Double square: ball possession and finishing
- 8 markers
- 1 goal
- 1 vest
- Balls
- Playing Area: each square 12x12 meters / 13x13 yds
- Players: 5 + 1 goalkeeper
- Duration: 20 minutes
- Series: 5 of 3 minutes with 1 minute of passive recovery in between series
Summary | Secondary Objectives |
---|---|
Ball possession with 4 v 1 rondo plus shot on goal attacker against goalkeeper |
Depth, Diagonal runs, Possession, 1v1, Passing, Shooting, Intercepting, Coordination, Awareness, Balance, Anticipation, Differentiation, Peripheral vision, Losing your marker, Pass, Shooting, Intercepting, 1 against Goalkeeper, Ball possession, Cut, Insertion |
Create two adjacent squares measuring 13x13 yards starting from the goal line. In the square furthest from the goal place five players with a ball to play a rondo 4 (white in the picture) v 1 (red). The area corresponding to the square adjacent to the goal remains free, except for the presence of a goalkeeper to defend the goal. To divide the two squares place four markers thus dividing the line separating the two zones into three equal spaces: left corridor (A), middle corridor (B) and right corridor (C). Each corridor is 4 yards wide.
- On the coach's go, the white attackers maintain possession of the ball by trying not to have it intercepted by the red defender
- The objective of the attackers is, after executing a minimum of five passes and a maximum of seven, to look for a teammate who will try to score a goal by facing the goalkeeper in a 1 v 1 duel
- If the defender intercepts or recovers the ball, they swap roles with the player who missed the pass
- The attacker can enter the second square only through the central corridor (B)
- The pass must be made through one of the outside corridors (A or C), on the attacker's running space
- The game is played with two obligatory touches, except for the last pass, which can be one-touch
- The defender cannot follow the attacker in the second square (finishing zone)
- After each goal, change the defending player in the center
- The defender can follow the attacker entering the second square (finishing zone)
- A second attacker can go with the teammate into the second square thus creating a 2 (white) v 1 (red) numerical superiority situation for the conclusion on goal
- The attacker can enter the finishing square through any corridor of their choice (A, B, C)
- Encourage attackers to create continuous passing lines to maintain possession of the ball
- Control the timing of the attacker's entry inside the finishing zone
- Stimulate a quick conclusion on goal by the attacker once they enter the second square