TFF Drills Games Beginners
TFF Drills Games Beginners
B E G I N N E R S
SESSION STRUCTURE
B E G I N N E R S
Quick Fire - Service Box
Battle Stations
Relay tennis
Battleships
CHART
Minefield
Defender
Handball
Wipeout
Rollo
Jail
COACH / LEADER REQUIRED
Drill / Game suited to:
4 - 8 players on a court
8 - 12 players on a court
12-16 players on a court
16-24 players on a court
Working on:
Groundstrokes
Volleys
Smashes
Serves / Return of Serve
Target Practice / Zone hitting
B E G I N N E R S
AROUND THE WORLD - SHORT COURT
Overview
‘Around the World - Short Court’ is a scaled
down version of ‘Around the World’ with the only
difference being the short court lines and low
compression balls to make the game easier. As
with the full version of the game, ‘Around the
World - Short Court’ involves players playing a
single shot and running around the court (anti-
clockwise) to the opposite side of the court. If they
miss the ball they are out of the game. As players
are eliminated the game continues until 4x players
are left and at such time, the players rotate
around their own side of the court (unlike normal
full ‘Around the World’ game where players
continue to run around the opposite side of the
court until the last two players). The remaining
players continue to play until just one player
remains who is declared the winner.
Key Considerations
• Tap Hit privilege can be used for weaker
players to enable them to compete more
evenly in the game.
• Typically just one life would be given to players
to enable the game to reach a quick conclusion,
but multiple lives (no more than x3) can be
given to each player to create a longer version
of the game.
Safety Considerations
• There is a tendency for the queue to be too close
to the active playing area. Be sure to allow a 3
metre gap between the short court baseline and
the first person in the queue.
B E G I N N E R S
ATTACK 2 TEN - Short Court
Overview
‘Attack 2 ten - short court’ is the scaled down
version of a game played in the Improver+
group. This scaled down version involves using a
shortened court with short court lines. The game
is target focused with emphasis on attacking mid-
court shots. The court is set out with x10 cones
forming a back court zone with a further x4 cones
grouped together as the ideal hit zone. The game
involves splitting players into two teams. In this
scaled down version, the Coach / Leader feeds all
shots and players hit a single shot at the diagonal
opposite end of the court, after which, they run
around the court and re-join their team queue.
If they successfully hit the ball in this zone, the
Coach / Leader places a ball on one of the open
top cones. The game continues until all x10 open
top cones have a ball placed on them. If a hitter
successfully hits the block of x4 cones, two balls
are added to their x10 open top cones and a ball
removed from their opponents cone set.
Key Considerations
• A throwing round(s) can be used to progress the
game if the target zones are not being hit and
hence the game not progressing.
• Coach / Leader should match the feed to the
standard of each player. Volleys can also be
used instead of groundstrokes.
• Coach / Leader can feed from net if group is Players who have just hit their shot exit the
particularly weak. court to the side and run around the court
and re-join their queue.
Scoring
The team that fill up their ten cones with balls first Coach / Leader feeds a single ball to each
are the winners. player at the front of their team queue.
B E G I N N E R S
BARRIER TAPE TENNIS
Overview
Barrier Tape Tennis isn’t a game or drill but rather
a way of segregating the court to allow more
tennis balls to be hit by the participants. Typically
barrier tape tennis involves players hitting one-to-
one with emphasis on rallying. For those unable
to rally, the tap-hit privilege can be given to those
who struggle to hit the ball back from a single hit.
This environment can be used in a variety of ways
and can be used to practice a variety of different
shots. To set up the court, the tennis barrier tape
should be tied to the fence and then stretched
tight and tied to the net. This should create a
net tape line that players should aim to hit over
replicating the height and purpose of the net.
Key Considerations
• As the court orientation is changed it is useful to
get adult volunteers to stand at the back of court
sections and intercept any balls that are heading
for another court.
• Rotating players around is a good way to ensure
players have a variety of rallying experience and
also to give players the experience of playing
different players.
Safety Considerations
• Sponge balls should be used (Mini Tennis Red).
