between a girl sitting out ten minutes and a girl going home.
Section seven

The eight-week arc

The progression runs individual → individual against an opponent → scoring → with a teammate → team shape → winning it back → play. Ball mastery comes first and passing comes late, which is deliberate: at eight, a girl who can keep the ball is more useful than a girl who can pass it away, and technical confidence is what makes everything after it possible.

WeekThemeTeach sessionSharpen sessionMove of the week
1Belonging & ball comfort1 · Everybody's First Touch2 · First ShotToe taps & sole rolls
2Dribbling to escape3 · Stop & Go4 · Run With ItThe pullback
31v1, both ways5 · Take Her On6 · Slow Her DownThe inside cut
4Scoring7 · Shoot!8 · Second ChancesFoundations & strike shape
5Playing with a friend9 · Find a Friend10 · Pass and MovePush pass & first touch
6Making the field big11 · Make the Field BIG12 · The Other SideOpen up across your body
7Winning it back13 · Win It Back14 · Restarts & ShapeThe step-over
8Play15 · Their Game16 · FinaleFree choice — they teach
Start here

Soccer words, in plain English

Coaching writing is full of shorthand. Here is every term used in the practice book, in ordinary words. Distances are given in adult walking steps, because you will never have a tape measure on the field.

Things you build out of cones

Cone / discA flat plastic disc or small cone. Everything below is built out of these. Twenty-four is plenty for any session in the book.
GridA square or rectangle marked by putting one cone at each corner. That's it. "A 15-step grid" means each side is about fifteen walking steps. Everything happens inside it.
GateTwo cones set about two steps apart, making a little doorway. Girls dribble or pass through the gap. Scatter six or eight gates around a grid and you have an activity.
Cone-goalTwo cones about four steps apart used as a goal instead of a real net. No goalkeeper. Ball passes between them at any height = goal.
Channel / laneA long narrow strip marked with cones down both sides, like a running lane. Used when you want girls moving in one direction.
EndzoneA strip at the end of a grid, like in American football. Instead of scoring in a goal, a girl scores by dribbling the ball across that line under control.
Wide zoneA narrow strip (about five steps) marked along each long edge of the field, used to reward playing near the sidelines instead of everyone crowding the middle.
Home coneA disc placed on the spot where a girl is supposed to stand in the team shape. "Go back to your cone" is the whole coaching instruction.

Ways of counting players

3v3, 4v4, 6v6Three against three, and so on. Small games. The smaller the number, the more times each girl touches the ball — which is why the book uses tiny games even though the real game is 9v9.
1v1One attacker against one defender. The single most useful thing to practise at this age.
Numbers-upDeliberately uneven, like 3v1 or 4v2, so the bigger side almost always succeeds. Used to build confidence — put your newest girls on the big side first.
NeutralA girl who always plays for whichever team currently has the ball. She is never on defence. It makes passing succeed constantly, and it's a safe, useful job for a nervous player.
RotateSwap who is doing what — new partners, new opponents, or the defender becomes the attacker. Do it often; eight-year-olds get bored of the same matchup in about ninety seconds.

Words about feet and the ball

TouchOne contact between foot and ball. "More touches" is the entire goal of a practice — it's the closest thing to a measure of whether the session worked.
Two-touchA rule that a girl may only touch the ball twice before passing or shooting. Speeds the game up. Use it to make things harder for your experienced girls, never for beginners.
Weak footThe foot she doesn't naturally use. Practising with it is hard and unglamorous, which makes it a perfect way to challenge a strong player without singling her out.
First touchWhat she does with the ball the instant it arrives. A good first touch pushes it into space in front of her; a bad one leaves it stuck under her feet.
LacesThe top of the foot, where the shoelaces are. Used for shooting hard. Toe pointed down, ankle stiff.
Inside of the footThe flat arch on the inner side. Used for passing and for accurate short shots. Think of a door swinging shut.
SoleThe bottom of the shoe. Used to stop the ball dead or drag it backwards.
Standing footThe foot she is not kicking with. Where she plants it decides where the ball goes; beside the ball, pointing at the target.

Words about position

Front footWhen a defender stands with one foot ahead of the other, the ahead one is her front foot. Attacking "her front foot" means going to that side, because she has to turn her whole body to follow — it's the slow direction for her.
Goal-sideA defender is goal-side when she is between the attacker and the goal she's defending. It's where a defender wants to be.
Near postOn a corner kick, the goalpost closest to where the ball is being kicked from. Putting one girl there is the simplest corner routine that works at 8U.
Support angleStanding somewhere your teammate can actually pass to you — off to the side rather than directly behind the defender. At this age, "move so she can see you" is the whole idea.
SwitchMoving the ball from one side of the field to the other, because the space is almost always where the crowd of girls isn't.
Build-out lineA line across the field. On a goal kick at 6U and 8U, the other team must stay behind it until the ball is in play — so you get a few free seconds with nobody near you. It does not apply when the keeper just has the ball in open play.
TransitionThe moment possession changes hands. The five seconds right after you lose the ball are the most important five seconds in the game.
How to read the pictures

Diagram key

Every diagram is drawn looking straight down at the field from above, as if you were standing on a ladder. The same symbols mean the same thing everywhere.

A Team with the ball (attacker) D Defender C Coach, or a neutral player A cone The ball A gate (two cones, a doorway) A girl runs The ball is passed or shot A goal

Sizes are in adult walking steps. A "15-step grid" is fifteen of your normal paces on each side. Nothing in this book needs to be measured accurately — if an activity feels crowded, make it bigger; if girls are standing around, make it smaller.

The first 10 minutes

Arrival games

These start the moment the first girl arrives — ball at her feet before her bag hits the ground. They all work with any number of players, and a girl who turns up late just walks in and joins. Set the grid up before anybody arrives, once, and leave it.

Sharks & Minnows

Sessions 1, 7, 16
C C

Everyone dribbles. The two coaches hunt.

You need — 4 cones, one ball per girl, a grid about 20 steps square
Set it up
  1. Put one cone at each corner of a square about 20 walking steps on each side.
  2. Every girl gets a ball and stands anywhere inside.
  3. You and your assistant are the sharks. You have no ball.
How it runs
  1. Say go. Everyone dribbles around inside the square, keeping their ball away from the sharks.
  2. The sharks walk and jog around trying to kick balls out of the square. Don't sprint — you'll flatten someone.
  3. If a girl's ball gets kicked out, she runs and fetches it, does three toe-taps, and comes straight back in. Nobody is ever out.
  4. Learn a name out loud every time you take a ball: "got you, Maya!" That's what the first two weeks are really for.
  5. Run it about ten minutes, adding girls as they arrive.
Point of it Dribbling while something is actually coming at her — which is completely different from dribbling through cones. It also gets bodies warm and names learned without anybody standing in a line.
Working when Girls are changing direction and looking up. If everyone is running in straight lines staring down, make the square smaller.
Ramp inSharks visibly avoid the newest girls for the first minute. Let them keep the ball and feel good. Ramp upShe has to protect a partner's ball as well as her own.

Traffic Lights

Sessions 2, 8, 14
C

You call the colour. They all react at once.

