Possession
Which team currently controls the ball.
PLATE 04Formations · pressing · buildup
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.
1H · The basics
Read this first. These are the words the rest of the page assumes you know.
Which team currently controls the ball.
The team’s basic positional shape, such as 4-3-3 or 4-2-3-1.
How players are spaced and connected on the field at a particular moment. Shape changes constantly even when the named formation stays the same.
A horizontal group of players, such as the defensive line or midfield line.
Using the full width of the field to stretch defenders apart.
Having players at different distances from the ball so the team has forward, sideways, and backward passing options.
Coordinated pressure on the ball and nearby passing options to win possession or force a mistake.
The compact defensive shape a team uses when it is not actively pressing high up the field.
Defending aggressively near the opponent’s goal and buildup area.
Defending compactly mainly in the middle third of the field.
Defending deep and compact close to your own goal.
The few seconds after possession changes, when teams switch from attack to defense or defense to attack.
A fast attack immediately after winning the ball, before the opponent can organize its defense.
A supporting player runs around the outside of the teammate who has the ball.
A supporting player runs inside the teammate who has the ball.
The inside-wide channel between the center of the field and the touchline.
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.
A defender’s responsibility for tracking a player or protecting an area.
A restart such as a corner kick, free kick, penalty kick, or throw-in.
The process of moving the ball from the goalkeeper/defense into midfield and attack in a controlled way.
Moving the ball forward through or around defensive lines.
1H · The basics
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.
Two teams try to score by getting entire ball over goal line between posts and under crossbar.
Standard adult matches are two halves, commonly 45 minutes each, plus added time; competition rules can vary.
Time added for substitutions, injuries, delays, goal celebrations, VAR checks, etc.
Some knockout competitions add two extra periods if tied; not the same as stoppage time.
Tiebreak method used by some competitions after drawn knockout match.
Restart when ball fully crosses touchline, awarded to opponents of last toucher.
Restart for defending team after attacking team last touches ball over goal line without goal.
Restart for attacking team after defending team last touches ball over own goal line without goal.
Restart following foul/offence; can be direct or indirect.
Direct kick from penalty mark for qualifying direct-free-kick offence inside defender’s penalty area.
Position is not itself an offence. Player is penalized only when involved in active play under Law 11 conditions.
1H · The basics
Players are often called by number: the 6 screens the defense, the 8 runs box to box, the 10 creates, the 9 finishes.
Protects goal and can use hands within own penalty area subject to laws.
Central defender; wins duels, controls depth, builds possession.
Wide defender; supports buildup, defends wingers, may overlap/invert.
Wide two-way role in back-three systems with more attacking responsibility.
Screens defense, receives in build-up, controls transitions.
Box-to-box or linking role between phases.
Operates between lines, creates chances, combines around box.
Wide attacker who can stay wide, cross, cut inside, or attack depth.
Wide attacker who drives into scoring areas rather than hugging line.
Primary central scoring threat; pins center backs, runs channels, links or finishes.
Nominal striker who drops into midfield to pull center backs out and create space for runners.
Striker who receives direct passes, holds ball, wins aerials, and brings teammates in.
Goalkeeper who actively covers space behind high defensive line and participates in buildup.
Fullback moves into central midfield in possession instead of staying wide.
2H · Tactics
A formation is written back to front, not counting the goalkeeper: a 4-3-3 has four defenders, three midfielders and three forwards.
Four defenders, three midfielders, three forwards. Natural width and flexible pressing/build-up.
Double pivot under three attacking midfielders. Good balance and clear occupation between lines.
Two banks of four plus two strikers. Compact, simple pressing references, strong wide coverage.
Narrow midfield diamond with fullbacks providing width.
Single holding midfielder with line of four ahead; good compactness and midfield access.
Three center backs, wing-backs, three central mids, two strikers.
Three center backs, two wing-backs, two central mids, three forwards.
Defensive representation of back-five shape; can become 3-5-2 in possession.
Compact defensive block with lone striker, often used to protect central spaces.
Four central players arranged as two deeper + two higher, often created dynamically from nominal 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
Attacks stretch the defense wide and deep, then exploit the gaps that open between defenders.
Stretch defense horizontally to open interior gaps.
Threaten space behind defense so opponents cannot step forward freely.
Common coaching model: left wing, left half-space, center, right half-space, right wing.
Channel between central and wide zones; valuable because it offers central access and crossing/shooting angles.
Put more attackers in an area than defenders can comfortably handle.
Overload elsewhere to create a one-on-one for a dangerous winger/attacker.
Player runs outside teammate toward touchline/behind defense.
Player runs inside teammate into half-space/channel.
Player A passes to B, but movement of C exploits return/link pass beyond direct pressure.
Pass and immediate run for return ball around defender.
Move ball quickly to opposite side to attack weak-side space after defense shifts.
Pass into space behind defense for runner.
Pass from near end line backward into central scoring area.
Ball delivered from wide area into penalty area.
Cross delivered before reaching final third/end line, often behind back line.
Quick short passes and rotations around defenders.
Structure left behind ball while attacking to control counterattacks if possession is lost.
2H · Tactics
Buildup is how a team moves the ball from its goalkeeper into the attacking half under pressure.
Goalkeeper and defenders circulate under pressure to progress with control.
Initial buildup players, often goalkeeper + center backs.
Two deeper midfielders providing passing angles and protection.
One holding midfielder serves as central connector.
Pass penetrates an opponent’s defensive line into player between/behind lines.
Dribbler advances ball into space, forcing defender to step and opening passes.
Off-ball runner attacks beyond defensive line while buildup occurs deeper.