• Players should be made aware of the confines of
their specific court area and to be careful when
venturing outside of it.
B E G I N N E R S
Overview
WITCHES & WIZARDS
Witches & Wizards is a team game involving a variety
of skills being developed. These include throwing,
catching and hitting. The game involves the Coach /
Leader splitting the group into two teams as Wizards
and Witches. The game involves 3x active areas of the
court. These include:
1, The Feeder
2, The Hitter (player at front of queue)
3. The Catcher
Key Considerations
• Coach / Leader can request a change of positions in
a team if they feel there is too long without a score
(ie there is a weak link in the partnership of Feeder,
Hitter, Catcher).
• The Hitter should be told to aim the ball to allow
the Catcher to catch the ball in the cone (and avoid
aggressive hitting).
Safety Considerations
• Inactive players in queue to be at least 3 metres
behind the hitter.
B E G I N N E R S
TENNIS CRICKET
Overview
Tennis Cricket can be played as an individual game or team game.
The illustration represents the individual version of the game. In both
versions, there is a dedicated ‘batsman’ who is fed a ball from the Coach
/ Leader and must hit the ball over to the opposite side of the court and
be sure for it to land in court. If they successfully achieve this, and, if
the ball is not caught by the opposing team, they have the potential to
score a ‘run’. A ‘run’ is achieved by the hitter running to touch the inside
tramline with their racquet before the opposing team can throw the ball
into the net. The Batsman also has the potential of scoring 4x runs or
6x runs. If Batsman shot lands in court and goes on to ‘bounce’ onto the
back fence, the batsman scores 6x runs. If the ball lands in court and
‘rolls’ onto the back fence, they score x4 runs. The Batsman has three
ways in which they can be declared ‘out’. These include:
1. Batsman shot being caught out of the air, or, via a ‘one hand one
bounce’ catching rule.
2. Batsman being ‘run out’ by the fielding team throwing the ball into the
net before the Batsman can touch the inside tramline.
3. The Batsman missing the shot (hitting it in net or out of court).
Team Version - One team as fielders and one team as batters. Batting
team are in a queue with each player having one go as Batsman before
handing the ‘bat’ to the next person in the team to try to score. As
players are declared out, they do not re-join the batting queue.
Key Considerations
• Coach / Leader can make feeds easier or harder to match the standard
of each player (including spins to reflect a spin bowl).
• Coach / Leader can feed stronger players shots that are further from
the tramline making it harder for them to get a run.
• Batsman should be required to ‘run’ and for runs not to be optional.
• The team version of the game should feature ‘innings’ to allow both
teams to have a go at fielding and batting.
B E G I N N E R S
Battleships
Overview
Battleships is a target based game that requires a few
minutes to set the court up prior to starting the game. For
this reason, it is useful to set the game up during a short
drinks break (after the previous activity block). The game
centres around two opposing teams of players. Each team
have a set of ‘Battleships’ on their side of the court (a
series of cones grouped together). At the beginning of the
game, these battleships are a mirror image across each
team. The game involves the two teams aiming to hit the
opposing team battleships as part of a rally amongst the
two competing players. At the end of the rally, the next two
players enter the court (one from each team) to play their
rally and in doing so, attempt to hit a battleship target on the
opposite side of the court. When a player successfully hits
a Battleship, they remove that specific cone target that they
hit from the opponents battleship and add it to one of their
own battleships (making it bigger). The game continues for
a pre-defined time with the winners being the team with the
most cones on their side of the court (resulting in the largest
battleships).
Variables
• The rally ability of players in this group is quite varied
and often limited. Coach / Leader should therefore use
measures to make rallying easier (such as shortening the
court, allowing ‘tap hit’ privilege..etc)
• The game can be split by separating the courts in two
halves (as shown in the illustration) but still part of the
same team at either end. Stronger player court half can
have the battleships situated further back to accommodate
the stronger players.
Safety Considerations
• Players should be reminded to watch out for the cones
when performing their rally.
