fun games - Lancaster Hoops

FUN
GAMES
Revised 2008
Revised 2008
FUN GAME #A
CHANGE OF DIRECTION TAG


Players start in a scatter formation.
Select two or three players to be it.
Players must try to avoid being tagged by
using change of direction footwork.

If a player gets tagged they must stand in
a ready position until another player frees
them by crawling under their legs.

If players leave the boundries set out at the
start they are considered tagged.

Repeat the game as often as time allows
with new players being it.

Coaching Tip:
Be sure players avoiding a tag stay low to
change directions effectively.
CTP:
Upload
#1: Shrink the playing area
#2: Increase the number of players who are
“it”.
#3: Players can only hop, either on one or
both legs.
#4: The games must be played only on lines
drawn on the floor. All lines from all the sports
can be used. Badminton lines are excellent
choices.
FMC:
Upload #3: Balance
Upload #4: Agility
2
Basketball: Basics & Beyond
FUN GAME #B
5-SQUARE
Players position themselves in one of the 5
areas or squares laid out on the court by the
coach.

Each time a player passes the ball he/she
must move to another square.

Only one player is allowed in a single
square at a time, unless a screen or
exchange of squares is taking place.

Players must use all the concepts of offense
in order to lose their check or to score.

Coaching Tip:
Be sure the player with the ball squares-up to
the basket each and every time they receive
it. Tell players to move with a purpose and
that if they are moving they are doing something right.
CTP:
Download
#A: Only have 4 players on the floor at a
single time. This gives them more spaces to
move to.
Upload
#1: Reduce the area of each square
#2: Insist players use a change of direction
cut when moving to a new square.
#3: Players must screen for a teammate’s
imaginary defnder after cutting.
#4: Passers have priority to be in the key.
Only one player in the key at one time.
www.t2com.net
3
FUN GAME #C
SHARKS & SEAWEED
Every player has a ball and lines up across
the baseline.

The coach(es) or shark(s) stand in the center area of the court.

When the coach says “GO” the players must
attempt to dribble to the other end of the floor
without being eaten (tagged) by a coach, losing their ball or picking it up.

The players that are successful at getting to
the other end of the floor then await
another call by the sharks to cross the floor.

If a player does not get to the other end of
the floor they then become seaweed and
place themselves across the floor.

The seaweed in not allowed to move from
their spot on the floor, but they are allowed
to tag dribblers.

CTP:
Download
#A: When the ballhandlers
find themselves in trouble
they dribble over to the
“coral” (coaches) for relief.
They can pass to the coach
and then receive the ball
back in another attempt to
get to the other end of the
floor.
The game can be restarted before all of the
players become seaweed. It is not important
who’s the last dribbler.

Coaching Tip:
Have lots of fun with this game allowing
players sometimes to “slip through your fingers”. Ask dribblers to keep their head up
so they can see the sharks coming at them
and also to avoid the seaweed.
Upload:
#1: Allow the players to only
dribble with their weak hand.
4
Basketball: Basics & Beyond
FUN GAME #D
RED LIGHT - GREEN LIGHT
Players start in a scatter formation. No balls
are needed for the drill and should be placed
neatly away.

When the coach calls out “Green Light”
players run and move in various directions.

When the coach calls out “Red Light”
players use a jump stop and get into a ready
stance.

After ensuring everyone is in the correct
stance the coach then calls out “Green Light”
again and the drill repeats.


Repeat the game as often as time allows.
Coaching Tip:
Look for good change of direction cuts and
jump stops.
A variation of the drill is to have players start
at one end of the court and attempt to run to
the other end before you can call out “Red
Light”. If players are not in a good stance
they are eliminated. Remember that it is not
important who the last player remain- ing is.
CTP:
Upload
#1: Players can hop on one or both feet rather than running.
#2: Add players who are it. These players
must follow the same rules of stopping and
starting as the “free” players. When “red light”
is called and a player who is “it” does not
make a good stop and stay on balance, they
must then back away ( 2 or 3 meters ) from
the player they were runnng after prior to
“green light” being called again.
www.t2com.net
5
FUN GAME #E
HOT POTATO
Players form a circle with 6 feet or 2 meters
between them and two balls.

The two balls start at opposite sides of the
circle.

When the coach blows the whistle the
players must pivot to face the person beside
them and make a pass.

Players can chant “Hot potato, pass it on”
as the ball is being passed.

When the coach blows the whistle again
the players with the ball are eliminated.

As fewer players are involved in the game
one ball should be removed.

