Obj: The complete dead-ball build rehearsal — every goal-kick variation in the playbook run under match conditions with the whole XI. Field: Full half + 20yd. Equip: Goal, cones, balls, full bib sets. Org: 11 (or 9 at 9v9) vs. 8–10 pressers. The playbook's five calls run in random sequence (GK announces via code words — real match protocol): "Base" (standard short build, 2.2.2's shape); "Wide" (D-03's route 1 grown up); "Bait" (D-08's pattern from the dead ball); "Hatch" (D-06 direct); "Quick" (the fast restart to a sprinting fullback before the press sets — the most underused weapon in youth football). Each call scored on execution quality (clean exit = 2, exit + entry into the final third = 3). CP: (1) The goal kick is the game's most rehearsable moment — we choose the picture, they react (own that power); (2) code discipline: everyone knows all five, nobody telegraphs (scan the press WHILE walking to positions); (3) "Quick" lives on awareness — the first look after every dead ball is the sprint option. Prog: Press varies structure per kick (reading which call fits — the GK's read graded, I-08); opposition scout-mirror (D-23 merge). Reg: Three calls only; press static until the kick. Mist: P: positions telegraphing the call (Base and Bait must look identical at second zero); C: rehearsing only against passive presses (Saturday's press is not passive). Time: 20 min (weekly in-season, Section 6's set-piece slots). Out: Five-call fluency; GK reading press-to-call; dead-ball dominance as identity. Var: Defensive half: the same session doubles as press-vs-goal-kick training for the defenders (E-11's goal-kick triggers). Diag: Full build shape at a goal kick with five call-arrows color-coded, press shape opposite, GK's code-word bubble.
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TL-D-13
Goal-Kick Playbook Live
Build-Out & Progression · U13–U19
The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).