High school · Team shape · 18 min
Three Stay, Seven Go
When we attack, three stay: two CBs and the 6. They win the first ball after a miss so the counter dies in our half, not theirs.
- Space
- Full width, attacking half plus 20 yards
- Equipment
- 10 cones · pinnies · 1 goal · 2 mini-goals · 6 balls
Organization
Whiteboard
Diagram notes
Coaching points
- The 6 is the first rest defender. They do not crash the six-yard for a header.
- CBs hold the edge of the D. One can step, not both.
- After a miss, the first job is the second ball, not a jog back to the center circle.
- Fullbacks can go — if the 6 stays. If the 6 goes, a fullback must stay.
Phrases to use
- “Three stay.”
- “6 doesn’t crash.”
- “Win the second ball.”
- “If the 6 goes, a fullback stays.”
Progressions
- Only two may stay — higher risk.
- Counter must be scored in 6 seconds.
- Outnumbered 8v5.
Regressions
- Freeze at the shot to check who stayed.
- Four rest defenders.
- No mini-goals — just win the second ball.
Common mistakes
Everyone in the box, a clearance, and they’re 3v1 the other way.
Count to three behind the ball before the cross is struck.
The 6 crashes for a header and loses the bounce.
The 6’s header is the one on the D. Leave the six-yard to the 9.
CBs drop to halfway as soon as we attack.
Hold the D. Dropping invites the first pass of the counter.