B E G I N N E R S
BATTLE STATIONS
Overview
Battle Stations is a target based game and involves large
targets (typically racquet head covers or bags) that are
labelled as enemy battle stations. The game involves all
players at the same end of the court trying to hit the battle
stations at the opposite end of the court. These targets will
be plentiful and well spread out across the court. The idea
of the game is that the players compete as a whole team to
try to hit the target battle stations and when doing so, the hit
targets are removed from the court and thus the available
targets to hit, get less and less.
Key Considerations
• Coach / Leader can feed two queues consecutively to allow
the queues to move quickly.
• Players should be required to run around the opposite
side of the court and collect a ball or two and roll into the
net (and remove a target if their shot hits a target) before
returning to the queue.
• When the ‘throwing’ rounds start, the basket of balls
should be taken around the opposite side of the court and
players pick up a ball when it is their turn to throw a ball
at the targets.
Safety Considerations
• When players run around the opposite side of the court to
collect spare balls, they should be told to keep an eye on
the players hitting their shots to protect themselves on
being hit from any shots from the opposite end of the court.
B E G I N N E R S
Champions & Challengers - Crazy Feed
Overview
Crazy Feed is a popular version of the
Champions & Challengers game. The game
features the usual game environment of the
champions at the one end of the court, whilst
challengers queue up to face the champions
when it is their turn. In this version, a ‘first to
two points’ scoring system is used and if the
challengers achieve that, they switch ends with
the Champions. The big difference in the Crazy
Feed version of the game is that the Coach
/ Leader can feed the ball in anywhere, and,
feeds in a split second after the previous point
ended. This means that all players need to be
alert with the coach quite literally feeding the
ball where and how they like.
Key Considerations
• Coach / Leader can introduce spin feeds,
lob feed, short feeds etc. The feed can be
manipulated to neutralise playing standards
amongst players.
• The game is best suited to a 3/4 marked
out court but can be played on a full court if
playing standard permits.
• The game can work as a singles game or a
doubles game (the illustration demonstrates
the game as doubles).
Scoring System
• The side winning ‘first to two points’ are
Champions. In-active player(s) vacating court to make
• The player(s) who win most points as way for new players or to take up position as
Champions are the overall winners Champions.
Safety Considerations Next player(s) in queue move to become
• Inactive players to be at least 3 metres Active player(s).
behind the marked out baseline (or actual
baseline) at all times. Coach / Leader feeds to the challengers.
B E G I N N E R S
Champions & Challengers - The Lobbing Game
Overview
The Lobbing Game version of Champions
& Challengers is suited to slightly stronger
groups of beginner level players although all
levels can be catered for. The game requires
challengers to queue from the net position
with the Coach / Leader feeding lob shots for
the challengers to retrieve in order to start the
Champions & Challengers point. As with most
other Champions & Challengers versions, 2x
points won consecutively are required to get to
the Champions end of the court. This therefore
means the second feed is a normal feed to the
challengers who will already be in the baseline
position.
Key Considerations
• Coach / Leader feeds to the challengers and
can manipulate the difficulty of the lob feed
depending on the standard of the player.
• The game is best suited to a 3/4 marked out
court but can be played on a full court if playing
standard permits.
• The game can work as a singles game or a
doubles game (the illustration demonstrates the
game as doubles).
Scoring System
• No scoring is necessary but scoring can work by
the Champions counting the number of points
they win at the Champions end of the court.
• Winners can be considered those that are at the
Champions end of the court when the Challenger(s) run to retrieve the lob feed
game ends. as the first shot of the point against the
Champions.
Safety Considerations
• Inactive players to be careful of the net post and Coach / Leader feeds a lob shot for the first
the coach feeds due to close proximity of the point and a normal feed to the challengers for
queuing players. the second point.
B E G I N N E R S
Champions & Challengers
Overview
King of the Court is another in the Champions &
Challengers series of games. In this version, players
have to win a pre-defined number of points to switch
King of the Court
ends with the Champions. This game tiers the required
consecutive points total to get to the Champions end of
the court. All players start off requiring to win just one
point against the Champions. If they successfully achieve
this, they become champions as Knights of the Court.
