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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.

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? (Conviction 3 — recognising and using the overload is the ceiling decision; Conviction 5 — 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 (Conviction 13 — 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 (Conviction 30 — every player is reading positions, holding the shape, and choosing where to move the ball at once; Conviction 36 — 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 (Conviction 3).
  3. Players must scan to locate the free player before receiving, and call to share the picture: "switch on," "spare wide," "turn." (Conviction 5 — 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 (Conviction 5).
  • 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 (Conviction 13).
  • 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 (Conviction 36).

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 (Conviction 30).
  • 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." (Conviction 3.)

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?" (Conviction 30.)
  • Players only scan after receiving and miss the switch window. "Find the free man before the ball gets to you, not after." (Conviction 5.)
  • 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?"