Tryout Week Evaluation Soccer Practice Plan (90 Minutes)
By the Practice Plan App Coaching Team · Published July 2026
- 1.How To Use This Tryout Session
- 2.Your Scoring And Evaluation Plan
- 3.How This Stays Organized With New Players
- 4.The 90-Minute Practice Plan
- 5.What You'll Need
- 6.Run The Pressure Passing Period Like A Tryout
- 7.Common Breakdowns And What You Do
- 8.Adjustments For Numbers, Space, And Equipment
- 9.What To Do Next Practice
- 10.Frequently Asked Questions
Practice context: Soccer · high school · 90 minutes · Goal: evaluate who can take coaching and play fast under light pressure (first touch, passing decisions, 1v1 compete, and transition work-rate).
How To Use This Tryout Session#
This is a tryout-style practice, so you’re not just “running drills” — you’re collecting clean info. The session is built to give every player repeated touches and repeated compete moments, without long lines. You’ll see who can:
- Set their first touch away from pressure (not straight into it)
- Play a safe pass with the right pace, then move
- Defend 1v1 with patience instead of diving in
- Transition when the ball changes (first 3 steps matter)
Coach it like a script: quick demo, run it, then coach one correction at a time. Keep your eyes on the same 2–3 evaluation points each period so your notes stay consistent.
Your Scoring And Evaluation Plan#
Use a simple scoring system so players compete and you can compare them fairly. In the competitive periods today, track points for: (1) goals, (2) winning the ball back in 5 seconds, and (3) completing a pass that breaks pressure (a pass into space or to a teammate facing forward).
Bring a clipboard and use a quick checklist for each player: First touch (0–2), Passing (0–2), 1v1 attacking (0–2), 1v1 defending (0–2), Work-rate/transition (0–2), Coachability (0–2). You’re not labeling kids — you’re sorting who is ready for the next step.
How This Stays Organized With New Players#
New high school players can get lost fast, so you’ll manage the chaos with three rules all practice: freeze on “stop”, reset fast on “new ball”, and next group plays immediately (no speeches). When you correct, use the ball as the teacher: show the touch, show the angle, then restart the rep within 10 seconds.
The 90-Minute Practice Plan#
10-period beginner high school practice · 90 min
Customize This Plan →0:00–0:06
Arrival, Rules, And Quick Juggle Check
▾
0:00–0:06
Arrival, Rules, And Quick Juggle Check
As players arrive, put them in a 20x20 grid with a ball each if you have it; if not, partner up and share. While they move, you’re already evaluating: who can follow directions, who starts working, who needs a clear task.
- How it runs: 30 seconds each: toe taps, foundations (inside-inside), pull-push, then free dribble. Finish with a 60-second “juggle or bounce-juggle” attempt.
- Cues: “Small touches.” “Head up every three touches.” “Freeze when I say stop.”
- Watch for: players who can keep the ball within one step while changing direction.
- Common issue: players sprint-dribble and lose the ball out of the grid.
Fix: tell them “two-step rule” — the ball can’t get more than two steps away. If it does, they do a quick stop-and-go (sole stop, explode) and continue.
0:06–0:15
Technical Warm-Up With The Ball
▾
0:06–0:15
Technical Warm-Up With The Ball
Use the same grid. Everyone has a ball if possible; if not, make pairs and alternate 20-second turns. This is warm-up plus evaluation of coordination and listening.
Run a follow-the-coach sequence: inside cuts, outside cuts, sole rolls, and a turn (drag-back or inside hook). After each move, they accelerate for 3 steps, then settle the ball again.
- Cues: “Touch then burst.” “Use both feet.” “Bend your knees, don’t reach.”
- Watch for: first touch after the move stays in front and slightly to the side (ready to run).
- Common issue: players stop completely after the move and admire it.
Fix: add a cone line they must cross with speed after every turn. If they don’t cross it, the rep doesn’t count.
0:15–0:25
Passing Gates And Moving After Pass
▾
0:15–0:25
Passing Gates And Moving After Pass
Set up 8–12 small cone gates (2 yards wide) inside a 25x25 area. Players work in pairs with one ball, starting 5–8 yards apart.
