Linkalde
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7v7 possession: three short passes and one long

Linkalde exercise

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

How it works

Who starts
A red player with the ball; if it goes out, the coach gives it to the team whose turn it is.
Who takes part
Seven reds against seven blues, no goalkeepers.
What the ball does
Three short passes between reds who are close together and then a long pass to the red who is alone on the other side.
How to score
1 point for each series of three short passes in a row plus a controlled long pass.
When it ends
The move ends when the ball is won or goes out; play continues non-stop for 10-12 minutes.
How it restarts
If the ball goes out, the coach gives it to any player of the team whose turn it is.
How players rotate
There is no rotation of positions: everyone moves freely.
PossessionAttack: keep possessionAttack: progressDefence: deny possessionCombination playMixedPossessionPositional playPassingWidth

Number of players

14-14 players

Format

7v7

Recommended

1 × 10 min

Medium intensity

Space

Small-sided space

Space

35×35 m

Fitness
30%
Technique
30%
Tactics
40%

Goal

Draw the opponent in with short passes and switch play with a long pass into the free space.

Description

Two teams of seven in a 35x35 m square marked with four discs. The team with the ball keeps it and scores a point when it links three short passes in a row and then a long pass to a distant teammate. It is for combining short to draw the opponent in and then switching play long to the free side.

Step by step

  1. 1

    First short pass: the red at the top to the teammate in the centre.

  2. 2

    Second short pass: to the teammate at the top right.

  3. 3

    Third short pass: into space, and the red on the right moves up to receive.

  4. 4

    Long pass to the red who is alone on the opposite side: point.

Rules

Unlimited touches. 1 point for each series of three short passes in a row and a long pass controlled by a teammate. Play carries on after the point. If the ball goes out, the coach gives it to any player of the team whose turn it is.

Equipment

  • 4 discs
  • Bibs: 7 red and 7 blue
  • Spare balls next to the coach

Physical focus

Intermittent endurance

Recommended times by goal

  • Intermittent endurance: 1 × 10' · Medium intensitySegún la fuente
  • Tactical: 3 × 3' · rest 1' · High intensityOrientativo

Rotation and restart

No rotation of positions: everyone moves freely. When the ball is won, the other team starts counting from zero.

Coaching points

  • Get close to the ball for the short passes and leave a teammate far away for the long one.
  • Before the third short pass, look where the free teammate is.
  • The long pass: firm, to feet or into space in front of the teammate.
  • The player receiving the long ball opens up their body to keep playing.

Common mistakes

  • Playing long from the start, without drawing anyone in.

    How to correct: Three short passes first so the opponents bunch up on that side.

  • Nobody stays far away and there is nobody to play the long pass to.

    How to correct: Always have a teammate wide on the opposite side.

  • A lofted, slow long pass.

    How to correct: Strike with the laces, along the ground or at medium height, and firm.

Questions for the players

  • “Where is the teammate who is alone?”
  • “When is the moment for the long pass?”
  • “Why is it good for the opponents to be pulled to one side?”

Levels

  • A · easyAny long pass counts, even if they don't control it; with a joker in the middle.
  • B · standardAs described.
  • C · advancedThe long pass has to be first time and the short ones in two touches.

If you have fewer or more players

  • With 2 fewer: 6 against 6 in 30x30 m with the same rule. (6v6)
  • With 2 more: Two jokers with the team in possession, or 8 against 8 in 40x40 m. (7v7+2)
  • With odd numbers: The extra player acts as a joker with the team in possession.

Age

U12U14U16U19Senior

Variations

  • Touch limit. Play with a maximum of 2 touches to force quicker decision-making.
  • Jokers. Add one joker per team who cannot be pressed or whose passes count double.
  • Points by zones. Award extra points if the long pass reaches a specific zone of the pitch.

Source: VOLUMEN 4 - Espacios Reducidos (PDF, terceros)