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StunpreX

Drill — SX-DR-023

Find the Free Man (Positional Rondo 4v4+3)

A positional rondo with three neutral players where the team in possession must recognise and use the spare player to escape pressure and switch the point of attack — training the collective scan, the call, and the decision of where the free player is.

Diagrams

Watch a switch

ZONE AZONE BT1T2NFD1D2
1/4
Step 1Use the spare man to keep possession.Use the spare man to keep possession, then switch through the free player to the opposite zone. Loops.

Introduction

In a real match the spare player is always somewhere, and the team that finds them fastest controls the game. The positional rondo trains exactly that recognition: with neutral players creating a numerical advantage for whoever has the ball, the in-possession team must constantly answer one question — where is the free man, and how do we reach them before the picture changes? (recognising and using the overload is the ceiling decision; the scan that locates the free player is the habit it depends on.)

This is the library's most communication-heavy possession game. The free player is often the one nobody is looking at, and the team finds them through talk as much as through sight — "switch," "spare here," "man on" — so the picture is shared, not held by one player alone. The three neutrals make the overload reliable enough that the recognition can be trained without the game collapsing (the neutral players are the constraint that guarantees a free man exists, so the skill becomes finding them, not creating them).

It is busy, loud, and decision-dense by design (every player is reading positions, holding the shape, and choosing where to move the ball at once; the overload and the pace overdo the match so the match's tighter pictures feel readable).

Setup

        •─────────────┬─────────────•
        |   ZONE A     │   ZONE B     |
        |  team 1 (4)  │  team 2 (4)  |
        |              │              |
        •─────────────┴─────────────•
        N        N (3 neutrals)        N
              ~24m × 20m, split in two
  • Grid: ~24m × 20m, divided into two zones by a central line.
  • Two teams of 4 plus 3 neutral players who always play for the team in possession.
  • The in-possession team (4 + 3 neutrals = 7) keeps the ball against the 4 defenders, aiming to keep it through a set number of passes and then switch the ball to the other zone via the free player.
  • One neutral plays centrally and may move between zones; two stay wide as permanent outlets.

Description

One phase:

  1. The team with the ball uses the three neutrals to create a 7v4 and keep possession.
  2. After a set number of passes (e.g. six), the in-possession team scores by switching the ball to the opposite zone through a free player — proving they found and used the spare man.
  3. Players must scan to locate the free player before receiving, and call to share the picture: "switch on," "spare wide," "turn." (the scan; the call distributes what the scan found.)
  4. If the defending four win the ball, they become the in-possession team (with the neutrals) and the others defend.
  5. Rotate which players are neutral every few minutes so everyone trains both the finding and the being-found.

The measure is switches completed through the free man and clean recognition of the overload, not raw passing numbers.

Progressions

  • Level 1 (baseline): keep the ball at 7v4 with no switch requirement; players first learn to use the neutrals and hold the overload.
  • Level 2 (switch to score): add the switch-after-six-passes scoring; the team must now move the ball deliberately to the free zone.
  • Level 3 (limit touches): two-touch maximum for the four field players (neutrals stay free); the early scan becomes essential to keep the ball moving.
  • Level 4 (defenders may jump zones): one defender may follow the switch across the line, so the free man is not always where it was; the recognition must be live, not assumed.
  • Level 5 (elite — two neutrals, one-touch switches): reduce to two neutrals (a thinner overload) and require the switching pass to be played first-time; the team must manufacture and find the spare man at speed under real pressure.

Coach guidance

Look for:

  • Recognition of the overload. Does the team play toward the free space and the spare player, or pass square among the crowded side and lose the advantage?
  • The scan and the call. Are players looking for the free man before they receive, and telling each other where they are? A silent positional rondo finds the free man slowly.
  • The switch. Is the ball actually moved to the other zone through the free player, or does possession die on the busy side?

Cues: "Where's your spare man — is anyone looking?" · "Talk — tell the ball-carrier what they can't see." · "Don't pass into the crowd; switch it to the free side." · "Two passes ahead — who's free after the switch?"

Praise: the recognition and the switch. "You saw the overload was on the far side and switched it — that's the whole game in one pass."

Don't fix yet: the precise body shape of every receiver in early sessions — first get the team finding and using the free man at all; the receiving angles refine once recognition is reliable.

Watch points

  • The team passes among the crowded side and never uses the overload. "You're 7v4 and playing in a phone box. Where's all that space?"
  • Nobody talks, so the free man stays hidden. "The carrier can't see behind them. Who's going to tell them?"
  • Players only scan after receiving and miss the switch window. "Find the free man before the ball gets to you, not after."
  • The neutrals stand still and stop being outlets. "Neutrals — you're always free. Move to be findable."

Closing reflection

  • "How did your team usually find the free man — by looking, or by talking?"
  • "When you lost the ball at 7v4, what went wrong? You had the numbers."
  • "What's the fastest way you found to switch from a crowded side to a free one?"