Keep the ball under pressure and make possession count, and punish every lost ball: the pressing three hunt the ball as a unit and break out to goal the moment they win it, while the five react straight away to win it back.
Mark a 44 x 32 m area with a full goal and a keeper at each end; one end can be the goal on the end line of a pitch. In the middle mark a 14 x 14 m square, a disc on each corner, and put a mini goal about 2 m outside the middle of its top line and its bottom line, facing the square. Five blues keep the ball in the square against three reds. Two more reds wait outside the square, one on each side, between the square and a goal. A coach with spare balls stands outside the square. Six blue passes in a row open the mini goals: from then on the blues can pass the ball into either one for a point, and the count starts again. When the reds win the ball they break out of the square at once, link with the two outside reds and attack either full goal; a goal is a point. The blues counter-press: the nearest player goes at the ball and the others cut the passing lanes. If the blues win it back they take it into the square and play on. After every goal, or when the ball goes out, the coach serves a new ball to a blue in the square and everyone goes back to their start positions. Play 3 minute rounds, change the three pressers each round and swap the teams' roles after three rounds.
A plain 5v3 rondo can get comfortable: the five keep it, the three chase, and nothing much happens when the ball changes hands. This version gives both teams something to win. The five are rewarded for keeping it, and the three are rewarded for taking it.
In the square it is a 5v3 with one player in the middle. Six passes in a row open two mini goals just outside the square, so possession has a purpose: once the count is reached, the blues look for the pass into a mini goal instead of keeping it for its own sake. That asks for the basics done quickly: open the angle before the ball arrives, play away from the presser, and use the middle player to split the three.
The three reds have to press as a unit or they never get the ball. The nearest goes at the ball. The other two do not chase, they cut the two most dangerous passing lanes, usually the ones through the middle. After every pass the nearest red presses the new man on the ball and the other two shift across to the next lanes.
When the reds win it, the second game starts. Two more reds wait outside the square, one on each side, and there is a full goal with a keeper at each end of the area. The reds break out at once, link with a wide team-mate and attack either goal. Speed matters more than numbers: a first pass forward and an early finish beat a slow build-up.
The blues have just lost the ball, so the drill trains their reaction too. The nearest blue presses the ball straight away and the others cut the passing lanes and get goal side. If they win it back, they take it into the square and the rondo carries on. After every goal the coach serves a new ball, so the players keep switching between keeping the ball, pressing it and attacking the goal.
Save it to your private drills, then change the animation, adjust positions, swap equipment, or drop it into a session block. Or start from a blank pitch and build your own.