Linkalde
← Drills

6v5 attack with two wide jokers and transition: on winning the ball the forward holds it, the team moves up and finishes wide

Linkalde exercise

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

How it works

Who starts
A1, blue, with the ball in the build-up zone; R6 without a ball next to the halfway-line goal.
Who takes part
Six blues, two yellow jokers, five reds with R6 and the goalkeepers P1 and P2.
What the ball does
The blues circulate and finish at the top goal; if the reds win the ball, it goes to R6, then to a side channel and ends at the halfway-line goal.
How to score
Blue goal at the top goal, one point; red goal after passing through the side channel, two points.
When it ends
After five minutes of each series.
How it restarts
The goalkeeper in possession throws it out to his team by hand; if it goes out, throw-in for the opposing team.
How players rotate
Each series one team of three rotates.
Positional playAttacking transitionAttack: finishDefence: deny finishingDirect playMixedFinishingCrossesAttacking transitionWing playRecovery run

Number of players

16-22 players

Format

6v5 attack with jokers and transition

Recommended

4 × 20 min

Rest 90s · High intensity

Space

Half pitch

Goalkeepers

2

Fitness
30%
Technique
20%
Tactics
50%

Goal

Combine finishing the positional attack with a fast offensive transition: hold the ball to give time, reach the wings and finish straight away, and defend by recovering through the middle.

Description

Half pitch with one goal at the top and another at the halfway line, each with its goalkeeper. Three teams of six: the blues attack the top goal with six players, plus two yellow jokers who always play with the team in possession, one on each wing. The reds defend with five, and their sixth player, R6, waits next to the halfway-line goal. When the blues finish or the reds win the ball, the reds pass to R6, who must hold it with his back to goal until his teammates arrive. Then they play long into the 10 m wide side channel (green zones) and finish quickly on the halfway-line goal. When the blues lose the ball, they go back to defend that goal with all their players. Three teams rotate every series.

Step by step

  1. 1

    A1 passes to A4, who is in the inside channel.

  2. 2

    A4 switches play to the wing for joker W1.

  3. 3

    A5 breaks into the box and W1 crosses to him.

  4. 4

    A5 shoots at the top goal.

  5. 5

    The reds win the ball: R5 passes to R6, who holds the ball with his back to goal.

  6. 6

    R4 runs to the right side channel.

  7. 7

    R6 passes the ball to R4 in the channel.

  8. 8

    R4 crosses inside while R6 makes a run towards the centre.

  9. 9

    R6 shoots at the halfway-line goal.

Rules

The two yellow jokers always play with the team in possession, but they cannot shoot. The reds' goal at the halfway-line goal only counts if the last pass comes from one of the two side channels. R6 cannot turn until two teammates have passed the line of the ball. If the blues win the ball back, they attack the top goal again. Each series lasts five minutes.

Equipment

  • Two goals
  • Balls
  • Bibs in 3 colours
  • Cones

Physical focus

Intermittent enduranceAcceleration

Recommended times by goal

  • Tactical: 4 × 5' · rest 1'30" · High intensityOrientativo

Rotation and restart

Every series the roles change between the three teams: the blues move to defending, the reds rest and the third team takes the blues' place; the jokers change every series.

Coaching points

  • R6: receive with your back to goal, open your body and protect the ball until two teammates arrive.
  • The reds who move up do so at top speed and outside the ball.
  • The blues who lose the ball: press the player in possession and close the passing lane to R6.
  • Hard, low crosses to the far post when the defender covers the near one.

Common mistakes

  • R6 turns alone and loses the ball.

    How to correct: Hold the ball with your back to goal and wait for two teammates to overtake before turning.

  • The reds play through the middle, which is full of blues.

    How to correct: Always look for the side channel for the cross.

  • The blues do not recover their shape after the failed cross.

    How to correct: Every blue who loses the ball goes back at once to his recovery zone.

Questions for the players

  • “How many teammates do you need around R6 to turn?”
  • “Where do you close the passing lanes towards the side channel?”

Levels

  • A · easyWithout the side-channel rule, and R6 can turn whenever he wants.
  • B · standardAs described.
  • C · advancedThe red goal only counts if the cross arrives within eight seconds of winning the ball.

If you have fewer or more players

  • With fewer: Five blues, four reds plus R6 and a single joker. (5v4 attack with joker and transition)
  • With more: A third joker who always plays with the reds and can shoot. (6v5 attack with three jokers)
  • With odd numbers: The spare player waits next to the halfway-line goal and replaces R6 every series.

Age

U16U19Senior

Variations

  • Double channel. The reds can use either of the two channels, but must switch channel after every recovery.
  • With a closed channel. The blues close one of the channels with a fixed defender and the reds must look for the other.

Source: Gesdep (adaptado)