PLATE 04Formations · pressing · buildup

Soccer

Two teams of eleven, one ball and only one rule most people argue about. Soccer is a game of space: creating it with the ball, taking it away without it.

11 v 11including goalkeepers
2 × 45:00plus added time
105 × 68metres · FIFA standard
7.32 Mgoal width
3–5 SUBSby competition
OFFSIDELaw 11

1H · The basics

Start here: the words

Read this first. These are the words the rest of the page assumes you know.

The pitch, to scale

IFAB LAW 1 · TAP THE LAYERS
Every line is set by Law 1: an 18-yard (16.5 m) penalty area, a 6-yard (5.5 m) goal area, the penalty mark 11 m out and a 9.15 m circle that keeps opponents away at restarts.
Core vocabulary21 words used everywhere below

Possession

Which team currently controls the ball.

Formation

The team’s basic positional shape, such as 4-3-3 or 4-2-3-1.

Shape

How players are spaced and connected on the field at a particular moment. Shape changes constantly even when the named formation stays the same.

Line

A horizontal group of players, such as the defensive line or midfield line.

Width

Using the full width of the field to stretch defenders apart.

Depth

Having players at different distances from the ball so the team has forward, sideways, and backward passing options.

Press

Coordinated pressure on the ball and nearby passing options to win possession or force a mistake.

Block

The compact defensive shape a team uses when it is not actively pressing high up the field.

High block / high press

Defending aggressively near the opponent’s goal and buildup area.

Mid block

Defending compactly mainly in the middle third of the field.

Low block

Defending deep and compact close to your own goal.

Transition

The few seconds after possession changes, when teams switch from attack to defense or defense to attack.

Counterattack

A fast attack immediately after winning the ball, before the opponent can organize its defense.

Overlap

A supporting player runs around the outside of the teammate who has the ball.

Underlap

A supporting player runs inside the teammate who has the ball.

Half-space

The inside-wide channel between the center of the field and the touchline.

Offside

A restriction that prevents attackers from gaining an unfair head start behind the defense. Exact offside judgment depends on position when a teammate plays the ball and whether the player becomes involved in active play.

Marking

A defender’s responsibility for tracking a player or protecting an area.

Set piece

A restart such as a corner kick, free kick, penalty kick, or throw-in.

Buildup

The process of moving the ball from the goalkeeper/defense into midfield and attack in a controlled way.

Progression

Moving the ball forward through or around defensive lines.

1H · The basics

The game at a glance

Get the whole ball over the opponent’s goal line, between the posts and under the bar. The clock runs continuously; the referee adds time at the end of each half for stoppages.

Match

Two teams try to score by getting entire ball over goal line between posts and under crossbar.

Half

Standard adult matches are two halves, commonly 45 minutes each, plus added time; competition rules can vary.

Added time

Time added for substitutions, injuries, delays, goal celebrations, VAR checks, etc.

Extra time

Some knockout competitions add two extra periods if tied; not the same as stoppage time.

Penalty shootout

Tiebreak method used by some competitions after drawn knockout match.

Throw-in

Restart when ball fully crosses touchline, awarded to opponents of last toucher.

Goal kick

Restart for defending team after attacking team last touches ball over goal line without goal.

Corner kick

Restart for attacking team after defending team last touches ball over own goal line without goal.

Free kick

Restart following foul/offence; can be direct or indirect.

Penalty kick

Direct kick from penalty mark for qualifying direct-free-kick offence inside defender’s penalty area.

Offside

Position is not itself an offence. Player is penalized only when involved in active play under Law 11 conditions.

The frameTime, cards, substitutes
  • Matches are two 45-minute halves plus added time. Knockout games may add two 15-minute periods of extra time, then penalties.
  • Only the goalkeeper may handle the ball, and only inside his own penalty area.
  • A player is sent off with a red card or a second yellow card; the team plays short-handed.
  • Most top competitions allow five substitutions in three windows (plus extra concussion substitutes).

1H · The basics

Positions and role families

Players are often called by number: the 6 screens the defense, the 8 runs box to box, the 10 creates, the 9 finishes.

Goalkeeper (GK)

Protects goal and can use hands within own penalty area subject to laws.

Center back (CB)

Central defender; wins duels, controls depth, builds possession.

Fullback (LB/RB)

Wide defender; supports buildup, defends wingers, may overlap/invert.

