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Coaches Online

Training Manual

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CJV Contents

  • CJV Training Methodology

Directors Favorites

Click On Each Title Below

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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.

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CJV SKILL KEYS

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Serving Keys

Standing Float

  • 45D to where you’re serving (front foot angles and hips open)

  • Bow and Arrow (ball in non-dominant hand, elbow back 90d, palm facing away)

  • Place, Step (leading foot), drag (torque hip), Hit (heel of hand), Follow Ball with Hand

  • See outcome

Click Here To See Video

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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

Click Here To See Video

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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

Click Here To See Video

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Serving Keys

Jump Serve

  • a) Right Hand, Right Foot (First Step with right foot)

b) Left Hand, Left Foot (First Step with left foot)

  • Step, Place, (take the rest of your 4 Step Approach)

  • Double Arm Lift (big reach, arms back and straight)

Click Here To See Video

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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)

Click Here To See Video

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Hitting Keys

1. Four Step Approach

  • Right, Left, Right, Left Footwork (R)
  • Right foot forward (weight on left)
  • Slow, Faster, Fastest
  • 2nd step on or behind 10ft line

2. Double Arm Lift

  • Relax arms down on 1st step
  • Forward and down on 2nd step
  • Back on 3rd step
  • Forward and up on 4th step

3. Bow and Arrow Arm Swing

  • Torque!

Click Here To See Video

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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

Click Here To See Video

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Setting Footwork

  • Going forward, middle of court

Right - Left - Right Footwork

  • Going Backwards, left

Left - Right - Left Footwork

Click Here To View Video

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Defense Keys

  • Be Stopped, Be Ready (athletic posture)

“if you’re going somewhere, you can’t go everywhere”

Key 1 Video

  • Extend to the Floor “BELLIES not BUTTS”

Key 2 Video

  • Ball, Setter, Ball, Hitter, Hitter, Hitter (Eyes longer on hitter than the ball)
  • Ball - is the pass coming over? On, Off, Over
  • Setter - the longer I watch the setter; the faster I react
  • Ball - hitter tends to hit where the set takes them
  • Hitter - back row defender needs to watch the hitters a long time

Key 3 Video

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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

Click Here To See Video

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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)

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Pin Hitter Transition

  • OH Hitter from Blocking

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

Click Here

  • Opposite Hitter from Blocking

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)

Click Here

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Middle Hitter Transitions

1. Middle Hitter from Middle of court

  • 4 Off, 4 On (turn right)
  • 3 Off, 3 On (turn right)

2. Middle Hitter from blocking left

  • 4 Off, 4 On (turn right)
  • 3 Off, 3 On (turn right)

3. Middle Hitter from blocking right

  • 3 Off, 4 On (turn counter clockwise on 1st step approach)
  • 3 Off, 4 On (Negative 1st)
  • 3 Off, 4 On (Run half circle)

Click Here

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CJV SET CALLS

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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

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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)

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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

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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*

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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

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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

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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

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DEFENSIVE SYSTEMS

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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)

Click Here

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

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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

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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

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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

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Perimeter Defense

Description Click Here

Pros: Click Here

Good deep middle coverage

Good line coverage

4 defenders to dig hard hits

Perimeter positioning:

  • Ready to move forward
  • Know if balls are in or out

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

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OFFENSIVE SYSTEMS

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5-1 Offensive System

Advantages Summary

  • The same setter plays all 6 rotations – strong connections maintained with all players.
  • Players staying on court develops consistency.
  • The opposite attacker plays frontcourt and backcourt so stays in rhythm.
  • Opportunity to add multiple front & back court attacks to the team’s offense.
  • The system allows for specialized roles within position groups.
  • Provides the opportunity to run a slide attack.

Disadvantages Summary:

  • Blocking is one skill setters get fewer repetitions at – does your defense suffer?
  • When the setter is in the frontcourt, the frontcourt outside needs to be more offensive both in and out of system.
  • Important for a coach to understand how to then use the whole squad effectively and explain to each player their role within the team.

