Drill Library
PassingOne TwosRunning With The BallTiming

The One-Two Gauntlet

A timed circuit — dribble the gauntlet, exchange one-twos with three wall players, burst through the end gate. Beat the clock, beat your mates.

Open diagram

Theme

Passing

Difficulty

Intermediate

Duration

14 min

Players (min–rec–max)

4–8–10

Area

30 × 20 yards

Session phase

Main

Age groups

U10, U11, U12

Equipment

cones (2 gates), balls, bibs, stopwatch

Objective

Chain give-and-gos at speed: pass with the correct weight while moving, accelerate for the return, and keep the ball under control between stations — all against the clock.

Set-up

A 30x20 yard channel with a start gate at one end and a finish gate at the other. Three neutral wall players are staggered through the channel — left, right, left — each about 8 yards apart and 6 yards off the runner's line. Runners queue at the start with a ball each.

How it runs

  1. On 'GO' the runner dribbles from the start gate and plays a one-two with wall player 1, sprinting onto the return.
  2. Continue immediately into one-twos with wall 2 (opposite side) and wall 3.
  3. After the third return, drive the ball through the finish gate to stop the clock.
  4. A missed or loose pass must be retrieved and replayed with the same wall — sloppiness costs seconds.
  5. Each runner gets three timed runs; best time counts. Rotate runners and walls every round.
  6. Walls play one-touch returns into the runner's path.

Coaching points

  • Pass with pace, into the wall's nearest foot.
  • Pass and sprint — be moving when the return arrives.
  • Take the return in stride with one touch, never stop it dead.
  • Keep the dribble touches positive between walls — head up.

Common mistakes

  • Runners stop to admire the pass and the return runs behind them — pass and go are one movement, coached relentlessly.
  • The pass to the wall is underhit so the one-touch return is impossible — demand firm passes the wall can redirect.
  • Touches get long between stations as players chase the clock — head up, ball within a stride, speed comes from rhythm.

Progressions

  • Walls move along their line so the runner must find them before passing.
  • Add a chasing defender who starts 3 seconds behind the runner.
  • Weak-foot round: all passes with the weaker foot, times compared.

Regressions

  • Walls allowed two touches to control the return.
  • Shorten to two wall players.
  • Remove the clock and focus on clean technique.

Constraints

  • Wall players are one-touch.
  • Every wall must be used, in order, on every run.

Tags

passingone-twogive-and-gotime-trialcircuit