Wing-back (LWB/RWB)

Wide two-way role in back-three systems with more attacking responsibility.

Defensive midfielder / 6

Screens defense, receives in build-up, controls transitions.

Central midfielder / 8

Box-to-box or linking role between phases.

Attacking midfielder / 10

Operates between lines, creates chances, combines around box.

Winger

Wide attacker who can stay wide, cross, cut inside, or attack depth.

Inside forward

Wide attacker who drives into scoring areas rather than hugging line.

Striker / 9

Primary central scoring threat; pins center backs, runs channels, links or finishes.

False 9

Nominal striker who drops into midfield to pull center backs out and create space for runners.

Target forward

Striker who receives direct passes, holds ball, wins aerials, and brings teammates in.

Sweeper-keeper

Goalkeeper who actively covers space behind high defensive line and participates in buildup.

Inverted fullback

Fullback moves into central midfield in possession instead of staying wide.

2H · Tactics

Formations and what they imply

A formation is written back to front, not counting the goalkeeper: a 4-3-3 has four defenders, three midfielders and three forwards.

Formation board

TAP A PLAYER · SWITCH SHAPES
The same eleven players can defend in one shape and attack in another; a formation is the starting reference, not a fixed map.

4-3-3

Four defenders, three midfielders, three forwards. Natural width and flexible pressing/build-up.

4-2-3-1

Double pivot under three attacking midfielders. Good balance and clear occupation between lines.

4-4-2

Two banks of four plus two strikers. Compact, simple pressing references, strong wide coverage.

4-4-2 diamond

Narrow midfield diamond with fullbacks providing width.

4-1-4-1

Single holding midfielder with line of four ahead; good compactness and midfield access.

3-5-2

Three center backs, wing-backs, three central mids, two strikers.

3-4-3

Three center backs, two wing-backs, two central mids, three forwards.

5-3-2

Defensive representation of back-five shape; can become 3-5-2 in possession.

5-4-1

Compact defensive block with lone striker, often used to protect central spaces.

Box midfield

Four central players arranged as two deeper + two higher, often created dynamically from nominal formation.

Asymmetric formation

One side behaves differently from the other to exploit personnel/matchups.

Formation numbers are starting references, not static positions. Modern teams change shape between buildup, attack, press, and low-block phases.

2H · Tactics

Attacking principles

Attacks stretch the defense wide and deep, then exploit the gaps that open between defenders.

The five lanes, thirds and zone 14

HOW COACHES SPLIT THE PITCH
Modern coaching divides the pitch into five vertical lanes. The half-spaces between the center and the wings are the most valuable places to receive the ball.

Attacking patterns, animated

OVERLAP · UNDERLAP · THIRD MAN · SWITCH · CUTBACK · ONE-TWO

Width

Stretch defense horizontally to open interior gaps.

Depth

Threaten space behind defense so opponents cannot step forward freely.

Occupation of five lanes

Common coaching model: left wing, left half-space, center, right half-space, right wing.

Half-space

Channel between central and wide zones; valuable because it offers central access and crossing/shooting angles.

Overload

Put more attackers in an area than defenders can comfortably handle.

Isolation

Overload elsewhere to create a one-on-one for a dangerous winger/attacker.

Overlap

Player runs outside teammate toward touchline/behind defense.

Underlap

Player runs inside teammate into half-space/channel.

Third-man run

Player A passes to B, but movement of C exploits return/link pass beyond direct pressure.

Wall pass / one-two

Pass and immediate run for return ball around defender.

Switch of play

Move ball quickly to opposite side to attack weak-side space after defense shifts.

Through ball

Pass into space behind defense for runner.

Cutback

Pass from near end line backward into central scoring area.

Cross

Ball delivered from wide area into penalty area.

Early cross

Cross delivered before reaching final third/end line, often behind back line.

Combination play

Quick short passes and rotations around defenders.

Rest defense

Structure left behind ball while attacking to control counterattacks if possession is lost.

2H · Tactics

Buildup and progression

Buildup is how a team moves the ball from its goalkeeper into the attacking half under pressure.

Build from back

Goalkeeper and defenders circulate under pressure to progress with control.

First line

Initial buildup players, often goalkeeper + center backs.

Double pivot

Two deeper midfielders providing passing angles and protection.