*5-1 Offense video is on the next slide

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5-1 Offensive System Video

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6-2 w/subs Offensive System

Advantages of 6-2 system.

  • Always have 3 attackers at the net. Since the setter is always on the back row, you'll always have 3 attacking options on the front row.
  • Easier to make an adjustment to the line up. If you have two setters, it's easier to make an adjustment if your team gets stuck in a certain rotation. For example, if your team is in trouble siding out, adjust your serve receive so your other setter can set in that particular rotation. Once you side out and are out of trouble, you can easily go back to your normal serve receive for running a 6-2 volleyball rotation.
  • Setters don't need to be skilled at playing the front row. If you are running a 5-1, you will need a setter that is skilled at blocking and possibly attacking. If you are running a 6-2, you don't need your setters to have front row skills. This can be a big advantage because much shorter setters can just play across the back row and wouldn't ever need to block or attack.
  • Your setters only need to master the back row rotations. Since the setters are always on the back row when they are in the game, they only need to master the back row rotations. This can make it much easier for your setters because they can just focus on mastering these rotations and game situations.
  • There's less responsibility for your setters. Again, your setters only need to focus on learning the 3 rotations on the back row. Also, when a setter rotates to the front row and is subbed out of the game, the coach can then coach them from the bench. This coaching time can be invaluable because when the team has rotated around and is ready for the setter to come back in the game, the setter can implement what the coach has just taught.
  • You can match up your setters and hitters. It's usually best to figure out which attacker a setter is most comfortable setting. You can then match up the best setter/attacker combination.

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6-2 w/subs Offensive System

Disadvantages of 6-2 system

  • Your setters can't attack. Since your setters are on the back row, they can't ever attack at the net. This can be tough because if a passer passes the ball tight to the net, it can be difficult to save the ball. For example, if a setter reaches up above the net to save a ball and the setter accidently sends the ball over the net, this is an illegal play. The referee will whistle and call an "illegal back row attack".
  • It's harder to get in position to set. It's generally harder for a setter to get in position to set if the setter is always coming from the back row. For example, if a setter is running a 5-1 offense, when the setter is on the front row they are closer to the target area. So therefore, it's easier to be in the right area to set the ball. In a 6-2, it's generally harder to get near the target area because the setter needs to be careful of an overlap violation with the player that's between the setter and net.
  • More options for attacking. More options can actually be a disadvantage because a coach could get caught having a harder time deciding what play to run. Many teams have more success when there are fewer options because few options allows a team to just focus on a few things.

*6-2 Offense video is on the next slide

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6-2 w/subs Offensive System Video

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6-3 Offensive System

Description

6-3 Offensive summary:

  • The team consists of 3 players who will both set and attack, and 3 players who will attack only.
  • Every hybrid setter/attacker will set for two consecutive rotations.
  • All players are able to remain on court for all rotations without any subs required.

Advantages:

  • Three setters are being developed.
  • Players get to learn and practice multiple skills, all players pass, block, defend, attack.
  • Very simple - No switching, very basic serve-receive formations.
  • A way to enter competitions and allow players to grow without adding complexity to competitive environment.
  • You can develop and specialize later.

Disadvantages:

  • 3 different setters, mean 3 potential different rhythms of setters for attackers to get used to.
  • Lack of designated “outside hitter” etc.
  • With specialized comes responsibilities, so how do you manage controlling the offense/passing?
  • Players need to know and understand what role they are playing in each position on the court.
  • setters will have to set from two different positions on the court.

