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11v11+2 match: ten passes in the opposition half before you can shoot

Linkalde exercise

Player
Goalkeeper
Cone
Ball
Pass
Off-ball movement
Dribbling
Shot/finishing
Floater

How it works

Who starts
Red full-back number 2, with the ball, about to enter the opposition half.
Who takes part
Eleven reds, eleven blues defending deep and two yellow jokers who play with the team in possession.
What the ball does
It enters the opposition half, circulates ten passes in a row in the opponents' half and then goes in behind for a player to dribble and shoot.
How to score
A normal goal, but it only counts after ten passes in a row in the opposition half.
When it ends
Each move ends with a goal, a turnover or the ball going out; the match is 4 periods of 10 minutes.
How it restarts
As in a match: goal kick, throw-in or kick-off.
How players rotate
No rotation of positions; the jokers change between periods.
Conditioned gameAttack: keep possessionAttack: progressAttack: finishDefence: deny progressionCombination playPositional attackPossessionPositional attackProgressionSupport playFinishing

Number of players

24-24 players

Format

11v11+2

Recommended

4 × 10 min

Rest 120s · Medium intensity

Space

Full pitch

Goalkeepers

2

Fitness
20%
Technique
30%
Tactics
50%

Goal

Settle in the opposition half and keep the ball moving until you find the gap against a deep-defending opponent.

Description

An 11v11 match on a full pitch with two yellow jokers who play with the team in possession. To be allowed to shoot, the attacking team must first make ten passes in a row inside the opponents' half. It helps the team settle in the opposition half, move a deep-defending opponent around and find the moment to break through.

Step by step

  1. 1

    Pass 1: full-back 2 enters the opposition half with a pass to 7.

  2. 2

    Pass 2: 7 to 8.

  3. 3

    Pass 3: 8 to 6.

  4. 4

    Pass 4: 6 opens it out to 11.

  5. 5

    Pass 5: 11 to 9.

  6. 6

    Pass 6: 9 lays it off to the joker.

  7. 7

    Pass 7: the joker to 10.

  8. 8

    Pass 8: 10 to the lower joker.

  9. 9

    Pass 9: the joker to 7.

  10. 10

    Pass 10: 7 to 8. Now you can shoot.

  11. 11

    8 plays the pass into space for 10, who breaks through the middle.

  12. 12

    10 dribbles towards the box.

  13. 13

    And shoots at goal.

Rules

Unlimited touches. Offside applies. The two jokers play with the team in possession. You can only shoot after ten passes in a row in the opponents' half. 4 periods of 10 minutes.

Equipment

  • 2 full-size goals
  • Bibs: 11 red, 11 blue and 2 yellow
  • Spare balls at each goal

Recommended times by goal

  • Tactical: 4 × 10' · rest 2' · Medium intensitySegun la fuente

Rotation and restart

No rotation of positions: everyone stays in their position. The jokers change between periods.

Coaching points

  • Be patient: the opponent is sitting deep, there is no rush.
  • Move the ball from side to side so the opponent shifts and a gap opens.
  • Use the jokers so you don't lose the ball.
  • By the tenth pass, someone should already be making the break.

Common mistakes

  • Forcing the vertical pass too early.

    How to correct: Keep circulating until the opponent moves and leaves a gap.

  • Slow passes that let the opponent reorganise.

    How to correct: Crisp passes and a directional first touch: circulation has to be quick.

  • Reaching ten passes and nobody makes a run.

    How to correct: From the eighth pass, the forwards prepare the break.

Questions for the players

  • “How many passes have we made?”
  • “Where has the gap opened?”
  • “Who makes the break when we reach ten?”

Levels

  • A · easySix passes in a row in the opposition half.
  • B · standardAs described: ten passes.
  • C · advancedTen passes and a shot within 8 seconds of the tenth.

If you have fewer or more players

  • With 6 fewer: 8v8 on an 8-a-side pitch, eight passes in the central zone. (8v8+2)
  • With 2 more: Two more jokers inside the zone. (11v11+4)
  • With odd numbers: The extra player acts as a third joker.

Age

U14U16U19Senior

Variations

  • Fewer passes. Six passes in the opposition half instead of ten.
  • Final third. The passes have to be made in the final third of the pitch: harder.
  • No jokers. 11v11 without jokers.

Source: 96 juegos para el entrenamiento integrado de las acciones combinativas (PDF, terceros)