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CJV METHODOLOGY
CJV will use Gold Medal Squared (GMS) as the primary coaching methodology. We will teach all fundamental skills through consistent, effective and simple teaching keys.
CJV SKILL KEYS
Serving Keys
Standing Float
Serving Keys
One Hand Jump Float
1. 45D to where you’re serving (front foot angles and hips open)
2. Bow and Arrow (ball in non-dominant hand, elbow back 90d, palm facing away)
3 Step
3. a) Step (leading foot) Place, Step, Step, Hit.
4 Step
b) Step, Step, Place, Step, Step, Hit
4. See outcome
Serving Keys
Two Hand Jump Float
1.Ball in two hands, right foot forward
2. Step, Step, Place (Finish 4 Step approach)
3. Contact heel of hand
4. See outcome
Serving Keys
Jump Serve
b) Left Hand, Left Foot (First Step with left foot)
Passing Keys
1. Wrist and Hands Tight (pancake, pancake, sausage, sausage, squeeze the syrup)
2. Straight and Simple Platform
3. Face the ball, Angle the platform (tilt shoulder, pass through body not across)
4. Shuffle (Shuffle 3 +, stay square to the ball)
5. See the server, see the spin (Vision)
Hitting Keys
1. Four Step Approach
2. Double Arm Lift
3. Bow and Arrow Arm Swing
Setting Keys
1. Face the Passer
2. Hands Waist High, ready position (Braced)
3. Hands Shaped (Like the ball) Early
4. Contact ball above forehead (elbows 45d or A frame)
5. Finish Square to Target
Setting Footwork
Right - Left - Right Footwork
Left - Right - Left Footwork
Defense Keys
“if you’re going somewhere, you can’t go everywhere”
Blocking Keys
1. Eyework
Ball, Setter, BALL, BALL, BALL, Hitter (watch ball longer due to depth perception, then lock on the hitter)
2. Armwork
On – keep hands loaded
Off – Drop hands
Blocking Footwork
3. Footwork
5 Step X - Click Here
3 step X - Click Here
3 step shuffle (Quick 3) - Click Here
2 step (Hop Step is in the above videos)
Pin Hitter Transition
Left Side - 4 Off, 4 On
Block Middle - 4 Off, 4 On
Off Blocker - 4 Off, 4 On
Triple Block Right - 5 Off, 4 On
Block right - 3 Off, 4 On (Negative 1st Step)
Block right - 5 Off, 4 On
Block Gap, “3” - 3 Off, 4 On (Negative 1st)
Block 1 - 3 Off, 4 On (Negative 1st)
Off Bock - 3 Off, 4 On (Negative 1st)
Middle Hitter Transitions
1. Middle Hitter from Middle of court
2. Middle Hitter from blocking left
3. Middle Hitter from blocking right
CJV SET CALLS
OH Hitters Set Calls
"Hut"
1st Step Tempo (moving)
"Go"
2nd Step Tempo
"Rip"
2nd Step Tempo
"Shoot"
3rd Step Tempo
"4"
OOS 1st Step (Waiting -1st step after the set)
"2"
2nd Step Temp
OPP/RS Hitters Set Calls
"9"
1st Step Tempo (moving)
"6"
2/3rd Step Tempo
"Fly"
2/3 Step Tempo
"Slide"
2/3 Step Tempo
“2”
2nd Step Tempo
"5"
OOS 1st Step (Waiting -1st step after the set)
Middle Hitter Set Calls
"1"
3/4 Step Tempo
"2"
2nd Step Tempo
"3 or GAP"
3/4 Step Tempo
"6"
2/3 Step Tempo
"Push 1"
3/4 Step Tempo
"Slide"
2/3 Step Tempo
*3’s Can be fixed or floating
*2’s Can be fixed or floating
Backrow Set Calls
"Pipe"
1st Step Tempo
"Bic"
2/3rd Step Tempo
"A"
1/2nd Step Temp
"C"
1/2nd Step Temp
“D”
2/3rd Step Temp
*Pipe/Bic can be fixed or Floating*
Set Calls & Locations
Middles
Description
All Sets for Middle Attackers
1 = Quick 3rd step tempo - 1.5 ft above net tape
2 = “Slower 2nd step tempo” - 3 ft above net
3 = Quick Set, 3rd step tempo - 1.5 ft above net -
6 = Quick Set, 3rd Step tempo - 1.5 ft above net tape
Slide = 2nd or 3rd Step tempo - 1.5 ft above net
1 = Floating Set
2 = Fixed/Float
3 = Fixed or Float (10ft from setter)
6 = Floating Set
Slide = Fixed
1
2
3
6
Slide
Set Calls & Locations
Pins
Description
All Sets for Middle Attackers
4 = 1st Step Tempo - Slow and High 2 ft above antenna
Hut = 1st Step tempo - 2ft above net
Rip = Quick Set, 2nd step tempo - 1.5 ft above net -
2 = 2nd step tempo - 2 ft above net
5 = 1st step tempo - Slow and High 2 ft above antenna
9 = 1st Step tempo - 2ft above net
Fly = 2nd step tempo - 1.5ft above net
2
Rip
Fly
4
Go
9
5
Hut
Set Calls & Locations
Backrow
Description
All Sets for backrow attackers
A = Left side of court 10ft inside from sideline - 1st Step/2nd Step Tempo
Pipe - Middle of Court or floating - 1st Step Tempo
Bic - Middle of Court or floating - 2nd/3rd Step Tempo
C = Right side of court 10ft inside from sideline - 1st or 2nd step temp
D = 2nd/3rd step tempo for backrow attacker when playing 5-1 offense.
A
Pipe/Bic
C
S
D
DEFENSIVE SYSTEMS
Middle Middle Base Defense
Description
Backrow Defenders:
Wing defenders are 2 x 2 or 2 x 3 (means 2 big steps inside and off 10ft line)
Middle back is Middle Middle 20ft
*defenders are where most balls tend to go - defenders need to be good at reading
Blockers:
OH is elbow distance from Middle Blocker (Arms grab elbow)
Opp is arms distance from Middle Blocker (finger tips touch)
S
L
M
O
P
P
P
M
S
P
L
O
2 x 2
2 x 2
20ft MM
2 x 3
2 x 3
20ft MM
Middle Middle Defense
Description
Pros: Click Here
Good base defense against Middle attacks
Defender in middle of court
Good middle of court coverage
4 defenders in most commonly attacked areas
Not worrying about infrequent attacked areas of court
No wide-open shots on court
Very little movement for backrow defenders
Not relying on block
Blockers can read and react
Cons: Click Here
Defensive players must be able to read well
Angle defender must choose to stay or move
Defensive player must have fully developed skill set
If off blocker digs tips, transition offense is limited
If setter dig’s, transition offense is limited
Keys to success
Train your backrow defenders in all skills for defense
Teach backrow to read hitters
Teach blockers to read and react
Be stopped, be ready
S
L
M
O
P
P
P
M
S
P
L
O
RS Attack
OH Attack
Middle Middle Defense
Description
Pros:
Good base defense against Middle attacks
Defender in middle of court
Good middle of court coverage
4 defenders in most commonly attacked areas
Not worrying about infrequent attacked areas of court
No wide-open shots on court
Very little movement for backrow defenders
Not relying on block
Blockers can read and react
Cons:
Defensive players must be able to read well
Angle defender must choose to stay or move
Defensive player must have fully developed skill set
If off blocker digs tips, transition offense is limited
If setter digs tips, transition offense is limited
Keys to success
Train your backrow defenders in all skills for defense
Teach backrow to read hitters
Teach blockers to read and react
Be stopped, be ready
S
L
M
O
P
P
P
M
S
P
L
O
Middle 1
Middle 3
Rotational Defense
Description Click Here
Pros: Click Here
Good tip coverage
Good line coverage
Setter in good position to set
Deep angle coverage
Left front player ready to attack
Change coverage to confuse opponents.
Cons: Click Here
Poor middle of court coverage *most hits are hit to six*
Stress on blockers *they need to be very disciplined*
Setter might dig a lot of tips
Lots of movement for defenders *not stopped and ready*
Only 2 defenders in back row
Potential for confusion
Keys to success
2 backrow defenders need to be really good
Blockers must takeaway middle of court
Know when to rotate and not to rotate
*Don’t use against the middle attack (no time to move, just be in your base defense)*
O
M
L
P
P
S
OH Attack
RS Attack
L
S
P
M
P
P
Perimeter Defense
Description Click Here
Pros: Click Here
Good deep middle coverage
Good line coverage
4 defenders to dig hard hits
Perimeter positioning:
2 defenders to help dig tips
Cons: Click Here
No defender in middle middle of court
Hard to defend deep 1 hits
Middle back defender covers endline
No dedicated tip defender
Keys to success
Block must be very good
Defenders need to be good moving forward
Line digger and off blocker cover tips
Backrow setter must trans quickly
Digs need to be high
Off blocker must transition quickly
O
P
L
P
S
M
O
P
L
P
S
M
Against OH
Against RS
OFFENSIVE SYSTEMS
5-1 Offensive System
Advantages Summary
Disadvantages Summary:
*5-1 Offense video is on the next slide
5-1 Offensive System Video
6-2 w/subs Offensive System
Advantages of 6-2 system.
6-2 w/subs Offensive System
Disadvantages of 6-2 system
*6-2 Offense video is on the next slide
6-2 w/subs Offensive System Video
6-3 Offensive System
Description
6-3 Offensive summary:
Advantages:
Disadvantages:
4-2 Offensive System
4-2 System Summary
Advantages
Disadvantages
*4-2 Offensive system video is on the next slide
M1
OH2
S1
S2
M2
OH1
L
OH2
S1
S2
M2
OH1
Rotation 1
Rotation 1 Serve Receive
4-2 Offensive System Video
Line Up Sheet
R1
R5
R4
R3
R2
R6
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Name | Pos | # |
PRE-WARM UP�DRILLS
No-ball warm up
Ladder work
Agility work
Sprints
Reaction work
Jumping exercises
General games i.e tag
Footwork Drills
Hitting Footwork
4 off 4 back
3 off 3 back
4 step approach
MB Trans
Blocking Footwork
3-3-3
3-2-2
Q3-3-3
5-2-2
Setting Progression
Click on Each progression to see Video
11U-14U
15U-18U
- 3 Self sets with wrists then full extension cross court
- Easier variation, Partner A catches their own ball in a setting stance)
Partner Tempo sets back-forth x20 (faster the better)
Hitting Progression
Defense Progression
Click on Each progression to see Video
Number Combinations
9 Player Combo
Round 1
1,4,9 / 2,5,8 / 3,6,7
1,5,7 / 2,6,9 / 3,4,8
1,6,8 / 2,4,7 / 3,5,9
Round 2
2,4,9 / 3,5,8 / 1,6,7
2,5,7 / 3,6,9 / 1,4,8
2,6,8 / 3,4,7 / 1,5,9
Round 3
3,4,9 / 1,5,8 / 2,6,7
3,5,7 / 1,6,9 / 2,4,8
3,6,8 / 1,4,7 / 2,5,9
12 Player Combo
Round 1
1,5,12 / 2,8,10 / 3,7,9 / 4,6,11
1,8,11 / 2,5,9 / 3,6,10 / 4,7,12
1,7,10 / 2,6,12 / 3,5,11 / 4,8,9
1,6,9 / 2,7,11 / 3,8,12 / 4,5,10
Round 2
2,7,10 / 3,6,9 / 4,5,11 / 1,8,12
2,8,9 / 3,5,10 / 4,6,12 / 1,7,11
2,5,12 / 3,8,11 / 4,7,9 / 1,6,10
2,6,11 / 3,7,12 / 4,8,10 / 1,5,9
Round 3
3,5,9 / 4,8,11 / 1,7,12 / 2,6,10
3,8,10 / 4,5,12 / 1,6,11 / 2,7,9
3,7,11 / 4,6,9, 1,5,10 / 2,8,12
3,6,12 / 4,7,10 / 1,8,9 / 2,5,11
Round 4
4,7,11 / 1,6,12 / 2,5,10 / 3,8,9
4,8,12 / 1,5,11 / 2,6,9 / 3,7,10
4,5,9 / 1,8,10 / 2,7,12 / 3,6,11
4,6,10 / 1,7,9 / 2,8,11 / 3,5,12
WARM UP
Back Row/OH/Middle/RS Hitting Lines
Description
Hitting lines for quick warm up reps for setting, passing, hitting.
