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Set PiecesAttacking CornersRoutinesMovement

The Corner Menu

Three rehearsed corner routines — front-zone screen, far-post stack, edge recycle — drilled in blocks, then tested against a live defence.

Open diagram

Theme

Set Pieces

Difficulty

Advanced

Duration

25 min

Players (min–rec–max)

12–16–18

Area

50 × 50 yards

Session phase

Main

Age groups

U16, U18, Adult

Equipment

goal, GK, balls, bibs, mannequins (optional)

Objective

Install a menu of three attacking corner routines the team can call in matches, grooving the delivery, screens and timed runs in blocks before pressure-testing them against a live defence.

Set-up

Goal, GK and a full penalty area. Attacking unit of six in the box plus a taker and an edge player; defensive unit starts passive (shadow positions), goes live in the final block. Routine cards: 1 = front-zone screen and near-post attack, 2 = far-post stack peeling off, 3 = short option recycled to the edge for a second delivery.

How it runs

  1. Block 1 (6 reps): far-post stack. Three attackers stack centrally; on the taker's raised arm the back man peels to attack a deep delivery while the front two screen and spin near.
  2. Block 2 (6 reps): front-zone screen. Two attackers screen the keeper's zone and near-post defender; the runner arrives on a whipped in-swinger at the near post.
  3. Block 3 (6 reps): edge recycle. Short option drags markers out, ball is recycled to the edge player for a strike or second delivery to the far stick.
  4. The taker calls the routine number aloud in the blocks, then with a hand signal only.
  5. Final block (10 minutes): fully live defence and GK, taker chooses any routine off the signal — keep score of first contacts won and goals.
  6. Rotate takers so both an in-swinging and out-swinging deliverer are rehearsed.

Coaching points

  • Delivery beats the first defender and lands in the agreed zone — non-negotiable.
  • Start your run late and flat-out; arriving early is as bad as late.
  • Screens are static — set your feet before contact, no pushing.
  • Edge player lives on the second ball: first touch sets the strike.

Common mistakes

  • Runners drift to their target zone early and the marker reads it — hold the stack until the signal, then sprint.
  • The screen player chases the ball after screening — his job ends at the block, hold position for the rebound.
  • Deliveries vary every rep so the timing never grooves — the taker hits the same zone six times before anything goes live.

Progressions

  • Defence goes man-for-man and physical — attackers must use the screens properly.
  • Add a counter-attack goal on halfway: a clearance past it punishes a sloppy routine.
  • Taker disguises the call — same set position for all three routines.

Regressions

  • Run routines unopposed until the timing is clean.
  • Use mannequins as the defensive seeds instead of live defenders.
  • Deliver by hand-serve if the taker's quality is breaking the rehearsal.

Constraints

  • Every routine ends with an attempt at goal inside 8 seconds of the delivery.
  • Attackers must hold their disguise positions until the taker's signal.

Tags

cornersset-piece-routinesfar-post-stackscreenslive-defence