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David Smith

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  • Herausgeber: Crowood
  • Kategorie: Lebensstil
  • Sprache: Englisch
  • Veröffentlichungsjahr: 2014
Beschreibung

Soccer Drills provides a wide variety of training drills for all levels of youth and adult soccer teams. Each drill is broken down into step-by-step diagrams, with possible variations on each drill given, making the book a valuable resource for coaches. The book is structured by drills according to age and skill level, providing progressive training for teams. A comprehensive resource, this collection of 190 Soccer Drills, practices and games is one of the most extensive ever produced, covering all age groups and skills required. Each drill has been rehearsed and refined over a period of many years and they are proven to work in developing skills and teamwork with players of all levels of ability.Superbly illustrated with 582 step-by-step drill diagrams.

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Soccer

Drills

A Guide for all Levels of Ability

David Smith

The Crowood Press

First published in 2012 by

The Crowood Press Ltd

Ramsbury, Marlborough

Wiltshire SN8 2HR

www.crowood.com

This e-book first published in 2014

© David Smith 2012

All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publishers.

British Library Cataloguing-in-Publication Data

A catalogue record for this book is available from the British Library.

ISBN 978 1 84797 916 2

Acknowledgements

Firstly, I would like to thank the excellent soccer coaches I have had the privilege of working with and who have helped in the development of ideas for this book, especially Steve ‘Melt’ Elliott, Michael ‘Buffalo Bill’ Hillary, Simon ‘Big Mac’ Wilby, Kelvin ‘Mouse’ Dawson and Michael Laidler.

Secondly, to my lovely wife and son for their support and patience whilst writing this book and for having to wait around and amuse themselves as I coached three-hour sessions, sometimes twice a day, on soccer fields around Harrisburg, Pennsylvania.

Also many thanks must go to the fantastic Matthews, Wilson and Lamb families for showing us such great hospitality and keeping us entertained, over many summers of coaching in the United States.

For helping to produce this book I am very grateful for the help and guidance of Hannah Shakespeare and all the other staff at The Crowood Press who have contributed to its publication.

Then there are the countless number of parents and volunteers who give up their time to run teams and recreational soccer programmes on both sides of the Atlantic, without whom children would not have the wonderful opportunities that they do to experience and enjoy this beautiful game.

Finally, I give my thanks to all the staff in schools I have had the pleasure of working alongside over the years, who have provided invaluable feedback when trying out my new ideas.

Soccer drill diagrams created using Soccer Playbook 010, by Jes-Soft.

Front cover photo and back cover bottom image © iStockphoto.com/srickke

Back cover top image © iStockphoto.com/kycstudio

Back cover middle image © Shawn Pecor/Shutterstock.com

All the drills in this book are original ideas conceived and developed by the author alone or in association with those coaches mentioned in the acknowledgements. Any similarity to drills published elsewhere is purely coincidental.

Contents

Introduction

Chapter 1:

Large Area Drills – Beginners

Chapter 2:

Large Area Drills – Intermediate

Chapter 3:

Circle Drills

Chapter 4:

Single Grid Drills

Chapter 5:

Multiple Grid and Channel Drills

Chapter 6:

Half-Pitch and Penalty Area Drills

Index of Drills

Introduction

Contained within this book are 190 quality soccer drills, each with three or more diagrams and step-by-step instructions to make them easy to follow. Most of these also conclude with suggestions as to how you could change the numbers, organization, or level of challenge, to make them suitable for almost any group you may find yourself coaching.

What makes this book special is that they are organized into chapters, using similar playing areas, to make it easier for you to plan fun, clearly focused sessions, with a minimum amount of time, effort and organization. If you’re quite new to coaching, then suggestions have been made at the beginning of each chapter as to how the drills could be combined to create different sessions. If you are an experienced coach, or once you become more familiar with the drills, you can just dip in and use particular activities that you like, or mix and match them to suit your own coaching needs or requirements.

If you’re a Physical Education teacher like myself, or even if you just find yourself teaching one or two lessons of this subject a week, then this book also offers a great source of quick and easy-to-use ideas, suitable for all age groups. The great thing is that it doesn’t matter whether you’re teaching basketball, netball, rugby, hockey, cricket, rounders or even althletics. This fantastic collection of activities can be used to provide warmups, skill practise and fun games to liven up your lessons, whilst still meeting the requirements of the National Curriculum.

