4v2 Rondo into 6v4 Possession and Mini-Goal Counter
Four reds play a 4v2 rondo in a 10 × 10 m square. A steal sparks 6v4 possession in a 28 × 28 m area, and a red recovery means a fast attack on four mini-goals.
- Objectives
- Tactical: React after losing the ball, Attack after winning the ball, Keep possession, Press to win the ball, Improve decision-making
- Concepts
- Technical:Interception
- Tactical:PressingBall retentionSupport playCounter-attackCounter-pressing
- Focus and load
- Technical3/5
- Tactical5/5
- Physical3/5
- Format
- Possession game
- Approach
- Global
- Age
- U11–U16
- Difficulty
- Intermediate
- Players
- 10–12
- Duration
- 16 min
- Area
- 28 × 28 m
Training diagram
Legend
- Attacker
- Defender
- Pass
- Run without ball
- Shot
- Ball
- Cone
- Goal
Objective
Train pressing after losing the ball, playing out after a steal and keeping possession with an extra player, linking the defence-to-attack and attack-to-defence transitions.
Organisation
- Mark a 28 × 28 m square with orange cones and place a mini-goal on the end lines next to each corner.
- Mark a 10 × 10 m square in the centre with yellow cones.
- Four reds stand one on each side of the small square.
- Two blues start inside the small square to win the ball.
- The other four blues wait at the middle of each side of the big square.
- The coach stands outside the big square with the spare balls.
- With 11 or 12 players, the extra players rest outside and come in each time a new series starts.
- Play 4 series of 3 minutes with 1 minute of recovery after each series.
Equipment
- Balls × 12
- Cones × 8
- Bibs × 10
- Mini goals × 4
How it works
- The coach starts the rondo by passing a ball to one of the reds.
- In the rondo, the reds play with a maximum of two touches.
- When the blues steal the ball, they must get it out of the small square with their first or second pass.
- If the reds put the ball out of the small square by mistake, the coach passes a new ball to an outside blue and the 6v4 starts.
- Once the ball leaves the small square, the four outside blues become active and the game is 6v4 in the whole big square.
- Six passes in a row by the blues earn one point.
- If the reds win the ball during the 6v4, they can attack any mini-goal and have 8 seconds to score; each goal earns them one point.
- After a goal, a point, a ball out of play or the 8 seconds running out, the coach restarts the rondo with a new ball.
- At each restart, the two blues in the rondo swap with two of the outside blues.
- At the end of each series, four blues swap bibs with the reds so everyone plays in the rondo.
Coaching points
- Blues in the rondo press as a pair: one closes down the ball carrier and the other blocks the pass through the middle.
- Reds open their body to see the next pass before the ball arrives.
- After stealing the ball, look first for a free teammate outside the small square.
- Outside blues spread wide and offer support on both sides of the ball.
- When the reds lose the rondo, the nearest players press the ball carrier immediately to win it back.
- After winning it back, reds look up and attack the mini-goal furthest from the pressure.
Progressions
- Limit the reds to one touch in the rondo.
- After a steal, the first pass must go to the blue the coach calls out.
- Give the blues an extra point for a switch of play between opposite sides of the big square.
- Reduce the reds' time to finish after a recovery to 6 seconds.
Regressions
- Allow the reds three touches in the rondo.
- Enlarge the small square to 12 × 12 m.
- Give the reds 10 seconds to finish after a recovery.
- Lower the blues' target to five passes in a row.
Variations
- Instead of six passes, the blues score by playing a pass into a teammate who receives inside the small square.
Key principles
- Instant reaction: the moment possession changes, every player changes role.
- Pressing together: one player presses the ball while a teammate closes the nearest passing lane.
- Escape the pressure: after a steal, move the ball quickly away from the area where it was won.
- Width and support: with an extra player, use the whole square to keep the ball.
- Attack the free space: after a recovery, finish on the side where the opponents are not.
This exercise links three moments of the game. Four reds play a rondo against two blues in a 10 × 10 m square in the middle of a 28 × 28 m area. If the blues win the ball, they play it out of the small square, the four blues waiting on the sides join in, and it becomes 6v4 possession in the big square. If the reds win it back during that possession, they have 8 seconds to score in any of the four mini-goals near the corners. Players have to switch roles instantly: press, escape the press, keep the ball and finish the counter.
Use it as
- Tactical block
Updated October 28, 2026
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