Head Coach Bobbi Petersen
Integrating Fun into Competitive DrillsI. Why integrate fun?
a. Definition of fun
a. Something that provides amusement or enjoyment
b. Reasons for adding fun
a. Ultimately, should have more production
b. Can rejuvenate or give something to look forward to
c. Develop mental/physical abilities and team chemistry
d. Reminder of why we do what we do
c. May have to determine what is “fun” for your team
a. Based on this will determine how much “fun”
b. May have drills that can achieve goals you are lookingfor and still fun for players
c. May be something that has no benefit for “volleyball”
d. Adding a competitive component to the drill orexercise creates fun for our group
e. For us, when “fun” becomes nonproductive we will stop
f. Ultimately we would love for all of our drills to havesome enjoyment to them, but probably not possible
g. Sport that requires a lot of repetitions, so there willbe some monotony
1. Trying to find ways to break that, by maybehaving the same goal, but a different way ofdoing the drill
2. The best drills are the ones that you get whatyou want as a coach, but still provide enjoymentfor the team, however your ultimate goal is tomake your team the best it can be, so willprobably need some give and take
II. Ways of adding fun
a. Make warm-ups or cool downs more fun
b. Add competition
c. Add a twist to the same old drill
d. Break up into teams within the team
e. Birthday drills
f. Theme drills, exercises, or games
g. Add fun to conditioning activities
III. Non-skill ideas
a. Survivor Team Challenge
b. Preseason/Off season Conditioning
c. Team Building
1. Blind Team
2. Tight Rope
3. Two Truths and a Lie
4. Scavenger Hunts
5. Trade up Game
6. Iron Chef
IV. On Court Drills/Exercises
a. Contest Activities
b. Bogan Tennis
c. Bjerring Triples
d. Short Court
e. 12 Player Defense
f. Hammertime
g. Knockout
h. Up and Down the River
i. Tug-of-War
j. Two Ball
k. Bongo
l. Bonus Ball
m. Baseball
n. Around the World
SURVIVOR TEAM CHALLENGEINTENT
Build team cohesion through fun, competitive and challenging events during the off‐season and/or pre‐season.
RULES
Two captains will be randomly (or by coaches’ choice) assigned to be the “village leader” of each team.
At the beginning of the competition, each captain will “draft” or pick their team members.
Each team will face various physical, mental, and team challenges throughout the off‐season or preseason training(usually one challenge per day)
The team may, or may not (depending on the challenge, and how much the coach wants their teams to prepare) begiven the challenge ahead of time. A reason to give the “Survivor Challenge” ahead of time is to observe how theteam plans, organizes, and executes the given challenge (great way to observe leadership qualities in your players).
POINTS
Team Points: Each team will accumulate “team points” by winning each challenge (amount of team points rewardedwill depend on the challenge).
Individual Performance Points: A coach can award “individual performance points” to an individual for a “personalbest” performance, or for other reasons that a coach chooses (ex. high energy, team support, etc.).
Minus Points: A coach may also subtract points from a team for tardy players or excessive “whining or moping”.
TEAM/VILLAGE LEADER T‐SHIRT: At the end of each week, each team will have a “village meeting” and vote for theirteam’s “Village Leader,” for the following week of competition (instead of the “Survivor Game” where contestants arevoted off the show). The chosen player then wears a special t‐shirt (can be your school colors, or with some speciallogo) for the first challenge of the following week.
TEAM WINNER: At the end of the pre‐season/off‐season practices, the team with the highest point total will winsome goofy prize (ie. a t‐shirt with a “Survivor Challenge” logo on the front, etc.).
SAMPLE PHYSICAL CHALLENGES
1. The “Slow Poke” relay race:
a. Each team is given an envelope with the challenge description below, and 2 minutes to plan for thechallenge
b. Description: Your team must have one player perform each leg of the “slow poke” race (a playercannot perform more than one leg of the race).
c. How to win? The team that takes the longest amount of time to perform each task (leg) of the racewill win!
d. POINT: 10 team points
e. Race tasks:
i. Wall sit: a team member must sit against the wall with legs parallel to the ground (can adddumbbell weights to hold, etc. to make the challenge harder)
ii. Chin‐up: a team member must hold their chin above a chin‐up bar (chin cannot touch)
iii. Plank: hold a “plank position” (coach can define plank position)
iv. Med‐ball hold: hold a 15 lb med ball above your head with elbows straight
v. 6” leg extension: lay on back and hold legs up 6” with knees straight.
vi. A players gets one warning/strike if they are not performing the task properly. On the 2nd
“strike” the coach indicates that the next leg must start.