You need — 4 cones, one ball per girl, a grid about 20 steps square
Set it up
  1. Same square as Sharks & Minnows. If it's already out, use it.
  2. Every girl has a ball. You stand where they can all hear you.
How it runs
  1. Explain the three calls once, and demonstrate each: green = dribble normally. Yellow = slow motion, tiny touches. Red = stop the ball completely dead with the bottom of your foot and freeze.
  2. Call colours in random order. Leave a few seconds between calls at first, then start switching fast.
  3. Nobody is out for getting it wrong. Just call it again.
  4. Once they've got it, add a fourth call of your own — "shoot" or "spin" or anything silly.
Point of it Controlling speed, and stopping the ball on purpose. Nearly every 8U turnover is a girl running faster than she can control the ball, and this is the cheapest fix.
Working when On "red" the balls actually stop instead of trickling three more steps.
Ramp inBigger space, slower calls, and any kind of stop counts. Ramp upRed means stop it with the sole and drag it back one step before freezing.

Body Part Stop

Sessions 3, 12
sole knee elbow hand

One call, everyone finds a different way to stop it.

You need — 4 cones, one ball per girl
How it runs
  1. Everyone dribbles freely inside the square.
  2. Shout a body part — "knee!" — and every girl has to stop her ball with that body part as fast as she can.
  3. Call sole, knee, elbow, hand, bottom, forehead. Make it ridiculous on purpose; the laughing is the point.
  4. Let a girl do the calling for the last two minutes. They love this and it costs you nothing.
Point of it Getting comfortable being near the ball and reacting fast, without any pressure to be good at soccer. It's the friendliest possible activity for a girl who has never played, because there is no wrong answer.
One caution Never call “head”. Any head contact with the ball is a dead ball at 8U, so this is a habit you actively do not want to build. Use forehead-as-a-joke only if you make catching it the instruction, or simply leave that call out.

Follow the Leader

Sessions 6, 10

Filled circle leads, outlined circle copies.

You need — 4 cones, one ball per girl. With 12 girls that's 6 pairs.
Set it up
  1. Put them in pairs. Deliberately pair an experienced girl with a newer one — this activity is the best mentoring tool in the book.
  2. Both girls in a pair have their own ball. One stands a couple of steps behind the other.
How it runs
  1. The front girl dribbles anywhere she likes — turns, stops, changes speed.
  2. The back girl follows and copies whatever the leader does, with her own ball.
  3. After about 45 seconds, shout swap. They change roles.
  4. Give the experienced girl a job before you start: "make it something she can actually copy." That turns showing off into leading, and it keeps her interested.
Point of it A newer girl gets a model to imitate at her own pace with nobody watching her, and an experienced girl gets a leadership task instead of being told to go easy. Both of those matter more than the dribbling.
Working when The leader is glancing back to check her partner is keeping up. That's the whole lesson, and it's about her, not the ball.

Number Freeze

Sessions 4, 9, 11
“THREE!”

Call a number, they scramble into groups of that size.

You need — 4 cones, one ball per girl
How it runs
  1. Everyone dribbles freely around the square.
  2. Shout a number — "three!" — and they have to get into groups of exactly that many, as fast as possible, bringing their ball with them.
  3. Anyone left over just joins the nearest group. Never send anyone out. That's the whole difference between this being fun and being a source of dread.
  4. Call another number and go again. Vary it: two, five, four, three.
Point of it It mixes the group up constantly without you ever having to pick teams out loud, which means friendship cliques break up on their own and nobody feels chosen last.
Later in the season Add a rule: once they're in a group they must complete that many passes before you call the next number. In Session 11, add that no two girls in a group may stand closer than three steps — a first taste of spreading out.

Rescue Tag

Sessions 5, 13
T frozen

A pass between her feet unfreezes her.

You need — 4 cones, one ball per girl, plus 2–3 girls or coaches as taggers with no ball
Set it up
  1. The usual square. Pick two taggers (three later in the season). They don't have a ball.
  2. Everyone else has a ball and dribbles.
How it runs
  1. Taggers try to tag dribblers. No kicking balls away — a hand tag on the shoulder.
  2. A tagged girl freezes with her feet apart and her ball held in her hands above her head.
  3. Any teammate can free her by passing her ball between the frozen girl's legs. Then both carry on.
  4. Swap taggers every couple of minutes so everyone gets a turn.
Point of it Nobody sits out, and it sneaks in accurate short passing under time pressure without ever calling it a passing drill. It also builds the habit of helping a teammate, which pays off in the small-sided games later.
Working when Girls are choosing to go and rescue someone instead of just running away. Praise the rescuer by name, loudly.
The middle 12 minutes — one move per week

Ball moves

These are the eight skills the season is built on, one per week. Each girl has her own ball and her own patch of grass — there is no setup beyond that, and no waiting. This is the block that quietly closes the gap between your experienced girls and your beginners, because it is the one thing a girl can practise alone in a driveway.

How to teach any of them: demonstrate once, slowly and badly. Then let them try fifty times while you say nothing. Only after two full minutes do you start correcting anybody — and then one thing at a time, by name.

The diagrams below are drawn looking down at her feet, not at the field.

Toe Taps & Sole Rolls

Week 1 · Sessions 1, 2
TAP LEFT TAP RIGHT SOLE ROLL

Tap the top with alternating feet. Then roll it across.

You need — one ball per girl. No cones.
Toe taps — how to do it
  1. Ball still on the ground in front of her.
  2. Tap the top of the ball lightly with the sole of one foot, then put that foot down.
  3. Tap with the other foot. Then back again. Keep alternating, like jogging on the spot on top of the ball.
  4. The ball should barely move. It's a tap, not a kick.
Sole rolls — how to do it
  1. Put the sole of one foot on top of the ball.
  2. Roll the ball sideways across her body to the other foot.
  3. The other foot's sole catches it and rolls it back.
Running the block
  1. Twenty seconds on, ten seconds rest. Six or eight rounds.
  2. Count out loud as a team so nobody is counting alone and nobody's number is visibly lower than her neighbour's.
Point of it Getting used to the ball being touched constantly. At this stage you are not building a skill, you are building the feeling that the ball is not a scary object.
Ramp inAny contact counts. Praise the tenth touch exactly as loudly as the hundredth. Ramp upEyes up the entire time — she has to call out how many fingers you're holding up while still tapping.

The Pullback

Week 2 · Sessions 3, 4
1. RUNNING 2. FOOT ON TOP 3. DRAG BACK

Foot on top, drag it back, turn and go the other way.

You need — one ball per girl
How to do it
  1. Dribbling forward at a walk.
  2. Put the sole of the foot on top of the ball and stop it.
  3. Drag it backwards a step, still with the sole.
  4. Turn the body around and dribble away in the new direction.
Teaching it
  1. Demonstrate once at walking pace. Don't explain the mechanics.
  2. Let them do it fifty times with nobody watching them individually.
  3. Then add the whistle version: everyone dribbles, and on your call they all pullback and go the other way. (That's Red Light Corner in the skill blocks.)
Say this — "Foot on top, drag it back, turn and go."  ·  "This is the move for when someone is in front of you."
Point of it This is the single most useful escape in youth soccer. A girl who can turn away from trouble stops losing the ball, and a girl who stops losing the ball starts enjoying herself.
Ramp inBall already stopped, walking pace. Just the drag is the win. Ramp upPullback then accelerate five steps. Both feet, alternating.

