**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.