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4-2 Offensive System

4-2 System Summary

  • The setter will always be front row
  • middles and outsides will continue in their roles as normal
  • No necessity to use any subs
  • Always have 2 attackers and a setter in the front row

Advantages

  • Simple - setter already front row
  • setter dumps attack always a threat
  • Backcourt defense improve with three designated defenders
  • Less complicated serve-receive formations
  • Will always have an established setter available to set the 2nd ball
  • middle slide attack is always an option

Disadvantages

  • Requires two competent setters who can block and play defense
  • Consistency in setters style could be paramount to success
  • No designated right-side attacker at any point
  • Fewer front row attackers
  • Opposition defense can set up against best attackers

*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

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4-2 Offensive System Video

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Line Up Sheet

R1

R5

R4

R3

R2

R6

Name

Pos

#

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PRE-WARM UP�DRILLS

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No-ball warm up

Ladder work

Agility work

Sprints

Reaction work

Jumping exercises

General games i.e tag

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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

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Setting Progression

Click on Each progression to see Video

11U-14U

15U-18U

- 3 Self sets with wrists then full extension cross court

  • Partner 2 ball set x 6

- Partner A is holding a ball, partner B tosses a ball, Partner A tosses their ball, setting partner B's ball THEN their own ball.

- Easier variation, Partner A catches their own ball in a setting stance)   

Partner Tempo sets back-forth x20 (faster the better)

  • Tempo Sets x 20

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Hitting Progression

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Defense Progression

Click on Each progression to see Video

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Number Combinations

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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

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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

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WARM UP

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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.  

Click Here

1

1

1

S

S

2

2

2

3

3

3

4

4

4

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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.  

Click Here

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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

Click Here

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Ball control movement drill

Description

On a half court

  • Hitter hits to digger
  • Dig to opp player
  • Set to person who dug the first ball to the pin
  • Person who set leaves the court stay in same line

Easy warm up drill for multiple contacts

Digging, Setting, arm swing, ball control

H1

P1

P2

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5 Player Pepper

Description

On a half court

  • Hitter hits to passers
  • Passers pass to setter
  • Setter sets hitter

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

Click Here

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P

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Side A

Side B

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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)

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Front Row, Back Row

Description

Taking advantage of situations

Backrow attacking, frontrow attacking, defense

  • Game to 15 points
  • Team A starts with Front Row Attackers - 5 Players
  • Team B Starts with Backrow Attackers - 4 Players
  • When any team gets to 5 points, both teams switch from FR to BR for example.
  • You keep switching every 5 points until there is winner.

Fun, competitive and fast tempo game.

*Coach Ben

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Backrow Only

Frontrow Only

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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

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TA

TO

TO

TO

TA

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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.

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C

P

C

P

P

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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

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3

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C

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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

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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)

  • Tip only
  • Off speed only
  • Cross only Pins
  • Line only Pins
  • Libero Set (OOS)
  • Backrow attack

*Coach Ben

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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)

  • Tip only
  • Off speed only
  • Cross only Pins
  • Line only Pins
  • Hit ⅙ Middles
  • Hit ⅚ seam Middles
  • only set with forearms (OOS)
  • Backrow attack

*Coach Ben

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P

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O

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C

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M

M

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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: -

  • 1 contact
  • 2 contacts
  • 3 contacts

Play by time or number of points. Timed always preferred.

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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: -

  • 1 contact
  • 2 contacts
  • 3 contacts

Play by time or number of points. Timed always preferred.

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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.

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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.

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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

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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

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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

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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)

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C

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B

B

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P

P

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Players Transition off the net

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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)

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C

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Players Transition off the net

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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)

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Players Transition off the net

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SMALL GROUP

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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. 

Click Here

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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. 

Click Here

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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.

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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

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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

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Side A

Side B

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Serve, Pass, Block Drill

Description

Serve, Serve Receive, Setting Pins, Blocking eye sequence and movement.

Players stay fixed for number of balls or timed.

Click Here

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SE

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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. 

  • You can have the athletes serve, or the coach can toss (depending on the level).
  • In the diagram, the "doghouse" is the side with three players and the coach. The "scoring" side is the side with three teams of three.
  • Win a rally on the serving side, shag your ball, and get back in line.
  • Lose a rally, go in the doghouse

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.

Click Here

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Dog-house side

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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

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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.

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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.