The Inside Cut

Week 3 · Sessions 5, 6
1. RUNNING 2. REACH ACROSS inside of foot 3. PUSH & GO

Reach across the ball, push it the other way, accelerate.

You need — one ball per girl
How to do it
  1. Dribbling forward.
  2. Reach the kicking foot across the front of the ball, so the flat inside arch of the foot is on the far side of it.
  3. Push the ball sharply back across her body, in the opposite direction to the way she was going.
  4. Take three quick steps away. The speed change is what beats the defender, not the touch.
Say this — "Reach across it and push it the other way."  ·  "Slow… then GO."
Point of it Her second escape route. Combined with the pullback from Week 2, she now has an answer whether the defender is in front of her or beside her — which is most of 1v1 at this age.
Working when There is a visible change of speed after the touch. A perfect cut followed by a jog achieves nothing.
Ramp inWalking, no defender, exaggerated and slow. Ramp upCut then explode three steps, both feet, against a defender who is allowed to move.

Foundations & Strike Shape

Week 4 · Sessions 7, 8
FOUNDATIONS STRIKE SHAPE standing foot

Tap it between the feet. Then plant beside it and swing.

You need — one ball per girl, and a net or fence to hit into for the second half
Foundations
  1. Ball between her feet.
  2. Tap it with the inside of one foot so it travels to the other foot.
  3. That foot taps it straight back. Keep going, side to side, getting faster.
Strike shape — without a full kick
  1. Ball still on the ground.
  2. Plant the standing foot beside the ball, pointing at the target. Not behind it, not a step away — beside it. This is the single biggest cause of bad shots at this age.
  3. Point the kicking toe down and lock the ankle stiff.
  4. Swing through and strike the ball with the laces — the hard top of the foot, not the toe.
  5. Practise the plant and the swing ten times before anybody kicks anything hard.
Say this — "Standing foot beside the ball."  ·  "Toe down, ankle stiff."
Point of it Preparation for the shooting week. Scoring is the thing that keeps eight-year-olds coming back, and where she puts her standing foot decides whether the ball goes in.
Ramp inJust the standing-foot placement, walked through ten times. No kicking at all. Ramp upFoundations at speed, then strike a moving ball into the net with the weak foot.

Push Pass & First Touch

Week 5 · Sessions 9, 10
PUSH PASS like a door FIRST TOUCH into space, not under her feet

Swing the inside of the foot through it. Then push it forward.

You need — one ball per girl, plus a wall or a partner
The push pass
  1. Plant the standing foot beside the ball, pointing where she wants it to go.
  2. Turn the passing foot sideways so the flat inside arch faces the target.
  3. Swing through the middle of the ball — like a door swinging shut. That image works better than any technical description.
  4. Accuracy over power, always. A soft accurate pass is a good pass.
The first touch
  1. When the ball arrives, don't stop it dead on her toes.
  2. Push it forward into the space she wants to go, so it's already moving in the right direction.
  3. Now she has time. This is why some girls always look unhurried.
Say this — "Look at your friend BEFORE you pass, not after."
Point of it The first "with a teammate" skill of the season, deliberately taught in Week 5 rather than Week 1. At eight, a girl who can keep the ball is worth more than a girl who passes it away the second it arrives.
Ramp inPass against a wall or to a coach from five steps away. Accuracy only. Ramp upFirst touch across her body away from an imagined defender, weak foot only.

Opening Up Across Your Body

Week 6 · Sessions 11, 12
NOT THIS facing backwards THIS facing up the field

Take it sideways with the far foot, not straight back.

You need — a ball, and a partner or coach to roll it to her
How to do it
  1. Before the ball even arrives, look over her shoulder to see what's behind her. Call this "taking a picture."
  2. Receive the ball with the foot furthest from where it came from — the far foot, not the near one.
  3. Take that first touch sideways, across her body.
  4. She now ends up facing up the field instead of facing back where the ball came from.
Teaching it
  1. Roll the ball to her gently from the side. Any touch that leaves her facing forward is a success — say so.
  2. Then add the shoulder check before every touch. Ask her what she saw.
Say this — "Take a picture before the ball comes."
Point of it This one touch is why some players look like they have more time than everyone else. On a 9v9 field with lots of space, a girl who receives the ball already facing forward can actually use that space.
Ramp inJust the look. Turning her head before she touches it is the skill — the footwork can come later. Ramp upShoulder check, open up, then play a fifteen-step pass to the far side of the field.

The Step-Over

Week 7 · Sessions 13, 14
1. APPROACH 2. FOOT OVER don't touch it! 3. PUSH AWAY

Swing the foot over without touching, then go the other way.

You need — one ball per girl
How to do it
  1. Dribble up to the ball and slow down.
  2. Swing one foot over the top of the ball without touching it, from inside to outside, as if stepping around it.
  3. That fake makes the defender lean the wrong way.
  4. Push the ball away in the other direction with the outside of the other foot, and go.
Point of it — and read this before you teach it Almost nobody will do this well, and that is completely fine. It is in the book for bravery, not for success rate. Week 7 is late enough in the season that the group is comfortable enough to try something flashy and laugh at each other when it fails. That willingness to try things is worth far more at eight than a working step-over.
Do not correct technique here. If a girl invents her own version, praise it and move on.
Ramp inStep over a completely still ball, walking. That's the whole thing. Ramp upStep-over straight into an inside cut, at pace, against a defender allowed to move.

Free Choice — and They Teach

Week 8 · Sessions 15, 16
You need — one ball per girl, and the discipline to stay quiet
How it runs
  1. Each girl picks whichever move from the season she likes best and practises it. No instruction from you.
  2. Then ask for three volunteers to teach theirs to the group. She demonstrates, the others copy.
  3. If you can engineer it, make sure one of the three is a girl who had never played before this season. Do it without announcing why.
Point of it Ownership. A child who has taught something to her team comes back next season. Nothing you say all year will land as hard as a girl who started in September not knowing how to stop a ball standing in front of eleven others showing them a move.
It also tells you something Whatever they choose is what actually stuck. Write it down — that's your Week 1 for next season.
The main 20 minutes

Skill blocks

This is the teaching part of the session. With two coaches you run two stations of six and swap at the eight-minute mark; with twelve girls that divides perfectly. The golden rule is that no queue is ever longer than two — if girls are waiting, split into more stations or shrink the activity.

The Toy Box

Session 1
toe taps sole rolls in & out stop it dead

Four zones, one task each. They wander between them.

You need — 16 cones (4 per zone), one ball per girl
Set it up
  1. Mark four small squares, each about 8 steps across, in a block of four with gaps between them.
  2. Give each square one job: toe taps, sole rolls, in-and-out touches, stop-it-dead.
How it runs
  1. Girls go wherever they want with their own ball and do that square's job.
  2. Every three minutes shout switch — everyone moves to a different square.
  3. There are no turns and no lines. Everybody is touching a ball for the full twenty minutes.
  4. Walk between squares and say one specific thing to each girl by name.
Point of it Maximum touches on day one with zero pressure and zero waiting. It's also the easiest possible first session for a girl who has never played — there is nothing to get wrong.
Ramp inBigger zone, slower. Push-and-run is a win. Stand with her and count her reps out loud. Ramp upWeak foot only, or ten clean reps before she's allowed to switch squares.