1st step/2nd step tempo Sets
Setter 1 sets backrow Pipe/bic
Setter 2 set Middles and RS.
OH
RS
RS
S
S
OH
OH
DS
DS
M
M
C
C
Hitting Line 1
Description
Hitting lines for quick warm up reps for setting, passing, hitting.
Pins pass freeballs and then go to hitting line. Hitter goes to passing line. RS will pass two balls for Middle and RS Pin.
DS/L Dig Balls on opp side.
Setter 1 sets OH only
Setter 2 set Middles and RS.
OH
RS
RS
S
S
OH
OH
RS
DS
DS
M
M
C
C
Hitting Line 2
Description
Hitting lines for quick warm up reps for setting, passing, hitting.
DS pass freeballs with platform and hands on hitting side.
Setter 1 sets OH only
Setter 2 set Middles and RS.
OH
RS
RS
S
S
OH
OH
M
DS
DS
M
M
C
C
Hitting Line 3
Description
Hitting lines for quick warm up reps for setting, passing, hitting.
DS pass to self and set pins with platform and hands on hitting side. Out of System.
Setter 1 sets Middles only.
Setter 2 Hits first then switch with setter 1 after 1 min.
OH
RS
RS
S
OH
OH
M
DS
DS
M
M
C
C
S
Hitting Line 4
Description
Hitting lines for quick warm up reps for setting, passing, Transitions, hitting.
Pins Hit to DS and Transitions of net.
DS pass to self and set pins with platform and hands on hitting side. Out of System.
Setter 1 sets Middles only, coach toss overpass Hit, Transition and Hit second ball from setter.
.
Can add blocking.
OH
RS
RS
S2
OH
OH
M
DS
DS
M
C
C
S1
M
Beach Pepper
Description
Setters Hits to OH/RS who digs and swings at the pin. Setter can hit to another PIN for Middle attacked balls.
DS players can dig.
Beach Pepper OH & RS
R1 - Tip short 1/5
R2 - Tip Deep 1/5
R3 - Tip 4/2
R4 - Hit Deep Corner
R5 - Hit Sharp Angle
R6 - Hit Line
Beach Pepper Middles
R1 - Tip 3
R2 - Tip 2/4
R3 - Tip Deep 1 & 5
R4 - Hit 5
R5 - Hit 1
OH
RS
RS
S
S
OH
OH
RS
DS
DS
M
M
5 Person
Freeball Transition
Description
1 or 2 athletes as targets working on freeball transition (move back 5 - 10 ft off the net and see the ball and then turn and transition. 4 OFF!
Passer (LB) passes high off the net.
Setter (RB) sees the pass then release to set.
DON’T JUST MOVE TO MOVE! See the pass first.
Passer goes to Setter and Setter becomes the Target.
NOTE: Targets can Hit and shag ball or have shaggers on one side and switch groups after certain amount of time.
P
S
C
T
S
P
S
P
T
5 v 5
Freeball Transition
Description
Alternate Freeballs from coaches or have the athletes send over a Freeball. Modify dependent on level.
Focus is on setters and hitters transitioning to attack. Play out the rally. Then repeat.
Play cooperative or competitive.
P
S
C
T
S
P
S
P
T
S
P
P
P
S
T
T
C
5 Person
Downball Transition
Description
1 or 2 athletes as targets working on downball transition (move back 10 ft off the net and see the ball and then turn and transition. 4 OFF!
Downball Defense - Coach or athlete can hit over to anyone and play it out.
Remember: If setter digs - who sets.
Everyone Plays defense first then “Setter” can release to set.
NOTE: Targets can Hit and shag ball or have shaggers on one side and switch groups after certain amount of time.
P
S
C
T
S
P
S
P
T
P
S
T
P
T
C
Exchange 3 v 3
Description
This is a great warm-up activity for early in practice. It not only requires focus, but there are some specific skills that we can work on. Jumping and hitting the ball over the net with control is a really important skill. Also, those on the defensive side get a lot of really good reading (eyework) reps, as often times balls get hit in a variety of locations (short, deep, etc). It's a pretty random activity, especially at the younger ages.
Create teams of three. This drill is best played with 14 athletes but can easily be modified down to 12, 11, 10 or 9 athletes.
Team 1 will start on the court, team 2 will be off (same side). Team 3 will start on the other side of the court, team 4 is off.
Coach enters a ball to initiate drill. The goal is to keep the ball in play (cooperative drill) and count the total number of times the ball goes back and forth over the net.
Once team 1 bumps, sets and hits the ball over the net, they rotate off the court and team 2 rotates on. Same thing on the other side of the net. Once team 3 bumps, sets and hits the ball over the net, they rotate off and team 4 rotates on. All of this rotating is happening while the ball is still in play.
When the ball drops, simply enter another ball (doesn't matter which side gets the first ball).
We typically play this drill for 10-15 minutes.
Tip: Challenge your athletes to jump and hit the ball. This is a skill that they all need to develop. It's likely that they already know how to bump a ball over the net.
1
1
1
S
S
2
2
2
3
3
3
4
4
4
Exchange (Atonement Style)
Description
This is a great warm-up activity for early in practice. It not only requires focus, but there are some specific skills that we can work on. Jumping and hitting the ball over the net with control is a really important skill. Also, those on the defensive side get a lot of really good reading (eyework) reps, as often times balls get hit in a variety of locations (short, deep, etc). It's a pretty random activity, especially at the younger ages.
Create teams of three. This drill is best played with 14 athletes but can easily be modified down to 12, 11, 10 or 9 athletes.
Team 1 will start on the court, team 2 will be off (same side). Team 3 will start on the other side of the court, team 4 is off.
Coach enters a ball to initiate drill. The goal is to compete to certain amount of points i.e. 15 or 25. Once team 1 bumps, sets and hits the ball over the net, they rotate off the court and team 2 rotates on. Same thing on the other side of the net. Once team 3 bumps, sets and hits the ball over the net, they rotate off and team 4 rotates on. All of this rotating is happening while the ball is still in play.
If a player makes an error they have to ATONE for their error. They will repeat the play until successful and each error made is a point for the opponents.
We typically play this drill for 10-15 minutes.
Tip: Challenge your athletes to jump and hit the ball. This is a skill that they all need to develop. It's likely that they already know how to bump a ball over the net.
1
1
1
S
S
2
2
2
3
3
3
4
4
4
Triangle Pepper Progression
Description
Hitting (Arm swing), Digging, Setting.
Hitter Hits to Digger
Digger digs to Setters
Setter sets to Hitter
When ball ends, rotate
Variations: Continuation of pepper
H
S
P
S
P
H
S
P
P
H
H
S
1
3
2
1
2
3
Ball control movement drill
Description
On a half court
Easy warm up drill for multiple contacts
Digging, Setting, arm swing, ball control
H1
P1
P2
H2
P
P
5 Player Pepper
Description
On a half court
Working on base defense, transition, ball control, setting pins, arm swing.
When ball ends, rotate.
Add two Pins, 3 diggers, 1 Setter
Side A is Option 1
Side B is Option 2
H
S
P
P
P
S
P
P
H
P
H
Side A
Side B
5 on 5 OTN Pepper
Description
Emphasis on Ball Control, hitting, setting, first contact, defense.
Start with toss in from Coach. Pass, Set OH, Hit.
Example: Tip ball to certain number of points, hit cross only, Hit line only, off-speed only
Stay until rally ends, rotate around the setter.
Variations: Can play as fire drill (everyone does everything)
H
P
P
S
P
S
P
P
P
P
H
P
Front Row, Back Row
Description
Taking advantage of situations
Backrow attacking, frontrow attacking, defense
Fun, competitive and fast tempo game.
*Coach Ben
H
L
H
S
S
H
H
L
H
H
H
H
Backrow Only
Frontrow Only
Pass, Move Drill
Description
Working on platform tilt/angle and movement with feet…Keep moving “Push, Shuffle, Shuffle”
Tossers throw 2 balls -
Ball 1 - Throw A
Ball 2 - Throw B
Athletes Pass both balls
Target catch two balls
(Can run two sides half court)
TO
TA
P
P
P
P
A
TA
TO
TO
TO
TA
B
Fill Drill Defense
Description
Working on comms, seams in defense.
Downball from coach or athlete
Athletes move from MB to LB or RB depending on who downballs.
After Dig, go to target line. Target Catches and takes ball to downball line.
Downball and go to digging line.
P
C
P
C
P
P
P
P
T
75 In 5
Description
75 Points in 5 mins.
Round 1
- Pass 25 Free balls (half court)
Round 2
- Dig 25 Down balls (half court)
Round 3
- Pass 25 Serve (end line)
You have to get 25 points before you move on to next round. If any ball is over-passed then subtract a point. If you don’t get a good pass or dig then you don’t get a point.
If you don’t complete the drill then you can either repeat or write the number you got down to and try beat it next time.
Rotate – Toss to pass
5
6
1
2
3
4
C
7
8
9
10
100 In 10
Description
Athletes to complete 100 contacts in a row in 10 mins.
If they fail, then they go back to starting point or 0 and try again.
R1 – Forearm Passing – Pass, Pass, Pass x 25 Contacts in a row
R2 – All hands, Set, Set, Set x 25 contacts in a row
*Once they get to 50 contacts they can stay at “50” to complete next 2 rounds or always go back to “0”*
R3 – Pass, Set, Tip or Down ball x 25 contacts in a row
R4 – Pass, Set, Hit (jumping) x 25 contacts in a row
5 v 5 Athletes rotate every time the ball goes over the net. Everyone passes, sets and hits.
Ball control and mental toughness drill.
*Coach Ben
B
B
B
A
B
B
A
A
A
A
C
C
5 v 5 Progression
Description
6 v 6 drill with a progression off shots. Mini games to 3-5 points or timed games, then go to next progression. (level up style game)
*Coach Ben
P
P
L
O
S
O
L
S
P
P
C
C
6 v 6 Progression
Description
6 v 6 drill with a progression off shots. Mini games to 3-5 points then go to next progression. (level up style game)
*Coach Ben
P
P
L
O
S
O
L
S
P
P
C
C
M
M
Small Court 1 v 1
Description
1 v 1 Queen Style play
North Pole / South Pole
Win you move up; lose you move down
Start with serve or toss and play it out. If you win move to queen side and lose move to serve line. Every time you win on queen side you get a point.