CHAPTER 1

Large Area Drills – Beginners

Although aimed at those new to soccer, the great thing about this first collection of drills, is their accessibility and sense of fun for all levels of ability. With the purpose of achieving maximum participation, they only require a basic level of equipment, an open area of ground and any number of players.

They are carefully designed to act as a great vehicle for promoting the essential basic skills required to begin the mastery of a soccer ball. Athletic development is promoted by focusing on activities that demand co-ordination, balance, speed and agility. Developing techniques such as dribbling, running with the ball, turning, receiving and passing, is achieved by combining the need for both repetition and practise, within a functional, game-type environment.

All you need to do is mark out a rectangular area of a suitable size for the age and ability of your group. The smaller the space, the better the level of skill and control required from the players. Then, select and combine the drills to suit your purpose and enjoy session after session of fun, whilst ensuring your players get the best possible start they could have to their soccer learning journey.

POSSIBLE SESSIONS

The following selections are only suggestions of how drills could be combined to create a one, or two-hour session. As a teacher or coach, you need to assess the ability of your group and take into account possible numbers before making appropriate choices of your own. All these sessions could also be started with a warm-up of your own and ended with some regular, small-sided games.

High FiveSkittle BallPirates and BuccaneersTraffic JamBody Parts DribbleWhat time is it Mr Wolf?Star WarsDefend the CastleAnimal SafariCone SignalsDribble PursuitLocked in the StocksCone Gates PassingGuardians of the Cones 2Through the GateCone Gate Game

ANIMAL SAFARI

How it works

All players jog/run around inside the playing area, trying to stay in space. The coach calls out the name of an animal and the players copy the following actions:
Kangaroo – upright bounce from two feet to two feet;Snake – crawl around on the stomach;Cheetah – sprint around as fast as they can;Frog – crouching, bounce from two feet to two feet;Camel – on hands and feet with backside high in the air;Crab – move sideways on hands and feet with stomach facing upwards;Eagle – run and swoop with arms spread out;Penguin – waddle with both feet close together.
Lion, (or coach), makes a roaring noise – all players run away to stand around the edge of the playing area before being caught by the lion, (coach).
Players now dribble a ball and copy the following actions:
Kangaroo – upright bounce with the ball gripped between the feet;Snake – crawl around pushing the ball forward with the head;Cheetah – sprint whilst keeping control of the ball;Frog – crouching bounce with the ball gripped between the knees;Camel – on hands and feet with backside high in the air and the ball stuck up the back of the shirt;Crab – moving sideways on hands and feet with stomach facing upwards, kicking the ball with the outside of the feet;Eagle – swoop with arms out whilst dribbling the ball;Penguin – quick touches between the insides of the feet;Lion, (or coach), makes a roaring noise – all players dribble to the edge of the playing area and stop the ball with their foot on top, before being caught/tackled by the lion, (coach).

Possible changes

Make up some of your own ‘Animal Safari’ actions.

ARE WE THERE YET?

How it works

All players jog/run around inside the playing area trying to stay in space. On a signal from the coach, all the players must stop and say/shout: ‘Are we there yet?’ The coach replies: ‘No, go and…’ giving the players an instruction for an action or task such as:
do five sit-ups;run around a cone;do ten star jumps;give everyone a high five.

Or any other action/task you want to give them, (the sillier, the better). As soon as they have followed the instruction, they continue to jog/run around inside the playing area.

Eventually, after several actions, when the players ask the question, the coach answers: ‘Yes’. At this point, all the players must try to chase and tag the coach. First one to tag the coach wins. (If you don’t fancy being chased, get the players to run to a certain place, or coned area, and the first player to get there wins).
Repeat, but dribbling a ball this time and giving players different instructions such as:
do twenty toe taps on top of the ball with alternate feet;dribble around a cone;do twenty touches between the inside of the feet with the ball;dribble around giving everyone a high five;throw the ball up in the air and catch it five times.

Or any other action/task you want to give them, (the sillier, the better).

Eventually, after several actions, when the players ask the question, the coach answers: ‘Yes’. Players must then leave their ball to chase and tag the coach as before.