Single pivot

One holding midfielder serves as central connector.

Line-breaking pass

Pass penetrates an opponent’s defensive line into player between/behind lines.

Carry

Dribbler advances ball into space, forcing defender to step and opening passes.

Third-line run

Off-ball runner attacks beyond defensive line while buildup occurs deeper.

Bounce pass

Receiver lays ball back to supporting player to escape pressure.

Up-back-through

Pass forward, set backward, then third player attacks beyond.

Direct play

Bypass midfield with longer ball into forward/space.

Second ball

Loose ball after aerial/direct duel; winning it is crucial to sustain attack.

Numerical superiority

Create extra player in buildup, often by goalkeeper or fullback stepping inside.

Positional superiority

Player receives in space between opponents even without numerical advantage.

Qualitative superiority

Create matchup where one player is simply better suited than defender.

2H · Tactics

Defending and block structures

Out of possession, teams choose where to defend: high up the pitch, in the middle, or deep near their own goal.

High press, mid block, low block

THE SAME 4-4-2, THREE HEIGHTS
The shape stays compact (roughly 35 m from front to back) and slides up and down the pitch as a unit.

High press

Defend near opponent’s goal to force turnovers close to scoring area.

Mid block

Organize around middle third, allowing first buildup line some freedom before pressure.

Low block

Compact near own penalty area, prioritizing space denial and box protection.

Pressing trigger

Event that tells team to jump: bad touch, backwards pass, sideline trap, weak foot, slow pass.

Pressing trap

Defense intentionally leaves an option open then collapses when pass goes there.

Counterpress / gegenpress

Immediate pressure after losing ball to regain it before opponent can transition.

Zonal marking

Defenders protect spaces and pick up threats entering them.

Man marking

Track specific opponents more directly.

Hybrid marking

Mix zone and man references depending area/player.

Compactness

Keep small distances vertically/horizontally so opponent cannot play through gaps.

Defensive line

Back line positioning controls depth and offside space.

Cover shadow

Presser positions body to pressure ball while blocking passing lane behind.

Screening

Midfielder positions to prevent passes into dangerous central receiver.

Delay

Defender slows attack rather than diving in, buying time for teammates to recover.

Recovery run

Sprint back goal-side after ball is lost.

Channel defense

Center back/fullback coordinate to defend runs between them.

ET · Laws & transitions

Transitions

The seconds after the ball changes hands are the most chaotic, and most dangerous, of the game.

Attacking transition

First moments after winning ball. Decide whether to counter immediately or secure possession.

Defensive transition

First moments after losing ball. Decide whether to counterpress or recover.

Counterattack

Fast attack into spaces before opponent reorganizes.

Counterpress

Try to win ball back immediately near loss.

Rest defense

Pre-positioned players reduce counterattack threat while team attacks.

Outlet

Forward/wide option available immediately after regain.

First forward pass

Quick pass that breaks recovering defense and starts counter.

Secure pass

Safer pass used when counter is not available, allowing team to reset.

Numbers up

Attack has more players than defenders in transition.

Numbers down

Attack should often slow/retain rather than force low-percentage break.

ET · Laws & transitions

Offside, fouls, cards and restarts

Offside in one sentence: when a teammate plays the ball to you, you are offside if you are in the opponent’s half and nearer the goal line than both the ball and the second-last defender, and you then get involved in play.

Offside checker

DRAG THE PLAYERS
Drag the attacker, the defenders and the passer. Any part of the head, body or feet counts; hands and arms do not. Level is onside.

The new countdowns (2025/26 → 2026/27)

TIME LIMITS AT RESTARTS
IFAB has added visible countdowns to cut time-wasting. Pick a situation to see the limit and what happens if it is broken.

Offside position

Player is nearer opponent goal line than both ball and second-last opponent when teammate plays/touches ball, with law-specific conditions; position alone is not offence.

Interfering with play

Offside player becomes involved by playing/touching ball from teammate.

Interfering with opponent

Offside player affects opponent’s ability/action under Law 11 definitions.

Gaining advantage

Offside-positioned player plays ball after rebound/deflection/save under law.

Direct free kick

Can be scored directly against opponent; awarded for listed direct-free-kick offences.

Indirect free kick

Goal only counts if ball touches another player before entering; referee signals with raised arm.

Yellow card

Caution for specified misconduct.

