Scanning drill

Colour-Call Rondo

Normal keep-away, except a colour gets called and the next pass has to go towards that colour.

Trains
Scanning
Players
2 to 5
Time
12 minutes
Level
Intermediate
Space
40 × 40 ft (about 12 × 12 m)
Fits
Half a gym and up
Ages
13–18 (U14–U18)
Positions
Defender, Midfielder

Set-up

Set up a square playing area, roughly 12 by 12 metres (or about twelve large paces per side). Place one cone of a different colour approximately 2-3 metres outside the midpoint of each of the four sides of the square, creating four distinct 'gates'. Players will start inside the square, with one ball among them. For equipment, a standard football is ideal, and if coloured cones aren't available, use different coloured t-shirts, towels, or even household items like small buckets or toys as substitutes for the gates.

What you need

  • Ball
  • 4 coloured cones

The ground: 40 × 40 ft (about 12 × 12 m). The space and equipment check lists every drill that fits the ground you have.

How to run it

  1. Set up. A square about twelve steps a side, with four different-coloured cones outside it.
  2. Keep it simple. Start with ordinary keep-away, no colours, until the passing is steady.
  3. Add a colour. Call one every few seconds. The next pass goes towards that cone.
  4. Look early. The scan happens while the ball is travelling to them, not once it is at their feet.
  5. Say it. They call the colour out loud so you know they saw it rather than guessed.
  6. Two touches. Control and pass. No more, once they are comfortable.

Coaching points

  • Look for the colours before the ball arrives, not after
  • Call the colour loudly so the parent can hear it was seen
  • Two touches maximum once the colour is called

What to watch: Are they looking for the colours before the ball arrives, or hunting for them after? The look has to come first.

Common mistakes

  • Looking after receiving the ball: The player receives the ball, then looks up to find the colours. This delays the decision, slows down play, and misses the core scanning objective. It looks like hesitation.
  • Not calling the colour: The player passes without vocally confirming the colour. This makes it difficult for you to know if they truly saw it or just guessed, and it misses a key communication element.
  • Taking too many touches: The player takes three or more touches before passing. This slows the game down, allows defenders to close in, and defeats the purpose of quick, decisive action. Remind them: "Two touches, mate – control and pass!"
  • Passing to the wrong colour: The player passes towards a different cone than the one called. This indicates a lapse in focus, a misinterpretation of the instruction, or a failure in the scanning process.
  • Passes that are too weak or too strong: The ball doesn't reach the gate or shoots far beyond it, making it difficult for other players to retrieve or control. This affects the flow and success rate.
  • Ball leaving the playing square: Poor control or passing accuracy leads to the ball frequently going out of bounds. This disrupts the drill and reduces practice time.

What good looks like

A good target: Pass reaches the right colour inside 1.5 seconds with no control error, on 8 of 10 calls.

  • Player consistently lifts their head and scans the area for cones before the ball arrives at their feet.
  • Player loudly and correctly calls out the designated colour upon hearing it.
  • Player successfully controls the ball with one touch and passes with the second, adhering to the two-touch maximum.
  • The pass is accurate, travelling directly towards and through the called colour's gate.
  • The ball largely remains within the playing square throughout the drill, indicating good control and passing accuracy.
  • Passes are executed quickly, typically within 1.5 seconds of receiving the ball, demonstrating efficient decision-making.

Progressions and variations

Making it harder

  • Level 1: Basic Rondo. Play simple keep-away within the square, no colours involved. Focus solely on accurate passing and receiving to get comfortable with the space and teammates.
  • Level 2: Introduce Colour Calls (No Touch Limit). Start calling colours, but allow players as many touches as needed to control the ball and pass towards the designated gate. Focus on understanding the instruction and direction.
  • Level 3: Two-Touch Limit Enforced. Once players are comfortable with the concept, strictly enforce the 'two touches maximum' rule (one to control, one to pass) after a colour is called.
  • Level 4: Multiple Colour Options. Call out two colours (e.g., "Red or Blue!"). The player receiving the ball must choose one of the two options to pass to, adding a layer of decision-making.
  • Level 5: Player Calls Colour. Before passing, the player with the ball must call out the colour of the gate they intend to pass through, reinforcing their decision and awareness.
  • Level 6: Add a Defender. If you have three or more players, introduce one defender inside the square to put pressure on the player with the ball, forcing quicker scanning and passing decisions.
  • Level 7: Conditional Calls. Introduce more complex calls, such as "Pass to the opposite of Red" or "Avoid the Yellow gate." This demands greater cognitive processing under pressure.
  • Level 8: One-Touch Challenge. For very advanced players, challenge them to complete the drill using only one touch (direct pass through the called gate) if the incoming pass allows it.

Alone, with a sibling, or in a group

  • Solo: pass against the wall; a colour is called as the ball comes back and the first touch goes through that gate.
  • Sibling: older one defends at about seventy percent and does the calling; younger one has to escape through the named gate.
  • Co-op: 4v1 with a colour called every three or four seconds.

For the parent running it

  • Normal keep-away until you call a colour — then the next pass has to go towards that colour. You are the random element.
  • Keep it positive and fun: Always praise effort and good tries, even if the execution isn't perfect. Children respond best to encouragement.
  • Short and sweet: Run the drill in short bursts (e.g., 5-7 minutes) to prevent boredom or fatigue. It's better to stop while they're still engaged.
  • Demonstrate 'look early': Physically show them what it means to look up before the ball comes. 'See the ball, see the cones, then touch the ball.'
  • Vary the session: Don't do this drill exclusively. Mix it with other ball mastery or shooting drills to keep training engaging and well-rounded.
  • Adjust on the fly: If it's too hard, make it easier (bigger square, no touch limit). If it's too easy, challenge them (smaller square, add a defender).
  • Connect to the game: Explain that scanning for colours is like scanning for teammates or open space in a real match, helping them understand its importance.

On their own: Pass against the wall; call a colour as it comes back and put the first touch through that gate.

Safety

  • Ensure the playing surface is clear of any debris, holes, or uneven patches that could cause trips or falls.
  • If playing on a hard surface, ensure appropriate footwear is worn to prevent slips. Soft cones are preferable to reduce injury risk.
  • Remind players to be aware of their surroundings and avoid collisions, especially when multiple players are inside the square.
  • Keep water readily available, particularly during warmer weather, and ensure players take regular hydration breaks.
  • If using household items as substitutes for cones, ensure they are soft and won't cause injury if fallen upon or kicked.

More on training safely at home: Safety at Home.

Why it matters

This drill is fundamental for developing a player's 'scanning' ability, which is their capacity to observe their surroundings before receiving the ball. This critical tactical skill directly feeds into quicker decision-making, improved spatial awareness, and the ability to play with their head up in a real match. It is included in the curriculum to lay the groundwork for intelligent play, ensuring players can process information rapidly under pressure.

Related drills

Every drill · Legend of the Week · The curriculum

Run it with the Audio Coach

In Spatrian the Audio Coach talks your child through this drill while they play it, and each run is logged as PE time on the record your state asks for. The beta is opening to a small first group of homeschool families.