Linkalde
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Colour circuit

Linkalde exercise

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

How it works

Who starts
The coach calls the colour and everyone sets off at the same time.
Who takes part
All 15 children with a ball, no goalkeepers or jokers.
What the ball does
It is dribbled to the cone, kept under the sole during the 360° turn, and then taken to the next cone.
How to score
Each correct turn scores 1 point; picking the wrong colour or losing the ball loses 1 point.
When it ends
After 5 rounds of colours or when the 10 minutes of the exercise are up.
How it restarts
After each turn the player returns to the centre or moves on to the next cone when the new colour is called.
How players rotate
At the end of each round the players change starting position; the last one moves to first.
Technical circuitCoordinationMixedControlDribbling

Number of players

8-20 players

Format

individual

Recommended

1 × 10 min

Rest 30s · Medium intensity

Space

Small-sided space

Space

20×20 m

Fitness
30%
Technique
40%
Tactics
30%

Goal

Improve foot speed and ball control in turns under time pressure.

Description

Mark out a 20x20 m area. Fifteen children with a ball and several coloured cones (blue and red) spread out around the space. The coach calls a colour and the players must run to the matching cone, do a 360° turn with the ball under control and then pass on to the next colour. It works on quick feet, control in turns and spatial awareness.

Step by step

  1. 1

    The coach calls blue; everyone runs to the nearest blue cone and does a 360° turn with the ball under control.

  2. 2

    Red is called; the players move to the red cone, repeat the turn and carry on.

  3. 3

    At the end of the round, the last player in the line takes the first player's starting position (rotation).

Rules

The coach calls the colour. Each player runs to the cone of that colour. They must do a full 360° turn with the sole of the foot keeping hold of the ball. Touching another colour is not allowed. Each correct turn scores a point; a wrong colour or losing the ball takes a point away. No negative scores, just counting.

Equipment

  • 8 cones
  • 15 balls
  • Stopwatch

Physical focus

Reaction speedChange of directionCoordination

Recommended times by goal

  • Technical: 5 × 0'30" · rest 0'30" · Medium intensitySegun la fuente
  • Reaction speed: 3 × 0'20" · rest 0'40" · High intensityOrientativo
  • Intermittent endurance: 2 × 1' · rest 1' · Medium intensityOrientativo

Rotation and restart

At the end of each round the players change starting position; the last one moves to first and it restarts from the centre.

Coaching points

  • Find the nearest cone of the colour called.
  • Keep the ball under your sole as you turn.
  • Complete the full turn without losing control.
  • Listen carefully to the colour call and react fast.
  • Win the ball back straight away if you lose it.

Common mistakes

  • Going to the wrong colour cone.

    How to correct: Listen carefully to the coach's call before setting off.

  • Losing the ball during the turn.

    How to correct: Keep the sole of the foot on the ball and turn with short steps.

  • Not completing the full turn.

    How to correct: Count one full turn in your head before stopping.

  • Touching the cone with the foot (when it is not allowed).

    How to correct: Keep the ball away from the cone and turn around it.

Questions for the players

  • “Which is the nearest cone of the colour called?”
  • “How do you keep the ball under control when turning?”
  • “What do you do if you lose the ball during the turn?”

Levels

  • A · easyOnly one colour (blue). Simple turn without touching the cone with the foot.
  • B · standardTwo colours alternate (blue and red). Full 360° turn with control.
  • C · advancedThree colours are added and the cone must be touched with the foot while turning, for more precision.

If you have fewer or more players

  • With 4 fewer: Use fewer cones and have pairs share a cone.
  • With 3 more: Set up two parallel circuits with different colours.
  • With odd numbers: One player acts as a joker and helps correct mistakes.

Age

U6 (5-6)U7 (6-7)U8 (7-8)U10

Variations

  • Level A: one colour. Only blue is used; the children do the turn and go back to the centre.
  • Level B: two alternating colours. Blue and red alternate, forcing quick changes of direction.
  • Level C: three colours and cone touch. Green is added and players must touch the cone with the foot while turning, increasing precision.
  • Time pressure. Cut the reaction time to 5 s per colour to work on reaction and speed.