Joker is a training format in football where one or more players act as neutral support for both teams. This keyword covers exercises that include a joker player, thus improving players' ability to make quick game decisions and utilize numerical advantage situations. The joker increases the intensity and versatility of the exercise, helping players develop their strategic thinking and game reading skills more effectively.
Yellow end zone players act as jokers. 2v2 in the middle. If there's an odd number of players, an additional joker can be in the middle. The joker must take their first touch inside the area and play on the side of the team in possession. When the ball is played to the other end, the joker returns to their own end zone. A team scores a point by playing from one end zone to the other. After a turnover, the ball must always be played back to the end zone joker, after which the team tries to score a point. Variations: Must dribble across the center line vs. Must pass across the center line
2 teams + joker. For example, 2 v 2 or 3 v 3 (+ joker) depending on the area size. Teams play against each other, scoring a point for each successful pass through a gate goal. It's better to use cones or sticks instead of flat markers if possible. The joker always creates a numerical advantage for the team in possession. Can be played in sets, e.g., to 10 points, or as a timed game counting the final score. Immediate pass back through the same gate goal is not allowed. The coach can initially act as the joker, clarifying effective ways to find open spaces / gates and passing directions. Gate goals can be arranged in formations other than the "dice five" pattern. As a variation, it can also be played as a 4 v 2 game, where the scoring team has a clearer numerical advantage, making it considerably easier to score. In this case, rotate the defenders/ball interceptors.
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