2v2 + Joker to Goals
A 2v2 with goalkeepers and a neutral joker who always plays with the team in possession, creating a 3v2 in attack.
- Age
- U11–Senior
- Players
- 5–13
- Duration
- 16 min
- Difficulty
- Intermediate
- Intensity
- High
- Area
- 30 × 20 m
- Type
- Tactical
- Approach
- Global
- Format
- Match
- Objectives
- Technical: Finishing
- Tactical: Ball possession, Decision making
- Concepts worked on
- Technical:Shooting
- Tactical:Numerical superioritySupport playScanning
Training diagram
Legend
- Attacker
- Defender
- Neutral / support
- Goalkeeper
- Pass
- Shot
- Ball
- Cone
- Goal
The joker makes it easier to keep the ball and to build chances, so the attacking pair can practise using the extra player: passing to the joker when pressed and running beyond. Defenders practise defending outnumbered by staying compact in front of goal.
Objective
Use the extra player to create shooting chances, and defend a 3v2 compactly.
Organisation
- Pitch of 30 × 20 m with two goals and goalkeepers.
- Two pairs and one joker in a different colour.
How it works
- The joker plays with the team in possession and cannot score.
- Games of 3 minutes; the joker changes every game.
- Restart from the goalkeeper.
Coaching points
- Use the joker when you are pressed, then move to receive again.
- Make the triangle: carrier, joker and partner never in one line.
- Defenders: protect the goal first and press only when the ball comes near.
Progressions
- The joker is limited to one touch.
- A goal after a pass from the joker counts double.
Regressions
- Two jokers (2v2 + 2).
Variations
- The joker can score but goals count only once.
Key principles
- Triangles beat pairs.
- Outnumbered defenders protect the goal.
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