Obj: Box-arrival roles installed — near post, penalty spot, far post, top of box: four threats on every wide entry, rehearsed until arrival is identity (2.7.2's law as choreography). Field: Final third, goal + GK. Equip: Goal, balls, cones, bibs, spot markers (removed by round 3). Org: Wide entries (dribbled byline, early cross, cutback — rotating) met by four arriving runners: NEAR (front-post dart, first-time flick/finish), SPOT (the central arrival, the cutback's home), FAR (back-stick faith, G-05's graduate), TOP (the balance player — second balls and the second-six strike, plus rest-defense honesty). Players rotate all four roles (position-agnostic at install; specialized later per 10.x). Entries score double when all four spots were verifiably occupied (the collective law, not the scorer's glory). CP: (1) Arrive, don't wait — the spots are timing zones, not parking spots (G-14's flagship law); (2) runs bend to stay onside and arrive FACING goal; (3) the top player is a finisher AND a fireman (the counter dies with him — F-07 in the box). Prog: Live defenders (arrivals vs. marks — E-15's war from our side); entry type called late (adaptive runs). Reg: Spot markers on the grass; walk-through waves. Mist: P: two runners flooding the same spot (the classic — freeze, name spots, re-run); C: coaching only the crosser (80% of this session is the runners — G-14's inherited rule). Time: 16 min. Out: Four-spot occupation ≥80% of entries (counted); arrival timing over spot-camping. Var: Three-spot 9v9 version (U11–12 simplified: near/spot/far). Diag: Box with four numbered arrival arrows converging from different angles, entry cross from the byline, all four spots starred at the delivery moment.
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TL-G-09
The Four Spots Install
Finishing & Final Third · U12–U15
The 3-point rule: pick your three coaching points before the session and be ready to answer for them (Manual 5.4).