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Setters Butterfly

Description

*Add hitting, blocking if you want to see something different.

Serving from

  • 1:5
  • 1:1 & 5:5
  • 5:1
  • 5:5 & 1:1

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.

  • Setters Stay (working on set location and tempo)
  • Rotate Serve to Pass, Pass to Serve. (first contact)

*replace the passer

1:5

5:5

1:1

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B

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B

A

B

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1:5

1:1

5:5

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5:1

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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

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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

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2

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3

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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.

Click Here

2

2

2

1

1

1

3

3

3

4

4

4

C

C

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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

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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

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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

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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

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SERVE RECEIVE

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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

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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

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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

  • Work Short Seam Movement
  • Work Deep Seam Movement

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

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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

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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

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4 Point Serve/Pass

Description

Serving from

  • 1:5
  • 5:1
  • 1:1
  • 5:5

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

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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 -

  • 1:5
  • 5:1
  • 1:1
  • 5:5

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

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Butterfly

Description

Do with 1 Passer or 2 Passers

Tossing from:

  • 1:5
  • 1:1 & 5:5
  • 5:1
  • 5:5 & 1:1

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

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Setters Butterfly

Description

*Add hitting, blocking if you want to see something different.

Serving from

  • 1:5
  • 1:1 & 5:5
  • 5:1
  • 5:5 & 1:1

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.

  • Setters Stay (working on set location and tempo)
  • Rotate Serve to Pass, Pass to Serve. (first contact)

*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

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Butterfly 2.0

Description

Serving from

  • 1:5
  • 5:1

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

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Pass, No Pass

Description

Serving from

  • 1:5
  • 1:1 & 5:5
  • 5:1
  • 5:5 & 1:1

Each Round is 3 mins.

Split the sides evenly and make sure you stay on your side.

  • Setters Stay (working on set location and tempo)
  • OH will Pass, trans to Attack 3 Step or 5 Step
  • DS Stay 6
  • Rotate Serve to Pass, Pass to Serve. (first contact)

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

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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.

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Serve And Pass

Requirements: 5 players, balls, court

Execution:

  • passers in left back (5) and middle back (6) on one side of the court, a target on the same side, t
  • two servers on the other side in 1 and 5. The server in 1 serves to the passers..After the pass, the two passers change positions (flip) so the one in 5 moves to 6 and vice versa. A second serve comes from the server in 5. After that ball the players slide across (switch) such that the passer in 5 moves to 6 and the one in 6 moves to 1. They receive a second serve from the first server, then flip again so 6 to moves to 1 and 1 goes to 6. They get another ball from the server in 5, then switch back to their starting position to being the cycle again.
  • The next serve should happen as soon as the two players have moved to their next position to keep things moving. Run the drill for 2 minutes, then rotate. P1 becomes P2. P2 moves to Target. Target goes to serve from 5. The server in 5 move to serve from 1, and the server 1 one becomes P1. Five rotations will have each player go through all of the positions. That works out to a bit over 10 minutes when factoring in time for rotating.

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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

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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

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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

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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

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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

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OUT OF SYSTEM

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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

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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

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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

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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

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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

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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

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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

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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

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OOS Cross/Line Hitting

Description

OOS work, transitions, blocking, digging, setting.

  • OH Pin on side A hits cross court
  • Player on side B Digs self and sets RS pin
  • RS on side B hits cross court
  • Player on Side A digs and sets RS pin
  • RS on side A hits Cross court
  • Player on Side B digs self, sets OH pin
  • OH pin Hits cross court. REPEAT!

Variation: Player digs to other backrow player and they set.

  • OH Hit Cross
  • OH Hit Line
  • RS Hits Cross
  • RS Hits Line

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

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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

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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

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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

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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

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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

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POSITIONAL

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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L

M

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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)

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S

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L

M

C

C

M

Hitter 4 starts serving

Ball 1

Ball 2 & 3

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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

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P

O

C

P

P

P

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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

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P

M

C

P

P

P

M

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L

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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

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H

H

H

D

D

D

Round 1 - 1 version of 2

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P

C

B

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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.