They pass through any gate, then both players move to a new gate (no camping). After 60 seconds, require one-touch if the ball arrives clean; if not, two-touch is fine but the first touch must set up the pass.
- Cues: “Point your plant foot.” “Lock the ankle, toe up.” “Pass and move — don’t watch.”
- Watch for: the ball rolls through the middle of the gate with pace and stays on the ground.
- Common issue: players stand flat-footed and wait for the ball.
Fix: make a rule: the receiver must check away one step, then check back to the ball. If they don’t move, the pair loses a point. To add pressure, let one pair become “hunters” who try to intercept passes through gates (light pressure, no tackling).
0:25–0:28
Water Break And Coaching Reset
▾
0:25–0:28
Water Break And Coaching Reset
Quick water. While they drink, give one clear correction you want to see the rest of practice: first touch away from pressure. Demonstrate it with your foot: touch to the side, body between ball and defender.
- Coach script: “If your first touch stops under you, pressure catches you. Touch to space, then play.”
- Evaluation note: mark 2–3 players who respond immediately when you correct something.
0:28–0:42
First Touch And Passing Under Pressure
▾
0:28–0:42
First Touch And Passing Under Pressure
Set two 12x12 grids (or one big grid split in half). Play 3v1 or 4v2 keep-away depending on numbers. Rotate defenders every 45–60 seconds so everyone defends.
Start with a requirement of two-touch (receive, pass) for the first minute so they settle. Then open it up: one-touch is allowed if it’s on. Award 1 point for 5 completed passes; award 2 points if a pass splits the defenders (goes between them) on the ground.
- Cues: “Open your hips.” “First touch to the outside.” “Angle, don’t stand behind.”
- Watch for: receiver checks shoulders and takes the first touch to where the next pass is easy.
- Common issue: players hide behind a defender and make the passer’s job impossible.
Fix: freeze for 5 seconds, physically point to the passing lane, and restart with “show your numbers” (face the ball, give an angle). If it’s too messy, make the grid slightly bigger; if it’s too easy, shrink it by 2 yards and require the defender to sprint on entry.
0:42–0:54
1v1 Attacking And Defending Lanes
▾
0:42–0:54
1v1 Attacking And Defending Lanes
Create two 12x18 lanes side-by-side with a small cone-goal at the end of each lane. Split into two lines per lane: attackers with balls on one end, defenders on the other.
On your whistle, attacker dribbles in and tries to score through the cone-goal. Defender closes down and tries to win it or force the ball out. Each rep ends on a goal, a win, or ball out; then players switch lines. Keep reps to ~10 seconds — fast rotation.
- Cues (attacker): “Big touch to attack space.” “Sell it, then go.”
- Cues (defender): “Arrive fast, slow down.” “Side-on, show outside.”
- Watch for: defender’s feet stop chopping before the tackle attempt; attacker changes speed, not just direction.
- Common issue: defenders swing a leg from too far away.
Fix: give defenders a rule: they can’t tackle until they’re within one arm’s length. If they lunge early, it’s an automatic point for the attacker and the rep restarts immediately.
0:54–1:04
Transition Fitness Game: 3v3 Wave
▾
0:54–1:04
Transition Fitness Game: 3v3 Wave
Set a 25x30 field with two cone-goals. Make teams of 3 and line them up on each end line. You’ll need 2–3 balls at midfield with you.
Send one 3v3 in. When a goal is scored or the ball goes out, you immediately play a new ball to the team that should attack next (you decide quickly to keep it moving). The team that just finished sprints off and the next team sprints on — that sprint is the “fitness” without calling it a run.
- Scoring: 1 for a goal, 1 for winning the ball back within 5 seconds of losing it (you count out loud).
- Cues: “Lose it? Five seconds!” “First three steps are a sprint.”
- Watch for: who reacts instantly on turnover instead of looking at you.
Common issue: players jog on/off and you lose tempo. Fix: if a group jogs, they go right back in for the next wave (natural consequence, no lecture).
