Soccer rondo drill with 4 grids and players moving between squares

Moving Monkeys: A Dynamic Rondo for Scanning & reaction

Category: Rondo Soccer Drills / Cognitive Rondo Game & Reaction

Focus: Scanning, Accountability, Quick Transition

Players: 16+ (Ideal for large groups)

Grid Size: Four adjacent 10×10 or 12×12 grids (Total 20×20 or 24×24 area)

Moving Monkeys is a high-energy, chaotic variation of the standard rondo. Unlike static drills, this exercise forces players to constantly scan the field, communicate, and adapt their technique based on the number of defenders entering their zone. It is excellent for developing “looking over the shoulder” habits and cognitive speed.

Soccer rondo drill with 4 grids and players moving between squares

Organization & Setup

  • Field Setup: Create 4 grids positioned together (forming a larger square).

  • Starting Formation: 4 Attackers vs. 1 Defender in each of the 4 grids.

  • Equipment: 1 ball per grid, but keep a large pile of spare balls and pinnies (bibs) around the perimeter to keep the game flowing.

How to Play: The Rotation Rules

The unique element of this drill is the movement. Players are not fixed to one grid.

  1. The Trigger: Movement is triggered by a mistake. A mistake includes:

    • Getting the ball stolen/intercepted.

    • Taking too many touches (violating the touch limit).

    • Playing a bad pass out of bounds.

  2. The Movement: The player who commits the error must immediately move clockwise to the next grid.

  3. The Role Switch:

    • The Defender who won the ball in the original grid stays and instantly becomes an Attacker.

    • The Attacker who made the mistake enters the new grid and becomes a Defender.

  4. Variable Defense: There is no limit to the number of defenders in a grid! If two players from previous grids make mistakes and enter grid #3, that grid becomes a 4v3.

Variable Touch Restrictions

To force players to analyze the situation (Scanning), the touch limits change automatically based on the pressure.

Scenario Constraint Reasoning
4 v 0 1 Touch Speed up play to find a rhythm.
4 v 1 2 Touches Control and pass. Standard Rondo.
4 v 2+ Unlimited High pressure requires dribbling/shielding to survive.

Note: A grid must always have at least 4 attackers. If a grid drops below 4 attackers, pause briefly to re-balance.

Coaching Points

1. Scanning & Awareness (The “Why”)

This is the most critical part of the drill. Because defenders rotate in from other grids, attackers must constantly check their shoulders.

  • Cue: “Who is coming?”

  • Cue: “Scan before the ball arrives.”

2. Communication & Accountability

Players must self-police the game.

  • Call the Limits: Players should shout “Two touch!” or “Free play!” as soon as a new defender enters their grid.

  • Own the Mistake: If you lose the ball, don’t argue. Sprint to the next grid. The speed of the transition defines the intensity of the drill.

3. Technical Execution

  • Overhit Passes: In a panic, players often smash the ball. Encourage “punchy” passes, not rockets.

  • Check to Receive: Don’t stand static behind a defender. Move into windows of space.

4. Decision Making (Quick vs. Calm)

  • In a 4v1, play quickly to exhaust the defender.

  • In a 4v3, use “La Pausa” (calmness), shield the ball, and draw a foul or wait for a clear passing lane.

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