Dribble–Shoot Gates

Session 2
2 lanes 1 per coach

Through the gates, then shoot. Collect your own ball.

You need — 8 cones, 2 pop-up goals, one ball per girl
Set it up
  1. Make two lanes side by side, one per coach, each about 20 steps long.
  2. In each lane put two gates — two cones about 2 steps apart — spaced along the way.
  3. Put a goal at the end of each lane.
  4. Six girls line up behind each lane. That's a queue of six, which sounds wrong — see step 3 below.
How it runs
  1. First girl dribbles through both gates, then shoots at the goal.
  2. She fetches her own ball and jogs back to the end of her line.
  3. Don't wait for her to finish. Send the next girl as soon as the one ahead is through the first gate. Three girls should be moving at once, so nobody actually stands still.
Say this — "Standing foot beside the ball."  ·  "Look down when you hit it, then look up."
Point of it The first shot on goal of the season. Manufacture goals shamelessly today — the net needs to become the happiest place on the field before it becomes a place with pressure attached.
Ramp inShoot from 6 steps, inside of the foot, ball already stopped. A goal is a goal. Ramp upFrom 12 steps, laces, and she has to beat a coach who defends at half speed on the way in.

Red Light Corner → Gate Duel

Session 3
FIRST 10 MIN SECOND 10 MIN both want the gate

First half alone. Second half against somebody.

You need — 12 cones, one ball per girl
First eight minutes — Red Light Corner
  1. One square, about 20 steps. Everyone dribbling inside it.
  2. On your whistle, every girl does a pullback and heads the other way.
  3. Whistle every 5–8 seconds. Nothing else to it.
Second eight minutes — Gate Duel
  1. Make six gates scattered around, each two cones about 2 steps apart. With 12 girls that's one gate per pair.
  2. Two girls stand on opposite sides of their gate. One ball between them, in the middle.
  3. Say go. Both try to win the ball and dribble it through the gate. Whoever does gets a point.
  4. Reset and go again. Rotate partners every two minutes so nobody gets stuck losing to the same girl.
Say this — "The move is for when someone's in front of you, not for showing off in space." (Though showing off in space is also fine.)
Point of it Week 2's pullback, first alone and then with a real opponent trying to take the ball. The jump from practising a move to using a move is the whole session.
Ramp inShe duels a coach who defends at half speed and lets her win the first three. Ramp upShe must complete a pullback before she's allowed to go through the gate.

The Highway

Session 4
big touch, sprint

Push it a long way ahead, then chase it down.

You need — 8 cones, one ball per girl
Set it up
  1. Mark two long lanes, each about 25 steps long and 6 steps wide, using cones down the sides.
  2. Six girls at the start of each lane.
How it runs
  1. Push the ball a long way ahead — much further than feels comfortable — then sprint to catch it.
  2. Catch up, push it long again, sprint again. Two or three big touches gets her to the end.
  3. Jog back down the outside and go again. Send the next girl as soon as the one before has taken her first touch.
  4. Race a coach a few times. Lose about half.
Say this — "Nobody near you? Push it and RUN."  ·  "One big touch, then look up."
Point of it The difference between dribbling (ball close, someone near you) and running with the ball (big touches, nobody near you). On a 9v9 field there is a lot of open grass, and girls who only know one speed waste all of it.
Ramp inShorter lane, jogging. She's racing her own previous time, not another girl. Ramp upTimed, must beat her own best, and add a turn at the far cone.

The 1v1 Ladder

Session 5
winner up loser down

Win, move up. Lose, move down. Nobody is ever out.

You need — 16 cones, a ball each, two cone-goals per grid
Set it up
  1. Mark four small grids in a row, each about 10 steps square, with a small cone-goal at each end.
  2. Three girls at each grid: one attacking, one defending, one waiting (she's next).
How it runs
  1. Attacker starts with the ball and has 20 seconds to beat the defender and score.
  2. Whistle at 20 seconds regardless. Whoever won that duel moves up one grid; whoever lost moves down one.
  3. The waiting girl steps straight in. Everyone is playing again within five seconds.
  4. Nobody is ever eliminated. A girl who loses six in a row just ends up at the bottom grid — which is exactly where she can compete and start winning.
Say this — "Attack her front foot."  ·  "Slow… then GO."
Point of it The ladder sorts itself so every girl ends up against someone roughly her level — without you ever announcing an ability group. That's the trick, and it's why this beats splitting the squad.
Working when Girls are trying to beat their opponent rather than passing the problem away. Applaud the attempts that fail.
Ramp inThree-step head start and the defender starts passive. Ramp upDefender starts live and goal-side; only 10 seconds to get past.

The Shadow

Session 6
D she mirrors NO TACKLING for the first 10 minutes

Her only job is to stay in front. That's the whole exercise.

You need — 8 cones, a ball per pair. With 12 girls that's 6 pairs.
First eight minutes — no tackling allowed at all
  1. Pairs, one ball. One girl attacks, one defends, in a lane about 10 steps wide.
  2. The attacker dribbles slowly side to side and forward.
  3. The defender's only job is to stay in front of her for 15 seconds. She is not allowed to try to win the ball.
  4. Swap roles. Repeat several times.
Second eight minutes
  1. Same setup, but now the defender gets one tackle attempt per go.
  2. If she misses, she goes back to just staying in front.
Say this — "Get there fast, then slow down and get small."  ·  "Stay on your feet — don't dive in."
Point of it — and why the no-tackling rule matters New players are frightened of defending because they think it means crashing into somebody. Starting with no tackling removes that completely and lets them discover that defending is mostly patience and footwork. This is a retention session disguised as a tactics session.
Ramp inShadow only, for the whole twenty minutes. Staying in front is the success — tell her so by name. Ramp upShe has to win it and then dribble out through a gate to finish the rep.

Laces Lab & Rolling Finish

Session 7 · two stations, swap at 8 min
A · LACES LAB B · ROLLING FINISH C

Still ball first. Then a moving one.

You need — 2 pop-up goals, a bag of balls, 8 cones
Station A — Laces Lab
  1. Six girls, a goal, and a pile of balls about 10 steps out.
  2. Ball is completely still. She walks up and strikes it into an empty goal.
  3. Ten shots each, then collect. Focus only on the standing foot and the ankle.
Station B — Rolling Finish
  1. Coach stands to the side with a ball.
  2. Coach rolls the ball across in front of the girl.
  3. She takes one touch to set it, then shoots with her second touch.
  4. Next girl goes immediately. Keep it fast.
Say this — "Ankle locked, toe pointed down."  ·  "Watch the ball hit your foot."
Point of it This is the highest-joy session in the whole book, placed mid-season on purpose — right when the novelty of a new sport starts wearing off. Do not let a single girl go home without having scored. If that means two extra minutes at the end, take the two minutes.
Ramp inInside of the foot, from 6 steps, into an empty goal. It counts. Celebrate it exactly as loudly. Ramp upWeak foot round, first-time finishes, or call a corner she has to hit.