Receiver lays ball back to supporting player to escape pressure.
Pass forward, set backward, then third player attacks beyond.
Bypass midfield with longer ball into forward/space.
Loose ball after aerial/direct duel; winning it is crucial to sustain attack.
Create extra player in buildup, often by goalkeeper or fullback stepping inside.
Player receives in space between opponents even without numerical advantage.
Create matchup where one player is simply better suited than defender.
2H · Tactics
Out of possession, teams choose where to defend: high up the pitch, in the middle, or deep near their own goal.
Defend near opponent’s goal to force turnovers close to scoring area.
Organize around middle third, allowing first buildup line some freedom before pressure.
Compact near own penalty area, prioritizing space denial and box protection.
Event that tells team to jump: bad touch, backwards pass, sideline trap, weak foot, slow pass.
Defense intentionally leaves an option open then collapses when pass goes there.
Immediate pressure after losing ball to regain it before opponent can transition.
Defenders protect spaces and pick up threats entering them.
Track specific opponents more directly.
Mix zone and man references depending area/player.
Keep small distances vertically/horizontally so opponent cannot play through gaps.
Back line positioning controls depth and offside space.
Presser positions body to pressure ball while blocking passing lane behind.
Midfielder positions to prevent passes into dangerous central receiver.
Defender slows attack rather than diving in, buying time for teammates to recover.
Sprint back goal-side after ball is lost.
Center back/fullback coordinate to defend runs between them.
ET · Laws & transitions
The seconds after the ball changes hands are the most chaotic, and most dangerous, of the game.
First moments after winning ball. Decide whether to counter immediately or secure possession.
First moments after losing ball. Decide whether to counterpress or recover.
Fast attack into spaces before opponent reorganizes.
Try to win ball back immediately near loss.
Pre-positioned players reduce counterattack threat while team attacks.
Forward/wide option available immediately after regain.
Quick pass that breaks recovering defense and starts counter.
Safer pass used when counter is not available, allowing team to reset.
Attack has more players than defenders in transition.
Attack should often slow/retain rather than force low-percentage break.
ET · Laws & transitions
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.
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.
Offside player becomes involved by playing/touching ball from teammate.
Offside player affects opponent’s ability/action under Law 11 definitions.
Offside-positioned player plays ball after rebound/deflection/save under law.
Can be scored directly against opponent; awarded for listed direct-free-kick offences.
Goal only counts if ball touches another player before entering; referee signals with raised arm.
Caution for specified misconduct.
Send-off; team plays with fewer players unless competition/rules provide otherwise.
Referee allows play to continue when stopping for foul would harm offended team’s opportunity.
Awarded for qualifying direct-free-kick offence inside defending penalty area.
Law considers arm/hand contact, body position, deliberate action, and specific scoring situations; not every hand contact is an offence.
Denying obvious goal-scoring opportunity; sanction depends on circumstances and law.
Stopping a promising attack; can lead to caution depending circumstances.
PENS · Set pieces & stats
Restarts (corners, free kicks, throw-ins and penalties) produce roughly a quarter to a third of goals in top leagues.
Ball curves toward goal.
Ball curves away from goal.
Attacker attacks front zone for flick/header.
Stack multiple targets at far side.
Attackers use legal positioning/movement to create separation.
Two players combine instead of immediate cross.
Shooter attempts goal directly.
Touch/pass creates better angle before shot/cross.
Defenders line up to block direct route.
Attack continues after first clearance; many set-piece goals come from recycled ball.
Throw-in used like cross into penalty area.
Placement, goalkeeper read, disguise, and composure matter more than raw power.
PENS · Set pieces & stats
Tactics are answers. Here is what teams usually do against common opponent plans.
| If opponent does this | Possible response |
|---|---|
| High press | Use goalkeeper as extra player, create third-man combinations, or play direct beyond press. |
| Low block | Switch play, occupy half-spaces, use cutbacks, overload one side then isolate other. |
| Narrow midfield | Create width through wingers/fullbacks and circulate quickly side-to-side. |
| Wide fullbacks advance | Counter into spaces behind them after regain. |
| Man marking | Rotations, dropping striker, third-man runs, and dragging markers out of position. |
| Back line very high | Threaten runs in behind and timed through balls. |
| Back line very deep | Receive between lines, shoot from zone 14, create cutbacks rather than only crosses. |
PENS · Set pieces & stats
Goals are rare, so analysts measure the chances that lead to them.
Share of ball possession; does not directly equal control or quality.
Attempts at goal.
Attempts requiring save or scoring, based on provider definitions.
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.
Expected assists: chance quality created by pass.
Passes allowed per defensive action; rough proxy for pressing intensity.
Pass that meaningfully advances ball toward goal; exact definition varies by provider.
Carry that meaningfully advances ball; provider-specific thresholds.
Share of final-third possession/touches or territorial pressure depending model.
Models value of ball locations/actions rather than only shots.
Action(s) immediately preceding shot; provider-defined.
No goals conceded.
Goals scored minus goals conceded.
Completed passes / attempted passes.
Completed crosses / attempted; low completion can still be tactically useful.
PENS · Set pieces & stats
The same spacing, patience and transition logic wins in video games.
Game tactical sliders and controls vary by edition. The guide emphasizes real football concepts that translate into better decisions.
Rulebook watch
The International Football Association Board (IFAB) updates the Laws every year, effective 1 July. These are the recent changes you will see in 2026.
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.
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.
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.
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.
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.
Competitions may allow only the team captain to approach the referee about a decision.
Reference
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Reference
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.