Defending1v1 DefendingBody PositionDecision Making
Defend Your Castle
Every player guards a ball balanced on a cone while raiding everyone else's — the gentlest possible introduction to defending decisions.
Theme
Defending
Difficulty
Foundation
Duration
12 min
Players (min–rec–max)
6–8–12
Area
20 × 20 yards
Session phase
Main
Age groups
U7, U8, U9, U10
Equipment
1 ball per player plus 1 spare each, 8-12 tall cones, 4 marker cones
Objective
Introduce defending fundamentals — positioning between the danger and the target, when to stay home and when to attack — wrapped in a castle siege.
Set-up
Mark a 20x20 yard box. Spread tall cones evenly around it, one per player, each with a ball balanced on top — these are the castles. Each player guards their own castle and dribbles a second ball.
How it runs
- On 'SIEGE!', players dribble their ball around the box and try to knock OTHER castles' balls off with a pass, while protecting their own.
- If your castle ball is knocked off, rebuild it fast (10-second rebuild) and play on — count how many times you got raided.
- Score: +1 every castle you knock down, -1 every time yours falls.
- Play 2-minute rounds; lowest raided count is Castle King/Queen.
- Rotate castle positions between rounds so corners and middle castles are shared.
Coaching points
- Stand side-on between the raider and your castle — don't hug the cone.
- Watch the raider's ball, not their eyes.
- Pick your moment to raid — when your nearest enemy is far from home.
- Knock and go — shoot at a castle, then sprint back to check yours.
Common mistakes
- Players camp on top of their cone all round — the one-yard rule forces them to defend with body position instead of blocking.
- Guards chase raiders miles from home and get counter-raided — coach the look-over-the-shoulder habit before committing.
- Raids are wild toe-pokes from distance — dribble close, then a firm side-foot pass at the castle.
Progressions
- Raiders must knock castles with their weak foot.
- Allow pairs: one guards, one raids, swap every minute — adds defending communication.
- Shrink the box so raids and recoveries are quicker.
Regressions
- Bigger box and more space between castles.
- No score for being raided — only count your knockdowns.
- Coach plays as a slow, theatrical raider while players learn to guard.
Constraints
- You cannot stand within one yard of your own cone — guards must defend the space, not park on the castle.
Tags
defendingfun-game1v1body-positionU8U9