Variations: -
Play by time or number of points. Timed always preferred.
1
2
3
4
6
5
7
8
9
Small Court 2 v 2
Description
2 v 2 Queen Style play
North Pole / South Pole
Win you move up; lose you move down
Start with serve or toss and play it out. If you win move to queen side and lose move to serve line. Every time you win on queen side you get a point.
Variations: -
Play by time or number of points. Timed always preferred.
2 v 2 Ball Control OTNP
Description
OTNP – Over the net pepper
1 contact Passing only back and forth
1 contact Sets only
2 Contacts Pass, Pass
2 Contact Set, Set
2 Contacts Pass, Set
2 Contacts Set, Pass
3 Contacts Pass, Pass, Pass
3 Contacts Pass, Set, Set
3 Contacts Pass, Set, Tip
3 Contacts Pass, Set, Down ball
3 Contacts Pass, Set, Hit
10-15 min time limit to get through rounds. Coach sets number for each round e.g 10. Depending on team level add or take time and number needed to progress.
5 & ROTATE
Description
5 & Rotate is a ball control drill.
Every time the ball goes over the net the team rotates clockwise, 1 position.
R1 – PPP
R2 – SSS
R3 – PSP
R4 – PSS
R5 – PSD
R6 - PSH
Cooperative drill
Each round trying to get certain number E.g. 15
And you can do it by time.
2
2
2
1
2
2
1
1
1
1
C
C
2
1
Fire Drill
Description
Competitive drill or coop drill.
Athletes rotate every time the ball goes over.
Every player plays every position.
Compete to certain amount of points E.G. 15 points
Add emphasis of scoring like can only score by tipping, cross court kills, line skills
2
2
2
1
2
2
1
1
1
1
C
C
2
1
3’S Back and Forth OTNP
Description
3 players enter the court:
Player 1 passes and moves to the other side of net
Player 2 sets and moves to other side of net
Player 3 sends the ball over the net and then sets the second ball on the other side.
Try play it back over so you should have 6 total contacts.
You can play by letting each team see how many times they can get the ball back and forth over the net
or, play as a whole team and rotate off after you played the ball back over
AKA - Brazilian Ball Control Drill
3
1
2
5
6
4
8
9
7
C
1 v 1 Exchange
Description
1 v 1 Exchange style – Cooperative
After each contact over the net a new player comes on the court.
Start with a toss, player has 3 contacts, you can adapt these contacts to your level.
Ex. P,S,P; P,S,S; P,S,DB; P,S,H
This is cooperative but you can make it competitive as players get used to the movement of the ball.
Should be Timed
Switch players from LB to RB so they get used to hitting from a different angle.
Move to cross court contacts and then switch players so they can hit from a different angle
*Coach Brook H
Transition Progression 1
Description
Working on being fast in transition and understanding the situation of Freeballs, downballs…
Round 1 - Player A start with the ball. They initiate “freeball” and bowl over the net to Player B, who catches the ball. Player C will have to recognise its a “freeball” and turned to run fast of the net and they are trying to beat the ball to the person catching.
After that ball: players on the side enter the court to be next tosser and in turn they bowl to Player A and Player D will turn and run off the net.
If your group/team is a little more advanced you can add two balls going at the same. Stagger the tossers. You will have way more reps and speed up the drill.
Switch groups from LS to RS and RS to LS on your half court
Do it by time so you can progress.
Round 2 - Players A and B will now pass to themselves from the toss and catch the ball above their foreheads. Athletes working on transition still run fast off net but now turn and stop before catch. 1st Step!
Round 3 - Player C and D will go back towards the 10 ft line staying square to net, then turn and transition and get on their first step as Player A and B Pass, Set to themselves.
Round 4 - Player A and B Pass, Set to players C and D who will be going on to their first step of approach (4 step) and jumping and catching ball.
Round 5 - Player A and B Pass, Set to players C and D who will be going on to their first step of approach (4 step) and jumping and hitting ball.
*Sets Calls Huts and 9s if adding insystem set.
*Set calls: 4 for OH and 5 for RS (standard for out of system CJV set calls)
D
C
C
D
A
A
B
B
P
P
P
P
Players Transition off the net
C
C
Transition Progression 2
Description
Working on being fast in transition and understanding the situation of Freeballs, downballs…
Round 1 - Player A start with the ball. They initiate “freeball” and bowl over the net to Player B, who catches the ball. Player C will have to recognise its a “freeball” and turned to run fast of the net and they are trying to beat the ball to the person catching.
After that ball: players on the side enter the court to be next tosser and in turn they bowl to Player A and Player D will turn and run off the net.
If your group/team is a little more advanced you can add two balls going at the same. Stagger the tossers. You will have way more reps and speed up the drill.
Switch groups from LS to RS and RS to LS on your half court
Do it by time so you can progress.
Round 2 - Players A and B will now pass to themselves from the toss and catch the ball above their foreheads. Athletes working on transition still run fast off net but now turn and stop before catch. 1st Step!
Round 3 - Player C and D will go back towards the 10 ft line staying square to net, then turn and transition and get on their first step as Player A and B Pass, Set to themselves.
Round 4 - Player A and B Pass, Set to players C and D who will be going on to their first step of approach (4 step) and jumping and catching ball.
Round 5 - 2 v 2 P, S, Over - one player at the net working on transition and approach as their teammate passes and sets.The player sending the ball over the net can freeball (forearm or set) or attack. The Players in defense can choose to block the attack or move back for freeball defense.
*Set calls: 4 for OH and 5 for RS (standard for out of system CJV set calls)
D
C
C
D
A
A
B
B
P
P
P
P
Players Transition off the net
Modified Transition Progression
Description
Working on being fast in transition and understanding the situation of Freeballs, downballs…
Alternate or do it the same time.
Rotate - Stay on your side and half court. Transition - Off - Catch/Passer/Tosser.
Round 1 - Coaches “C” toss the ball across the net and catch.
Player “P” has to turn and sprint fast, past the coach and before they catch the ball.
If your group/team is a little more advanced you can add two balls going at the same. Stagger the tossers. You will have way more reps and speed up the drill.
Switch groups from LS to RS and RS to LS on your half court
Do it by time so you can progress.
Round 2 - Coach “C” or Players “P” will now pass to themselves from the toss and catch the ball above their foreheads. Athletes working on transition still run fast off net but now turn and stop before catch.
Round 3 - Player “P” will go move back towards the 5 -10ft off the net, staying square to the ball, then turn and transition and get on their first step as Coach “C” or Player “P” Pass and Set to themselves.
Round 4 -Coach “C” or Players “P” Pass and Set to the athlete transitioning, who will be going on to their first step of the approach (4 step) and jumping and catching ball.
Round 5 - 2 v 2 P, S, Over - one player at the net working on transition and approach as their teammate passes and sets.The player sending the ball over the net can freeball (forearm or set) or attack. The Players in defense can choose to block the attack or move back for freeball defense.
*Set calls: 4 for OH and 5 for RS (standard for out of system CJV set calls)
P
P
P
P
C
C
C
C
P
P
P
P
Players Transition off the net
SMALL GROUP
MONARCH OF THE COURT
�Description
This is a great drill for any type of serving/passing focus. We use monarch of the court to integrate serve-receive systems, fine tune passing techniques, and of course serving work. We love this drill early in practice, typically after some type of warm-up activity. Depending on how many rounds you play, this drill can last anywhere from 10-30 minutes.
Mix your group into teams of three. The drill can be played with any combination of 9 to 18 athletes. You can pull setters and liberos out of the mixing formulas in order to create your groups of three. For example, if you have 10 athletes, put one of your setters on the receiving side full time and then mix your remaining 9 athletes.
Let's use 12 athletes as an example. Team 1 will start on the receiving side, team 2 is serving, team 3 is in line with a ball, team 4 is also in line with a ball. Team 2 initiates the first serve to start the drill.
There are two scenarios after the first serve. If the receiving side wins the rally there's a second ball entry given to the serving team (team 2) that gets played out. As long as the receiving team (team 1) continues to win, they stay. However, if the receiving team loses at any point (serve or second ball) they wave off, shag their ball and go to the back of the serving line. Team 2 waves to the receiving side, team 3 serves.
There is only a second ball entry if the receiving side wins the serve. If they lose the serve, they wave off and the winners wave to the receiving side. In order to get the second ball entry you must win on the receiving side. When you lose on the serving side, you shag the ball and go to the end of the serving line.
It's easiest to play to a set number of total points. For example, when all points combined (all four teams) total 25 points that round is over. When a round is over, re-mix the teams and play again.
1
1
1
S
S
2
2
2
3
3
3
4
4
4
TRIPLES TOURNEY
Description
The court will be divided in half with two teams of three competing on each side. Use the teams/combos in the diagrams below to run the tournament.
Each round will be complete when the total of both teams competing equals 15 points. For example, 10-5, 8-7, 12-3 etc. Once everyone has recorded their scores, resume to the next round. At the end of 12 rounds the athlete with the most points wins.
This is a great drill that gets all of your athletes involved in game like situations. It's nice to allow your middles to set and pass, your setters to hit etc. Everyone gets game like reps here.
f
4
6
5
10
12
11
7
8
9
2
1
3
Doubles Ladder Tourney
Description
Goal - All players will practice each skill. Top players will reveal themselves by gravitating towards the top court.
How to play - Cut a volleyball court in half with an antenna in the middle of the net. Assign four players to each new court. Each round consists of three games, lasting two minutes each.
First game is Player 1 & Player 2 vs Player 3 & Player 4.
Second game is Player 1 & Player 3 vs Player 2 & Player 4.
Third game is Player 1 & Player 4 vs Player 2 & Player 3.
How to keep score - At the end of the round, each player adds her scores from all three games combined. The top two scorers from each court move up one court. The bottom two scorers move down one court.
Time - Each round lasts about 8 minutes (because of short breaks while switching teams). Play enough rounds to allow the players to end up on the courts they are most deserving of. The better players will eventually move up, while the weaker players will eventually move down. This drill can be played across multiple practice sessions by recording each player's ending spot after each round and then going back to those spots later in the day or the next day.
Benefits - Each player gets practice in each skill and gets to play with multiple partners. The best and worst players reveal themselves.
�
1
2
3
4
2
1
3
4
1
2
2
1
3
3
4
4
TRIPLES COMBO
Round 1
Court 1 - 1,2,3 v 4,5,6 / 1,2,6 v 3,4,5 / 1,3,5 v 2,4,6 / 1,5,6 v 2,3,4
Court 2 - 7,8,9 v 10,11,12 / 7,8,12 v 9,10,11 / 7,9,11 v 8,10,12 /
8,9,10 v 7,11,12
Round 2
Court 1- 1,2,3 v 7,8,9 / 1,2,9 v 3,7,8 / 1,3,8 v 2,7,9 / 2,3,7 v 1,8,9
Court 2 – 4,5,6 v 10,11,12 / 4,5,12 v 6,10,11 / 4,6,11 v 5,10,12 /
5,6,10 v 4,11,12
Round 3
Court 1 – 1,2,3 v 10,11,12 / 1,2,12 v 3,10,11 / 1,3,11 v 2,10,12 /
2,3,10 v 1,11,12
Court 2 – 4,5,6 v 7,8,9 / 4,5,9 v 6,7,8 / 4,6,8 v 5,7,9 / 5,6,7 v 4,8,9
Fast 4’s
Description
Speedball style play
Setters and Liberos Stay for all rounds. Can repeat rounds and switch Setter and Libero over.