2. Obstacle Course relay:
a. Each team is given an envelope right before the challenge, and given 2 minutes to plan which teammember will perform each task.
b. Description: Pick physical tasks that team members can perform quickly and safely by using variousequipment you have available. Have each team pass a baton, or some item that they must pass alongto the next leg (ie. track baton, light med‐ball, etc.)
c. Sample Relay (UNI has an indoor track facility)
i. Sprint 200 m
ii. Bear crawl 100m
iii. Med ball throw 200 m (a player throws the med‐ball, runs to the ball, then picks it up andthrows it again. They continue this around the track
iv. Sprint 200 m while holding med ball above their head
v. Port‐a‐pit carry: One team member sits on the port‐a‐pit while the others pick up the port‐a‐pit and carry her down and back 100 yards.
vi. High jump: a player must jump over the high jump bar 10 times (without knocking the baroff).
vii. Etc.
SAMPLE ON‐COURT CHALLENGES
1. Skill progression race
a. Each team is given an envelope and 2 minutes to plan which team member will perform each task
b. Description: Each team member must be picked to perform one part of the following progression (ateam member cannot perform more than one skill/task). Teams may not progress to the next leg ofthe race until the previous task is performed successfully.
i. Serve: Serve a ball in to a designated zone (coned or taped). Adjust the size of your zone toyour skill level.
ii. Serve‐Pass: your server must serve the ball to a player in left‐back. The pass must be a “3”pass and land in the designated (taped) target zone (coach usually catches the pass in order torate the “3” pass.)
iii. Serve‐Pass‐Set: Same as above, but add a setter. The setter must set the “3” pass (undercontrol with at least one foot in the “target” area) to a designated “target” (coach on a box inleft‐front) in order to successfully complete the task.
iv. Serve‐Pass‐Set‐Hit: All of the above, plus the hitter must hit a specific area of the court (ie.down the line using cones, etc.)
v. Serve‐Pass‐Set‐Hit‐Dig: All of the above, plus a digger now digs the live attack from thespecified zone (line). The dig must be a “good” dig (coned or taped area that the coach standsin to rate the “good” dig.)
vi. Team that finishes first wins
Blind TeamBlind fold all team members and move them around the gym. The goal is to get to the net and in order ofmother’s maiden name from a to z. YOU CANNOT TALK OR MAKE ANY NOISE FROM YOUR MOUTH.
TIGHT ROPE
1. This is an “All-team” event
2. There is no time limit
3. You can only use the tools provided you (rope), or what you have on your bodies,to complete this “Challenge.”
4. Challenge:
a. All players must walk the entire length of rope, while it is suspended in mid-air above the ground.
b. One player at a time must be on the rope, only (they cannot step on theother players with the rope on their bodies. Ie.) players laying down with therope on top of them).
c. All other players must either be touching or holding the rope.
d. The player walking on the rope can be the only one moving.
e. The rope must not touch the ground
f. The “challenge is complete when all teammates have walked the entirelength of rope.
**Provide a rope around 2 inches in diameter (tug of war rope). Coaches monitor
TRADE UPYour time limit for this game is 1 hour and 15 minutes. Your goal is to try to go to as many people/ houses as possibleand trade what you have for “Something Bigger and Better”. You need to keep track of what you receive and where youare getting it from. We will start and end at the gym. You may not use cars to go from house to house or to bring youritem back. You must go to a minimum of 10 stops to see if you can trade for something bigger. You must write downthe item you are trading or denying, the address of the place that you stopped at, and get a signature of the person whotraded with you.
Item:___________________________ Person/Place:_______________________________
Item:___________________________ Person/Place:_______________________________
Item:___________________________ Person/Place:_______________________________
Item:___________________________ Person/Place:_______________________________
Item:___________________________ Person/Place:_______________________________
Item:___________________________ Person/Place:_______________________________
Item:___________________________ Person/Place:_______________________________
Item:___________________________ Person/Place:_______________________________
Item:___________________________ Person/Place:_______________________________
Item:___________________________ Person/Place:_______________________________
Item:___________________________ Person/Place:_______________________________
UNI IRON CHEF ACTIVITY
5 teams of 3 players (can do whatever you want)
Each team will have 20 minutes to build and bake chocolatechip cookies
NO RECIPES OR DIRECTIONS ALLOWED
Teams will be provided the necessary ingredients to build the
11Scavenger hunt steps must be followed in strict order… (You may not move onto the next stepuntil you have picture proof of the current step). The camera does not lie! You should plan aheadbut DO NOT skip ahead! Make sure you give all your participants one of our schedule cards andtell them to come to a match!!!!!