MR BEAN’S BEANS

How it works

This idea originally came from a gymnastics warm-up on a P.E. website, and then I started to add in a few of my own bean instructions that were more suitable for a soccer warm-up. Each player jogs/runs around inside the playing area, looking to stay in space. The coach then shouts out different types of beans and the players have to do the following actions:
Jumping Bean – jump around two feet to two feet;Baked Bean – lie down on the ground and sunbathe;Jelly Bean – stop and wobble like a jelly;Broad Bean – stop with arms and legs stretched out wide;String Bean – stop with legs together and arms straight up;Mr Bean – sit down and pretend to drive a Mini.
Beans on toast – run to sit down inside either of the coned spaces, (toast), at each end of the playing area. Plus any others you might like to make up yourself.
Players dribble a ball around, the coach shouts out different types of beans and the players have to do the following actions:
Jumping Bean – jump with the ball between the feet;Baked Bean – lie down and sunbathe using the ball as a pillow;Jelly Bean – stop and wobble like a jelly;Broad Bean – stop with arms and legs stretched out wide;String Bean – stop as before with the ball held over their head;Mr Bean – sit down on the ball and pretend to drive a Mini;Beans on Toast – dribble the ball to sit down on either piece of toast.

Possible changes

Once they are familiar with the instructions, you could start giving each player a letter of the word B E A N every time they make a mistake, or if they are the last one to follow the instruction correctly.

CONE SIGNALS

How it works

Players have a ball each and dribble around inside the playing area, keeping control of the ball and their heads up. The coach holds up a coloured cone and the players have to perform the skill that matches that cone. The coach may need to introduce these one at a time and allow players time to practise.
Here are a few suggestions for skills/instructions:
Green – players dribble freely around the playing area;Red – players stop and put their foot on the ball;Orange – players touch the ball between insteps of both feet without moving;White – players sit on the ball;Blue – players pick up the ball and hold it above their head;Yellow – players use their left foot only.

The possibilities are endless. If you don’t have many different coloured cones then use signals, or hold up a ball for one skill, a cone for another, wave a bib/pinny for another and so on.

Possible changes
Do it without a ball first, as part of a warm-up, but just alter the instructions for each coloured cone to actions such as:Green – run/jog freely around the playing area;Red – players stop;Orange – players stop and jog on the spot;White – players run around a cone;Blue – players run and jump up as if to head a ball;Yellow – players stop and lie down.

MR MEN PARTY

How it works

All players jog/run around inside the playing area, trying to stay in space. The coach calls out any, or all, of these Mr Men characters arriving at the party and the players perform the following actions:
Mr Rush – players run quickly around the playing area;Mr Slow – players move in slow motion;Mr Lazy – fall to the ground and lie down as if asleep;Mr Bump – players must gently bump shoulders with another player;Mr Small – crouch down into a small ball;Mr Bounce – bounce up and down on the spot, or whilst moving around the playing area;Mr Mischief – try to tag someone else without being tagged.

The coach could make a signal for the players to return to a normal run/jog around the playing area, or could just call out Mr Jog.

Players now dribble a ball and copy the following actions:
Mr Rush – players dribble quickly around the playing area;Mr Slow – players dribble in slow motion;Mr Lazy – stop the ball and lie down, as if asleep, using the ball as a pillow;Mr Bump – players must bump balls with as many other players as possible;Mr Small – sit on the ball all curled up;Mr Bounce – bounce the ball up and down on the spot, or whilst moving around the playing area;Mr Mischief – try to kick someone else’s ball out of the playing area, without losing their own.

The coach could make a signal for the players to return to a normal dribble around the playing area, or could just call out Mr Jog.

Possible changes
There are many more Mr Men names you could think up actions for, or have a Little Miss party instead.