Start - Players 1 & 2 serves to Players 5 & 6 and play out. If you win you stay and get 1 point. If you lose you leave the court the team behind serves right away.
Play for Points 5-7 or timed 3-5 min rounds. Add points to scoreboard and then go to next round. Reshuffle numbers if you want more rounds.
Format
R1
Side A 1 & 2, 3 & 4
Side B 5 & 6, 7 & 8
R2
Side A 1 & 4, 2 & 3
Side B 5 & 8, 6 & 7
R 3
Side A 1 & 3, 2 & 4
Side B 5 & 7, 6 & 8
*Coach Ben
3
4
1
2
8
7
6
5
L
L
S
S
Side A
Side B
Serve, Pass, Block Drill
Description
Serve, Serve Receive, Setting Pins, Blocking eye sequence and movement.
Players stay fixed for number of balls or timed.
C
S
P
SE
P
P
SE
S
B
B
B
T
T
Dog House
Description
A diverse drill that can be used for both young and older athletes. This drill is typically used at the beginning of practice as a warm-up/serve receive activity.
Make teams of three if you have 9 or 12 athletes. If you have 11 or 14 athletes simply designate two setters to stay and set. If you have 10 or 13 athletes designate an all time setter for the receiving team. Doghouse is a great drill for the younger athletes. It gives them a ton of serve/pass reps, and they enjoy playing it.
Teams can only score points on the "scoring side" of the net, which is the non doghouse side. Teams that win rallies in the doghouse do not score points, but simply go back to the "scoring" side.
Play to as many points as time permits. First team to 15, 20, 25 etc. You can also play more than one round and change teams.
Don't be afraid to bowl/toss balls to your older athletes as well. This is a great way to reinforce serve receive starting positions and passing keys. Don't toss the ball until the kids are ready.
2
3
2
2
S
S
1
1
1
3
3
Dog-house side
Level Up 2 v 2 / 3 v 3
Description
Create Teams of 2 or 3.
How to play
Queens style
Coach entered balls to Queen side
minimum contacts 1
maximum contacts 3
Win points on both sides of the net.
Round 1 - All forearm passing 5 Points
Round 2 - Forearm and hands 5 points
Round 3 - Forearm, Hands and Hitting/Tips 5 points
Play to 15 points and you elevate up to the next round once you have scored 5 points, 10 points and then 15 points.
Great game for communication, vision, reading, hustle, ball control
2
2
2
1
1
1
3
3
3
4
4
4
Fours, Bounce
Description
Teams are divided into groups of four players (see player mixing chart).
Game is to 5 points, rally score. Starts with a serve, then a next ball to the serving side who sends it over the net on one. If the receiving side wins both rallies, they “capture the serve” and they serve. If they split or lose both rallies, the serve remains with the original serving team. Rotate servers every time there is a new server. First team to 5 points wins.
As soon as the game is over the team that lost comes off and the team that was off has 5 seconds to get on the court and serve.
1
1
1
2
2
2
3
3
3
4
4
4
S
S
Speedball 3 v 3 w/setters
Description
Teams 1 and 2 play against Teams 3 and 4. All rallies start with a serve, and play Speedball format:
- Winners stay and receive�- Losers come off, and the team waiting on that side serves and comes on.�- Example: Team 1 wins the first rally. They quickly get in serve receive and stay. Team 3 shags their ball and gets back in line while Team 4 serves and now plays against team 1.
There are 14 players in the diagram below. You can handle as many as 20 by adding another team of 3 to each side. It’s not ideal, but if you keep the game moving quickly, the speedball format can still get this many players a lot of touches.
Keep track of your score and play a round-robin tournament:
Round 1: Teams 1 and 2 vs Teams 3 and 4 Round 2: Teams 1 and 3 vs Teams 2 and 4 Round 3: Teams 1 and 4 vs Teams 2 and 3
Add up the scores at the end and one team will be the tournament champion. You can have setters compete with a team (or teams) or compete against each other separately.
You can also do a version of this where you fix a libero in middle-back on each side and have teams of 2 wave on and off around them.
2
1
1
1
2
2
4
4
4
3
3
3
S
S
Setters Butterfly
Description
*Add hitting, blocking if you want to see something different.
Serving from
Each Round is 3 mins.
Split the sides evenly and make sure you stay on your side.
Side A will serve to Side B as Side B serve to Side A.
*replace the passer
1:5
5:5
1:1
A
B
A
B
B
A
B
A
B
A
B
A
1:5
1:1
5:5
S
S
S
S
S
S
C
C
C
C
C
C
5:1
B
A
B
A
S
S
C
C
A
A
A
A
B
B
B
B
Queens 3 v 3 or 3 v 3 - w/setters
Description
11 or 14 players add setter
9 or 12 players no Setter
Start with serve from challenger’s side to queen’s side.
If Queen’s side S/O then they stay. If Queen’s side loses then they go to serving line and team who won moves to Queen’s side.
Score points on Queen’s side only.
Play by time or certain points.
Focus: serving, serve receive, transition from serve receive, setting, defense, backrow attack, front row attack
2
2
2
S
1
1
1
S
3
3
3
4
4
4
Chaos 3 v 3
Description
How to play
Whatever team wins switches sides ALWAYS and new team comes onto the empty side
Coach inputs the ball to the side the winners are switching TO
2
2
2
1
1
1
3
3
3
4
4
4
C
C
Neville’s Pepper
Description
Mix your athletes in to teams of three. It's best if you have fixed setters on each side but not required.
One team is on the defensive side for a fixed period of time or a certain number of balls. 2-3 minutes per round, or 15-20 balls is sufficient. The benefit of using a fixed number of balls is you can stop and coach without having to stop your watch. The other side has teams that are exchanging after each rally (we call this the offensive side).
A coach tosses free balls or hits down balls to the teams that are exchanging on the offensive side (keep them coming fast!). They get three touches, with both sides trying to win the rally.
Game can be played off the net, on the net, with or without a block.
When playing 6 v 6, the offensive side exchanges and the defensive team stays fixed for a certain amount of time; then the defense changes from front row to back row and we repeat.
Only the fixed team on the Neville's side (defense) is being scored using a plus/minus system. Plus for a dig or rally win, minuses for hitting errors or over-digs. Lose all points for no pursuit. When playing 6v6, a stuff is worth 2 plusses, a block-but-they-covered is worth 1 plus. You can set the scoring to whatever it is that you want to emphasize. For example, you could add plus 2 for a successful pancake if you're trying to improve that skill.
2
2
2
1
1
1
3
3
3
4
4
4
C
C
Speedball 5 v 5
Description
Speedball 5 v 5 will be played in the following sequence to certain number of points like 7 or timed games E.G. 5 mins
Rules - If you lose you serve, server does not enter the court.
ROUND 1
G1 - TEAM A - M1 & OH1 v TEAM B - M1 & RS
G2 - TEAM A - M2 & OH2 v TEAM B M2 & RS
G3 - TEAM A M1 & OH1 v TEAM B M2 & RS
G4 - TEAM A M2 & OH2 v TEAM B M1 & RS
(Depending on your team - Middles could also be RS and have an OH/DS Serve)
ROUND 2
G1. TEAM A - M1 & RS v TEAM B M1 & OH1
G2 - TEAM A - M2 & RS v TEAM B M2 & OH2
G3 - TEAM A M1 & RS v TEAM B M2 & OH1
G4 - TEAM A M2 & RS v TEAM B M1 & OH2
ROUND 3
G1. TEAM A OH1 & RS v TEAM B OH1 & RS
G2. TEAM A OH2 & RS v TEAM B OH2 & RS
*SEE NEXT SLIDE FOR ROUNDS AND GAMES*
L
OH
S
S
OH
L
M2
M2
C
C
OH
M1
RS
M1
T
E
A
M
A
T
E
A
M
B
ROUND 2 ROUND 3
OH
OH
L
OH
OH
S
DS
S
OH
RS
OH
RS
OH
M1
L
OH
OH
S
DS
S
OH
M1
M2
RS
TEAM A
TEAM B
TEAM A
TEAM B
Spikers v Diggers
Description
Goal - Spiking team tries to get to 25 points before the digging team gets to 25.
How to play - Create a spiking team and a digging team. The starting score is 17-17.
The spiking team includes: Setter, Libero, Two Outside Hitters
The digging team includes: A full 6-player defense
How to keep score - Scoring depends on the result of each rally and may be tweaked as the coach desires.
Kill for the spiking team: +1 point for the spiking team
Off-speed tip/roll kill by the spiking team: +2 points for the spiking team & -1 point for the digging team
Hitting error by the spiking team: -1 point for the spiking team & +0 points for the digging team
Dig-Set-Catch by the digging team: +1 point for the digging team
Stuff block by the digging team: +2 points for the digging team
Block by the digging team, covered by the spiking team: Wash. +0 points for both teams
Overpass by the digging team: Wash. +0 points for both teams
Time - Play until one team gets to 25 points. Variations - You can add or subtract players from the spiking team. You can have the spiking players attack from either side of the net or the middle. You can change the way you keep score to emphasize certain aspects of the game.
Emphasis - Give bonus points or subtract points for different rally results that you'd like to emphasize throughout the drill.
L
OH
S
S
L
M2
C
C
OH
M1
RS
D
i
g
g
i
n
g
S
i
d
e
OH
OH
S
p
i
k
i
n
g
S
i
d
e
RS
Capture the Flag
Description 5 V 5 Pins Version
Can play 6v6 (play by rotation) or 5v5( pins and 3 backrow(setter and 2 backrow) or setter /MB front row and 3 backrow
Game starts with a player or coach alternating chipping balls into team
Each Team starts with 3 cones, everytime a team wins they will get a cone from other team. Keep playing until one team wins all 6 cones.
The winning team will have to validate win with a Serve or Serve Rec. If they win they get a Big point. If they lose they must get a cone back and continue the game until a team get 6 cones.Winning team must validate win.
Start game again.
Repeat and go through rotations or Big Points
Focus: Winning in a row, End of game pressure
H
L
S
H
H
H
L
S
H
H
C/P
C/P
C/P
SERVE RECEIVE
Serve/Pass 3s
Description
Court is split into ½ or ⅓
Player A Serves
Player B Passes
Player C Target
1-2 Min Rounds then rotate athletes.
Make it competitive once you feel its good and athletes can do 3 good passes and rotate.
Rotatation
- A Becomes B
- B Becomes C
- C Becomes A
Focus: Accurate serving and passing.
A
B
B
A
B
A
C
C
C
4 Corner Serve/SR
Description
Server’s working on, line serving and/or cross court serving.
Build up serve speed start at 50%.
2 Passers on both sides at 1 & 5, working on passing high to target.
Passers get their own ball and go to server’s line on same side.
You get a lot of reps and can build up intensity depending on level of team. I like it as a warm up.