When they are defeated and return to the challengers
end of the court, they then require two consecutive
points to become champions again as Prince/Princess
of the Court. Upon being defeated and returning to the
challengers end of the court, they then require three
points to become champions as King / Queen of the
Court.
Variables
• Coach / Leader feeds to the challengers and can
manipulate the difficulty of the feed depending on the
standard of the player.
• The game is best suited to a 3/4 marked out court
but can be played on a full court if playing standard
permits.
• The game can work as a singles game or a doubles
game (the illustration demonstrates the game as
doubles).
• Coach / Leader can vary game to include a fourth
tier of 4x consecutive points and give a title for that
achievement (eg Lord of the Court).
Scoring System
• Typically, scoring works by the Champions counting
the number of points they win at the Champions end In-active player(s) vacating court to make
of the court. way for new players or to take up position as
• Another scoring format is player / pair with the Champions.
highest Champion Title (eg King of the Court).
Next player(s) in queue move to become
Safety Considerations Active player(s).
• Inactive players to be at least 3 metres behind the
marked out baseline (or actual baseline) at all times Coach / Leader feeds to the challengers.
B E G I N N E R S
DEFENDER
Overview
Defender (sometimes called ‘Goalie’) involves a marked
out goal at the one end of the court with a ‘Defender’
trying to stop balls going through the goal at the other
end of the court. The game works by way of the Coach /
Leader feeding a ball to the first person in the queue who
then attempts to hit the ball through the marked out goal.
If they successfully do this, they become the Defender. If
the defender stops the ball from entering the goal or the
hitter misses the goal area, the hitter returns to the back
of the queue and the Defender remains in place.
Key Considerations
• Coach / Leader can make feeds easier or harder to
match the standard of each player.
• Stronger players can also be made to hit the ball from
further back and vice versa for weaker players.
• Defender should not be allowed to move beyond the
short court line.
• If the group is quite strong, the short court lines
can be removed and the game can be played in the
full court.
Safety Considerations
• The Defender MUST be told to stay on their feet at all
times. This is essential as some players might otherwise
attempt to dive to prevent a ball from entering the goal.
• Defender must be told to be mindful of the location of
the cones to prevent them from being a tripping hazard.
Scoring
• It’s not necessary that scoring is applied to this game
although the most common scoring method is for
the Defender to count how many points they can win
from the Defender end of the court (a point being a
successfully defended goal).
B E G I N N E R S
Champions & Challengers
Overview
Tap Hit version of Champions & Challengers
is very suited to weaker level groups and is
also useful if Coach / Leader wants to even out
TAP HIT
playing standards. Much like the TFF Quick Fire
- Tap Hit game, the Champions & Challengers
version allows players to tap the oncoming ball
to control it before hitting the ball back over
the net. In this version, the Coach / Leader
feeds to the challengers who are required
to win 2x points consecutively to replace the
Champions at the other end of the court.
Variables
• Coach / Leader feeds to the challengers
and can manipulate the difficulty of the feed
depending on the standard of the player.
• The game is best suited to a 3/4 marked
out court but can be played on a full court if
playing standard permits.
• The game can work as a singles game or a
doubles game (the illustration demonstrates
the game as doubles).
• Strong players can have their ‘tap’
privilege removed, or, those that have been
Champions for X points, can have the ‘tap’
removed.
Scoring System
• No scoring is necessary but scoring can work
by the Champions counting the number of
points they win at the Champions end of the
court.
• Winners can be considered those that are
at the Champions end of the court when the In-active players vacating court to make way for
game ends. new players entering the court or to take position
as champions.
Safety Considerations
• Inactive players to be at least 3 metres Next players in queue moving to become Active players.
behind the marked out baseline (or actual
baseline) at all times. Coach / Leader feeds ball to challengers.
B E G I N N E R S
HAND BALL
Overview
Handball, quite well suited to a session warm-up,
is a team game that involves participants being
organised into two teams. Two tennis racquets are
placed in the opposite tramlines on each side of the
court (at the same end). The aim of the game is
for each team to land the ball on any part of their
target team tennis racquet (which will be on the
opposite side to their starting position). The game
involves players passing the ball between each
other, but the player in possession of the ball must
remain still whilst team mates can move as much as
they want to get into positions to receive the ball.
