The Corner Menu
Three rehearsed corner routines — front-zone screen, far-post stack, edge recycle — drilled in blocks, then tested against a live defence.
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
- 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.
- 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.
- 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.
- The taker calls the routine number aloud in the blocks, then with a hand signal only.
- Final block (10 minutes): fully live defence and GK, taker chooses any routine off the signal — keep score of first contacts won and goals.
- 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.