Two-Ball Finishing & Keeper Club

Session 8
A · TWO BALLS second ball, straight away B · KEEPER CLUB GK

Shoot, then immediately shoot again. Everyone tries goal.

You need — 2 goals, a bag of spare balls, keeper gloves
Station A — Two-Ball Finishing
  1. She shoots. The instant the ball leaves her foot, the coach rolls a second ball in from the side.
  2. She has to react and finish that one too.
  3. Two shots per go, back to back. Next girl.
Station B — Keeper Club
  1. Every girl rotates through. Nobody is assigned; everybody tries it.
  2. The set position: feet apart, knees bent, hands up in front with thumbs together making a W shape.
  3. The scoop: get the whole body behind the ball, don't just reach with hands.
  4. The bowling roll: step forward, low, and roll the ball along the ground to a teammate's feet. Because punting is not allowed at 8U, this is her distribution — and eight-year-olds are immediately good at it, which makes it a confidence builder rather than a chore.
  5. Cheer every save absurdly loudly. Say nothing at all about goals conceded.
Point of it Rebounds are the cheapest goals in 8U soccer, and following your own shot is a habit rather than a skill. The keeper half exists so that your game-day goalkeeper is a volunteer who has done it before, not a frightened girl you drafted.
Ramp inSecond ball served slowly by hand. In goal she faces only rolled balls, and every save gets a cheer. Ramp upTwo attackers competing for the same rebound; in goal she faces live shots from 8 steps.

Passing Gates

Session 9

Pass through the doorways. Count how many in 90 seconds.

You need — 16 cones (8 gates), one ball per pair. With 12 girls that's 6 pairs.
Set it up
  1. Scatter eight gates around a grid about 20 steps square, all pointing different ways. Each gate is two cones about 2 steps apart.
  2. Pairs, one ball between them.
  3. Pair an experienced girl with a newer one. Give the experienced one a job before you start: "your passes have to be easy for her to control."
How it runs
  1. Ninety seconds. The pair passes the ball back and forth to each other through as many different gates as they can.
  2. One girl stands one side of a gate, her partner the other, pass through, then both move to a new gate.
  3. Count out loud. Shout the score at the end.
  4. Change partners and go again. Four or five rounds.
Say this — "Look at your friend BEFORE you pass, not after."
Point of it Passing arrives in Week 5 on purpose, not Week 1. And giving the strong player a serving task rather than a scoring one is what keeps her engaged — it's a harder problem than just beating people.
Ramp inWider gates, 5-step passes, and the ball may be rolling slowly. Ramp upOne touch only through the gate; weak foot.

Give-and-Go Gates

Session 10
C 1. pass 2. sprint past 3. back to her

Pass, then run. The run is the lesson, not the pass.

You need — 8 cones, 2 cone-goals, a ball per pair
Set it up
  1. Two lanes, one per coach. In each, put a cone about halfway up and a target goal at the far end.
  2. Coach stands off to one side of the cone.
How it runs
  1. Girl passes the ball to the coach.
  2. She immediately sprints past the cone — not toward the coach, past her, into the space beyond.
  3. Coach passes it back into her path so she runs onto it.
  4. She dribbles on and scores in the target goal, collects her ball, jogs back.
Say this — "Pass, then MOVE — never stand and watch."  ·  "Run into the space, not at your friend."
Point of it The single most-missed idea at this age: girls pass, then stand and admire the pass. On a 9v9 field that's what turns a team into eleven spectators and one girl with the ball.
Ramp inCoach returns it slowly into her path and calls her name as it leaves her foot. Ramp upReturn pass must be one-touch, and add a defender who is allowed to chase.

The Build-Out Drill

Session 11
BUILD-OUT LINE GK they must stay back here

Two go to the corners, one goes long, keeper rolls it.

You need — cones to mark a build-out line, a goal, keeper gloves, a ball
Set it up
  1. Mark a build-out line with cones right across the field. Check with your commissioner where your league draws it; about 25 steps out from the goal is a reasonable stand-in for practice.
  2. A keeper in goal with the ball. Six girls in front of her as the team.
  3. Two coaches and two girls are the opposition. They must stay behind the build-out line until the ball is touched — exactly like a real game.
How it runs — the same picture every time
  1. Keeper has the ball. On your call, two girls sprint to the two corners of the penalty box, as wide as they can get.
  2. A third girl runs long, up the middle.
  3. Keeper rolls it — never punts, which is not allowed — to whichever girl has the most grass around her.
  4. That girl takes one touch forward and looks up.
  5. Reset and do it again. Twenty times. It should become automatic.
Say this — "When we have it at our goal, we get BIG. Corners and far away."  ·  "Keeper — find the girl with nobody near her."
Point of it The build-out line hands you a few free seconds on every goal kick. Most 8U teams waste it by booting the ball straight back to the other team. This is the easiest tactical win available to you all season.
Ramp inPut a cone exactly where she stands. Walk it through with no opposition at all until the picture is automatic. Ramp upOpposition presses the instant the ball is touched; keeper must choose the correct side under pressure.

Two-Goal Scan

Session 12
D crowded free!

The defender can only guard one goal. Attack the other.

You need — 12 cones, 3 balls. With 12 girls run three boxes of 3v1.
Set it up
  1. Mark a box about 15 steps square with a cone-goal on the left side and another on the right side.
  2. Three attackers, one defender.
How it runs
  1. The three keep the ball and try to score in either goal.
  2. The defender can only cover one goal at a time, so the answer is always the goal she isn't at.
  3. Swap the defender every 90 seconds so everybody defends.
Say this — "Take a picture before the ball comes."  ·  "If the crowd's on one side, the answer's the other side."
Point of it Teaching a girl to look up and choose, rather than just attacking whatever is in front of her. On a 9v9 field, the space is almost always on the opposite side from the crowd — and the girl who learns to look for it becomes your most valuable player.
Ramp inPoint at the free goal and call it out for her. Then stop calling it and see if she looks. Ramp upSilent version — no talking allowed, she has to see it herself. Make it 3v2.

Two on the Ball

Session 13
1 2 1 presses 2 covers behind never side by side

One presses. The other stands behind her as the safety net.

You need — 12 cones, 3 balls. With 12 girls run three grids of 2v2.
Set it up
  1. A grid about 15 steps square with a small goal at one end.
  2. Two attackers, two defenders.
  3. Start it 2v1 for the first few goes so the defenders can feel the correct shape without being under pressure.
How it runs
  1. One defender goes to the ball and slows the attacker down.
  2. The second defender stands behind and inside her — not level with her. She is the safety net if the first one gets beaten.
  3. Freeze it every few goes and check: are they side by side? That's the mistake. Move them into the right shape and let them look at it.
  4. Then play live, and rotate every two minutes.
Say this — "First girl slows her down, second girl stands behind — never side by side."  ·  "Talk: 'I've got her, you take the other one.'"
Point of it Two defenders side by side get beaten by one pass. Staggered, they almost never do. This is also the session where quieter girls often discover they're good at something.
Ramp inStay at 2v1 the whole time so the pair always succeeds and she learns the picture before the pressure. Ramp upLive 2v2, and they must win it and dribble out through a gate to finish the rep.