1:04–1:07
Water Break And Quick Team Sort
▾
1:04–1:07
Water Break And Quick Team Sort
Water and a fast regroup. Use this moment to quietly sort balanced teams for the small-sided games (mix athletic kids with true beginners so you can evaluate decision-making, not just speed).
Give one rule for the next game: three-pass bonus (a goal after 3 completed passes counts as 2). That forces heads-up play without over-coaching.
1:07–1:25
Small-Sided Games With Constraints
▾
1:07–1:25
Small-Sided Games With Constraints
Play 5v5 or 6v6 depending on numbers on a 35x45 field with cone-goals or pop-up goals. Keep subs rotating every 60–90 seconds so everyone plays and you can take notes.
Run two short games inside this block. Game 1 (8 minutes): goals are 1, but a goal after 3 passes is worth 2. Game 2 (8 minutes): add a transition point — win the ball and complete the next pass = 1 point (even if you don’t score). Use the remaining time for quick resets and swapping teams.
- Cues: “Find a teammate, not a crowd.” “First touch out of your feet.” “After you pass, get wider.”
- Watch for: players who create space (get away from the ball) and are available for the next pass.
- Common issue: everyone collapses and the game becomes a kick-fest.
Fix: mark a central channel with discs and limit each team to one player in it at a time. If two attackers enter, it’s a turnover. If the level is higher than expected, remove the channel rule and add a one-touch finish inside the goal area (if you have goals) to reward quick play.
1:25–1:30
Cooldown, Notes, And Tryout Next Steps
▾
1:25–1:30
Cooldown, Notes, And Tryout Next Steps
Bring them in, slow jog to a walk, then light stretching while you talk (hamstrings, quads, calves). Keep it short — you’re closing a tryout session, not giving a speech.
- Coach script: “The standard is: first touch to space, pass with purpose, sprint the first three steps in transition.”
- Assessment checklist reminder: tell them what you’re watching next practice (receiving across the body, defending without fouling, and quick restarts).
- Exit routine: collect pinnies/balls, quick thank-you, and clear start time for the next day.
As they leave, jot your top notes immediately: 5 players who competed every rep, 5 who improved with coaching, and anyone who struggled with effort/attention so you can re-check them next session.
| Time | Period | Coaching Notes |
|---|---|---|
| 0:00–0:06 | Arrival, Rules, And Quick Juggle Check | As players arrive, put them in a 20x20 grid with a ball each if you have it; if not, partner up and share. While they move, you’re already evaluating: who can follow directions, who starts working, who needs a clear task.
Fix: tell them “two-step rule” — the ball can’t get more than two steps away. If it does, they do a quick stop-and-go (sole stop, explode) and continue. |
| 0:06–0:15 | Technical Warm-Up With The Ball | Use the same grid. Everyone has a ball if possible; if not, make pairs and alternate 20-second turns. This is warm-up plus evaluation of coordination and listening. Run a follow-the-coach sequence: inside cuts, outside cuts, sole rolls, and a turn (drag-back or inside hook). After each move, they accelerate for 3 steps, then settle the ball again.
Fix: add a cone line they must cross with speed after every turn. If they don’t cross it, the rep doesn’t count. |
| 0:15–0:25 | Passing Gates And Moving After Pass | Set up 8–12 small cone gates (2 yards wide) inside a 25x25 area. Players work in pairs with one ball, starting 5–8 yards apart. They pass through any gate, then both players move to a new gate (no camping). After 60 seconds, require one-touch if the ball arrives clean; if not, two-touch is fine but the first touch must set up the pass.
Fix: make a rule: the receiver must check away one step, then check back to the ball. If they don’t move, the pair loses a point. To add pressure, let one pair become “hunters” who try to intercept passes through gates (light pressure, no tackling). |
| 0:25–0:28 | Water Break And Coaching Reset | Quick water. While they drink, give one clear correction you want to see the rest of practice: first touch away from pressure. Demonstrate it with your foot: touch to the side, body between ball and defender.
|
| 0:28–0:42 | First Touch And Passing Under Pressure | Set two 12x12 grids (or one big grid split in half). Play 3v1 or 4v2 keep-away depending on numbers. Rotate defenders every 45–60 seconds so everyone defends. Start with a requirement of two-touch (receive, pass) for the first minute so they settle. Then open it up: one-touch is allowed if it’s on. Award 1 point for 5 completed passes; award 2 points if a pass splits the defenders (goes between them) on the ground.