PIRATE SHIP

How it works

All players jog/run around inside the playing area, (on board the pirate ship) trying to stay in space. The coach calls out any, or all, of these pirate instructions and the players perform the following actions:
Port – all the players run to the left side of the ship;Starboard – players run to the right side of the ship;Bow – all the players run to the front of the ship;Stern – all the players run to the back of the ship;Land Ahoy – all the players run to any side of the ship and look out, or pretend to use a telescope;Hit the Deck – fall to the ground and lie down;Scrub the Decks – kneel down and pretend to scrub;Shark Attack – coach runs in to try and catch pirates and throw them overboard, or make them walk the plank;Captain on Deck – all the players stop, salute and shout: ‘Aye Aye Cap’n’.
Players now dribble a ball and copy the following actions:
Port – all the players dribble to the left side of the ship;Starboard – players dribble to the right side of the ship;Bow – all the players dribble to the front of the ship;Stern – all the players dribble to the back of the ship;Land Ahoy – all the players dribble to any side of the ship and look out, or pretend to use a telescope;Hit the Deck – fall to the ground and lie down;Scrub the Decks – roll foot over the ball forwards and backwards and side to side;Shark Attack – coach runs in to try and tackle pirates, kicking their ball over the side of the ship and shouting: ‘Man overboard’;Captain on Deck – all the players stop with their foot on top of the ball, salute and shout ‘Aye Aye Cap’n’.
Man the cannons – all players dribble to either side of the ship and put their foot on the ball;Fire – players pass/shoot their ball to try and sink the two ships, (rows of tall cones), on either side.

Possible changes

Have a go at making up some of your own pirate instructions with different actions.

TRAFFIC JAM

How it works

Each player stands in a space in the playing area with a ball each. They must steer their car, (ball), safely around the playing area, (road), without losing control. Players have to follow instructions called out by the coach, starting with:
Green – players dribble around inside the playing area;Red – players stop and put their foot on the ball;Amber – players touch the ball between the insteps of both feet without moving;Turn – steer their car, (ball), to move in a different direction.
You can also introduce gears whilst in green dribbling mode:
First gear – slow jog;Second gear – steady run;Third gear – quicker run;Fourth gear – quickest run.
As players get familiar with those instructions, you could add these in as well:
Crash – all the players must fall to the ground and scream in pain, then quickly get up and carry on. (Only call if two or more players allow their cars to collide). The two players who crashed must go to the mechanic, (coach), to have their car fixed, which means standing out for twenty or thirty seconds.Runaway Truck – the coach comes into the playing area and crashes into any cars, (balls), that are not being kept under control. Kick the ball out of the playing area and the players have to go and fetch it and return as quickly as possible.Taxi – players have to leave their car and run to get into the taxi, (two coned off areas outside each end of the playing area).

BATMAN AND ROBIN

How it works

Players stand in pairs within a large playing area. One of the pair must be Batman, wearing a coloured bib/pinny, whilst their partner must be Robin. On the call of ‘Batman’ from the coach, the red players start jogging/running and the yellow players, (Robin), must follow closely. At any time the coach can call ‘Robin’, and the partners change quickly to Batman following Robin.
After a short while the coach can make the call of ‘Joker’, at which time the two blue players, (Jokers), run into the playing area. They can tag any Batman or Robin, and that player must stand still with a big smile on their face. They can be freed only by a tag from their partner. Play can continue until the last pair has been caught. This pair are the winners and can become the Jokers in another game. Alternatively, a set time can be allowed and the winners are any pair with both players still free after one or two minutes. If there are no pairs free, then the winners are any partners with one character still free.

All the players now have a ball and follow each other whilst dribbling the ball, depending on the call of Batman or Robin from the coach. When the Jokers, (blue players), are called in, they must try to tackle and win possession of a ball from any of the other players and then kick it out of the playing area. The Batman or Robin who has been tackled can try and win possession back from the Joker, until the ball is out of the playing area.

When a Batman or a Robin has had their ball kicked out, they can help their partner keep possession of their ball by being available for a pass. Play can continue until the last pair has lost possession of a ball. This pair are the winners and can become the Jokers in another game. Alternatively, a set time can be allowed and the winners are the pair with both, or one ball, still in play after one or two minutes.

Possible changes

The Jokers could be any of the Batman and Robin villains such as: the Penguin, Catwoman or Poison Ivy, who puts players to sleep when tagged. They can then only be revived by a touch from their own Batman or Robin partner.

DRIBBLE PURSUIT

How it works

Players stand in pairs within a large playing area. Every yellow player has a ball at their feet. On a signal from the coach, the red players run away from their yellow partner to try and get as far away from them as possible, but must stay within the playing area.
Yellow players must dribble the ball and stay as close to their partner as possible. All players must keep their heads up to avoid collisions and watch out for their partners. Red players can use other players in the grid as a screen/obstruction to make it harder for their partner to follow.

