Weak Foot Only: A Two-Minute Game for the Other Foot

Skill-Building Games

The weak foot only game is one rule, switched on for about two minutes. For that short window the good foot is out of bounds and the other foot does everything, inside an ordinary five minutes that carries on as normal afterwards.

The mechanism is worth naming plainly, because it isn't what most people assume. The other foot isn't really incapable, it just never gets picked while both are available, so the rule exists to take the choice away for a moment. Then the warning that makes this page different from most weak foot advice: take the good foot away without making anything else easier and you'll get six misses in a row and a child who wants to stop. So the distance, the pace and the target all drop a level at the same time.

This is for the evening where you notice it properly. The ball goes out, the same foot meets it every single time, and the other one might as well be there for standing on. Nothing's wrong. You're half-wondering, somewhere in the back of your head, whether that's a thing that needs fixing.

A boy striking a football with his left foot while balancing on his right, arms out for balance, a dad crouched a short distance away having just rolled the ball to him in a UK back garden
The other foot needs a bit of thinking about. That is exactly why it gets its own two minutes.

A habit, not a limit

Why the Other Foot Stays Weak

Go looking for how to improve your weak foot in football, and most of what's written for kids comes back as drills and repetition counts. That's a strange answer, because the thing underneath it isn't really a training problem at all.

In any free-flowing kickabout, the ball gets met by whichever foot arrives first, and the good foot volunteers faster every single time. Across a few hundred touches in a garden, the other one might get a handful of them. That's a choosing problem, not a capability problem, and it's why nagging doesn't fix it: "other foot" called out every few seconds is a correction sitting on top of a game, and it lasts exactly as long as the shouting does.

For a long time I thought the other foot was simply weaker, so it never got a look in and the strong one got on with everything.

One thing before the rule itself. It isn't always obvious which foot is the stronger one, and plenty of us have guessed wrong about our own children, usually after watching them kick a ball twice and filing it away. That's why this game opens by watching instead of assuming, and why the watching takes about thirty seconds and gets announced to nobody.

One rule, two minutes

How to Play Weak Foot Only

Five steps, and the third one is the step that decides whether any of the others work.

  1. 1

    Find out which foot it actually is. Roll the ball out without saying anything and watch which foot goes to meet it, two or three times. The one that keeps volunteering is the one they favour. If neither of them does, they are mixed-footed enough that it doesn't matter, so pick one and stay with it for the whole go. There's nothing to announce and no verdict to give about which foot is better.

  2. 2

    Say the rule once. "Shall we make this bit an other-foot round? Just till the ball has been out ten times." Then stop talking about it. The rule is the rule for two minutes, not a running commentary.

  3. 3

    Halve everything before the first go. Stand at half the usual distance, roll the ball slowly along the ground instead of passing or throwing it, and make the target twice as wide as normal. This happens before the first attempt, not as a rescue after five misses.

  4. 4

    Any touch with the other foot counts. A scuff counts. Off the shin counts. A miss just gets collected and rolled again, with no pause and no explanation.

  5. 5

    Stop while it's still going well. End the round at a set number of goes, ten is plenty, or at about two minutes, then hand the good foot back for the rest of the session. Ending on a good one is the whole trick.

A first go often looks like this. The ball gets rolled, the other foot swings at it, misses completely, and the whole thing finishes up in the flowerbed. That's genuinely fine. That's what the round looks like at the start, and the only right response is to walk over, collect it and roll it again without comment.

Anything soft and wide works as a target, and a couple of cushions is the obvious thing most houses already have, either laid flat to hit or stood apart to roll between. Anyone who wants the target itself thought through properly has a whole page for that.

A dad kneeling on the grass rolling a football slowly along the ground towards a boy standing only a few steps away, with a wide gap between two large soft cushions behind the boy as a target
Half the distance and a gap twice as wide as usual. The rule gets harder, so everything else gets easier.

The trade that keeps it playable

Make One Thing Harder, Three Things Easier

Swapping feet isn't a small tweak. It's probably the biggest single jump in difficulty available in a back garden, bigger than moving the target further away and bigger than speeding the ball up, because a beginner's accuracy on the other side doesn't just dip. It collapses, not because the foot can't do it, but because it has never had the practice the favoured one has had.

So it has to be paid for somewhere, and three things do the paying: distance, pace and target size. Each one comes down a level at the moment the rule goes on, before the first attempt and never as a rescue after the fifth miss. One thing gets harder, three get easier, and the round stays playable.

The failure mode here is worth naming, because it's the part most weak foot advice skips. Keep the same distance and the same target and simply swap feet, and a child who was hitting most of them starts hitting none of them, in front of the one person whose opinion they care about most. A weaker foot football game for kids that ends in six misses and a sulk hasn't taught anybody anything, and it makes the next one much harder to suggest.

If this is a child who already finds getting it wrong hard work, drop everything a further notch before you start, and be readier than usual to end the round early.

One sentence, then quiet

What to Say, and What Not to Say

The whole script is one line, said once, at the start of the round.

"Shall we make this bit an other-foot round? Just till the ball has been out ten times."

After that, quiet. The rule doesn't need repeating, and the short list of things not to say is worth knowing before you start.

Not "other foot" called out every few seconds as a correction, because that turns the round straight back into nagging with a better name on it. Not a comparison between the two feet out loud, in either direction. Not a running count of the misses, which nobody asked for. And no verdict at the end about which foot is better, even a kind one, because the verdict is the part they'll remember long after they've forgotten the round.

The wider version of this, playing without a scoreline, has a page of its own. A page going deeper on the words themselves is coming, and it isn't built yet.