Fix: freeze for 5 seconds, physically point to the passing lane, and restart with “show your numbers” (face the ball, give an angle). If it’s too messy, make the grid slightly bigger; if it’s too easy, shrink it by 2 yards and require the defender to sprint on entry. |
| 0:42–0:54 | 1v1 Attacking And Defending Lanes | Create two 12x18 lanes side-by-side with a small cone-goal at the end of each lane. Split into two lines per lane: attackers with balls on one end, defenders on the other. On your whistle, attacker dribbles in and tries to score through the cone-goal. Defender closes down and tries to win it or force the ball out. Each rep ends on a goal, a win, or ball out; then players switch lines. Keep reps to ~10 seconds — fast rotation.
Fix: give defenders a rule: they can’t tackle until they’re within one arm’s length. If they lunge early, it’s an automatic point for the attacker and the rep restarts immediately. |
| 0:54–1:04 | Transition Fitness Game: 3v3 Wave | Set a 25x30 field with two cone-goals. Make teams of 3 and line them up on each end line. You’ll need 2–3 balls at midfield with you. Send one 3v3 in. When a goal is scored or the ball goes out, you immediately play a new ball to the team that should attack next (you decide quickly to keep it moving). The team that just finished sprints off and the next team sprints on — that sprint is the “fitness” without calling it a run.
Common issue: players jog on/off and you lose tempo. Fix: if a group jogs, they go right back in for the next wave (natural consequence, no lecture). |
| 1:04–1:07 | Water Break And Quick Team Sort | Water and a fast regroup. Use this moment to quietly sort balanced teams for the small-sided games (mix athletic kids with true beginners so you can evaluate decision-making, not just speed). Give one rule for the next game: three-pass bonus (a goal after 3 completed passes counts as 2). That forces heads-up play without over-coaching. |
| 1:07–1:25 | Small-Sided Games With Constraints | Play 5v5 or 6v6 depending on numbers on a 35x45 field with cone-goals or pop-up goals. Keep subs rotating every 60–90 seconds so everyone plays and you can take notes. Run two short games inside this block. Game 1 (8 minutes): goals are 1, but a goal after 3 passes is worth 2. Game 2 (8 minutes): add a transition point — win the ball and complete the next pass = 1 point (even if you don’t score). Use the remaining time for quick resets and swapping teams.
Fix: mark a central channel with discs and limit each team to one player in it at a time. If two attackers enter, it’s a turnover. If the level is higher than expected, remove the channel rule and add a one-touch finish inside the goal area (if you have goals) to reward quick play. |
| 1:25–1:30 | Cooldown, Notes, And Tryout Next Steps | Bring them in, slow jog to a walk, then light stretching while you talk (hamstrings, quads, calves). Keep it short — you’re closing a tryout session, not giving a speech.
As they leave, jot your top notes immediately: 5 players who competed every rep, 5 who improved with coaching, and anyone who struggled with effort/attention so you can re-check them next session. |
Running a program? Share this as a template across your coaches.
Practice Plan App lets program directors turn plans like this into shared templates for every coach, team, or age group — so your curriculum stays consistent without sending PDFs and group texts.
See Youth Program Features →What You'll Need#
- Size 5 soccer balls (10–15 if possible)
- Flat agility discs (30–40)
- Tall cones (8–12) for gates/targets
- Scrimmage pinnies (two colors, 12–20)
- Pop-up goals (2–4) or 4 cone-goals
- Stopwatch/phone timer
- Clipboard with evaluation sheets and pen
Run The Pressure Passing Period Like A Tryout#
The first-touch/passing under pressure period is the best “truth serum” for beginners. To run it well, you need constant ball flow and clear rep standards. Set two identical grids so you can split the group and keep touches high. As coach, stand on the side where you can see hips and first touch direction — not behind the passer.