1. Take a picture with a minimum of 3 people wearing purple, for the Panthers!--Write on a piece of paper when our first match is and against who.
--Have them hold the sign in the picture with their hands in the air cheering.
2. Snap of photo of an out-of-state license plate with a team member in the picture.
3. Bag a person’s purchases at a store, take them to their car and load purchases in thecustomer’s car. Take a picture bagging and another picture loading.
4. Take a picture of all the members on your team going down one slide all together and makea funny face!
5. Find people to lay on the ground to make the letters UNI (these people can’t includeyour team members. Take a picture of these panther fans!
6. Make an ice cream cone out of Laundromat dryer lint. Take a picture of one of your teammembers pretending to lick it in front of the Laundromat.
7. Take a picture of one of your teammates teeing off at hole number 3, 4 or 5 (at a real golfcourse). You must use a real golf ball and golf club. The hole number (Tee sign) must be inthe photo to identify the hole number.
8. Take a picture of one of your teammates checking her “loveability” on the love metermachine at the OP restaurant on University.
9. Go to a fire station and have them turn the lights on a fire truck. Your picture needs toshow all your team members and 2 firefighters on the truck with the lights flashing.
10.Show a person over 60 years old how to set the volleyball. Make sure you take a picture ofthem practicing their new skill!
11.Walk a stranger’s dog along with walking one of your team members with a leash. Take apicture of the magnificence duo.
12.Snap a photo of your team sharing a soda with everyone having their own straw.
13. Have your youngest team member try on a dress. You must have a guy who’s a strangerdown on his knee gazing in her eyes. Take a picture of this special moment!
14.Find a sign and have everyone on your team do exactly what it says. Any sign willwork.Take a picture of you following the directions of the sign.
15.Take a picture of a greeter at Wal-mart waving at one of your team members.
16.Take a picture of a bowler modeling a pink bowling ball.
17.Find a picture in a magazine and have one of your team members strike the same pose.Have the magazine picture and your team member both in the snapshot!
18.Take a Can you Find Us? photo. All team members must be hidden in the same photo, butstill able to be found – like Where’s Waldo.
19.Start a dance class in a parking lot and find a partner for each team member. Then,partner up and show your dance pose all together for someone to take your picture.
20.Find somebody wearing either an Iowa or Iowa St. shirt – take a picture first with all of youand that person frowning. Then give them a piece of paper with UNI Volleyball written on itand tape it to the front of their shirt. Take another picture with all of you and that personsmiling and giving the thumbs up!
21.Return to the Volleyball office with all of your team members, your camera with all picturessed (so if you have some left have fun with your poses)! ☺
GOOD WORK and MISSION ACCOMPLISHED!!!!!!
2 Truths & a Lie• A different kind of get‐to‐know‐you activity which engages and challenges each group member in a fun way
• For large groups (e.g., 30+), it is best to split into smaller group sizes
• Hand out cards or paper and pens
• Explain that in this activity each person will write two truths and a lie about themselves and then we will tryto guess each other's lie. The goal is to: a) convince others that your lie is truth and that one of your truths isthe lie and b) to correctly guess other people's lies.
• Allow approx. ~5+ minutes for writing 2 truths & a lie ‐ this isn't easy for a lot of people. The slower peoplewill probably need to be urged along to "put anything you can think of" down. Allocate 5‐8 minutes, but youwill probably need to urge people along.
• Announce that we will now walk around and chat to one another, like a cocktail party, and ask about eachother's truths and lies. The goal is to quiz each about each statement to help determine which are the truthsand which is the lie, while seducing other people into thinking that your own lie is a truth. At the end we willcaste our votes and find out the truth.
• Emphasize that people should not reveal their lie, even if it seems others might have guessed.
• Allow 10‐15 minutes of conversation time.
• Gather together in a circle. Start with one person who reads their three statements aloud (to remindeveryone). Then read the statements again, stopping to allow a vote for each one. e.g., "I am Turkish. Whothinks that is a lie? [Vote] I am vegetarian. Who thinks that is a lie? [Vote] I have a metal pin in my rightleg. Who thinks that is a lie? [Vote]. My lie was "I am vegetarian.""
