Korfball drills
Preparation:
- Make groups of 2 players.
- Player 1 gets 2 -e.g. red- hoops.
- Player 2 gets 2 -e.g. yellow- hoops.
- Put these 4 hoops in a square.
- Per duo you need 1 ball.
Game explanation:
- Player 1 bumps the ball into a hoop of his own color.
- Player 2 catches the ball before it collides again and throws it another one into a hoop of his color.
- You get a point if the other player cannot catch your ball.
- The other player gets a point if the ball does not land in the correct hoop.
Objective:
- Try to score as many points as possible.
Place 2 poles directly opposite each other.
Under each basket one player with ball and one player without.
Under each basket one player with ball and one player without.
- The player without ball runs clockwise to the cone halfway diagonally across the court.
- The ball is passed along in the run and passed to the declarer under the other basket.
- Walk-through ball follows, self-catching.
- Exercise repeats.
- Players without ball run straight at each other. After a jump they go sideways to the cone.
- There they continue without a pointer to the swerve on the other basket.
- The shot is followed by a follow-through that is self-caught. Then you switch.
- The player in give-up throws the ball away with backspin. The player without the ball runs to the ball and tries to catch it for the 2nd bounce. Make sure the ball is not thrown too far.
- After catching, turn and pass to the supplied player, followed by a swerve with a shot.
- Then run for a through ball at the other post, catching yourself.
- Hat at 6 meters in front of the basket and a hat diagonally next to the basket at 5 meters.
- Play the ball forward to the player at the hat.
- The player puts the thrown ball on the ground and runs to the other hat and then to the basket.
Score together 10 times left and 10 times right.
- The lead lines they the same as in picture, only the runaway player makes a swerve ball in depth. Step away to the back.
Score 10x counterclockwise and 10x clockwise.
- The closing play is for the swerve to continue into the depths.
- The third player under the pawl steps out, gets the ball and hands it off for a through ball.
- Score 10x where the declarer steps out on the left and score 10x where the declarer steps out on the right.
Pay attention to which hand the declarer leads with.
The focus in this exercise is on finishing chances and timing in the rebound.
If you do not score goals quickly enough, you will lose the game.
If you do not score goals quickly enough, you will lose the game.
- Goal is to score 5 goals.
- The rebounder under the basket plays against the shooter in front of the basket. Which of the two players scores 5 goals first?
- The rebounder starts as a pointer such that the shooter has to shoot on the move outside the 4 meters.
- The rebounder may shoot only if he or she catches the ball in one shot without scoring a goal.
- If one player scores 5 goals this player is the winner and all other groups stop play
- This basket is the winner's basket, the basket furthest from this is the loser's basket
- Then per pole each winner -the player who scored the most of the 5 points- moves 1 place towards the winner's basket.
- The loser -the player who scored the least of the 5 points- moves 1 place in the opposite direction, towards the loser's basket
- In case of a tie, you take penalty throws; the player who misses first is the loser.
- On a tennis court, you will play in 2 squares 2 against 2.
- Both courts are attacking.
- When intercepting, the ball must first go to the other side.
- Play with 2 teams of 2.
- Both squares are attacking squares.
- On interception, the ball must go to the other side first.
- In pairs at a post
- The shooter starts with the ball
- The shooter plays the ball into the support
- The shooter makes a hook to the left or right and gets the ball back
- The shooter shoots at goal
- The intercepted ball is played directly back to the shooter
- The shooter plays the ball back to the support
- The shooter makes a through ball
- After scoring twice, switch positions
- Everyone does this exercise 5 times
Training objective:
Picking up the shot directly in a duel between them.
Shot duel
Per 2-team a ball and a post.
Picking up the shot directly in a duel between them.
Shot duel
Per 2-team a ball and a post.
- Making 2 out of 5 distance shots from 6 meters.
- Then you get one chance from 4 meters.
- You must score the one from 4 meters to earn a point.
- Your opponent can undo this point by also scoring the 4-meter chance.
- Score 3 out of 5 short chances from 4 meters.
- Then score 2 penalty throws, on 2, to earn a point.
- Your opponent can undo this by also scoring both penalty throws.
- Score 2 out of 5 shots behind the basket at 5 meters.
- Then score 3 through balls, from 3 chances, to earn a point.
- Your opponent can undo this by also scoring 3 through balls.
- Score 1 out of 5 distance shots at 8 meters.
- Then score 3 out of 4 chances under the basket.
- Your opponent can undo this by scoring 3 out of 3 chances under the basket.
- Each pair must try to crack the code. This is a four-digit code where the sequence matters.
- Each exercise is a number; they can use this number in the code.
- When they have done 4 exercises, they pass this as the code, in the order in which they did the exercises.
- The trainer then indicates how many the players got right and how many are in, but not in the right place.
Exercises:
- 8 walk-through balls
- 5 rounds of running ladders pp
- 2 laps around the whole field
- 5 fallback balls right
- 5 safety balls left
- touch post small chance, 8 score
- 20 penalty throws
- 6 distance shots 6 m in front of the basket
- 6 distance shots 5 m behind the basket
- Players spread out in a box
- All players, except the ticker, have a ball
- The ticker tries to tap everyone.
- If a player is tagged, he or she goes to the posts to score.
- If successful, the player returns to the box.
- If a player drops the ball, they are also out.
Variations through different ways of holding the ball.
- Everyone at a basket with ball
- Other players start running and taking through balls
- After a certain score, the next
- Per 2- or 3-team
- 1 person under the basket
- Others at the pawns
- Always a pattern that the player has to run at the pawns
- End with a through-ball, drop ball or start-off
Shooting game where they get to take a card when they have scored.
- Each playing card shows a "color": clubs, spades, hearts or diamonds.
- Each color represents a fitness exercise:
- Hearts: Push-ups
- Spades: Squat
- Clubs: Burpee
- Diamonds: Lunges
- Once they have picked a card, they must first perform the corresponding exercise.
- They do this the number of times the card indicates.
- For example, Hearts 4 = push up 4 times.
- Then they may continue shooting again.
- The group with the most cards has won.