Teams score a point for each ‘contact’ they make with
the ball on the racquet as a result of an under- arm
throw. Players are free to move wherever they like.
Key Considerations
• The ball must be passed using under-arm throws
only. The ball thrown to attempt to hit the racquet
must also be thrown under-arm.
• There is a tendency for dominant characters to
dictate the game with shy players getting little
involvement. Measures can be used to even out the
interaction with the various players in the game.
Scoring System
• Scoring is one point per under-arm throw
contacting the racquet. Most points at the end of
a set time period or achievement of a set target
scoredetermine the winners.
Safety Considerations
Coach / Leader should emphasise the importance of
no over-arm throws. This is because players tend to
get over competitive with over-arm throwing and the
speed of the ball passes can become a safety risk.
B E G I N N E R S
DROP DRILL - SHORT COURT
Overview
‘Drop Drill - Short court’ is similar to Improver+
version of the game but in this version, players run to
the back of the same queue (instead of switching to
the opposite queue as in the Improver+ version). In
this version, the Coach / Leader drops one ball each
side of the court and the active player in the queue
hits their shot and returns to the back of their queue.
Targets can be placed at the opposite end of the court,
but this does tend to result in players watching their
shot and not exiting the court quickly as required to
keep the drill flowing quickly.
Safety Considerations
• Be sure the next player in the queue is not in range
of the active player hitting their shot
B E G I N N E R S
MINEFIELD
Overview
Minefield is a target avoidance based game that
requires a few minutes to set the court up prior to
starting the game. For this reason, it is useful to set the
game up during a short drinks break (after the previous
activity block). The game centres around a court loaded
full of objects. These objects, typically cones and other
tennis training aids, are
placed throughout the court but with strategic gaps
promoting the good places to hit a tennis ball (the back
of the court, short court angles and mid court angles).
Each player is fed one shot from the Coach / Leader and
must hit the ball in court and avoid an object (referred
as a mine). If they successfully avoid the mines and
hit the ball in court they rejoin the queue and wait for
another turn. If
the player hits the ball into the net, out of court or hits a
mine, they are out of the game and go to the other end
of the court to practice catching the balls and roll them
into the net.
Key Considerations
• Coach / Leader can even playing standards
by allowing weaker players to hit from closer to the
net.
• A volley round can be introduced to allow
differentshots to be practiced.
• It is recommended that just one life is allowed so that
the game moves quickly to a conclusion(allowing for
multiple games to be played) which doesn’t penalise
those exiting early. However, the game can be played
with more than one life per person.
• Eliminated players can be given a target (such asa
row of cones) in the net area to allow them a focused
activity whilst waiting for the game to conclude.
Scoring
The last remaining player is the winner.
B E G I N N E R S
JAIL
Overview
Jail starts with all players at one end of the court
with the Coach / Leader feeding from the other
end of the court. Each player is fed a forehand or
backhand shot which they must successfully hit into
the singles (or doubles court). If the player succeeds,
then they return to the back of the queue. If they
fail, they go to the opposite side of the court classed
as ‘Jail’. Players at the ‘Jail’ end of the court must
try to catch the ball hit by the Coach / Leader feed
to get out of jail and return to the hitting end of the
court. Players that have their shots caught, switch
places and end up in‘Jail’. As the game continues,
players will gradually start filling up the ‘Jail’ end
of the court. When only one player is left on the
hitting side, they must hit x3 successful shots to
win the game. If they fail via a mistake shot, then
there is a ‘Jail-break’ and all players become free
with the game starting again. If the last player has
their shot caught, then they switch places, with that
player having the chance to win the game from 3x
successful shots.
Variables
• There are many versions of this game. Some
versions include the jail as a marked out cone area.