The game can be restarted at any time. It
is not important to have only one person re
maining.

Coaching Tip:
The coach can choose the types of pivot and
pass the players must make. The size of
circle can change depending upon the age,
skill and strength of the players.
FMC:
Upload #1: Balance
Upload #3: Agility and
Speed
6
CTP:
Upload
#1: All players can balance on one foot during the game. Instead of pivoting, players can
hop prior to passing.
#2: Add more basketballs into the circle.
#3: Players who have just finished making a
pass can be asked to quickly run through a
short agility course and get back into the circle before the next ball is ready to be passed
to them.
Basketball: Basics & Beyond
FUN GAME #F
COUGAR CAGE
Choose two players to be Cougars that
must “hunt down” the other players.


Divide the court into thirds.
Put the Cougars in the middle 1/3 and
everyone else on one end.

No balls are needed for the drill and should
be placed neatly away.

On the whistle the players run through the
Cougar’s territory.

If a Cougar tags someone they become a
Cougar as well.

Continue playing until only a few players
are left. It is not important to determine the
last player who is not a Cougar.

Coaching Tip:
Instill into the players that using proper
change of direction cuts will help them to
avoid being a caught by a Cougar.
CTP:
Upload
#1: Reduce the width of the playing area and/
or size of the cougar’s territory.
www.t2com.net
7
FUN GAME #G
POWER LAY-UP RELAY
Place players in equal lines, approximately
20 feet or 6 meters from the basket.


There is one ball in each line.
When the relay starts the first player in each
line must speed dribble to the basket, perform
a jump stop and shoot the ball.

Teams must count out loud their made
baskets for everyone to hear.

Players rebound their own shot, dribble
back to their line and hands the ball to the
next player.


The next player then repeats the drill.

Play until each player has 5 turns.

The line with the most made baskets wins.
Coaching Tip:
Tell players to take their time when shooting.
It is more important to make their shot then
to hurry and miss.
CTP:
Upload
#1: Just prior to receiving the ball a coach
can yell out what type of shot the player must
take. (i.e. power layup, 2 step layup, jumpshot).
#2: A coach can play as a guided defender
and force the offensive player to make a certain move.
8
Basketball: Basics & Beyond
FUN GAME #H
FROZEN DRIBBLE TAG
Choose two players to be chasers and ask
them to place their ball on the side-line.

The remaining players have their ball and
start in a scatter formation.

On the whistle the dribblers must attempt
to avoid being tagged by a chaser by either
maneuvering away from them or by controlling the ball after a jump stop.

The dribblers can only stay in their ready
position, after the jump stop, for 5 seconds.

If they are not in control of the ball when
they stop, they can still be tagged by a
chaser.

If a chaser does tag a dribbler, the dribbler
is frozen and must do a ball familiarization
drill on the spot.

To be freed, a teammate must crawl
through the frozen player’s legs.


Change chasers every minute or two.
Coaching Tip:
Although a speed dribble is important in order to avoid being tagged, the dribbler must
understand that a good jump stop is just as
useful.
CTP:
Upload
#1: Allow some or all players to only dribble
with their weak hand.
#2: Adding more players who are “it”.
www.t2com.net
9
FUN GAME #I
CHAIN TAG
Players start in a scatter formation. No balls
are needed for the drill and should be placed
neatly away.


Choose one player to be it.
When tagged, players join hands to form a
chain.

The players on either end of the chain
become the taggers but cannot break the
chain.

When the chain reaches 6 players long split
it into two equal chains and continue with
the game.

Repeat with a new player being it as often
as time allows.

Coaching Tip:
Good change of direction cuts will help the
players from being tagged. If the chain has
problems tagging players shrink the playing
area.
CTP:
Upload
#1: Players must hop on one or both feet.
#2: Reduce the size of the chain to as small
as 2 or 3 people.
FMC:
Upload #1: Balance
10
Basketball: Basics & Beyond
J
L
K
I
H
F
Players start in a scatter formation. No balls
are needed for the drill and should be placed
neatly away.
G
COACH
E
FUN GAME #J
TRIPLE THREAT TAG

3
9
7
5
1
4
Choose 2 or 3 players to be it.
On the whistle the players avoid being
tagged by moving around the court.
2


E
8
D B
6
If a player is tagged by a chaser they must
get into a triple threat position with an
imaginary ball.

To be freed, another player must jump stop
infront of the tagged player and give them a
‘high five’ with their shooting hand.

The drill can be repeated with new chasers
as often as time allows.

