Skip to content

4v1 double grid with migration

How Can We Help?

Search for answers or browse our knowledge base.

< All Topics
Print

4v1 double grid with migration

Video

Description

The activity takes place in two adjacent boxes. As shown here, the boxes are constructed as a rectangle with two halves, but they could also be constructed as two separate boxes with a space between (described further in the progressions section below). Initiated in one box, the activity follows the form of the common 4v1 rondo—the four exterior players working together to prevent the player in the middle from intercepting the ball.

In this variation, the activity can move between the two boxes based on triggers and movements of the “edge” player – the outside player positioned on the side of the box nearest to the second grid. Ideally, the edge player will recognize a moment to slide backward into the second grid. Their teammates, identifying the moment of change, play the ball into their teammate now positioned in the second grid and move to support, reconstituting the rondo in the second grid. The opponent will also recognize this movement and switch grids, continuing in their defensive role.

blank

Scoring

The activity may be structured so that, on a change of possession, the interior defender switches with the player who lost the ball—this is a very typical action in rondos. Alternatively, it can be structured as a point-based game using time to determine rotations.

For example, each player rotates through the defensive role once every minute. Players receive points for the actions of their group when they are in the attacking role – 1 point for every 10 passes, 1 point for every successful transition between the boxes. At the end of the activity, the player with the most points is the winner. Players do not receive points on the transition if the edge player has not completed their movement to the far edge of the second grid.

blank

Edge player has not completed movement to second grid – no point

Progressions/adjustments

The most common progression in this activity is to limit touch count – generally 2- or 3-touch. A 1-touch limit is difficult to implement while maintaining rhythm and pace. Another progression is a “1-3” touch count – a rhythm in which players alternate between exactly 1 and 3 touches. This progression is recommended only for advanced groups. Besides the obvious technical challenge, it can be difficult to time the 1-touch into the edge player in the middle of their transition to the second grid.
Another progression is to require a transition in no more than (for example) 10 passes. This progression places urgency on the team to quickly find moments and coordinate the movement.
Another progression is to rotate the responsibility to transition grids. As shown initially, only the edge player initiates the movement to the second grid. In the progression, the responsibility can be shared or rotated. In one variation, the wing players are responsible for performing the rotation (effectively an overlap) and must determine with each other which one will make the move. In another variation, any of the four players can decide to make the switch at any time.
blank

Wing player overlaps into 2nd grid, ball is played forward, teammates must join

A common adjustment to the game is increasing the distance between the two grids. As initially shown, the grids are directly adjacent with a common edge. Altering the distance requires the three players in possession to hold the ball while their teammate moves the increased distance to receive it.
blank

Grids are separated rather than sharing an edge

Another possible adjustment is to create a “checkboard” of grids, with the game allowed to flow between them. The checkboard could be a true row/column arrangement or shaped as a T, I, or other shape.
blank

Shown as a T-shape, the activity can move between any of the grids

What we like about this activity

Although the “standard” rondo can be an excellent activity for developing a range of abilities (technical and tactical), it suffers from its static nature—the player is allowed to move side-to-side on an edge, but the game itself remains in its original space. In effect, the standard rondo emphasizes the “possess-to-retain” objective.
In this activity, the use of a second space for the game requires the players to continually evaluate opportunities, make decisions, recognize the decisions of their teammates, and execute off-ball movements in support of their decisions. Inevitably, a result will include increased communication between the players, verbal and non-verbal. In addition to possess-to-retain, the second space incorporates a “possess-to-penetrate” objective.

Relationship to the game

The activity reflects a common game scenario: the opportunity or need to move the ball in possession from one space to an adjacent space. Often, this second-space transition can unlock progressive play in a third player’s run.
blank

Highlighted player drops laterally to touchline, plays ball into winger

Another common scenario involves using the migrating player to provide a deeper option into space, for example, a center half working with a midfield combination. By dropping, the center half is providing a safer option with more time to make decisions that may result in a pass to a fullback or a direct pass through the lines to a player higher up the field.
blank

Highlighted player drops deeper to receive, swings ball around opponent to open up opposite side

Coaching points

In this activity, we can classify our coaching points based on three roles: the player on the edge (who will determine when to change grids), the player with the ball, and the teammates.
Edge player
The decisions and actions made by the edge player will dictate the game’s flow between grids. It is crucial that the movement into the second grid is executed using a backpedal – facing their teammates – rather than turning and running toward the far grid. The reason is that we want this player to have vision on the ball, teammates, and game during the grid transition.
Selecting the moment of transition – deciding when to drop – can be challenging. The expectation is that their teammates will be in clear possession of the ball, not requiring the edge player as an option to release pressure, allowing the edge player to move and acquire the new position in the second grid without receiving the ball early. In the “pass limit” progression described earlier, the edge player should have a timer in their head, actively looking for the moment to make their move.
Ideally, the edge player will communicate the switch to their teammates, who may be preoccupied with maintaining possession in what is now a 3v1. Simple terminology—” switch,” “look,” or a handclap—can suffice.
Player in possession
At the moment of the switch, the player on the ball must determine whether the moment is “right” – there is a clear passing window to the edge player, and whether the edge player has completed their movement and is prepared to receive the ball. If not, the player on the ball must determine which of the two other teammates is in the best position to receive the ball and play into the edge player. It is important to note – and for the players to understand – that just because the edge player has moved and is calling for the ball, the opportunity might not yet be available. Playing the ball too early can result in loss of possession, a poor first touch by the edge player, or the edge player receiving the ball in a position where the single defender can immediately challenge the ball.
Teammates

The two teammates not in possession should recognize the switch and position themselves accordingly. Suppose the player on the ball cannot make a direct pass due to pressure. In that case, these players must immediately position themselves to receive the ball and then immediately progress it to the edge player.

Once the ball is played away—either immediately on the switch by the edge player or after one or more passes—all of the teammates must move into position to support the edge player and develop a rhythm of possession in the new grid.

Adjust for numbers

Designed for 5 players, the activity can potentially be adjusted for 1 to 3 additional players:

  • For one additional player, add a 2nd defender, make the grid larger
blank

2nd defender in grid, expand area

  • For 2-3 additional players, add the second defender and one player on each edge, retaining the single player on the wing. This places either 1 or 2 players (depending on the number) in a position to transition between the grids. The challenge of 2 players on an edge is that both must work together during the transition phase to avoid a situation where 1 has dropped and the other has remained in the original grid.
blank

With 2 additional players – must transition as a unit between grids

Summary

The 4v1 double grid with migration activity extends the rondo paradigm to include coordinated movements between a collection of players between field spaces. The activity can be modified to increase or decrease the spaces between the grids to challenge the players further. Progressions and modifications may be used to institute touch and pass limits, encouraging players to recognize moments of opportunity and increase skill challenges. The activity translates well to the real game, where teams must adjust between possess-to-retain and possess-to-penetrate tactics.