After a successful hit, a person in jail gets to run
from one side of the court to the other (or around
the perimeter of the court) with the Coach / Leader
aiming to hit them with a ball (softly below knee
height). If they successfully avoid the hit, they
become a catcher, or return to the coned jail area
if hit.
• Coach can manipulate the feeds to match the
standards of the players.
Safety Considerations
• As the jail end of the court starts to fill up a ruling
should be introduced to limit the movement of the
catchers (eg not allowed to move or just one step).
B E G I N N E R S
QUICK FIRE - SERVICE BOX
Overview
The Beginners Group version of Quick Fire is focused in the
service box with a requirement of sponge or Mini Tennis
Red balls. The service boxes in this case form two separate
playing areas and therefore act as two courts. The game
centres around each player having a ball in their hand who
waits in a small queue (as an inactive player). The two active
players play a point against each other. The winner stays
on the court at the end of the point. The loser returns to the
back of their queue. The new challenger feeds their ball
competitively into court (from behind the service line) as
quickly as they like to gain advantage in the new point. The
game therefore involves the active players playing singles
against each other for a single point with a ‘winner stays on’
theme.
Variables
• A ‘winner stays on for X points’ rule should be introduced
for either x3, x4 or x5 points won consecutively. This can be
classed as a ‘retirement’ forcing a player to retire from the
court when achieved.
• The game can also be modified to be played across both
service boxes as one court (instead of the two courts
shown in the illustration). There is also the option to play as
doubles pairing instead of singles.
Scoring System
No scoring system is generally applied to this game. A
scoring system can be introduced where players count the
number of ‘retirements’ an individual player or team score.
Safety Considerations
• Inactive players to be at least 3 metres behind the service
line at all times.
• The oncoming player should wait for the court to be clear Service box court area used as the playing area. Both
before feeding their ball into play. service boxes are used as separate courts.
• Players should be told to be mindful of the adjacent court
and to be wary about running to hit balls that cross the Active player entering the court feeds ball competitively
centre line. into play.
B E G I N N E R S
RELAY
Overview
Relay Tennis is a team game involving just one
racquet used between each team who play a
single point with each shot in the rally played by
another member of the team (the next in the queue).
Coach / Leader starts the game by creating two
teams and assigning a single racquet to each team.
The first player in the queue feeds the ball into play
(or Coach / Leader can feed if preferred) and each
subsequent shot is played by the next player until
the point breaks down. At which point, the next point
is played from the next person in the queue. The
game is scored to a predefined winning score or
based on most points won at the end of a specified
time period.
Key Considerations
• Tap Hit privilege can be given for weaker players
Safety Considerations
• Be sure the next player in the queue is not in range
of the active player hitting their shot
Scoring
The team with most points at the end of the game
wins (either as a timed game or achievement of a
winning score total).
B E G I N N E R S
QUICK FIRE - TAP HIT
Overview
Quick Fire Tap Hit is another revision of the Quick Fire
series of games. In this version, players can choose to tap
the oncoming ball to get it under control before hitting
back over to the other side of the court. This revision
of the Quick Fire game is usually played in a 3/4 court
marked out by marker lines, but the game can be played
on a full court too as it is made much easier given the
allowance of a tap. For more details on how to play the
Quick Fire game, please read the Quick Fire Service Box
game description.
Variables
• A ‘winner stays on for X points’ rule should be
introduced for either x3, x4 or x5 points won
consecutively. This can be classed as a ‘retirement’
forcing a player to retire from the court when achieved.
• Another handicap for strong players can be to have
their ‘tap’ allowance taken away after winning one or
two points consecutively.
• The game can work as a singles game or a doubles
game (the illustration demonstrates the game as
doubles).
Scoring System
No scoring system is generally applied to this game.
However, the number of ‘retirements’ can be counted and
used for scoring purposes.
In-active player(s)vacating court to make way for new
Safety Considerations player feeding ball into play
• Inactive players to be at least 3 metres behind the
service line at all times. Active player(s) moving to baseline position
• The oncoming player(s) should wait for the court to be
clear before feeding their ball into play. Active player(s) feeds ball competitively into play
B E G I N N E R S