Coaching Tip:
When a player is tagged they must “visualize” they have a ball in their hands in order to be in a correct triple threat position.
Be sure their shooting foot is infront of their
non-shooting foot and their head is up as if
they are looking at the rim.
CTP:
Upload
#1: Reduce the playing area.
#2: Players must hop on one or both feet.
FMC:
Upload #2: Balance.
www.t2com.net
11
FUN GAME #K
ICE CREAM CONES
E
B
Players have a ball and lines up across
the baseline.

3
6
7
1
5
2
The coach(es) and/or a couple of players,
who are the chasers, stand in the center
area of the court.

4
E
8
D B
COACH
When the coach says “GO” the players must
attempt to dribble to the other end of the
floor without being turned into an ice cream
cone(tagged) by a chaser, losing their ball or
picking it up.

The players that are successful at getting to
the other end of the floor then await another
call by the coach to cross the floor.

If a player does get tagged they become an
ice cream cone and must pretend to be one
by placing their ball on their head.

When the coach says “GO” again, the dribblers attempt to cross the floor, only this time
they also try to ‘unfreeze’ their teammates
by touching them.

CTP:
Upload
#1: Asked players who are
tagged to balance on one
foot when they are tagged.
#2: Reduce the width of
the playing area.
#3: For young kids, they
are not considered tagged
unless they pick up their
dribble or it gets knocked
out of bounds or they lose
the ball.
FMC
Upload #1: Balance
12
Players are continually frozen (tagged, lost
ball, etc.) and thawed as the game continues.

Repeat the game with new chasers as long
as time allows.

Coaching Tip:
Coaches should have fun with the frozen
cones as they melt waiting to be freed.
Basketball: Basics & Beyond
FUN GAME #L
SHOOTING STARS
Divide the players into at least two equal
teams. The more teams, the more shots each
player will get during the drill.


Each team has two balls.
Place the teams in single file lines at the
same shooting spots on either side of a basket or at different baskets.

Short instructions are given as to how many
baskets each team has to make in order to
win the game (ex. the first team to make 5
baskets is the winner).

Every made basket must be shouted out
loud by the entire team or the basket does
not count. This is important in order to create an exciting atmosphere in the gym.

After one game has finished the winning
team (with help from the coach) chooses the
next shooting spot.


Repeat from as many spots as time allows.
Coaching Tip:
If teams are not equal, trade players. Insist on teams “counting out loud” when they
make a basket. It helps to inform the other
team(s) how well they are doing in the competition. Be sure players know that shooting
quickly is not always the best way to make a
basket.
www.t2com.net
CTP:
Upload
#1: After taking a shot, the
player must sprint through
a short agility course prior
to getting back in line.
FMC:
Upload #1: Agility and
speed.
13
FUN GAME #M
MUSICAL HOOPS
Divide the players into at least two equal
teams. The more teams, the more shots each
player will get during the drill.


Each team has one ball.
Place the teams in single file lines at the
same shooting spots on either side of a basket or at different baskets.

This game is played much like musical
chairs with a few modifications:
 when the music stops the players holding
the ball are not immediately eliminated.
 the team watches as they take their time
and shoot the ball.
 if they make the shot they are still in the
game.
 if they miss, they must go to center
court.

The players at center court, along side one
of the coaches, must do the actions of the
song that is playing.

Some of the great songs that can be
played are “Macarena, YMCA, Twist and
Shout and Bird Dance”.


Repeat the game as often as time allows.
Coaching Tip:
This is a great way to help players express
themselves and have fun in a practice.
NOTE: A portable sound system and a CD
with the appropriate music are needed for this
game.
14
Basketball: Basics & Beyond
FUN GAME #N
SIMON SAYS
Players start in a scatter formation. No
balls are needed for the drill and should be
placed neatly away.

The coach gives direction to the players
(ex.“Simon Says, triple threat ”; “Simon Says,
reverse pivot”; “Simon Says, ready stance”).

Players are only to follow the direction if the
coach says “Simon Says” before giving them
directions.

If the coach does not say “Simon Says” the
player must sit down until the game is completed.


Repeat the game as often as time allows.
Coaching Tip:
All positions the coach asks the players to get
into should be ‘static” positions so that players do not collide with each other. Try to get
the players to imitate basketball positions or
stances. If more variety is needed, the players can be asked to follow any non-basketball
actions as well.
CTP:
Upload
#1: Add in movement skills such as:
 Balancing on one foot
 Hopping
 Jumping
 Spinning
www.t2com.net
15
FUN GAME #O
DUCK/DUCK/HOOP
This game is the same “Duck/Duck/Goose”
with some modifica tions.

