Drill Library
PossessionSupport PlaySwitching PlayOverloads

Magic Man Keep-Away

4v4 plus a neutral 'magic man' who always plays for the ball — string six passes together, then switch sides to score.

Open diagram

Theme

Possession

Difficulty

Intermediate

Duration

16 min

Players (min–rec–max)

9–9–11

Area

30 × 22 yards

Session phase

Main

Age groups

U10, U11, U12, U13

Equipment

cones, balls, bibs (3 colours)

Objective

Develop patient possession with an overload, then the recognition of WHEN to play forward: keep it on one side to draw pressure, then switch into space on the other.

Set-up

Mark a 30x22 yard area split into two halves by a line of cones. Two teams of four plus one neutral 'magic man' in a different colour. The magic man always plays for the team in possession.

How it runs

  1. Play 4v4+1 keep-away. The team in possession uses the magic man to create a 5v4.
  2. String six consecutive passes together to 'unlock the switch'.
  3. Once unlocked, score one point by transferring the ball into the other half with a pass and keeping it there for two more passes.
  4. If the defending team wins it, they become the possession team and the count resets.
  5. Rotate the magic man every 3 minutes so several players feel the free-player role.
  6. First team to 5 switches wins the set; play three sets.

Coaching points

  • Magic man: show between two defenders, always on the half-turn.
  • Count out loud — everyone should know when the switch is live.
  • Draw them in before you switch: two short passes, then go long.
  • Receive the switch facing the new space, not the old side.

Common mistakes

  • Teams force the switch before drawing pressure and it is cut out — demand two short passes on one side first to shift the defenders.
  • The magic man hides behind defenders — coach them to show in the biggest gap between two opponents.
  • Players forget the pass count and argue — make the team count every pass out loud from the first session.

Progressions

  • Two-touch limit for the possession team.
  • The switch pass must skip the middle line in the air to count double.
  • Drop to 4v4 with no magic man for the final set.

Regressions

  • Reduce to four passes before the switch unlocks.
  • Add a second neutral for a 4v4+2.
  • Make the area 35x25 to give more time on the ball.

Constraints

  • The magic man is limited to two touches.
  • A switch only counts after six consecutive passes.

Tags

possessionkeep-awayneutral-playerswitching-playoverload