Red card

Send-off; team plays with fewer players unless competition/rules provide otherwise.

Advantage

Referee allows play to continue when stopping for foul would harm offended team’s opportunity.

Penalty kick

Awarded for qualifying direct-free-kick offence inside defending penalty area.

Handball

Law considers arm/hand contact, body position, deliberate action, and specific scoring situations; not every hand contact is an offence.

DOGSO

Denying obvious goal-scoring opportunity; sanction depends on circumstances and law.

SPA

Stopping a promising attack; can lead to caution depending circumstances.

PENS · Set pieces & stats

Set pieces

Restarts (corners, free kicks, throw-ins and penalties) produce roughly a quarter to a third of goals in top leagues.

Set-piece setups

CORNERS · WALLS · PENALTIES

Corner: inswinger

Ball curves toward goal.

Corner: outswinger

Ball curves away from goal.

Near-post run

Attacker attacks front zone for flick/header.

Far-post overload

Stack multiple targets at far side.

Screen/block

Attackers use legal positioning/movement to create separation.

Short corner

Two players combine instead of immediate cross.

Direct free kick

Shooter attempts goal directly.

Indirect routine

Touch/pass creates better angle before shot/cross.

Wall

Defenders line up to block direct route.

Second phase

Attack continues after first clearance; many set-piece goals come from recycled ball.

Long throw

Throw-in used like cross into penalty area.

Penalty technique

Placement, goalkeeper read, disguise, and composure matter more than raw power.

PENS · Set pieces & stats

Common tactical matchups

Tactics are answers. Here is what teams usually do against common opponent plans.

If they… you…Counter-strategies
If opponent does thisPossible response
High pressUse goalkeeper as extra player, create third-man combinations, or play direct beyond press.
Low blockSwitch play, occupy half-spaces, use cutbacks, overload one side then isolate other.
Narrow midfieldCreate width through wingers/fullbacks and circulate quickly side-to-side.
Wide fullbacks advanceCounter into spaces behind them after regain.
Man markingRotations, dropping striker, third-man runs, and dragging markers out of position.
Back line very highThreaten runs in behind and timed through balls.
Back line very deepReceive between lines, shoot from zone 14, create cutbacks rather than only crosses.

PENS · Set pieces & stats

Statistics and analysis terms

Goals are rare, so analysts measure the chances that lead to them.

Possession %

Share of ball possession; does not directly equal control or quality.

Shots

Attempts at goal.

Shots on target

Attempts requiring save or scoring, based on provider definitions.

xG

Expected goals: the probability that a shot becomes a goal, based on thousands of similar shots (distance, angle, body part, type of assist). A penalty is worth about 0.76–0.79 xG.

xA

Expected assists: chance quality created by pass.

PPDA

Passes allowed per defensive action; rough proxy for pressing intensity.

Progressive pass

Pass that meaningfully advances ball toward goal; exact definition varies by provider.

Progressive carry

Carry that meaningfully advances ball; provider-specific thresholds.

Field tilt

Share of final-third possession/touches or territorial pressure depending model.

Possession value

Models value of ball locations/actions rather than only shots.

Shot-creating action

Action(s) immediately preceding shot; provider-defined.

Clean sheet

No goals conceded.

Goal difference

Goals scored minus goals conceded.

Pass completion

Completed passes / attempted passes.

Cross completion

Completed crosses / attempted; low completion can still be tactically useful.

PENS · Set pieces & stats

EA SPORTS FC and soccer-game mode

The same spacing, patience and transition logic wins in video games.

Play smarterTransferable habits
  • Stop sprinting all the time. Close control and changing pace create better angles than constant full-speed dribbling.
  • Use triangles. Always try to give the ball carrier at least two passing options.
  • Learn one formation and understand where the width comes from before changing tactics every match.
  • Against pressure, play backward to go forward. Reset through center backs or goalkeeper rather than forcing central pass.
  • When fullback overlaps, cover the transition risk with a holding midfielder or opposite fullback staying home.
  • Defend space first. Pulling center backs out aggressively creates easy runs behind.
  • Use cutbacks and low crosses when opponent collapses toward goal; do not spam hopeful crosses into set defense.
  • Recognize transition moments: the first two passes after a turnover are often the most dangerous.

Game tactical sliders and controls vary by edition. The guide emphasizes real football concepts that translate into better decisions.