Click Here

H2

L

S

H1

P

M1

H3

L

S

H4

O

M

Hitter 4 starts serving

Orange players are being scored

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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

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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

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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!

Click Here

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S

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M

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M

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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 -

  • OH
  • MB
  • OH
  • RS
  • OH
  • MB
  • OH
  • RS
  • OH
  • MB
  • OH
  • RS
  • OH
  • MB
  • OH
  • RS
  • OH
  • MB
  • OH
  • RS

*Coach Zoe

RS

L

S

H1

M1

Shaggers

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C

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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

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S

H

H

S

S

C

B

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B

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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

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H

H

D

C

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H

B

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6V6 GAMES

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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

  • Pass perfect - hands up, BSBH eye sequence; read, read, read!
  • Pass medium – hands come down, wings can load, everyone read.
  • Hit it over on 1 – front row turn and run in transition!
  • Pass it so there will be a free ball / down ball – back row steps up, front row backs up a step, then turns and runs (if the free ball/down ball doesn’t come to them).
  • Free balls should be handled by the back row if at all possible, and the setter can release. On down balls the setter doesn’t get to release.

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:

  • Offense hits until they lose 15, rally score
  • Teams go until offense scores X before defense scores Y (depends on your SO %). We typically go 7 before 3 or 6 before 4.
  • If playing with groups of three, you can wave through after each round. If playing in teams of six, flip front-row/back-row after a round, then you can switch sides and do it again.
  • 2 Balls to each hitter and switch

Click Here

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

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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.

Click Here

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L

S

H

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M

S

L

H

H

O

M

1

2

3

4

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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

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L

S

H

O

M

H

L

S

H

O

M

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C

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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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L

S

H

O

M

Inside only example

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L

S

H

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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.

Click Here

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L

S

H

O

M

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L

S

H

O

M

C

C

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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.

Click Here

OH

L

S

OH

O

M

OH

L

S

OH

O

M

C

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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:

  • A FBK sideout = +3 point
  • A Sideout = +1 Point
  • A missed serve in net = +2 for offense

Serving Scoring:

  • Ace = +3
  • Win Rally = +1

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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S

O

O

H

H

L

H

S

M

M

H

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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:

  • Change in Balls for Server: +1
  • Points for Receiving Team: 0

Serving Team Wins Rally:

  • Change in Balls for Server: -2
  • Points for Receiving Team: 0

Receiving Team Wins Rally:

  • Change in Balls for Server: -1
  • Points for Receiving Team: +1

Service Ace:

  • Change in Balls for Server: -3
  • Points for Receiving Team: 0

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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S

O

O

H

H

L

H

S

M

M

H

7 balls left

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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:

  • 1 point for rally win,
  • 2 points for First ball kill (FBK)
  • Minus point for receiving error
  • 1 point for 2 missed serves for receiving team

M

S

TEAM

A

TEAM

B

H

L

H

O

S

L

H

H

M

O

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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).

Click Here

Next Ball*

Free ball, Down ball, out of system bounce 1st contact

H

O

M

H

L

H

S

TEAM A

TEAM B

S

H

L

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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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M

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C

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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.

Click Here

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S

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M

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L

S

H

O

M

Warrior

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

M

P

L

P

O

P

M

O

L

P

S

TEAM B

TEAM A

S

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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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M

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L

H

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C

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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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M

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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:

  • Service from Team B
  • Free ball toss from coach (from team B Side of the net)
  • Bounce ball (replicating first contact dig) from coach (from the same side of the net side A)

After Team A gets these three balls, Team B get three balls in a row:

  • Follow same sequence as above

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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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)

  • winner receives a free ball - if they win the point, they get 1 point
  • winner receives an OoS ball from other team (just 2 contacts)- if they win the point, they get 2 points
  • winner receives a pass, set , hit from other team( 3 contacts) - if they win point, they get 3 points

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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