Restart Circuit

Session 14 · three stations, ~5 min each
THROW-IN both feet down GOAL KICK corners + one long CORNER near post top of box

Three quick stations, six minutes each, four girls at each.

You need — a goal, several balls, 10 cones. With 12 girls that's three stations of four.
Station 1 — Throw-in
  1. Ball goes over the head, using both hands.
  2. Both feet stay on the ground until the ball has left her hands. That's the rule referees actually call.
  3. Practise throwing to a teammate who is moving, not standing still.
Station 2 — Goal kick
  1. Exactly the same picture as the Build-Out Drill: two girls wide to the corners of the box, one goes long.
  2. Take the kick, hit the wide girl, she takes one touch forward.
Station 3 — Corner kick
  1. One girl at the near post (the post closest to the corner the ball is coming from). One girl at the top of the box. Everybody else stays out of the way.
  2. Kicker aims for the near-post girl. That's the whole routine — don't add anything.
Point of it Restarts are a huge chunk of 8U game time and almost nobody practises them, so an hour spent here shows up in the next game immediately. This is the most direct points-in-the-bank session in the book.
Ramp inThrow from her knees first to get the over-the-head motion. Corners taken from 8 steps out. Ramp upThrow-in must find a moving teammate; corner must clear the first defender.

Girls' Choice & Skills Showcase

Sessions 15, 16
You need — whatever they ask for, and the discipline to stay quiet
Girls' Choice — Session 15
  1. Before you start, ask them to vote on their two favourite games of the season.
  2. Run those two. Set them up and then step back.
  3. Coaches only ask questions — no instructions, no corrections, no organising beyond safety.
  4. If you can, let a girl run a station herself with you standing beside her, not in front of her.
Skills Showcase — Session 16
  1. Each girl demonstrates the one move she owns now, one at a time, with the team watching and clapping.
  2. Every girl. No exceptions and no skipping the shy one — help her pick something she'll definitely nail.
Point of it Ownership. A child who feels the team is partly hers signs up again next season, and that is the one measurable outcome this whole book is pointed at.
Write down what they choose Whatever games they vote for are the ones that actually landed. That's your Week 1 for next season.
Winning it back without lunging

Defending drills

Almost all bad defending at this age is the same mistake: diving in. She lunges at the ball, misses, and the attacker is past her with nobody behind. Telling her to "win the ball" makes it worse, because winning the ball is the last step, not the first.

The order is get there fast → brake → stay in front → decide where she goes → then try to win it. Several of the drills below make winning the ball impossible on purpose, so the only way to succeed is to delay — which is the quickest cure for lunging there is.

And start every one of them with no tackling. New players are frightened of defending because they think it means crashing into somebody. Take that away and they find out it is mostly footwork and patience. No slide tackles at this age, ever.

Close Down

The first thing to teach
D SPRINT then brake, get low never arrive at full speed

Fast for two-thirds. Slow and low for the rest.

You need — a ball per pair, 8 cones. With 12 girls that is 6 pairs.
How it runs
  1. Attacker stands still with the ball. Defender starts ten steps away.
  2. On your call the defender closes her down — sprint about two-thirds of the way, then brake and take the last few steps short and low, knees bent.
  3. She stops about two steps from the attacker. Close enough to reach, far enough not to be knocked past.
  4. Freeze it there. That is the whole rep. No tackle at all for the first several goes.
  5. Swap and repeat. Ten each.
Say this — "Get there fast, then slow down and get small."  ·  "Two steps away, not on top of her."
Point of it Eight-year-olds do one of two things: amble over and give the attacker all day, or sprint in at full speed and get knocked straight past. The braking step is the entire skill and nobody arrives at it by instinct.
Working when You can hear the feet change — long strides, then short choppy ones. That sound is the drill working.
Ramp inWalk it. She just has to end up two steps away, facing the attacker. Nothing else counts. Ramp upThe attacker is allowed to go as soon as the defender moves, so she has to close down and stay in front in one motion.

Steer Her Wide

Once Close Down is solid
PROTECT THIS let her go here D

Stand off-centre. The only door open is the wide one.

You need — 12 cones, a ball. Three grids of 1v1 with 12 girls.
Set it up
  1. A grid about 15 steps square. Put a cone-goal in the middle of one end, and a second, wider goal out at the corner.
  2. Attacker starts at the far end with the ball. One defender.
The rule
  1. The defender is not trying to win the ball. Her only job is to stop the attacker reaching the middle goal.
  2. She does it by standing slightly to one side, so her body shows the attacker the wide route and closes the central one.
  3. If the attacker scores in the corner goal, the defender still wins the rep. Say so out loud, every time.
Say this — "You can't always take the ball off her. You can always decide where she goes."
Point of it At eight, a defender will not reliably win a tackle against a decent dribbler — but she can absolutely send her somewhere harmless. Steering an attacker toward the touchline is the most useful defensive habit at this age, and it is a positioning skill rather than a physical one, so the smallest girl on your team can be excellent at it.
Ramp inPut a cone down where she should stand and let her start there. She only has to hold that spot. Ramp upShe has to steer wide and win the ball once the attacker reaches the corner.

The Poke Tackle

Only after they can stay in front
POKE weight stays back NOT THIS whole body committed

Reach with the foot. Never dive with the body.

You need — a ball per pair
How to do it
  1. Defender is already in front, two steps away, low.
  2. The instant the ball is a little too far from the attacker's foot, stretch the near foot out and poke through the ball — toe or the inside, straight through it, sideways or back the way it came.
  3. Her weight stays on the back foot. If she leans her whole body in and misses, she is out of the game.
  4. Recover the standing position immediately — poke, then get small again.
Running it
  1. Attacker dribbles slowly across the defender, deliberately letting the ball run a bit long every few touches.
  2. Defender waits for that moment and pokes. She is not allowed to poke while the ball is under the attacker's foot.
  3. Twenty reps, then swap.
Say this — "Wait for the ball to leave her foot."  ·  "Foot goes in, body stays back."
No slide tackles Not at this age, in practice or in a game. They are banned outright at 10U and there is no reason to build the habit at 8U. If a girl goes to ground, stop and reset the rep.
Ramp inAttacker rolls the ball gently past her, and she just has to touch it with her foot. Build the reach before the timing. Ramp upPoke it, then win possession — the rep only counts if she comes away with the ball under control.

Hold Them Up — 2v1

The cure for diving in
D back away, stay central coach counts 8… 7… 6…

She cannot win. She only has to last.

You need — a goal, 8 cones, a ball. Run two grids of 2v1 with 12 girls, rotating fast.
How it runs
  1. Two attackers with a ball, about 20 steps from a goal. One defender.
  2. You count down loudly from eight. If the attackers have not scored by zero, the defender wins.
  3. Her job is to back away slowly, stay between the ball and the goal, and stay central — not to tackle. If she lunges at either attacker, the other is through and it is over.
  4. Rotate every rep so everybody defends. Keep it fast — a rep is ten seconds.
Say this — "You can't win it. Just make them take ages."  ·  Count the seconds out loud — the countdown is what makes delaying feel like winning.
Point of it — and why it is the best defending drill here The girl is deliberately given a job she cannot do by tackling. Diving in loses instantly and obviously, every single time, without you having to say a word about it. Two or three reps and the lunging stops on its own.
It also mirrors the real problem On a 9v9 field your last defender will regularly face two attackers. Delaying until a teammate recovers is exactly the skill that stops a counter-attack becoming a goal.
Ramp inCount down from twelve, and make a loud fuss every time she survives it. Surviving is the win. Ramp upSix seconds, and she has to win the ball and dribble out to end it rather than just surviving.

