Build a 4v2 with a red on every side of the square, move the ball on after five passes, and react at once when it is lost: three reds against six yellows have to win it back before ten passes.
Mark a 30 x 35 m area and split it into four squares with cones. Ten reds: seven on the outer lines (one along the top serving both top squares, two on each side line, two on the bottom line) and three inner reds on the two lines that split the area. Six yellows defend. Play starts with the coach playing into one square. The four reds on its sides keep the ball from two yellows: the square's own yellow and the nearest spare one. After five passes the reds transfer the ball into a square next door, and the nearest two yellows press there. Outer reds slide along their lines; the inner reds slide along the middle lines to cover the sides of the square in play. If the yellows win it, play becomes a 6v3 central rondo: all six yellows keep the ball across the whole area, the three inner reds press, and the seven outer reds stay on their lines out of play. Ten yellow passes is a goal for the yellows, and the coach plays the next ball into a square. If the three reds win it back, they play it out to a red on the line and the 4v2 starts again in that square. Play three-minute games and rotate six new yellows in after each one.
The four-square rondo turns a 4v2 into a whole-team transition game. A 30 x 35 m area is split into four squares. Ten reds keep the ball: seven stand on the outer lines and three on the lines that split the area. Every square has a red on each of its four sides, so whichever square has the ball becomes a 4v2 against the two yellows nearest to it.
In the 4v2 the reds need five passes before they may transfer the ball into a square next door. A red on every side means there is always a pass either side of the two yellows and, when they are drawn apart, a split pass straight through them. The inner reds are the key: they slide along the middle lines to cover the sides of the square in play and get ready for the transfer while the ball travels.
When the yellows win it the picture flips. All six yellows keep the ball across the whole area in a 6v3 central rondo, and only the three inner reds can win it back; the outer reds stay on their lines out of play. Ten yellow passes is a goal. That puts real weight on the counter-press: the nearest inner red goes to the ball, the other two cut the passes to the nearest yellows, and if they win it they play straight out to a red on the line to restart the 4v2.
For the yellows it is two lessons in one. In the 4v2 one presses on an angle while the other screens the split. In the 6v3 they spread to the corners and move the ball round the outside of the three reds, switching when they squeeze.
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.