After twenty or thirty seconds, the coach gives another signal and all the players must stop as quickly as possible. (Try to do this when the players are fairly well spread out).

Move players back if they continue running after the signal. The red players then turn to face their partners and position their legs so that they are wide open. The yellow players must try to pass the ball between their partner’s legs, so the closer together they are, the better. (This may need to be done one pair at a time because, as shown in the diagram, the paths of the passes may sometimes cross each other).

Yellow players get three points for passing the ball through the red player’s legs, and one point if the ball hits the leg of the red player. Players stand back together and swap roles, so that the red players are now pursuing the yellow players. Play several rounds and keep a running total of scores, partner versus partner, or red team versus yellow team.

ELECTRIC EEL

How it works

The yellow players, (electric eels), have to try and tag the red players, (fish), as they run across the open area, (sea).
If the red players are tagged, then they are stunned and must stand still, wherever they are caught. The red players are only safe when they get to the other side of the area, without being tagged. Repeat with the red players trying to get back across the area, whilst being chased by the electric eels. Stunned fish can also now tag other red players as they run past, but can only pivot on one foot. Continue until the last fish is caught. The size of the area, and the number of electric eels at the start, will depend on your group size.
This time the players, (fish), have to dribble their ball across, while the electric eels have to kick the balls out of the area to stun the fish. Stunned fish can also kick out stray balls from other red players if they don’t keep them under control, but again can only pivot on one foot.

BOB DOWN TAG

How it works

The yellow players are the taggers, and the other three teams are the runners. The runners stand together in a channel, at the opposite end of the playing area to a line of balls. On a signal from the coach, all the players from each team try to run to the other end without being tagged. Yellow players must tag a runner to send them back to the start.

However, if a runner bobs down, (crouches down), before being tagged, they are allowed to stay in the game, but at some point must try to get up and continue. Taggers are not allowed to stand right next to a runner who has bobbed down, but must chase after another runner. In this diagram, three players have been tagged and must go back to the start to wait for the next round. Some players have nearly made it through to the other end without being tagged.

This diagram shows that two more runners have been caught and must return to the start. If a runner gets to the other end, as the red and green players have done, they must try to dribble a ball back to the start. Yellow players must still tag runners to send them back to the start. However, if a runner with a ball bobs down and sits on the ball before being tagged, they are allowed to stay in the game, but at some point must try to get up and continue. As before, taggers are not allowed to stand right next to a runner who has bobbed down and sat on a ball, but must chase after another runner.
Play continues until all the runners have either been caught or got back to the start with a ball. The winners are the team that gets the most balls back to the start, after a set number of rounds.

Possible changes

Play three or four rounds with the same team tagging, or rotate the teams in each round, so that they all take it in turns to be the taggers.If runners are finding it difficult to get back with a ball, just have two of the tagging team in play, whilst the other two rest, and then switch for the next round.Taggers could be made to tackle players on the way back, to kick the ball out of the playing area.

OVER THE HEDGE

How it works

The red team, (animals from the movie), have to try and go ‘Over the Hedge’ by running to the far end of the playing area, without being tagged, to get a ball, (food). The yellow players, (cats), must try to stop them by tagging them on the way across.
If tagged, the red players must return to the start. If not tagged, the red players try to dribble a ball back across the playing area. The yellow players then try to tackle the ball and kick it out of the playing area. They must each stay in their zone and not cross the middle of the playing area. Players must stop the ball within the coned area on their return, in order for it to count. They must be in control of the ball, and not just kick it over the line from a long way back. Teams compete against each other over three to four rounds, to try and bring the most food back ‘Over the Hedge.’

Possible changes

If a player is tagged on the way across, they could stand at the side of the playing area and be available for a pass, to help their team-mates keep possession.If a player’s ball is tackled and kicked out, they could also support team-mates by being available for passes, in order to get the food back safely.

BALL RAIDERS

How it works

Two teams start inside adjacent squares, with lots of balls spread across each end of the playing area. On a signal from the coach, the players must run across the other team’s square to get a ball. They can then dribble a ball back across the playing area, stopping it behind the cones at their end.
The players then run back again to see if they can dribble another ball back. No players are allowed to tackle, but if a player loses control of a ball and it goes outside the playing area, then it is lost for that round. Play for one or two minutes, then stop and count up the number of balls at each end to work out the winning team. Alternatively, the teams could score as follows:
three points for a ball stopped at their end of the playing area;two points for a ball being dribbled back and inside their square;one point for a ball being dribbled back, but inside the other team’s square.