Recovery Race

Stops a lost ball becoming a goal
D run to the goal, not the ball

The curve beats the straight line. Get in front, then turn.

You need — a goal, a ball, 6 cones
How it runs
  1. Attacker starts with the ball about 25 steps out, facing goal. The defender starts five steps behind her.
  2. On your call the attacker goes. The defender has to get back, get goal-side, turn, and face her before she can shoot.
  3. The defender does not chase the ball from behind — she runs a curve toward her own goal, ends up in front, and only then defends.
  4. If she gets in front and forces the attacker wide, she has won even if no tackle happens.
Say this — "Run to the goal, not to the ball."  ·  "Get in front first, worry about the ball second."
Point of it The instinct when beaten is to chase the ball from behind, which achieves nothing except a foul or a trailing leg. Running to your own goal instead is counter-intuitive and has to be taught. It is also a habit that keeps working all the way up — a recovering defender who gets goal-side has un-lost the situation.
The other half of it Do not give up on the play. Half the goals conceded at 8U come after a girl stops running because she thinks she has been beaten.
Ramp inStart her only two steps behind, so she gets there and feels what being goal-side is like. Ramp upEight steps behind, and the rep only counts if she gets in front and forces the shot wide.

Clear It Properly

Where the ball should go
NEVER ACROSS HERE D

Wide to either touchline. Never square across your own goal.

You need — a goal, cones to mark the danger zone, a bag of balls
Set it up
  1. Mark a danger zone with cones: the area straight out in front of your own goal, about 15 steps wide and 15 deep.
  2. Mark two safe channels wide on either side, near the touchlines.
How it runs
  1. You serve a ball toward the defender near her own goal — rolled, bouncing, awkward.
  2. She clears it into either wide channel. A clearance that crosses the danger zone does not count, however far it goes.
  3. Keep it low and wide. Remember any head contact stops play, so a high ball into a crowd hands the other team a restart.
  4. Ten each, then add a passive attacker closing her down.
Say this — "Wide or out. Never across the front of our own goal."
Point of it The commonest way an 8U team concedes is a panicked clearance hit square across its own penalty area, straight to an opponent standing six steps from goal. Getting the ball toward a touchline — or over it for a throw-in, which is a perfectly good outcome — costs nothing and removes that goal entirely.
Give them permission to kick it out Eight-year-olds think putting the ball out of play is a mistake. Tell them explicitly that a throw-in to the other team, thirty steps from your goal, is a win.
Ramp inBall served still and stationary, no pressure, and the channels are twice as wide. Ramp upA live attacker, and the clearance has to reach a teammate in the channel rather than just arriving there.

Already in the book elsewhere

Two more defending activities live in the other sections, because they were written as part of a session rather than as defending drills. Use them alongside these:

The ShadowStaying in front, with no tackling permitted for the first half. The gentlest possible introduction for a girl who is frightened of defending — her only job is to mirror the attacker for fifteen seconds.
Two on the BallDefending as a pair: one presses, the second stands behind and inside her as the safety net. Two defenders side by side get beaten by one pass; staggered, they almost never do.
Win-It-Back and the Five-Second RuleBoth small-sided games turn the five seconds after losing the ball into a scoreboard. The quickest way to build a team that counter-presses without ever using the word.
Practicalities

Running a session

If only six or seven girls show up

It will happen, probably more than once. Don't improvise — run the same card, but: keep the arrival game and ball mastery exactly as written (they're individual anyway), run one station instead of two in the skill block, and drop the small-sided game to 3v3 or 2v2. A small session is a gift, not a problem: fewer girls means more touches each, which is the whole objective.

If fifteen show up, the reverse: three stations, and put your third coach on the newest three girls for the whole skill block.

What to hand your assistant coaches

Print the session card and hand them the physical sheet before warm-up, with one sentence: "you've got the second station, ten minutes, swap when I shout." The ramp in and ramp up strips are written so a soccer parent can read them mid-activity and act on them without asking you.

If you have a third coach, don't give them a station. Give them three names — your three newest girls — and one job: make sure those three touch the ball constantly and get told they did something well before they go home. That's the highest-value assignment on the field.

The last 20 minutes before the scrimmage

Small-sided games

This is where the learning actually sticks — the skill from the teaching block, now under real pressure from a real opponent. Every one of these is a small game with one rule added that forces the skill to show up. Add the rule, then mostly stop talking.

Why so small? Game day is 9v9, but 3v3 gives each girl roughly three times as many touches. Practice should be the opposite of game day: tiny games where nobody can hide. With twelve girls, 3v3 means two games running side by side and 6v6 means one.

The one rule that fixes a mixed-ability squad

You can add this to any game in this section, and it is the single most useful thing in the book:

The rule — "A goal only counts if a girl who hasn't scored yet touched the ball first."

Now your best player is hunting for your newest player of her own accord, and you never had to ask her to share. It converts a selfish incentive into a generous one without a single word of moralising. Use it in the scrimmage from Session 9 onward.

3v3 to Four Goals

Session 1

Four goals means there is always an empty one.

You need — 12 cones, a ball. With 12 girls run two games side by side.
Set it up
  1. A grid about 20 steps square.
  2. Put a cone-goal in the middle of each of the four sides — two cones about 4 steps apart. No keepers.
  3. Three against three.
The rule
  1. Score in any of the four goals, from either side of it.
  2. After you score, your next goal has to be a different one. That's what makes them lift their heads and look for space.
Say this — "If a goal is busy, go find an empty one."
Point of it Four goals produces constant scoring and constant celebration on day one, and it teaches looking around without you ever using the word "awareness".
Ramp inMake it 4v3 for the side with more new players, and widen their goals. Ramp upShe must beat one defender before scoring — no tap-ins.

3v3 Endzone Dribble

Session 3
END ZONE END ZONE

No goals. Dribble the ball over the line to score.

You need — 12 cones, a ball. Two games with 12 girls.
Set it up
  1. A rectangle about 25 steps long, 18 wide.
  2. Mark a strip about 3 steps deep across each end — that's the end zone. No goals at all.
The rule
  1. You score by dribbling the ball across the opponent's end line under control — the ball has to stay at your feet.
  2. Kicking it across doesn't count. She has to take it there.
Point of it Removing goals removes shooting, so the only way to score is the thing you just taught: dribbling and changing direction. It's the cleanest way to make a specific skill matter in a live game.
Ramp inHer end zone is the whole line, and she gets a two-step head start on every restart. Ramp upShe must use a change of direction inside the last five steps for it to count.

6v6 Long Field

Session 4
long and narrow

Long and thin, so space keeps opening up ahead.

