Wide Free-Kick Menu
Build a three-option menu from wide free-kicks — inswinger to the spot, outswinger to the back zone, disguised short — with runners triggered by the taker's cues.
Theme
Set Pieces
Difficulty
Advanced
Duration
20 min
Players (min–rec–max)
8–12–16
Area
50 × 40 yards
Session phase
Main
Age groups
U14, U15, U16, U18, Adult
Equipment
goal, balls, cones, bibs, flat markers
Objective
Give the team a rehearsed menu of wide free-kick deliveries with matching runs, so on matchday the taker's cue — not a coach's shout — picks the routine.
Set-up
Full goal with a keeper. Mark the free-kick station 25 yards out near the touchline, a flat-marker square on the penalty spot, and a back zone beyond the far post. Four attackers start in a loose stack outside the box; two defenders and the keeper defend live.
How it runs
- Walk the cues first: ball placed normally = inswinger to the penalty-spot square; taker's arm raised = outswinger to the back zone; taker stood square-on to the ball = disguised short pass to a late runner.
- Runners react to the cue: front runner attacks the near half of the spot, the tallest attacker loops to the back zone, one stays on the edge for the recycle.
- Run each option unopposed 3 times, then go live against the defenders and keeper.
- Score 2 points for a first-contact attempt on target, 1 for any attempt, and rotate takers every 4 deliveries.
- Finish with a 'call it blind' round: the taker chooses, the runners must read the cue with no reminders.
Coaching points
- Deliver to a zone, not a head — the runs make the connection.
- Start runs from behind the defender's eyeline and arrive late and fast.
- Inswingers attack the keeper's space; whip it inside the six-yard line.
- Sell the disguise: same approach, same run-up, different ball.
Common mistakes
- All four runners attack the same ball — assign zones (front, spot, back, edge) and keep them honest.
- Runs start too early so attackers stand waiting under the flight — hold the blind-side start until the taker's last two steps.
- The taker changes technique to match the run instead of the cue — the cue decides; everyone else obeys it.
Progressions
- Defend with a full back line so runners must beat real offside timing.
- Add a counter-attack goal: if the defence clears past halfway they score, punishing bad rest defence.
- Let the opposition captain shout the option they expect — beat them anyway.
Regressions
- Serve from 18 yards with no defenders until deliveries land in the zones consistently.
- Use a thrown delivery for younger groups to groove the runs first.
- Reduce to two options — inswinger and short — before adding the third.
Constraints
- Attackers must take their first touch or header inside the marked zone they attacked — no drifting.
- Every delivery sequence must include the edge player as a recycle option or the rep is replayed.