P
S
P
P
S
P
S
S
S
S
S
S
Fill Drill Serve Receive
Description
Working on communication See it, Say it, Do it, aggressive seams in Serve Receive
Athletes move from MB to LB or RB to MB
Setter sets the passer, who gives ball to coach or have athletes toss/serve seams
See Deep and Short
Don’t Guess, See and make move
Be behind the ball
P
C
S
P
C
P
P
P
P
S
P
P
S
Serve to Base/Toss
Description
Servers “S” on Side A and Side B, Serve down the line to the Passer “P” who passes to themselves. Once “S” serves they run to base defense and the Tosser “T” will then Toss a ball to “S” to Dig High in the middle of the court and “T” will catch the dig and goes to serving line.
Rotation
“S” Side A goes to Side B of the net to become ”P”. “P” passes to themselves & goes to “T”. “T” tosses to “S” & catches the Dig and becomes “S” on same side.
Great drill for a lot of serve and pass reps plus understanding that you need to be in base quick to play defense.
Notes:
You only cross the net after your serve and dig.
Teach servers to carry on through their contact
ADD Coach to toss if athletes struggle
T
S
T
T
P
S
S
S
S
P
S
Side A
Side B
TOSS
TOSS
SERVE
T
Serve to Base/Hit
Description
Servers “S” on Side A and Side B, Serve down the line to the Passer “P” who passes to themselves. Once “S” serves they run to base defense and the Hitter “H” will then Hit a ball to “S” to Dig High in the middle of the court and “H” will catch the dig and goes to serving line.
Rotation
“S” goes to Side B of the net to become ”P”. “P” goes to “H”. “H” catches the Dig and becomes “S”.
Great drill for a lot of serve and pass reps plus understanding that you need to be in base quick to play defense.
Notes:
You only cross the net after your serve and dig.
Teach servers to carry on through their contact
ADD Coach to hit if athletes struggle
H
S
H
H
H
P
S
S
S
S
P
S
Side A
Side B
HIT
HIT
SERVE
SERVE
4 Point Serve/Pass
Description
Serving from
Each Round is 2 mins or as many minutes as you want.
Split the sides evenly and make sure you stay on your side.
Side A will serve to Side B as Side B serve to Side A.
Passers will either catch the ball before it bounces or pass on to their platform and catch.
1:5
5:1
5:5
1:1
A
B
B
A
A
B
B
A
B
A
B
A
B
A
B
A
1:5
5:1
1:1
5:5
Butterfly Progression
Description
Server can be a coach
Can start with a bowl, then progress to overarm and serve.
Talk about vision, what are they seeing and saying.
Serving from -
Progression 1 - 1 Passer (Short Seam)
Progression 2 - 1 Passer (Deep Seam)
Progression 3 - 2 Passers (Comms and movement in seam random)
1:5
5:1
5:5
1:1
P
S
S
P
S
S
A
P
S
P
S
P
S
S
P
1:5
5:1
1:1
5:5
T
T
P
T
T
T
T
T
T
Butterfly
Description
Do with 1 Passer or 2 Passers
Tossing from:
Each Round is 5 mins.
Split the sides evenly and make sure you stay on your side.
How To Rotate
Serve, Pass, Target
Stay on your side
replace the passer
1:5
5:5
1:1
P
S
S
P
S
P
P
S
P
S
S
P
1:5
1:1
5:5
T
T
T
T
T
T
5:1
S
P
P
S
T
T
P
P
P
P
P
P
P
P
5:1
Setters Butterfly
Description
*Add hitting, blocking if you want to see something different.
Serving from
Each Round is 3 mins.
Split the sides evenly and make sure you stay on your side.
Side A will serve to Side B as Side B serve to Side A.
*replace the passer
1:5
5:5
1:1
A
B
A
B
B
A
B
A
B
A
B
A
1:5
1:1
5:5
S
S
S
S
S
S
C
C
C
C
C
C
5:1
B
A
B
A
S
S
C
C
A
A
A
A
B
B
B
B
5:1
Butterfly 2.0
Description
Serving from
Each Round is 5 mins or as many minutes as you want.
Split the sides evenly and make sure you stay on your side.
Side A will serve to Side B as Side B serve to Side A, Pass, Set, Hit, Block
Or basic Butterfly
1:5
5:1
P
S
S
P
S
P
P
S
1:5
5:1
S
S
S
H
S
H
H
H
B
B
B
B
Pass, No Pass
Description
Serving from
Each Round is 3 mins.
Split the sides evenly and make sure you stay on your side.
Focus: Consistent footwork
1:5
1:1
5:1
P
S
S
P
S
P
P
S
P
S
S
P
1:5
1:1
5:1
S
S
S
S
S
S
C
C
5:5
S
P
P
S
S
S
L
L
L
L
L
L
L
L
5:5
Servers Butterfly
Description
Designate your servers, passers and setters. We like to compete, so the passers usually must pass some percentage of perfect passes to win. For a really good passing team, the goal might be 5 in a row for the passers and 3 in a row for the servers. In high school or club, 3 in a row for the passers and 3 in a row for the servers are often good goals.
A server on one side serves to the passers on the other side. The setters will set this ball to the left side where the server will run and pick up the same ball they served (on their way to the other side of the net).
It's easiest if the passers stay in place for approximately 2 minutes before rotating. So, the servers are rotating sides after each serve, while the passers rotate every two minutes. Six passing positions at 2 minutes per gives you 12 total minutes of passing.
S1
P
S
P
S
P
S2
S3
S4
P
P
P
Servers rotate to other side and catch the setter’s set.
Servers rotate to other side and catch the setter’s set.
Serve And Pass
Requirements: 5 players, balls, court
Execution:
Tug of War
Description
Goal - Passers try to get to 10 before servers get to 0.
How to play - Create two teams. One team becomes the passers, the other team becomes the servers.
How to keep score - Start with the score at 5 (this can be changed depending on your athletes). A good pass adds one to the score. A bad pass subtracts one from the score. A missed serve adds one to the score. When the score gets to 10, the passers win. When the score gets to 0, the servers win. At this point, the passers become the new servers, and the servers become the new passers.
Time - This drill can last anywhere between a few minutes and thirty minutes, depending on how many rounds you'd like to play.
Benefits - Gives competitive and meaningful serving reps to each server on your team, and the same types of passing reps to each passer on your team.
Emphasis - Serving, passing.
2
S
1
6
3
5
4
7
8
9
S
Strike Out
Description
One team is serving and the other is passing. Team that is serving is trying to ace them or make the passers pass a 1 which is a “strike”. 3 strikes and out. The teams switch.
Playing to a certain amount points like 15 or 25.
How you score
Each pass is worth a certain amount of points:
Good pass = 3
Medium pass = 2
Bad pass = 1 and strike
Ace = 0 and strike
If the team that started passing gets to 25 first, then the serving team gets a chance to tie it or win. If the serving team gets to 25 first then the game is over.
2
C
1
6
3
5
4
7
8
9
10
25 in 2
Description
Servers will alternate serves. Serving at 50-75%. We are looking for Pass 3,2,1,0, Set, Hit in +1.
The most points per serve is +4 (Pass +3 and Kill +1)
You need to get 25 points in 2 mins to complete. It’s a cooperative drill.
DO NOT PLAY DEFENSE ON THE ATTACK
P
S
P
S
P
P
P
P
OH
OH
S
S
S
S
S
S
50 before 4
Description
Servers are trying to ACE/bad pass 4 points before the passing team gets 50 points.
1 good pass = 3 points
2 good pass in a row = 6 points
3 good pass in row = 9
and so on.
If its a 1 pass then its wash
medium pass is = 2 points.
Great drill at the end of practice.
2
C
1
3
5
4
S
S
S
S
S
Servers
Passers
ON THE MAT (OTM)
Description
Servers aiming for the mat places on the floor.
Random serving.
Can use cones to create zone.
S
S
S
S
S
Servers
Mats
OUT OF SYSTEM
DS - OOS Setting 1
Description
Player A will toss the ball to Player B, who digs to self and platform/hand set to Player C, who catches the ball and goes to tossing line.
.
Rotation - Player A becomes Player B and Player B becomes Player C.
Great drill to understand Out of system setting concepts. We want the set 5ft off and 5ft in the court. Add noodles to help visually.
C
C
B
B
A
A
B
A
B
A
DS - OOS Setting 2
Description
Player A will toss the ball to Player B, who digs to self and platform/hand set to Player C on opposite side of the court, who catches the ball and goes to tossing line.
.
Rotation - Player A becomes Player B and Player B becomes Player C.
Great drill to understand Out of system setting concepts. We want the set 5ft off and 5ft in the court. Add noodles to help visually.
C
C
B
B
A
A
B
A
B
A
DS - OOS Setting 3
Description
Player A1 hits the ball to Player B1, who digs high middle 20ft x 10ft and Player B2 will platform/hand set to Player C1 on opposite side of the court, who catches the ball and goes to tossing line A2. REPEAT for A2, B2, B1 Sets C2.
.
Great drill to understand digging high middle and Out of system setting concepts. We want the set 5ft off and 5ft in the court. Add noodles to help visually.
C1
C2
B1
B2
A2
A1
B1
A1
B2
A2
Patience
Description
Player A will toss the ball to Player B, who can bump set to Player C first time or pass to themselves a number of times before setting Player C to attack.
Player C is working on being patient before taking their first step of their 4 step approach on contact of the set from Player B.
Rotation - Player A becomes Player B and Player B becomes Player C.
Great drill to understand Out of system hitting and setting concepts, plus being patient on attack.
C
C
B
B
A
A
A
A
A
A
1st Step OOS
Description
Basic Out of System Drill to focus timing for hitters.
We want our hitters to be going onto their first step of approach when the ball is being set.
If adding blockers, have them working on lining up with hitter - Swing blocking or hop step blocking.
How to Rotate
Hit to Block - Blockers get ball or if you don’t have blockers then have hitters wait and shag ball. Hit OH and RS
Sets calls “4” and “5”
H
H
C
C
H
B
B
H
H
H
Out of System Transition
Description
How to play
Pins working on hitting to setter, trans of the net and approach 1st Step
Setter Digs high in middle of court 20ft x 10ft
DS/L Sets the Pin who just hit to setter 5 x 5
You can set it up on both sides if you want and alternate hits or have the hitters start with catch.
You can also have the Pins on both LS and RS to hit to setter and hit one way.
You can add defenders or blockers on the other side.
Setters working defense
DS/L working setting
Pins/middles working on ball control, trans, approach and timing. (work through each not all at same time)
P
L
S
L
P
P
S
P
P
S
S
P
P
L
L
P
P
P
Out of System Transition #2
Description
How to play
Pins working on hitting to defender Cross &/Or Line, trans of the net and approach 1st Step. Hit deep
Digger digs high in middle of court 20ft x 10ft
Libero Sets the Pin who hit to defender
You can set it up on both sides if you want and alternate hits or have the hitters start with catch.
You can add defenders or blockers on the other side.
L working Setting & Defense
P
L
L
L
P
P
L
P
P
L
L
P
P
L
L
P
P
P
Ball Control Out of System (OOS)
Description
PINS and MIDDLES working on down ball control to DS/L
and
Transitions on the Pins
and
Patience on 1st step for OOS
DS/L working on first ball contact and second ball contact set (use hands and platform for sets)
Pins have to hit to ds/l then transition to approach and hit deep corner, shag ball and get back in line to hit -alternate (cross court hitting and line if more advanced)
You can add scoring to make it competitive i.e. 1 point every time you hit the mat.