You need — 8 cones, 2 goals, a ball. One game of 6v6 with 12 girls.
Set it up
  1. Mark a pitch that is deliberately long and narrow — about 40 steps long, 20 wide.
  2. A goal at each end.
The rule
  1. Normal game, but a goal scored after a run of ten or more steps with the ball counts double.
  2. Count it out loud when you see one so everybody notices.
Point of it The long shape keeps producing empty grass ahead of the ball, and the double-goal rule pays girls to attack it rather than dribbling sideways. Direct preparation for the space on a real 9v9 field.
Ramp inPlay her side 7v6 and let the extra girl be a free runner nobody is allowed to tackle. Ramp upTwo touches maximum in her own half; unlimited once she's over halfway.

5v5 + 2 Neutrals

Session 9
N N N always plays for whoever has the ball

The two purple girls are always on the attacking side.

You need — 8 cones, 2 goals, a ball, and pinnies in a third colour for the neutrals if you have them
Set it up
  1. Five against five, plus two neutral players.
  2. A neutral always plays for whichever team currently has the ball. She is never on defence.
  3. Rotate who the neutrals are every few minutes.
The rule
  1. Because the attacking side is effectively 7 against 5, passing succeeds constantly — which is the entire point in the week you introduce passing.
  2. A goal counts double if three different girls touched the ball in the move.
Point of it Manufactured success. In an even game a beginner's pass gets intercepted and she stops trying; permanently numbers-up, her pass works and she learns that passing is a good idea.
Ramp inNeutrals cannot be tackled at all — a completely safe, high-value job. Start your newest girls there. Ramp upNeutrals limited to two touches, so she has to think before it arrives.

6v6 Wide Zones

Session 11
WIDE ZONE WIDE ZONE

Use the edges and your goal is worth double.

You need — 12 cones, 2 goals, a ball
Set it up
  1. A normal pitch, but mark a channel about 5 steps wide down each long side with cones.
The rule
  1. A goal counts double if the ball went through one of the wide channels first.
  2. Suddenly the edges of the field are the most valuable real estate on it, and the knot of girls in the middle unpicks itself.
Say this — "Only ONE of us goes to the ball. Everyone else, get big."
Point of it Bunch-ball is the failure mode of 9v9 at eight years old — every girl chases the ball because it's the most interesting thing on the field. You can't fix it by shouting "spread out". You fix it by making the spread-out places worth points.
Ramp inA girl standing in the wide channel cannot be tackled. It's a safe, useful job, and her teammates will start looking for her. Ramp upShe must switch the ball from one channel to the other before scoring.

World Cup

Session 15
GK team A team B C & D next

Four teams of three, one goal, everybody plays every round.

You need — one goal, keeper gloves, a bag of balls. With 12 girls, four teams of three.
Set it up
  1. One goal with a keeper (rotate the keeper each round, volunteers only).
  2. Four teams of three. Balance them deliberately by size and experience — don't let them pick.
How it runs
  1. Two teams play at a time, two-minute matches, both attacking the same goal.
  2. Whoever scores stays on; the other team swaps out for the next one.
  3. Play a full round robin so every team plays every other team.
  4. Nobody is ever eliminated. Every team plays every round no matter what the results are.
Point of it Everything from the season, in a format that feels like a tournament and costs you nothing to run. Session 15 is the girls' session — set it up, then get out of the way.
Ramp inPut her with a veteran whose stated job is to set her up for a goal. Ramp upHer team plays two-touch while everyone else plays freely.
Same setup, different rule

Games that are a normal game plus one rule

These need no diagram, because the setup is just a small pitch with a goal at each end. What makes each one work is the single rule you add. Set up once and change the rule week to week.

The rule for each session

2v2 Shooting Boxes
Session 2
A small box with a goal each end, three games of 2v2 running at once. Rule: shots must be taken from inside the box. It drags them toward goal and produces far more scoring than letting them shoot from distance.
3v3, 1v1 Restarts
Session 5
Normal 3v3. Rule: every restart begins as a 1v1 from the halfway line — everyone else waits behind their own line until the first touch is taken. Guarantees each girl gets repeated 1v1s in a live game.
6v6 Win-It-Back
Session 6
Normal game with two scoreboards. Rule: win the ball back within five seconds of losing it and your team gets a point, separate from goals. Count the five seconds out loud, theatrically. Run both totals and announce both at the end.
6v6 Shootout
Session 7
Small pitch. Rule: you must shoot within eight seconds of entering the attacking half. Kills over-passing and produces a shot roughly every twenty seconds, which is exactly what the scoring week needs.
6v6 Rebound Rules
Session 8
Keepers in. Rule: no ball is ever dead until it leaves the grid. Keep a bag of spares and re-serve instantly so the game never stops and nobody stands around waiting for a goal kick.
3v3 Freeze Frame
Session 10
Normal 3v3. Rule: twice per half you shout FREEZE and everyone stops dead. Fifteen seconds of questions — who's standing still? who has space? — then play on. Use it to praise at least as often as to correct: find a girl in a great position and name her.
6v6 Switch Bonus
Session 12
Goals are worth two. Rule: a pass that crosses from one side of the field to the other is worth one. A team that never scores can still win by moving the ball well — a genuinely useful thing for an eight-year-old to discover.
6v6 Five-Second Rule
Session 13
The moment your team loses the ball you have five seconds to win it back, and you count it down out loud. Winning it back in time is worth a point. This is the loudest, most fun game in the book — expect noise.
6v6 Shape, Walk Then Live
Session 14
Ten minutes literally walking in the 3–3–2 shape with the ball rolled by hand, stopping to look at the picture. Then ten minutes live. Put a home cone down for each girl; the only instruction is "go back to your cone."
The 5-minute water break

Team challenges

Short, loud, silly competitions that double as a rest. Pick any one for the 0:37 block — they're interchangeable. The team competes against a number, not against each other, which keeps them on the same side.

Team TotalSixty seconds, everyone touching their own ball, counting every touch out loud as one team number. Write it on your hand. Beat it later in the season and tell them the old score first — they will remember it.
Beat the CoachA coach dribbles, the whole team tries to win the ball off her. Lose eventually, and dramatically. Later in the season run it in pairs — two girls defending together, which rehearses Session 13.
BullseyeStand a cone up as a target. Everyone passes at it from about 8 steps (15 later in the season). Count team hits.
Golden GoalOne shot each from 8 steps, count the team total. Everyone shoots, nobody queues for long. In Session 14, take it from a corner delivery instead.
Everyone Scores RelayThe team isn't finished until every single girl has scored once. Inclusive by construction — and watch the strong players start coaching the newer ones without being asked.
Crossbar ChallengeBalance a cone on the goal line and try to knock it off from 10 steps. Harder than it sounds, which is the fun.
60-Second PassesHow many completed passes can the whole team make in a minute? Keep it as a running season-long number and beat it.
Keeper GauntletA coach goes in goal, every girl takes one shot. Concede most of them, theatrically. Doubles as recruitment for the Keeper Club.

Companion to the 8U Practice Book — SBMSA 8U girls, 9v9, 12-player roster. All distances are in adult walking steps; nothing here needs measuring. If an activity feels crowded, make it bigger. If girls are standing still, make it smaller.