Obj: Receiving-to-shot speed — back to goal, turn, strike: the pocket player's finishing sequence compressed (A-14's turns given a destination). Field: 20×18yd box zone at the area's edge, goal + GK. Equip: Goal, balls, cones, bibs. Org: Receiver back-to-goal at the box's top takes serves with a marker behind (passive → live): turn (either direction, any A-14 tool) and strike within two touches of the turn. Scoring: goals = 1; goals within the two-touch window = 2 (the compression is the curriculum); markers win by forcing a third touch or stealing. Rotate constantly. CP: (1) Scan over the shoulder AS the serve travels (know the turn side before the ball arrives — A-20's law with a shot attached); (2) turn INTO the half-space away from the marker's lean; (3) the strike comes off the turn's momentum — re-setting feet is the window closing. Prog: Live marker; serves harder (bouncing, driven); second defender closing from the side. Reg: No marker; three-touch window. Mist: P: turning blind into the marker's side (the scan skipped — the steal teaches); C: allowing shot-setting steps that matches never allow. Time: 14 min. Out: Turn-to-strike inside two touches; shoulder-scan habitual at the box's edge. Var: The 10's version — turn releases a through-ball instead when the "runner!" call comes (finish or feed, 10.6's fork). Diag: Box-top receiver with marker behind, shoulder-scan icon, turn arrow into the open halfspace, strike within a two-touch bracket.
← Library
TL-G-06
Turn-and-Strike Boxes
Finishing & Final Third · U11–U15
The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).