• The exercise can be run competitively, e.g., count up how many correct guesses of other people's lies and takeaway the number of people who correctly guesses your own lie. Highest score wins.
Contest Sheet
Remember that you can modify these contests to fit your group’s skill level. If you have a higherskilled group, make the task more difficult. If the group is more remedial, make the contestsimpler. Should be a fun way to work on skills.
Serve Contest
Each player will have one opportunity to serve 5 balls. The court will be taped off so that certain areasare worth so many points. You will help that player total her points as she serves. When everyone hasserved 10 balls the person with the highest score wins. If there is a tie have a 1 ball serve-off. Personwith the most points wins. Be sure to keep 4 or 5 girls on the other side to shag. This will help the drillto move quicker. Also, if the girls are taking too much time between serves, encourage them to movequicker.
3
2 21
- a sample of how the court will be taped
Passing Contest
This contest is a series of small games with the players tracking their number of wins. Start with thempassing the ball to themselves at least 10’ in the air. Let them practice for a minute or so and thencompete. Once their ball drops, have them sit on the ground. The last person standing wins. Go throughthis series of games for the competition. Be sure to remind them to keep track of their wins. At theend of these games, the girl with the most wins, wins. Can also do partner passing drills.
- 10’ high- 2’ high- Short (2’) and then high (10’) alternating- Pass, sit down and pass again- Pass, do a 360 turn and pass again
Setting Contest
This contest will require them to partner up. Have them practice setting back and forth for about 1minute and then compete. When the ball drops, the partners will sit and wait. The last pair setting wins.
- set yourself, set your partner- set yourself, side-set your partner- set yourself, back-set your partner- set yourself, do a 360, set your partner
Again, have the partners keep track of their wins, the pair with the most wins, wins.
Attacking Contest
In this contest they will compete in teams. Create four different teams, you can number them off orhowever you would like to make the teams. They will rotate through stations, just like the front/backattacking drill. Start by having group 1 and 2 hit whatever you decide on the left and right sides. Givethem 2 minutes to hit as many balls as they can in the area that you have specified (line, cross, corners,etc.). You decide based on your group’s skill level. Each group should hit from the left and right sides.The group with the most strikes in the areas from both the left and right sides wins.
Ball Control Contest
This contest is like the others in the way that the last player with the ball in the air wins. These areindividual contests.
Below are examples of games:
-pass, set, roll shot, repeat
-pass, set, tip, repeat
-pass, set, left arm, right arm, head and then repeat in this order
-set, bounce off your back, pass and repeat in this order
BOGAN TENNISDescription: A fun competitive “knockout” drill that encourages competition, movement, team work, andcommunication. You can adjust this drill for all levels of play.
Objective: Be the last team remaining on the court.
1. The coach or players divides the team into pairs. If you have an odd number, then split the players and havethem in two lines on each baseline
2. The first pair (or first player from each line on the baseline) starts on the court (2 v 2)
3. A coach will interject the ball over the net to one of the pairs. If you have two coaches, they can alternatehitting free or downballs over the net
4. A team gets one contact to play the ball over the net to the other pair
5. After playing the ball over the net, the pair that just played the ball must then run around the outside of thecourt to the opposite baseline
6. Each team only gets one contact to play the ball over the net
7. A pair is “knocked out” of the drill if:
a. Their contact results in an error (ball in net or out of bounds)
b. They play the ball more than once (if the rules only allow one contact)
c. Interfere with another team’s play of the ball (ex. Forget to run to the opposite baseline after playingthe ball)
d. Do not run around the outside of the court (run under the net and through the opposite side of thecourt
8. When a team is knocked out of the drill you can have the players perform fun and/or physical activities (ie.jumping jacks, run in place, shuffle, cheer for a particular team, etc.)
9. After a team is knocked out, have the remaining players balance the players on each baseline (not possible whenyou only have 3 teams remaining)
10. When you are down to 3 teams remaining, the coach must initiate the ball to the side with two pairs
11. When you are down to 2 teams remaining, the teams stay on their respective sides of the net (no running to theopposite baseline).