Play several rounds and keep a running total of the scores.

Possible changes

Set up a central zone with cones and have one player, (or more, depending on group numbers), from each team who must stay inside that area. Play again, but this time the players in the central zone are allowed to tackle players from the other team. They are only allowed to tackle in that area. If they win a ball in the tackle, they can pass it to one of their own team. That player can then dribble the ball to stop it behind the cones at their end of the playing area. Keep scores, and change the players in the middle for the start of a new round.

BOMBS AWAY

How it works

Two teams start inside adjacent squares with lots of balls, (bombs), spread around. A third team stands around the outside of the two squares.
On a signal from the coach, the players try to pass as many balls as they can into the other team’s square. The yellow team and the coach can pass any balls back in that come out of the playing area. Play for one minute, then stop and count up the number of balls, (bombs), in each square to work out the winning team.
Swap the yellow team with one of the other teams and then play again. Repeat until all of the teams have played against each other.

Possible changes

The players have to pick up a ball and feed it to one of their team-mates to head, or side-foot volley, into the opponent’s playing area.Place a large cone in the centre of each grid area. If a player hits the big cone of another team with a pass, they get one or two bombs knocked off their score at the end of the game.

WHAT TIME IS IT MR WOLF?

How it works

This drill is an old playground favourite and makes for a fun game that all young players will enjoy. Players all space out at one side of the playing area, with a ball at their feet, while the coach, (Mr Wolf), stands at the other side. On a signal from the coach, the players start dribbling across the area, keeping the ball close to their feet.
At any time the coach can quickly turn around to face the group. Any player who doesn’t have their foot on the ball within a count of three, two, one, has to go back to the beginning to start again, as with Red Players one and two in the diagram. All the children then call out together ‘What time is it Mr Wolf?’ The wolf replies with a time of day such as: ‘It’s two ‘o’ clock’ or ‘It’s eleven ‘o’ clock’. The coach then turns back around and the players start to dribble again. Repeat this several times with the players gradually getting closer and closer.
As the players get closer, the coach, (wolf), when asked what time it is, can say: ‘It’s dinner time!’ Players then have to turn and dribble their ball back to the start as quickly as possible, while the coach tries to run after, catch and ‘gobble up’ as many players as possible before they can get back to safety.

Possible changes

For older, more skilful players, the coach can call out: ‘head’, ‘knee’ or ‘foot’. Each player then has to control the ball with that part of the body and catch it. If they succeed, the players can take one stride forward towards the wolf. If the wolf turns around and a player has dropped the ball, or is taking more than one stride, then they must return to the start.

BODY PARTS DRIBBLE

How it works

Pairs of players start at one side of a large playing area. Player Ones dribble the ball out to the far side of the playing area and perform a turn, before dribbling back to stop the ball on the starting line for their partner.
Player Twos then repeat this, performing the same turn. After a few turns for each player, the coach can demonstrate a different type of turn for the players to perform. The players repeat this dribble and turn sequence, using the new turning technique. Turning techniques could include:
drag back turn;inside/outside of the foot cut;Cruyff turn.
As players continue, the coach can then shout out body parts and, whoever is dribbling the ball at that time, has to stop and place that body part on the ball as quickly as possible. Make sure players use their feet to stop the ball and not their hands. On a signal from the coach, players then carry on.

Possible changes

Players could stop the ball, level with the middle cone, on the way back to their partner and pass.Players could stop the ball as above, pick it up, and then feed the ball for their partner to control, before dribbling across to the other side.

COCONUT SHY

How it works

Three cones are placed opposite each pair of players, with a ball balanced on the top of each one, (the coconut shy). To win the game the players must knock all three balls off the cones within two minutes. In order to do this, the first player passes towards the balls balanced on the cones.
Hit or miss, the player must then run out to get the ball back to their partner as quickly as possible, (running with the ball or passing). Players have two minutes to try and knock all three balls off the cones.
Possible changes

You could have teams of three with a larger group.

Play again, but if a pair/group is successful, then move the cones a bit further away to make it harder, (as shown in the diagram), for the next round.

Keep the balls at the same distance, but gradually reduce the time allowed to knock them off.