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Attacking Against 1 Defender
Keep Away or Rondo games teach players the roles of the
Keep Away Games
Rondo games are played in small areas to maximize the number of touches under pressure from opponents, teach game concepts and to improve players in the least amount of time.
6 v 1 Attacking Coaching Points - Animation 1
Attacker 2 Receiving A Pass From Attacker 1
When Attacker 2 receives the pass from Attacker 1 they touch it to the side "away from pressure" (the closest Defender).
The Defender moves to "contain" Attacker 2 and blocks the on the ground "passing lanes" to both Attacker 4 and Attacker 5. When a defender blocks the longest "through passes" to open opponents in a position to shoot their team will usually keep their opponents from scoring.
Attacker 2 Can Still Pass To Attackers 4 Or 5 If
Attacker 2 can still pass the ball to either Attacker 4 or Attacker 5 if
Attacker 2 Can Also Pass On The Ground To Attackers 1, 3 or 6
Attacker 2 can pass on the ground to Attackers 3, 1 or 6.
6 v 1 Attacking Coaching Points - Animation 2
Why Passing To Attackers On Wide Passing Lanes Is Better
The Attacker with the ball has the best passing options if all of their teammates constantly move to be in the "best position". In learning to play Keep Away or Rondo games players play between two cones. To be in the "best position" players instantly move to the cone that creates the widest "passing lane" between them and their teammate with the ball.
The best passing lanes are usually the widest lanes with little chance the Defender can move quickly enough to win the ball. In the animation the widest passing lanes are the widest arrows in green. The worst passing lanes are in red.
In learning to move between cones to be on the widest passing lane some coaches impose a rule for Keep Away practice games that reminds players to instantly move to be on the widest passing lane. A players who does not instantly move to be on the widest possible passing lane instantly switches positions with a defender.
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Attacking Coaching Points