P
P
L
L
P
P
P
P
P
P
Pin Hitters – Down ball to DS/L
OOS Cross/Line Hitting
Description
OOS work, transitions, blocking, digging, setting.
Variation: Player digs to other backrow player and they set.
Digger on Side A becomes Hitter on Side A
Hitter from side A becomes Blocker on Side B
Blocker from Side B becomes digger on side B
Digger from Side B comes back to Side A. REPEAT!
H
H
P
P
B
P
B
P
C
P
P
SIDE A
SIDE B
5 Person
Out of System
Description
First ball goes to the “Setter”, who digs high in the middle of the court and the “Libero” will then set one of the “Targets”.
Libero can practice using their hands or platform to set.
Progress with Targets working on Transition and hitting.
L
S
C
P
S
P
S
P
P
4 v 4 Kamikaze
Description
One team starts on the winning side of the court, another starts on the challenging side. Remaining teams wait to enter the drill on the challenging side.
Players stick with their team the entire drill. To start play, the coach enters a free ball to the challenging side, then a free ball to the winning side. If needed, the coach enters a third free ball to the challenging side.
The first team to win 2 free balls earns a big point and advances to (or stays on) the winning side. The other team exits the court, and a new team steps on to the challenging side. The drill ends when a team earns 5 big points. Note that players line up 2 in the front row and 2 in the back row. Only the back row players can set, and the hitters cannot attack at Zone 6.
P
P
L
S
P
P
L
S
C
C
Challenge Side
5 V 5 PIN ROTATE
Description
5 v 5 – 3 Pins/1 setter/1 DS/L
Pins - LS/RS/MB
DS/L - LB
Setter – RB
How to play
First ball is entered to setter for DS/L to set one of the 3 pins. If the MB pin hit’s they stay, if LS or RS hits then they leave the court and MB takes their position. If you have another athlete waiting, they can be a pin to filter in MB.
Play a game to certain amount of points. If they kill the first ball then its worth 2 points.
You can enter to setter, bounce ball 1st contact, make them run a ball down etc
Setters and DS/L stay constant
Only pins/middles rotate
P
P
L
S
P
P
L
S
P
P
P
P
C
C
First Ball entry to Setter
Gorny’s OOS
Description
Play as 6 v 6
How to play
Run through out of system plays. Coach decides on tempo and height of sets.
You can play by big points. first team to complete gets big point. Also play regular scoring.
Ball 1 - Hit Setter, Set OH
Ball 2 - Hit Setter, Set RS
Ball 3 - Hit Setter, Set BR
Ball 4 - Hit Setter, Set Middle
OH
L
S
RS
RS
L
S
OH
OH
M
OH
C
C
M
Reverse Beach Pepper
Description
Play as 6 v 6 / 5 v 5 / 5 v 6
How to play
Pins Hitters on Side A hit to S or DS (Line or Cross). Example - Setter Dig - DS Sets the Pin Hitter who hit to defender.
Side B is working on defense on OOS attack. Blocking and back row comms.
Rotate Pins through.
Setter and DS can switch side.
P
L
S
P
P
L
S
P
P
M
POSITIONAL
Alternate Serve/Pass
Description
Rotate
Pass, Target, Serve
Servers will alternate serves. Passers trying to get to 25 Points from passing 3,2,1,0.
You need to get 25 points in 2 mins to complete. It’s a cooperative drill.
P
T
P
T
P
P
P
P
S
S
S
S
S
S
DS / Middle Positional 1
Description
DS & Middles Serve / Alternate
Middles working on row 1, 2, 3 Serve Receive Transition footwork to attack.
Focus: Tracking and footwork.
DS working on serve/pass.
Focus: Vision, early comms
(Passing location 3-5ft off net in the middle of court - talk about tempo of pass if advance)
Rotation
L serves and goes to passing line.
After L passes they go back to serve line.
M serves L and goes to Hitting side. M hits and becomes blocker. Blocker becomes server.
C
L
M
L
L
M
C
L
L
Row 2
Row 1
L
L
M
M
M
M
L
M
M
Positional Combo
Middles
Description
Pins downball to 5-6
Middle Trans to attack
Set 1s
S
L
M
O
P
P
M
S
P
L
RS Attack
OH Attack
P
P
M
M
Positional Combo
Middles
Description
Pins downball to 5-6
Pins Trans to attack
Set Huts and 9s
S
L
P
P
P
P
P
S
P
L
RS Attack
OH Attack
P
P
Pin to Pin Blocking
Description
Coaches will Toss High to Hit blocker as OH attacker and then switch under net to be RS Attacker. There are 2 Balls total, then new blocker.
Blocker 1 & 2 Block to their Right( OH Attack)
Both Blockers return to base.
Blocker 1 & 2 Block to their Left (RS attack)
1
1
1
C1
2
2
2
B1
B1
B2
B2
C2
C2
C1
Pin to Pin Blocking with Transition
Description
Block to Transition
Ball 1 - Block Right - Trans and Approach 1
Ball 2 - Block Left - Trans and Approach 3
Coach 1 & 2 will Toss, Hit and “Set” (Toss)
When C1 is Hitting, C2 will be the “Setter”
When C2 is Hitting, C1 will be the “Setter”
B
B
B
C1
B1
B2
C2
B
Shagging
1
2
1
3
Block to Transition Positional
Description
Middles working on Swing Block and penetrating over the net, Transition footwork to Attack footwork.
R1 - Swing Block Left - Transition 3 OFF 3 ON (R, L, R_L, R, L) Hit 1 & 3
R2 - Swing Block Right - Transition 3 OFF 4 ON (L, R, L_R, L, R, L (Negative First Step) Hit Push 1, 1s, 6s
Rotation:
Hitter to Shag to Blocker
M1 - Swing Blocks to Left and Touches Coach Ball. Transition and Hits from Coach Toss.
C
MB
M1
C
MB
MB
C
C
c
1s or 3s
Push 1s, 6s, 3s
M1
MB
MB
MB
R
L
R
L
R
L
L
R
L
R
L
R
L
Transition to Attack 2 Ball
Description
Round 1
Coach (A) tosses to setter (A) - M1 (A) Attacks to zone 5 or tips 4 - MB (B) and Setter (B) Defend -
Coach (B) tosses to Setter (B) - M2 (B) Attacks 3 while side (A) defends.
Switch after certain amount of time or number of balls.
Round 2
Coach (A) tosses to setter (A) - M1 (A) Attacks 3� - M (B) and Setter (B) Defend
Coach (B) tosses to Setter (B) - M (B) Attacks Push 1 to Zone 1 - Side (a) Defends
Switch after certain amount of time or number of balls.
You can also do different sets for these rounds - 6s, slides, etc
C
M2
M1
C
M
M
C
C
Side A - 1s
Side A 3s
M1
M2
MB
MB
S
M
M
S
Side B - 3s
Side B - Push 1
S
S
M
M
S
Krandra Drill
Description
Middles working on quick read on block, trans and being open and aggressive. Coach in middle of net will initiate by throwing a ball along the net to another coach or athlete (P) to catch and send over.
Middles have to score in system and out of system set. Always available and open!
Middles switch after 3 good kills.
Score 25 Points to get out
Players switch after 13 Points
Fast paced drill, with alot of communication and blocking, transition reps.
OP
H2
S
H1
L
M1
P
C
P
M
Hitter 4 starts serving
M
Multi-Contact Drill 1
Description
Cross over 1 & 2 , Gap, OOS 5
Ball 1 - Middle plays first ball with hands, runs 1, OH runs 2.
(OH runs to RS attack line)
Ball 2 - DS plays first ball, Middle Runs 3
Ball 3 - DS Sets OOS 5
(Fast paced)
RS
OH
S
OH
L
M
C
C
M
Hitter 4 starts serving
Ball 1
Ball 2 & 3
S
L
M
Multi-Contact Drill 2
Description
Rip, 1, 1, OOS 4
Ball 1 - DS plays first ball to setter, OH runs Rip, Middle Runs 1
Ball 2 - Middle runs 1
Ball 3 - DS Sets OOS 4
(Fast paced)
H
H
S
H
L
M
C
C
M
Hitter 4 starts serving
Ball 1
Ball 2 & 3
S
L
M
Be Smart
Description
SCORE - by position
All outsides (then MB then Oppos) will go (10 reps each)
Goal: Someone to ask "How do we score" from there the teaching can begin because their mind is in the correct place to learn this!
Condensed version: Remove rounds 1, 5, 6, 8
Can add restrictions such as cones that block out zone 6 to further reduce court available (use this until more defenders are added)
RD1: 1 Blocker (goal Score: 9/10)
RD2: 1 Blocker, 1 Defender (goal Score: 8/10)
RD3: 1 Blocker, 2 Defender (goal Score: 7/10)
RD4: 2 Blocker, 2 Defender (goal Score: 6/10)
RD5: 2 Blocker, 3 Defender (goal Score: 5/10)
RD6: 2 Blocker, 4 Defender (goal Score: 4/10)
RD7: 3 Blocker, 4 Defender (goal Score: 3/10)
RD8: 3 Blocker, 5 Defender (goal Score: 1/10)
RD9: 4 Blocker, 5 Defender (goal Score: 1/10)
*This is time consuming, usually only get through 1 position a practice and may be done over the course of a week*
*Coach Alexander
C
1 BLOCKER - ROUND 1
S
P
O
C
P
P
P
Shot Making
Description
Working on shots:
R1. Tip - 1, 4, 6 (Pin only)
R2. Off-Speed - 1, 4, 6
R3. Hit Cross only Power
R4. Hit Line only Power
R5. Hit Cross, thumb up and down
R6. Hit line, Thumb up and down
Notes: Add blockers (Noodles, pads or athletes)
Add defenders
Add Setters
C
P
M
C
P
P
P
M
M
L
L
First to 15
Description
Play by position
for example -
Play to 15 points
Player who hits keeps hitting until error or defenders dig ball.
Each OH gets 1 point for a kill
Defenders all get a point for Dig
Keep it going fast paced
Round 1 - OH v 3 Defenders back row or 1 blocker
Round 2 - OH v 2 Blocker & 3 Defender
Round 3 - OH v 3 Blockers & 3 Defenders
Then do RS and M
H
H
H
H
D
D
D
Round 1 - 1 version of 2
S
P
C
B
OH Tournament
Description
Players 1 and 2 serve to 3 and 4. Serve and play out the rally. A coach then enters a next ball that acts like a dig – typically we require that this ball get set to the left-side OH.
After a certain number of serves and next balls, the receiving team players switch sides of the court, and the servers switch. Round-robin format the tournament
4 serves and 4 next balls
The round-robin format would be: 1,2 v 3,4 / 1,3 v 2,4 / 1,4 v 2,3
Other hitter’s tournaments to consider (remember, this format is very flexible):
One hitter at a time. One hitter plays versus a certain number of defenders. The hitter keeps going, with virtually no rest between serves, until he/she is plus five or minus five. Then the next hitter goes. You can keep track of hitting efficiency or time (to break the ties that will result).
