Drill Library
PassingPassing AccuracyMovementTeamwork

Postman's Round

Pairs deliver letters (passes) to numbered houses (gates) in order — a postal race that hides serious passing-and-moving reps.

Open diagram

Theme

Passing

Difficulty

Foundation

Duration

12 min

Players (min–rec–max)

6–12–16

Area

25 × 20 yards

Session phase

Main

Age groups

U7, U8, U9

Equipment

1 ball per pair, 12 cones for houses, 6 flat markers or number cards

Objective

Develop passing accuracy with purpose and the pass-then-move habit — every delivery needs a runner at the next house.

Set-up

Build 5–6 cone gates (houses) around a 25x20 yard box and number them 1 to 6 with markers. Players in pairs with one ball, each pair starting at a different house number.

How it runs

  1. Each pair is a postal team: deliver a letter by passing the ball through house 1, then 2, then 3, in order, until the round is complete.
  2. One partner passes, the other receives on the far side of the house, then they swap jobs for the next delivery.
  3. Starting at different houses means pairs chase each other around the round without queueing.
  4. First pair to deliver to every house shouts 'POST!' and wins the round.
  5. Re-run the round in reverse order (6 down to 1) so routes and angles change.

Coaching points

  • Pass with the inside of the foot, firm along the ground.
  • The runner moves BEFORE the pass — be waiting behind the next letterbox.
  • Receive with one touch out of your feet towards the next house.
  • Talk like a postal team: 'house 4!', names, 'now!'

Common mistakes

  • Both partners run on the same side of the house so the pass has no target — one passes, one is already behind the gate.
  • Pairs sprint with the ball and forget to pass — this is the postman's round, not a dribble race; every house needs a pass.
  • Passes are too soft and die before the gate — coach 'post it firmly — letters don't float'.

Progressions

  • Two-touch maximum for both partners.
  • Add a 'guard dog' defender who patrols between two houses.
  • Time trial: each pair races the stopwatch, then tries to beat their own time.

Regressions

  • Wider houses (3-4 yards) and shorter distances between them.
  • Remove the order — deliver to any house, just count deliveries.
  • Receiver may stop the ball with two touches or hands for the very youngest.

Constraints

  • A delivery only counts if the pass goes through the house to a MOVING or waiting partner — solo dribbles through a gate score nothing.

Tags

passingfun-gamegatespairsU7U8