12. The winner is the last team remaining on the court
13. The winning pair earns a point
14. Repeat and play a game to 5 points (usually takes around 10 minutes for a team to get to 5 points)
Variations:
1. 2 or 3 contacts
2. Progressive contacts (the first couple of games are 1 contact, then 2 contacts, then 3)
3. Restricted contacts:
a. Cannot jump and hit the ball over the net (encourages control, ball placement, and movement)
b. Must jump and attack the ball over the net (encourages aggressive play and ball control)
ATTENTION TRAINING DRILLS
1. 1 ball two players – first bump 2’ forward, then turn sideway and pass back to your
partner and run back while your partner does the same forward.
variations turn and bump front to front or back pass to partner
2. 1 ball two players –player A set 2’ forward sets forward then turn all the way and set
front to front to player B and run back while your partner does the same. Variation
‐ third contact back set or side set
3. 2 balls two players juggling, one tosses at the time the other bump
4. 2 balls 2 players and one path set and one path bump
5. 2 balls 2 players and one path set and one path bump
6. 2 balls set self set partner 6 feet apart
7. 2 balls bump to self then set partner
8. 2 balls bump one ball while rolling the other on the floor. Keep head up looking at
the bumping ball only.
9. 2 balls one ball in the air bump or set while rolling the other on the floor. Keep
head up looking at partner and mimic the options of bump or set.
10. 3 balls 4 players either pepper or over the net each side one ball is handed over to
partner before the actual bump set and down ball over the net or away from the net .
2 v 2 SHORT COURT
1. Have players partner‐up (you can chose or let them)2. Divide court in to 2‐3 smaller courts (can adjust baseline from 10’ to full baseline) using antennae or floor tape.3. Have pairs stand across from each other (see diagram)
COOPERATIVE DRILLS
1. Players have to keep the rallying going in order to reach a specified goal (contacts, time, successful rallies overnet)
a. Specify contacts in order reach goal (ie. 2 hits, 3 hits, pass‐set‐set, etc.)b. Add general movement (partners switch after ball goes over net)c. Add game specific movement (base‐release defensive movements)d. Each court competes against the othere. All courts compete against a time goal or rally goalf. Progress so every 2‐3 games is more difficult
COMPETITIVE DRILLS
1. Play a regular game using a shorter and/or narrow court2. Have specified rules to promote what you want (ie. must set 2nd ball with hands, etc.)
3. Rotate teams based on wining and losing or rotate around
6 v 6 SHORT COURT
a. Split into two teamsb. Use 10’ line as baselinec. Have players in switches position (ie. middles in middle front, setter in rback, etc.)d. Can either have front court or back court settere. Alternate tossing free balls over net to each teamf. Play game to 7‐10 points (encourages fast play and allows for switches or quick subs)
g. Wave front to back or wave 3 players on to back court if you have additional players (if youhave 9 or more)
h. Make individual switches during play every 3‐5 points if you do not have enough for a wavei. Interject balls quickly to keep pace of game high (only stop if you have possible injury from
balls rolling on floor)j. Adjustments:
i. Bonus scoring
1. Clean kill
2. 0 tempo quick to encourage fast tempo
3. Setters dump
4. Stuff block encourages aggressive blocking and coverage
5. Coverage ball to setter
ii. Minus scoring for no calls or no goes iii. Adjust baseline to ½ court
1. Will encourage more swings or wider defensive court coverage iv. Start with a joust to coverage ball
Coach
R R
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L L
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12 Player DefenseGoal: The team who scores a certain number of points first wins
Scoring: Rally scoring, every ball is a point
Description: Six players on each side of the net. Three players are on the court and three are waiting offthe court. This is a three‐on‐three back row attack only game. After the ball crosses the net, the threeplayers who just sent the ball over, switch with the three players off the court. Then when the other sidesends the ball over, they switch with their three waiting off the court. This switching continues as long asthe rally does. Down balls or free balls are initiated to the winning side.
Variations:
1. Add a setter who can only attack standing
2. Add a setter who can attack front row (can have different scoring with this)
3. Whoever passes can swing front row
4. Left passes middle’s front, middle passes right’s front, right passes left’s front, setter passeseveryone’s front.
5. When adding setters that are live, stay until the ball dies, then switch
Hammer Timea. Divide teams into smaller groups of 3, other players divide into two hitting lines with a setter
(setter alternates setting to LH then RH hitting line)
b. Pick one team of 3 to start in the “Hammer Zone” (see diagram)
c. Points
i. Diggers get a point if they dig and catch a ball on the fly or attacker error
ii. Hitters get a point if they kill a ball in the “hammer time” zone, or if the diggers do notcatch the ball
iii. Ball in court but not in hammer zone is a wash
11
11
1
Up and Down the River
Team A Team B
6 players 3 contacts 3 stops
5 players 3 contacts 3 stops
4 players 3 contacts 3 stops
3 players 2 contacts 2 stops
2 players 2 contacts 1 stop
1 player 1 touch 1 stop
Tug of War‐6 vs 6‐Score starts at 10‐Team A's goal is to get the score to 0‐Team B's goal is to get the score to 20‐Initiate down ball to either team.‐If team A wins, the score moves to 9. If team B wins the score moves to 11.‐The winning team gets the next down ball.‐This can also be done using Serve Receive.