Even World Cup players are one-footed

What the Research Says About the Other Foot

This is the only section on this page with studies in it, and each one arrives with what it can't tell you attached to it.

The reframe comes first. In an analysis of 236 players at the 1998 World Cup, Carey and colleagues (2001) found that elite players are about as right-footed as everybody else, roughly 79 percent of them, and that hardly any used both feet with equal frequency. On the rare occasions they did use the other foot, they were on average about as good with it. That counted what adult professionals did in matches at a single tournament, not what children learn. And "about as good on the rare occasions they used it" may simply mean they picked the easy moments, so it shows the other foot isn't obviously incapable rather than proving it's equally reliable.

The next obvious worry is whether time spent on the other foot costs the good one anything. In a study of 39 players aged 15 to 20, Haaland and Hoff (2003) had one group do everything except full matches on the non-dominant leg for eight weeks. That leg improved, and, unexpectedly to the authors, so did the dominant one. Both legs improving at once turns up again in a 2022 trial of 60 players (Ben Kahla and colleagues). The group given bilateral training improved its shooting and passing accuracy with both legs, and the control group carrying on with its usual schedule did not. That second trial trained both legs, so it says less about a one-sided round than the first study does, and it points the same way.

Both of those were competitive club players working through structured programmes over weeks. One was a group aged 15 to 20, the other a group whose ages the published abstract never states, so neither shows that two minutes in a garden with a young beginner does the same thing.

There's a name for the reason everything else drops at the same moment. It's the challenge point framework (Guadagnoli and Lee, 2004), the idea that what a learner gets out of practice depends on the difficulty of the task set against their own skill level. Take the good foot away and the difficulty jumps, so something else has to come down to meet it. That one is a framework paper and not an experiment, with no children and no football anywhere in it, so it explains why halving the distance is sensible. It doesn't prove this game works.

Last, which foot is which. In a review of 14 studies of foot preference in children, adolescents and adults, Gabbard and Iteya (1996) report that young children come out mixed-footed far more often than older people do, about twice as often as they come out mixed-handed. The shift towards a settled side seems to happen later in childhood. That's the evidence behind step one of the game, which is to watch which foot turns up before assuming you already know.

This is a review of how preference is spread across age groups, not a study of football or of skill, and mixed-footed is a category in a preference test, not a statement that any particular child's two feet are equally good at anything. See how Our Kickabout researches its pages.

Knowing when it comes off

How Often, and When to Stop Doing It

There are two separate off switches here, and they get confused with each other constantly, so here they are one at a time.

The first one sits inside a session. Two minutes, or ten goes, and then the rule comes off and the good foot is handed back for whatever's left of the five minutes. A short round twice a week does more than one long session nobody wants to repeat.

The second is the retirement signal for the rule itself. The day the other foot turns up in ordinary play without anybody asking for it, the rule has done its job and can be dropped, because from then on it's happening by choice rather than by instruction.

The honest target is smaller than the internet's version of it, and worth stating plainly. Not a two-footed child. Just a second foot that's a normal option instead of a last resort, available when the ball arrives on that side, which is a far easier thing to reach and a far easier thing to notice.

Anyone who'd like to give this a whole week can do exactly that. The weaker foot is a fair fifth candidate alongside the four skills that page already lists, and a weaker foot game for kids sits comfortably inside that kind of weekly rhythm.

A boy back to playing freely with his usual foot in the garden while a dad watches from a few steps away, both relaxed, the ball running easily ahead of him
Two minutes, then the good foot comes back. Stopping while it is still going well is most of the trick.

One rule among several

Where This Fits

Start with the closest neighbour. Silent dribbling is the same shape with a different variable: one rule, binary, a break means a restart and never an ending, except the constraint there is noise instead of which foot. If the one-rule idea lands at all, that's the other one to try.

The freeze game is the other Skill-Building Games page, and it doesn't care which foot receives the ball, so the two stack happily inside one session, an other-foot round first and freeze afterwards.

A one foot only football rule is also the classic way to even up two children of very different levels, handing the stronger one a handicap without anybody having to announce that a handicap is what it is. That's covered properly on the page about evening up two children of different levels, so it gets a sentence and a link here, not a second method.

Passing without stopping is the next Skill-Building Games page in this collection, and it isn't built yet.

Quick answers

Common Questions About the Weak Foot Only Game

How do I know which foot is my child's weaker one?

Roll a ball out without saying anything and watch which foot goes to meet it, two or three times. The one that keeps volunteering is the one they favour. It isn't always obvious which foot is the stronger one, and how to improve your weak foot in football with kids starts with finding out which foot that is. There's no need to turn it into a test.

How long should a weak foot only game last?

About two minutes, or ten goes, inside an ordinary five-minute session, and it works better as a short round twice a week than as one long session. A one foot only football rule stops being a game somewhere past the point where the misses start stacking up.

Will my child ever be properly two-footed?

Probably not, and that isn't what this is for. The research section above covers what the evidence actually says about footedness at the top of the game, together with what that evidence can't tell you. The goal here is narrower: the other foot becoming a normal option instead of a last resort.

Keep going

Where to Go From Here

Three of those neighbours are one click away. The first two work perfectly well as tonight's five minutes instead of this one, and the third is something to read rather than a game to play.

Want the same idea with a different rule?

Same one-rule shape and the same instant restart, except the constraint is how much noise the ball makes.

Play the silent dribbling challenge

Rather work on the first touch?

The other Skill-Building Games page, and it doesn't mind in the slightest which foot does the receiving.

Play the first touch freeze game

Tonight's five minutes

Two minutes on the other foot, then give the good one back.

Halve the distance, roll it slowly, make the target wide, and stop the round while it's still going well.

See how to play it