How it works
- Who starts
- A2, the blue player with the ball, from the start line (the dashed one, S).
- Who takes part
- Blues A1 and A2 attack with the yellow joker (C); reds R1 and R2 defend; the greens wait outside.
- What the ball does
- A2 dribbles to commit the reds, passes to C, who is free on the bottom side, and C dribbles to the end zone.
- How to score
- Dribbling into the end zone: 1 point for the attacking pair. Winning the ball and reaching the start line: 1 point for the defending pair.
- When it ends
- When someone enters the end zone, when the defenders win the ball or if the ball goes out.
- How it restarts
- From the start line, with a new ball for the attacking pair.
- How players rotate
- When the ball is won, the reds attack, the greens come in to defend and the blues go out to wait (in the drawing, one arrow per pair).
Number of players
7-7 players
Format
2v2+1 joker, one pair out
Recommended
3 × 12 min
Rest 60s · High intensity
Space
Small-sided space
Space
15×15 m
Goal
Defend zonally when outnumbered: shift across, close down the player on the ball and watch the pass, without letting anyone through the line.
Description
15x15 m square with a 2.5 m end zone at the far side. Three pairs and a yellow joker. One pair attacks with the joker (3v2) and has to dribble into the end zone; the defending pair stops it by defending zonally, shifting across and closing the passing lane; the third pair waits outside. If the defenders win the ball, they go and attack from the start line with the joker, the waiting pair comes in to defend and the pair that lost goes out to wait. This way everyone defends at a disadvantage and everyone attacks with an advantage.
Step by step
- 1
A2 dribbles towards the reds to commit them.
- 2
A2 passes to C, who is free on the bottom side.
- 3
C dribbles towards the end zone while R2 shifts across to close them down.
- 3.1 C dribbles.
- 3.2 R2 shifts across.
Rules
A goal is scored if an attacker dribbles the ball into the end zone. Defenders can't enter the end zone. If they win the ball, they dribble it to the start line and begin attacking. The joker always attacks and can't enter the zone alone: they must pass.
Equipment
- Cones for the square and the zone
- Bibs in 3 colours and a yellow one
- 6 balls
Physical focus
Recommended times by goal
- Tactical: 3 × 4' · rest 1' · High intensityOrientativo
Rotation and restart
When the ball is won, the pair that was defending attacks with the joker, the waiting pair comes in to defend and the pair that lost the ball goes out to wait.
Coaching points
- Defenders: the nearest one closes down the ball and the other covers behind.
- Shift across as the ball travels, not after.
- Attackers: commit the defender before you pass.
- Close the inside and let them play down the outside.
Common mistakes
Both defenders go for the ball.
How to correct: One presses and the other covers two metres away, diagonally.
The defenders stay put when the ball switches sides.
How to correct: Move together, as if tied by a rope.
Going in to tackle with no support behind.
How to correct: Drop off and delay until the cover arrives.
Questions for the players
- “Who goes to the player on the ball and who stays behind?”
- “Which way do you want to send them: inside or outside?”
Levels
- A · easy15x20 m square: more room to defend.
- B · standardAs described.
- C · advanced4v3 with two jokers and groups of three in a 20x20 m square.
If you have fewer or more players
- With 5 fewer: Only two pairs and the joker; when the ball is won the roles swap with no waiting pair. (2v2+1 joker)
- With 10 more: Threes instead of pairs: 3v3 with the joker and one group of three waiting. (3v3+1 joker, one out)
- With odd numbers: The extra player acts as a second joker.
Age
Variations
- With a goal. Instead of an end zone, a mini goal: you have to get into the zone and shoot.
- Time limit. The attackers have 8 seconds to reach the end zone.
Source: Gesdep (adaptado)