Rulebook watch

New for 2026

The International Football Association Board (IFAB) updates the Laws every year, effective 1 July. These are the recent changes you will see in 2026.

2026/27 Laws

Five-second countdown on throw-ins and goal kicks

If a team deliberately delays a throw-in or goal kick, the referee shows a visible five-second countdown. Too slow: the throw-in goes to the opponents, or the goal kick becomes a corner kick for them.

2026/27 Laws

10 seconds to leave when substituted

A substituted player has 10 seconds to leave the field. If he takes longer, his replacement cannot enter until the first stoppage after one minute has passed.

2026/27 Laws

One minute off after on-field treatment

A player treated on the field for an injury (or who causes play to stop for one) must leave and stay off for one minute after the restart.

2026/27 Laws

More for VAR

The video assistant may now intervene on a red card that came from a clearly wrong second yellow, on mistaken identity, and on a clearly incorrectly awarded corner kick. Competitions may also punish a player who covers his mouth in a confrontation with a red card.

2025/26 Laws

The goalkeeper’s eight seconds

A goalkeeper holding the ball for more than eight seconds concedes a corner kick (previously an indirect free kick after six seconds). The referee counts down the last five visibly.

2025/26 Laws

Captain-only zone

Competitions may allow only the team captain to approach the referee about a decision.

Reference

Soccer glossary

Every term from this page in plain English. Dotted-underlined words anywhere above also explain themselves when you hover or tap them.

10
Advanced creator.
6
Holding midfielder.
8
Central/box-to-box midfielder.
9
Center forward.
Added time
Time added at the end of each half for stoppages such as substitutions, injuries and VAR checks.
Blind-side run
Run from defender’s unseen side.
Build-up
Early possession progression.
Chance creation
Actions producing shots/scoring opportunities.
Channel
Space between defenders or wide lanes.
Counterpress
Press immediately after loss.
Cover shadow
Block passing lane with body while pressing.
Cross
Wide delivery.
Cutback
Backward pass from end-line area.
Depth
Threat behind line.
Double pivot
Two holding/deep midfielders.
Eight-second rule
Since 2025/26 a goalkeeper holding the ball for more than 8 seconds concedes a corner kick.
False 9
Striker who drops.
Final third
Attacking third of field.
Half-space
Channel between center and wing.
High press
Pressure near opponent goal.
Hold-up play
Forward secures direct pass while teammates advance.
Inswinger
Cross/corner curves toward goal.
Inverted fullback
Fullback moves centrally.
Isolation
Create favorable 1v1.
Line-breaking pass
Pass through defensive line.
Low block
Deep compact defense.
Man-oriented
Defensive reference follows opponent more directly.
Marking
Tracking/defending an opponent.
Mid block
Compact defense in middle third.
Offside line
An imaginary line through the second-last defender (or the ball, if it is nearer the goal line).
Offside trap
Back line steps to catch runner offside.
Outswinger
Curves away.
Overlap
Outside run around teammate.
Overload
Create numbers advantage.
Pivot
Deep midfield organizer.
Pocket
Space between lines where attacker can receive.
Pressing trigger
Cue to attack ball.
Rest defense
Defensive structure while attacking.
Second ball
Loose ball after duel/clearance.
Second-last defender
The opponent who, with the goalkeeper usually being last, sets the offside line.
Sweeper keeper
GK covers behind line.
Switch
Move ball across field.
Switching point of attack
Move ball to opposite side.
Target man
Physical forward who holds up play.
Third-man run
Third player exploits combination.
Transition
Moment possession changes.
Underlap
Inside run around teammate.
VAR
Video assistant referee: reviews clear and obvious errors in goals, penalties, direct red cards and mistaken identity (and, since 2026/27, some second yellows and corners).
Verticality
Progressing toward goal quickly/directly.
Wall pass
One-two.
Width
Stretching field horizontally.
Wing-back
Wide defender/attacker in back-three systems.
xA
Expected assists.
xG
Expected goals.
Zonal
Defend area.
Zone 14
Central zone just outside penalty area.

No glossary term matches. Try the ⌘K search for concepts.

Reference

Official sources

Rules and dimensions on this page follow these documents. Video-game notes teach transferable logic rather than edition-specific tricks. Page stats: 13 sections · 154 explained concepts · 8 interactive visuals · 56 glossary terms.

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