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Every quick garden game in one place, sorted for a genuinely short session.
See the full collectionDribble on "green," stop the ball dead on "red."
Start with just those two signals before ever adding a third. I ran the full three-colour version on a first go once and watched the whole thing collapse into confusion. Two signals, it turns out, is plenty to start, and this page is the reaction-and-control drill version, not the group game.

Stop go dribbling drill
Three signals, but only once the first two feel easy. Any patch of the garden with three or four strides of room is enough, and five minutes is plenty before the next thing.
Dribble at a comfortable pace, ball close, ready to react to the next call. Speed doesn't matter here nearly as much as staying in touch with the ball.
Stop the ball dead under one foot, instantly, no matter where it is. A half-stopped ball that keeps rolling on doesn't count, even if the foot got there in time.
Slow right down, tiny touches, ready to stop or go on the next call. This is the hardest signal of the three, since it asks for control and readiness at the same time.
Three home-usable ways to give the signal: a called word, a coloured card held up or a phone torch flicked on and off. Any of them works fine, and swapping between them keeps the drill from going stale once a child has learned to anticipate one particular method.

One study, honestly hedged
Read a 2017 study of sustained attention in school-age children (Tao, Wang, Fan, Gao and Shi), which found that among 7-to-8-year-olds, sustained attention hadn't yet separated out as its own capacity, distinct from attention in general. That's part of the reasoning for starting with stop and go rather than the full three-colour set: a third signal adds a genuine extra reaction-and-control load on top of attention that's still developing at this age.
That study covers one school in Beijing, not the UK, and the youngest band studied, 7 to 8, covers only two of the five ages in this site's 5-to-9 range. See how Our Kickabout researches its pages.
Once the basics feel easy
A few ways to progress once stop, go and amber all feel easy: have the parent call signals while moving around instead of standing still, shrink the play space a little while keeping it clear of hard edges so reactions matter more, or time how many clean stops happen in thirty seconds. Each of these raises the difficulty without touching the core rule, which is the part that actually needs to stay simple and fast to call.
Try the group game
Once stop, go and amber all feel automatic on the solo drill, that's the sign this version has done its job. The Traffic Lights minigame takes the exact same reaction to green, red and amber and adds a group shape, gates to aim for and Raffie the dog as a moving obstacle to dodge along the way.
Quick answers
Call "green" to dribble and "red" to stop the ball dead, starting with just those two signals before adding "amber" for slow, careful touches.
A called word, a coloured card held up or a phone torch flicked on and off all work fine. No coach or whistle needed.
Same underlying idea, different format. The other page's game builds it into a full playable group game; this page is the solo skill-building drill version.
Keep going
Three routes out of here, depending on what you're after tonight.
Every quick garden game in one place, sorted for a genuinely short session.
See the full collectionThe same stop-go idea, built into a playable minigame with Raffie the dog.
Play Traffic LightsNo caller needed for this one, just the ball and your own concentration.
See the silent challengeTonight's five minutes
Add amber once both of those feel easy, not before.