If this drill is arranged properly it can be very demanding for the hitters. Outsides, middles, or opposites can be the hitters. Two hitters, one versus the other. In this version the hitters keep going until one of them gets to be five points ahead of the other, or until a certain amount of time expires. You can run complete tournaments with this format so that every hitter plays against every other hitter. The tournament could be an outside tournament, a middle tournament, or an opposite tournament.
H2
L
S
H1
P
M1
H3
L
S
H4
O
M
Hitter 4 starts serving
Orange players are being scored
MB Tournament
Description
This drill is good for all skills, but the focus is on attacking. It's also great for setting/middle connections.
Player 1 is on offense, and players 2, 3, and 4 rotate through positions as shown below, after a serve/next ball sequence.
After players 2, 3, and 4 have all served, switch setters and have 2, 3, and 4 serve again. You'll end up with player 1 getting 6 serves and 6 tosses.
Next, player 2 goes on offense and we repeat until all players have had a chance to be on the offensive side.
You can rally score the drill, but be careful about where you put the points in the grid below.
OH
L
S
OH
O
M1
M2
M3
M4
S
O
OH
Players in green are being scored
OH
M4 Serves
Off-Blocking to Attack
Description
OH working on Off-block to transition. Start off cooperative.
Pass = backpadel deep (L, R, L_1,2,3,4 - Run Approach)
No Pass = Turn and get out wide (R, L, R, L_1,2,3,4)
1st Ball Entered by Coach from 4. Side B Digs, Set to OH who then attacks Side A off-blocker or left back defender.
Play out rally with intentional attacking and defense to attack.
Once athletes have progressed, go into scoring game. the intention is still to attack sharp cross.
Progress with RS doing the same and middles working on tip 4 or 2. Have pins off-block against those type of middles and then transition to attack.
OH
L
S
OH
OH
L
S
OH
C
C
RS
RS
M
M
Gap, Go
Description
A very simple but also very effective offensive play is called "Gap-Go." The left side attacker runs a go approach, and your middle attacker runs a gap approach. A gap approach is a quick middle attack about ten feet inside the left sideline.
This practice activity will help your offense get better at this play in serve receive and in transition. It will also help your blockers learn how to defend these attacks.
This combination puts a lot of pressure on all three opposing blockers. The opposing right side blocker now has two hitters right in front of her, and has to worry about blocking both of them. The opposing middle blocker has to decide if she will front the gap or stay in the middle. If she does front the gap, she must do it quickly enough to be able to set herself up to block your go or gap, depending on what you set. Also, if she fronts the gap, that leaves the opposing left side blocker all alone against your front row opposite (if your setter is back row). But if the opposing middle blocker doesn't front the gap because she wants to stay neutral, the opposing right side blocker will be left alone to block both the gap and the go.
Putting this type of pressure on opposing defenses with the "Gap-Go" combination will result in more open attack opportunities for your hitters. This will lead to more kills, more points, and more wins!
L
S
H
M
H
L
S
C
O
M
H
M
Transition, Transition, Transition
Description
How to Play: Hitters Block, Transition, Approach, Hit. Coach Hits to DS/L over blocking players. Blockers then transition, approach and hit.
OH - Block Left
MB - Block Right (can vary depending on needs)
RS - Block Right
Balls -
OH = 10 Balls
MB = 5 Balls
RS = 5 Balls
Order -
*Coach Zoe
RS
L
S
H1
M1
Shaggers
C
C
OH & RS Serve Receive/Attack
Description
Rotation: Serve to pass/attack to Blocker
Focus: Passing to Transition and Attack
Right Hand attackers
Passing on OH - 3 out 4 on
Passing on RS - 2 out 4 on
Left hand attackers
Passing on OH - 2 out 4 on
Passing on RS - 3 out 4 on
S
S
H
H
S
S
C
B
H
B
H
OH & RS Self Toss Hitting Lines
Description
Rotation: Hit, Block, Dig and go to opposite hitting line.
Focus: 4 Step Approach, Attacking.
R1 - Hit Line Only
R2 - Hit Cross
Hitters working on hitting line and cross
Blockers working on fronting and solo blocking
Diggers working on reading
D
H
H
D
C
B
H
B
H
6V6 GAMES
Ball, Setter, Ball, Hitter
Description
Teams are divided into groups of three, or sides of six
Setter starts with a ball that she/he tosses to the coach. The coach can then do four things with the ball:
On, Off, Over should be communicated
Often we do this drill for a period of time with no scoring so that the score doesn’t interfere with learning. After a period of no scoring, then you can play with scores:
OH
L
S
O
OH
M
M
M
S
O
OH
OH
C
Blockers on Side B are working on “bunch read” B, S, B, H
Side B
Side A
Transition Wash
Description
A coach on one side of the court slaps a ball that is being held, two front row blockers make a blocking move, and the coach hits a soft roll shot to Team A. They dig, transition, set, and spike the ball to Team B. Team B blocks, digs and transitions.
When the rally eventually terminates, another ball is immediately thrown to the team that loses the rally and they transition attack.
Use wash scoring (a team must win both rallies to score a point).
After these two events, the coach moves to the other side of the court, slaps a ball, and hits a soft roll shot to Team B. They transition and attach at Team A, and the process repeats.
The coach should work around the court: that is, first the left side of Team A, then the left side of Team B, then the right side of Team A, then the right side of Team B.
With wash scoring it is usually best to play to 2 BIG points to win a rotation.
You'll want to keep a separate scoreboard (we like a basic flip scoreboard) to keep track of the rally points, since the scoring grid above just keeps track of BIG points.
H
L
S
H
O
M
S
L
H
H
O
M
1
2
3
4
Activation
Description
How to play - Games to 5-7 points (or any score you want)
You can only begin to score if the “activated player” kills or blocks the ball.
Once the “activated player” has begun the scoring, any player can score.
Once that team makes any error, you can no longer score until the player is activated again.
Once there is a winner, that team gets a big point and teams switch up and we begin another round and new activated player is chosen.
I like to start with OH’s (front row or back row), then Middles and RS. You can do a setters round too if they play front row.
*Coach Ben
H
L
S
H
O
M
H
L
S
H
O
M
C
C
Inside/Outside
Description
You can only score inside or outside the noodles/antennas. Coach will tell you what they want.
Start the game with serve or coach initiated.
Play mini games to 5-7points
If playing “inside only” then you will have to score inside the markers.
If you are playing “outside only” then you have to score outside the makers or it could be OH only etc.
It will narrow the court and defense team will have to adjust to the situation.
Great for ball control, adjustments in defense, being smart in attack, setter location
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Inside only example
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Gorny’s Gauntlet
Description
How to play - Create two full teams of six. The coach will write 6-8 offensive plays (sets) on the whiteboard for each team. Begin playing scramble style volleyball. When an offensive play is successful, that play gets erased from the whiteboard for that team. The first team to successfully erase all of their sets from the whiteboard wins that rotation.
When one team scores a "stuff block" consider adding an additional required attack to the team that got blocked.
Rotating - Once one team wins a "big point" by completing all its required attacks, rotate to a new rotation or switch front row players with back row players.
How to keep score - Award big points to the team that successfully completes each required attack.
Time - 20-30 minutes.
Benefits - Emphasizes a balanced offense. Creates opportunities for all players to need to succeed. Gives blockers opportunities to key on certain attackers.
Emphasis - Transition offense, transition defense, offensive strategy, defensive strategy.
Variations - Change the way you rotate and keep score.
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Doug’s scramble
Description
Start with a serve and a rally. When the rally terminates give a free ball or any type of ball you want to the winning team. Every time a rally terminates, throw a ball to the winning team.
*You can vary the type of next ball like playing it in the net, off a wall, dual etc..
- Play until a team gets to X points, then both teams rotate.
- Play until all 6 rotations have been completed.
- This drill is very tiring, so you'll want to play to a fairly low score such as first team to 10 points. You can also play this at the end of practice in only 1 or 2 rotations, so you might play to more points under those circumstances.
- GMS Tip: A great drill to run during the last 15 minutes of practice.
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Tug of War 6 v 6
Description
Goal - Offense try to get to 20 before serving team gets to 0.
How to play - Create two teams. One team becomes the passers, the other team becomes the servers.
How to keep score - Start with the score at 10 (this can be changed depending on your athletes).
Offense Scoring:
Serving Scoring:
When the score gets to 20, the offense win. When the score gets to 0, the serving team win.
At this point, the offense become the new serving team, and the serving team become the new offensive team.
Time - This drill can last anywhere between a few minutes and thirty minutes, depending on how many rounds you'd like to play.
Benefits - Gives competitive and meaningful serving reps to each server on your team, and the same types of passing reps to each passer on your team.
Emphasis - Serving, passing, attack
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7 Ball
Description
Goal - Serving team tries to go from "Seven serves left" to "Zero serves left" as quickly as possible. Receiving team tries to score as many points during that time frame as possible.
How to play - Both teams line up in Rotation 1. One team serves from Rotation 1. The other team receives in Rotation 1. The serving team's server starts the drill with "seven balls left" - meaning, he has to serve seven balls. The receiving team's goal is to score as many points as possible during those seven balls.
The server's goal is to get to "zero serves left" while allowing the receiving team to earn as few points as possible. The server's "amount of balls left" changes based on the result of the previous serve.
Missed Serve:
Serving Team Wins Rally:
Receiving Team Wins Rally:
Service Ace:
Time - Approximately 30 minutes. After each server's turn, switch servers until all 12 servers (6 servers per team) have had a turn. At the end of all 12 servers, the team with the most total points scored wins.
Benefits - Gives competitive and meaningful serving reps to each server on your team.
Emphasis - Serving, first-ball sideout scoring, sideout scoring, defense, transition offense. Click Here
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7 balls left
Escape Room
Description
Focus is on siding out.
Play by rotations, 1st team to complete 6 rotations wins.
A team must score 6 points with 5 serves.
�Team A will serve, Team B will receive. If Team B earns 6 points they rotate to a different rotation, if they do not, they become the serving team. �
Scoring:
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1:2:1
Description
Team A serves (Team B is trying to win 4 rallies in-a-row).
If the receiving team (the offense, Team B) wins the rally they get a next ball, if they win the first next ball then they get another next ball.
If the offense wins the serve and both of the next balls, then they get a chance to serve for a BIG point.
If they serve and win the rally then they score a BIG point, both teams rotate, and Team A serves again.
If the receiving team loses either the serve, the first next ball or the second next ball then they become the serving team and Team A goes on offense and has a chance to score.
Trade serves back and forth until someone scores a BIG point (4 rallies in-a-row).
Organization and Scoring
Play with golf scoring, and especially in this game, play with carry-over skins.
It is often hard to score points in this game so usually we give each team two or three chances to score a point, or you can play for a maximum of 5 minutes/rotation. If no one scores within 5 minutes, we go to the next rotation and the point for that rotation carries over.
Start teams in the staggered rotations shown on the chart; flip a coin for which team starts serving.
You'll want to keep a separate scoreboard (we like a basic flip scoreboard) to keep track of the rally points, since the scoring grid above just keeps track of BIG points.�
Team A Rotations - 2,5,1,4, 6, 3 (reverse for team B).