2 Ball Drill
‐6 vs 6, 2 coaches 1 on each sideline tossing balls into their court.‐Goal is first team to 6 points. You must win both balls that are in play to get the 1 big point.‐Coaches toss the balls into the court at the exact same time. As the two balls are going, the teams mustuse three contacts and they must set the third ball over.‐The object is to try to score on the ball that is on your side of the court by pushing the ball over with twohands and catching the other team off guard.‐If the ball is put over by one hand, or not in 3 contacts, or the player jumps to put the ball over it is aviolation and results in a point for the other team.‐As soon is one ball is dead, the coaches on the side line yell "PLAY IT OUT"!‐Play it out means anything goes. You may put it over in two, you may jump and swing, etc.‐If one team wins one ball and the opposite team wins the second ball that is called a "WASH". No pointsare rewarded and we start again with tosses from the coaches on both sides.‐After each initiation, front row back row switches if it is a wash or if you lose the point. If you win thepoint you stay.
Knockout‐S/SR Drill‐Split your team in half‐Both sides start with three players out for SR and the rest of their teammates behind them on the end line
serving‐One team serves first at the opposing team. If the passer passes a 2 or 3 point pass (coaches decide thetarget zone) or the server errors, then the server is knocked out. If the passer passes a 0 or 1 point pass, thepasser is knocked out.‐This continues on until you start getting down to the final few. You must always have 1 person back toserve, unless you are down to the last one. So, with three you must have 2 people passing and 1 backserving. With 2 people left, one passing and one serving.‐Who ever has the last player standing is the winner!‐Those knocked out can do something along the side until game is over (jog, jumping jacks, crunches, etc)‐Play best of something (3 out of 5)
Object is to rotate all six rotations before your opponent
Team A serves to Team B the ball is played out
If the serving team wins, they rotate to the next server
If the receiving team wins, they rotate and serve
If the receiving team does not win they “side‐out” they can “chance it” by receiving a second
serve.
If they do not win the “chanced” serve, they rotate back one
The first team to get around all six rotations first wins
Can go through rotation more than one time
6 v 6 drill
Team A receives four balls Serve from Team B, then a Dball, Fball, and Virus ball from a
coach . Each ball is played out
Team A must win all four balls in order to receive the first letter of BONGO similar to HORSE
in basketball
If Team A does not win any of the 4 balls, the Team B takes a turn
If a team wins all 4 balls in sequence, then they receive a “letter” and rotate
The team that gets “BONGO first wins
VARIATIONS:
i. Change sequence if one/either team cannot serve receive ie. Start with free ball‐
downball‐virus‐serve receive
ii. Use only three balls for letter use if short on time
Rally score game to 20 win by 1
Coach pops alternating free balls as soon as previous ball is dead over net to each
side
When one team reaches 10, both teams flip‐flip front to back and finish game
.
PROGRESSIONS:
No free balls allowed
Bonus point for: one‐swing kill, kill down the line, stuff block, etc.
Winning or losing side gets free ball
One team serves and the other receives
The serving side is pitching and defending trying to get 1‐3 outs – you decide .
The receiving side is batting scoring
A coach has a bucket of balls on the sideline ready to pop free/downballs to the serve
receiving side
If the serve receiving side wins the serve they get a hit . The coach then pops a down/free
ball to the serve receiving side. They will score consecutive points on free/down balls
from the coach if they keep winning the coach interjected ball
The scoring and free/downballs being interjected stops when the serving teams wins the
rally, thus resulting for an “out” for the serve receiving side
Once an “out” occurs if you are playing a 3 out game , the serving team same server goes
back and starts the process again
The serving team gets to receive the opportunity to “bat” and score points when they get
the other team “out” of the inning
The serve receiving team, then rotates and they become the pitcher/ defenders trying
to get outs
Play six innings six rotations
6‐on‐6 drill
Each team has five balls with the 5th ball representing the bonus ball
Start initiating balls to one side. They will continue to get balls until they are stopped
If they are stopped, balls are initiated to the opposite side
This continues until each team has an opportunity to score on the “bonus” ball
You only score if you win on your own “bonus” ball
Play to certain number of points