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.
Number of players
24-24 players
Format
11v11+2
Recommended
4 × 10 min
Rest 120s · Medium intensity
Space
Full pitch
Goalkeepers
2
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
Pass 1: full-back 2 enters the opposition half with a pass to 7.
- 2
Pass 2: 7 to 8.
- 3
Pass 3: 8 to 6.
- 4
Pass 4: 6 opens it out to 11.
- 5
Pass 5: 11 to 9.
- 6
Pass 6: 9 lays it off to the joker.
- 7
Pass 7: the joker to 10.
- 8
Pass 8: 10 to the lower joker.
- 9
Pass 9: the joker to 7.
- 10
Pass 10: 7 to 8. Now you can shoot.
- 11
8 plays the pass into space for 10, who breaks through the middle.
- 12
10 dribbles towards the box.
- 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
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)