Next Ball*
Free ball, Down ball, out of system bounce 1st contact
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Clue
Description
How to play - Situational Games within a Big Game. Create cards with the number values: 2, 4, 6, 8, 10 (Each card vary in degree of difficulty)
Lay the cards down next to the court and a player from a team A will pick a “2” card to start the game. They read the card to their team only. The other team has to guess what their opponents are trying to do in the game and make adjustments from the “clues” their giving i.e. they keep hitting line.
How to keep score - If the team that chose the card wins then they get the point value of the card chosen. If the non-choosing team wins they win half the card value amount “1 point” if a “2 point” card was chosen.
Time - 20-30 minutes.
Values -
2 (x2) - win at least 7/10 freeballs (we aim for 70% freeball side-out %)
4 (x2) - win at least 5/10 downballs
6 (x4) - 6’s are all situational volleyball for me. “Score is tied 8-8 in the deciding set, you always have serve. Defend your serve and win the match” or “Score is tied 10-10 in the 3rd set you are always in receive… win the match!”
8 (x4) - 8’s I will do one of two ways. Always situational but I will make the starting score more lopsided. And on 2 of the 4 cards I make it a “shhh card”. A Shhhh card means the team that picked the card has a secret mission in order to win the game. (Ex: shhhhh… the score is 2-4 in the deciding set. Win the match! (Your secret mission- 2pts must be on a line shot or cut back for a middle). The other team plays a regular game while the team that chose must find a way to complete their shhh card. It forces them to be more cerebral in what the other team is game planning and be vocal on how to win.
10 (x3) - 10s are all situational and shhh cards.
“ shhh… the score is 4- in the deciding set. Win the match. You are only in SR. Your secret mission is 2 pts must be off of a block or tooling the block!”
*Coach Kim
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Warrior
Description
How to play - Create two full teams. Each team has one "warrior." Proceed to play scramble rallies, with each rally being worth one point.
Each kill for the "warrior" results in a bonus point. Without rotating, play to a predetermined amount of points (13 points, for example). When one team reaches that amount of points, that team earns a BIG point.
Rotate and choose a new "warrior" for each team. Reset the little score to 0-0 and play another rotation.
Rotating - Rotate each time a team wins a big point.
How to keep score - Each rally is worth a point. A kill by the "warrior" is worth two points. Play to 13 points for a BIG point. Play to a predetermined amount of big points.
Time - 20-30 minutes.
Benefits - Provides opportunities to emphasize a specific player's offense. Defensively, provides opportunities to tactically try to slow down one opposing player. For the non-"warrior" attackers, provides 1-on-1 spiking situations.
Emphasis - Transition offense, transition defense, offensive strategy, defensive strategy.
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Warrior
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Earning vs Giving
Description
Team A begins with 6 points on the scoreboard
Team B begins with 18 points.
The receiving team (Team A) must score 19 points by earning points with blocks, kills or aces. The only way Team B can score is if Team A makes an error.
Team A must reach 25 points before making 7 errors to prevent Team B from winning the game.
Also keep a second scoring method during the drill with a standard game to 25 with both teams starting at 0 points.
*Coach Brook H
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Slip and Slide
Description
Game starts at 18-18.
Play normal rally point volleyball. When one team gets to 23 Points, that team has to score 2 points in a row to finish the game.
If they do not score those points they “slip and slide” back to 18 points and the other team gains a point. Keep playing until one team reaches 25 points.
When a team wins they gain a BIG point then change personnel or rotation.
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Point, No Point
Description
2-3 minute rounds
Normal play or coach initiated
With coach control, you will play out more rallies in the short time
Team A is trying to score and Team B is trying to prevent them from scoring
If team B errors, it is plus 2 for team A
The goal is for Team B is to not error and keep the rally alive (ball control)
The goal for Team A is to find a way to score (aggressive attack)
Teams switch roles and after two rounds the team that scored the most in the timeframe wins
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Baseball
Description
Start the game with a serve. If the receiving team sides out that ball, they receive a free ball. If they win the free ball then you keep giving that team free balls until they get stopped.
If serving team wins rally, they go back and serve again until 3 strikes.
The receiving team gets 3 strikes then out. Receiving team is the only team being scored and can only score by terminating the free balls.
Teams will then switch from serving team to receiving team. Team keep their points for each rotation/round.
Fun drill with lots reps in serve receive and free ball transition.
Play by rotation and keep track of score on flip plus give big points to team that wins the rotation. First team to complete rotations wins.
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Hurricane
Description
Goal - Practice sideout offense, freeball offense, and transition offense.
How to play - 2 full teams playing against each other. Team A gets three balls in a row:
After Team A gets these three balls, Team B get three balls in a row:
Continue this sequence back-and-forth until one team wins.
How to keep score - Start the score 18-18. Each rally is worth one point. First team to 25 points wins. The team must win by two points. An error (service error, hitting error) is a point for the winning team AND a negative point for the losing team. Teams can also lose points by making mindfulness errors, lack of effort, etc.
Rotating - Teams don't rotate during the game. After each game, both teams rotate and start a new game in the new rotations. Play six total games, once in each rotation.
Time - 30 minutes. All six rotations should about 30 minutes or less.
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Vegas 21
Description
Start with serve. who ever wins rally will receive a free ball. Keep throwing free balls in until one team wins. Play best of 7 points, so a score of 5-2, 4-3 for example.
The team who wins the mini game has a choice or serving or receiving for the points they earned. If that team doesn’t win the rally then no team will gain the points. If they win the rally then they keep the points earned. You play until one team gets to 21 points.
You can throw some bonus point rounds in if you want to spice it up.
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Validate
Description
Goal - Score points in late-set scenarios by playing clean volleyball under pressure.
Both teams start in the same rotation. The score starts at 22-22. Teams play normal volleyball, with one exception -- neither team rotates (both teams stay in the same rotation the entire game). Play to 25. Win by two, no cap. Once one team has a winning score, that team must "validate" the win with one more first-ball kill. The coach will serve balls to the winning team until the victory is validated. After the validation, both teams rotate to a new rotation and start a new game.
Tip - For the validation phase, you can put whatever restraints on the offense that you'd like. For example, anyone can be set, a specific hitter has to be set, a specific shot has to be used, etc.
How to keep score - Each rally is worth a point EXCEPT for missed serves. Missed serves are replaced by an easy serve by a coach, allowing either team to earn the point.
Time - Approximately 15 minutes. Can be played to a certain big score, a certain number or pre-determined rotations, or to a certain amount of time.
Benefits - Gives competitive and meaningful gamelike reps in high pressure situations.
Emphasis - Serving, first-ball sideout scoring, sideout scoring, defense, transition offense.
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Alabama
Description
Goal - Sideout x number of times to then receive Freeball, downballs or any type of bonus to help your team.
Both teams start in the same rotation. Team B Serves to Team A. Both teams stay in the same rotation the entire game. Play by Rotations. See who has best score at end of each round. Keep flip score also.
How to keep score - 2 mins on the clock - If Team A sideout twice for example the clock stops and Team A receive next balls until they are stopped by Team B.
Time - Approximately 30 minutes. Can be played to a certain big score, a certain number or pre-determined rotations, or to a certain amount of time.
Benefits - Gives competitive and meaningful gamelike reps in high pressure situations.
Emphasis - Serving, first-ball sideout scoring, sideout scoring, defense, transition offense.
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Team B
Team A
0-12
Description
How to play - Serving team starts at 12 (Serving teams stays serving and switch once server error or FBK) Offense starts at 0 and rotate when they sideout.
How to keep score - First ball kill for Offense = 3 points.
Time - 20-30 minutes.
Benefits - Helps serving teams to stay engaged and kill the game off. Helps offense understand urgency and first ball kills
Emphasis - Serve receive, offense, defense, serving tough and smart, first ball kill mentality
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5 Serves 5 Next Balls
Description
How to play - Team A serves to Team B. Team B is trying to sideout. Team B will receive a next ball (Free ball, downball, OOS) and play out rally. This continues until 5 serves and 5 next balls have happened.
How to keep score - Only the offense team is scoring.
First ball kill for Offense = +2 points
Rally Win offense = +1 Point
Aced = -1 Point
Time - 20-30 minutes.
Emphasis - Serve receive, offense, defense, serving tough and smart, first ball kill mentality, Free ball, downball defense to offense.
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Blind Woman Bluff
Description
Game can start at any score i.e. 10-10, 5-15, 24-24.
Play until you reach target score of 25 points or 2 clear points.
How to keep score - regular rally point scoring
Time - 20-30 minutes.
Emphasis - keeps the athletes engaged and working finishing games out. We want to take them away from score watching and just focus on winning everypoint as you don’t know if its your last.
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2 Min Serving Suicide
Description
Only score from Serve.
Offense team trying to stop defense team from scoring off serve.
2 min rounds.
Start in any rotation you want.
Once 2 Min is up the other team serves in their rotation.
Play through all rotations.
Team with an overall collective score wins.
Focus: Serve/Pass, S/O, offense, defense
Fast paced and teaches urgency, consistency in serve, staying aggressive in serv/pass.
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1 Min Free Ball Frenzy
Description
Game starts with Team A serving and the clock starts 1 Min.
Who ever sides out gets the first freeball.
Alternate freeballs until clock stops.
Team with highest point total wins that round.
Start again with Team B Serving.
Repeat and go through rotations.
Focus: urgency, staying in the game, Serve, pass, freeball offense
Fast paced game and get through all rotations. End of practice game.
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Tough after 20
Description
Game starts with Team A serving- score is 19 -19. Play by rotations or normal game. The winning team will always serve.
Who ever wins first point( score is 20-19). That team must get to 25 before the other team passes them in score
Team that wins gets a Big point.
Start again with Team B Serving.
Repeat and go through rotations.
Focus: finishing the a game - learn to stay focus and play smart
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Capture the Flag
Description
Can play 6v6 (play by rotation) or 5v5( pins and 3 backrow(setter and 2 backrow) or setter /MB front row and 3 backrow
Game starts with a player or coach alternating chipping balls into team
Each Team starts with 3 cones, everytime a team wins they will get a cone from other team. Keep playing until one team wins all 6 cones.
The winning team will have to validate win with a Serve or Serve Rec. If they win they get a Big point. If they lose they must get a cone back and continue the game until a team get 6 cones.Winning team must validate win.
Start game again.
Repeat and go through rotations or Big Points
Focus: Winning in a row, End of game pressure
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Double Sided Scoring
Description
Each team needs a score board.
Red = Defense Only
Blue = Offense
Play to 50 points total. 25 points has to be scored on both the Red and Blue. You can weigh it different if you want more focus on Defense for example 30-20.
How to Score
When serving or entering next balls you only in the Red scoring.
The offense team can only score in the blue.
Then switch after X amount of balls.
Focus: All skills. Any specific focus can be whatever you team needs.
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Position Wars
Description
Scoring
X amount of balls
30 total balls
1st serve ball if they win = Freeball
If they lose = OH leaves
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CeeZee Drill - Focus on winning sets and in a row points
Description
6 v 6 By Rotations
Score - 19- 19 - Play to 25 points
-1 team serves, 1 receives - this just decides who gets the next ball( no point)
So they could win the rotation on the 1st try if they win 4 in a row.
If at any time the team that is receiving the ball loses the rally, start the game from a serve again. The team will keep their points until score gets to 25. Alternate serves throughout the drill.
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Description
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Description
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