Favorite TENNIS DRILLS of Harvard Womens Club Tennis!


**10 point rally competition**
Each person gets a partner (4 on a court). The two partners stand across from each other on opposite sides of the net at the service line. When time starts, they hit "short court" back and forth, attempting to get 10 in a row. (you can make it more depending on ability levels, etc). Once two teams get 10 in a row, everyone moves back to the base line and does the same thing. Again, once two teams get 10 in a row, people rally crosscourt with their partners and aim for 10. Play continues with 3 more rotations in this way: 1 player at net, other at baseline, the other player at net and one at baseline, and then both players volleying to 10 at the net.

**5 error drill**
One player on one side of the net (A). 2 players (B and C) and a ball feeder on the other side (ball feeder can be ommitted if the 2 players want to feed instead.) The ball feeder feeds A forehands and backhands (and some approach shots) and A tries to hit them back. If A misses, it is an error. If A makes the shot, they play out the point with the B and C on the opposite side of the court. Everytime A hits a ball over the net and into the court, they get one point. Everytime A misses, it is an error. B and C are trying to hit difficult shots so that A misses. A aims to get 50 points before they get 5 errors. Once A gets 5 errors, B or C runs over to the other side and play begins again. The ball feeder must pay careful attention to the score.

 

Competitive Play Drills

**Depth Drill**
Set up the same as 5 error drill. Place a line of balls (or tape) halfway between the service line and the baseline. The ball feeder sets a timer for about 3 minutes. They then feed player A forehands and backhands. B and C return the balls back to A. Any ball that A hits that falls below the service line is -1. Balls between the service line and the line of balls are worth 0. Balls that land behind the line of balls are worth +1. Player A tries to get to 10 points (or positive numbers) before time runs up.

**Overhead Drill**
A version of king of the court that can also be played with approach shots and volleys. Line of players at the left netpost. One "King" on the other side of the net at the baseline. Ball feeder on the side of the king off to the side. First player in line runs up and hits the net once with their racquet and goes up for an overhead. If they miss it, go to the end of the line. If they make it, run uip and hit the the net again. They receive another overhead and this time, play out the point with the king. If they win this point, they receive a POINT. 2 points takes the spot of the king.
variation: Have the line of people at the baseline. Feed the first ball as an approach shot, if they make it, come up to the net and get a volley...the person then plays this point out with the king for the chance of a point.

**Double Miss**
Works for 4-6 people. Split the players up into two teams. Teams make a line at the baseline (or behind it.) First player for each team steps up to the baseline and plays a singles point (with or without serving either works great.) Keep track of the score with each point. Each player stays "in" (ie keeps playing out points) until they LOSE 2 POINTS. then the next player on their team steps up and plays out points until THEY MISS TWICE. PLay to 11 or 21.

**Zone Ball**
2 Teams of 2 people on opposite sides of the court at the service line (Zone 2). Everyone plays at one time. Ball is fed (or put in play) to the "home team." The home team is either randomly picked or, if playing with other courts and having each team move up if they win and down if they lose, the home team is the team who had won their previous match. The point is played. The team who wins moves up to the net (Zone 1). The team who loses moves to the baseline (Zone 3). In order to win the game, a team must win 2 points in a row at Zone 1. The balls should be fed quickly with very little time in between points to run forward and back to the baseline. When a team is at Zone 1, they cannot let the first ball bounce. Once a team wins a game, they move up and if they lose, they move down a court to play the next team.

**Capture the Net**
2 Teams of 2 people on opposite sides of the net. Ball hopper is placed at the net so both teams can reach it. Spin a racquet to see which team starts at the net. Team who wins goes up at net, team who loses starts at the baseline. The team at the net feeds the ball to the team at the baseline. The ball cannot be fed to the same person at the baseline 2 times in a row and the inital feed must pass the service line. Once the ball is in play, the two teams play out the point normally, with one team at the net and one at the baseline. If the net team wins, they receive a point. If the baseline team wins, they get to run up to the net and feed the next point. When the net team loses a point, they have to run back to the baseline. Points can only be won at the net. The object of the team feeding is to catch the baseline team off guard, so play goes quickly.
Play to 11.

 

Fun Team Games

**Team 105**
Can be played with 4-20 people. Divide everyone up into 2 teams. Split onto opposite sides of the court, people come up in pairs, play doubles points. When one pair loses, the next pair from their team comes up to the baseline and plays. A pair stays in for their team until they lose. Scoring goes like this: A basic error is 1 point, a clean winner from the baseline is 5 points, a clean winner hit from the net is 10 points, and an overhead winner is worth 25 points. Object is obviously to get to the net. Points are kept as total for both teams. First team to get to 105 wins (or 55 works well too depending on time.)

**Olympics**
Everyone gets a partner. One team is appointed "kings" and stand at one side of the net at the net. Everyone else gets in a line with their partner at the baseline. They come up as pairs and get basic feeds. If anyone hits a clean winner at any time, the points are over and that team automatically goes to the net (or stays at the net if it was the net team.) Otherwise you play best out of 3 and the baseline team has to win 2 points to take the place of the net team. When a team takes the place of the net team, they have 3 seconds to run over to the other side of the net before the baseline team gets a lob. The lob must bounce. Play continues until a team wins 10 POINTS AT THE NET. A point is gained when the net team completely beats the baseline team (ie wins 2 out of 3 points or hits a clean winner.)

**Space Invaders**
Split everyone into 2 teams. Both teams spread out along the service line from alley to alley. A ball feeder feeds the ball to the first player on one team. They receive a volley. The other team tries to hit it back. Point is played, whoever misses is OUT. play continues until one team is completely annihilated. You may end up with one player playing against 4 or 5. This one player can still knock out all 4 of their opponents and win the game for their team.