- Rep standard: first touch must travel to space (not under your feet), pass must be on the ground with pace, and the passer must move after the pass. If any of the three doesn’t happen, call “same pair again” and replay it.
- Coach talk limit: 15 seconds max between rounds. If you have more to say, save it for the water break and show one player as the demo.
- What to track: who scans before receiving, who can play one-touch when it’s on, and who panics and toe-pokes when pressure shows up.
Common Breakdowns And What You Do#
- Breakdown: players “trap” the ball dead and get stuck. Why it happens: they’re watching the ball only and don’t know where pressure is. Fix: require a shoulder check: before the ball arrives, they must point their front shoulder to the next pass. If they don’t, stop the rep, physically move their body angle, and replay.
- Breakdown: defenders in 1v1 dive in and get beat. Why it happens: they think winning means tackling immediately. Fix: give them a job: “arrive fast, slow down, show them outside.” If they stab, you restart with the attacker already running so the defender feels the consequence.
- Breakdown: small-sided games turn into everyone chasing the ball. Why it happens: new players follow the ball like a magnet. Fix: add a spacing rule: only one player from each team can be inside the central channel. If two are in, it’s an automatic turnover — ball goes to the other team.
- Breakdown: transitions are jogging and watching. Why it happens: they don’t recognize the moment the ball changes. Fix: use a loud trigger word: on any turnover you yell “GO!” and you’re watching first three steps. If a player doesn’t sprint, sub them out for 30 seconds and put them back in with a clear task.
Adjustments For Numbers, Space, And Equipment#
- 8–10 players: run 3v3 or 4v4 with pop-up goals; for the pressure passing, use 3v1 keep-away in one grid so everyone stays involved. In 1v1, run two lanes so nobody waits more than one rep.
- 12–14 players: ideal for two grids: split into two groups for pressure passing and 1v1 lanes. In games, play 5v5 with 1–2 subs rotating every 60–90 seconds.
- 16–20+ players: station it. Two pressure-passing grids, two 1v1 lanes, and one small-sided field. Rotate every 6–8 minutes so you can evaluate everyone in every category.
- Limited balls: put one ball per grid and keep two “coach balls” at your feet to restart instantly. If a ball goes out, you play on with a coach ball — the out-of-bounds ball becomes the next spare.
- Players who can’t strike a pass yet: give them a shorter passing distance and require inside-of-the-foot contact only. They’re not sitting — they’re getting a rep they can execute with correct technique.
What To Do Next Practice#
Next session, keep the same evaluation categories but add one layer: receiving across the body and playing forward (receive with the back foot, then pass into space). The first thing that will break down is decision-making under pressure — so keep the constraints, keep the fast restarts, and keep your notes focused on who improves within the practice, not just who looks good on the first rep.
Frequently Asked Questions#
How do you keep the tryout fair if some players have never played before?▾
Score effort and coachability alongside skill. In your notes, separate “can do it now” (first touch/passing) from “learns fast” (takes the correction and improves within 2–3 reps). The constraints and repeat reps are what make it fair.
What if I only have one goal or no pop-up goals?▾
Use cone-goals that are 2–3 yards wide and count goals only if the ball is passed/dribbled through on the ground. It rewards control and keeps shots from flying everywhere.
How many 1v1 reps should each player get in this session?▾
Aim for 6–10 live 1v1 actions per player. If lines get long, run two lanes and shorten the field so reps end quickly (score, out of bounds, or 6 seconds).
What do you do with players who are nervous and keep whiffing the ball?▾
Shrink their distance and give them a clear contact rule: inside of the foot, ankle locked, toe up. Pair them with a reliable feeder for two reps, then put them back into the normal rotation so you can see if they adjust.
How do you keep small-sided games from turning into a track meet?▾
Use one or two constraints you can enforce instantly: a 3-pass goal bonus, a central-channel limit (only one player in), or a 5-second win-back point. If it gets chaotic, stop for 10 seconds, restate the one rule, and restart with a coach ball.
More High School Soccer practice plans
More Tryout practice plans
Customize This Plan for Your Team
Build your own version of this plan, adjust the periods and timing to fit your roster, and share it with your staff in minutes.
Running a program? See youth program features or explore all features.