Players are seated in a circle at center
court. Two balls are needed for the drill.

One player is chosen by the coach to walk
around the circle tapping players on the
shoulder.

The walking player says “Duck” as each
player is tapped.

The walking player signals a race when he/
she taps a player and says “HOOP”.

The walking player and the hoop player
now race to a basket. They must each pick
up a ball and attempt to score a power layup.

If a player makes their first shot they race
back to the open spot in the circle and sit
down.

CTP:
Upload
#1: Add other skills needed
to be perfromed prior to
shooting the ball, such as:
 Dribbling through an obstacle course.

Perform defensive
shuffles to get to the
ball.
FMC:
Upload #1: Agility and
speed
16
If a player misses their first shot, they must
shoot again. Regardless of whether the second shot is made or missed, they race back
to the circle.

The first of the two racing players to sit in
the open spot in the circle stays while the
other player becomes the tapper.

For larger groups you may want to have
two Duck/Duck/Hoop circles.

Coaching Tip:
Tell players that it is better for them to take
their time on the first shot.
Basketball: Basics & Beyond
FUN GAME #P
BUMP
Place all of the players in a single file line
with the first two players each having a ball.

The first player shoots their ball and follows
the shot.

If they make the shot, they quickly pass the
ball to the third player in line (the next player
who does not have a ball).

If they miss the shot, they must quickly retrieve their rebound and try to score before
the player behind them scores a basket.

Only a player’s first shot must be taken
from the starting point (usually around the
free throw line).

If the second player in line makes a basket
before the first player does, the first player
goes to the other end of the floor and begins a new game of Bump.

If the second player does not make a basket before the first player, they must try to
make one before the third player does.

If the third player makes their basket before
the second player, the second player is now
out of the game.

Coaching Tip:
Be sure players do not hurry their shot. Knocking the
other player’s ball away
from them is not allowed.
The same race to make a basket continues
until only one player is remaining.


Repeat the game as often as time allows.
www.t2com.net
17
FUN GAME #Q
LOSE THE CABOOSE
Players are placed into equal length lines
and each player has a ball.


The first player in each line is the leader.
The leaders dribbles around the court,
while the others follow dribbling their own
ball.

Each leader tries to lose their followers (the
caboose) by going in different directions.

If a follower falls out of line they start their
own new line with others who have also fallen out of line.

The coach is responsible to determine who
has fallen out of line.

The game is continuous with followers
joining a new line all of the time.

Coaching Tip:
Followers must be alert to the actions of the
leader and need to be able to dribble low to
the floor and use good change of direction
footwork all of the time in order to keep up
with the leader.
CTP:
Upload
#1: Remove the basketballs from the drill
and ask the players to perfrom various body
movement skills such as:
 Hopping on one or both feet.
 Jump or stride stops
 Defensive footwork skills
FMC:
Upload #1: Agility and balance
18
Basketball: Basics & Beyond
FUN GAME #R
GORILLA
Players must get a partner of equal ability
and height.

There should be one ball for the two of
them.


Each group goes to a basket.
On the coaches signal a game of 1 on 1
starts from the free throw line.

Once a basket is scored the player who
grabs the ball, when it comes out of the net,
takes possession. This is regardless of who
scores the basket.

The player who has the ball then takes it to
the free throw line and the game on 1 on 1
continues.

If the defender steals the ball, they are now
the offensive player and there is no need to
go back to the free throw line to start over.
The new offensive player can immediately
attempt to score.

The game continues until the time for the
drill has run out.

Coaching Tip:
This a very good drill to get timid players to
be more assertive. Be very careful in matching up players so that assertive and non-assertive players are not together at the beginning of the season.
www.t2com.net
CTP:
Upload
#1: Put the rule in that the
ball never has to come
back past the free throw
line.
i.e. after a basket, either
player can take the ball
right out of the net and immediatley go up and shoot
the ball.
19
FUN GAME #S
1 THROUGH 5 LIVE
Two equal teams are lined up on opposite
sidelines.

Line up players in the same position (guard/
guard; forward/forward) directly opposite
from each other.

The coach stands underneath the basket
and slowly rolls or bounces a ball down the
center of the court to the other end.

The coach calls out the number of the
players he/she wants to start the drill
(ex. “#3”).

Immediately players from both teams race to
gain possession of the ball.

Which ever player gains possession is on
offense and immediately turns around and
tries to score against the other player who
did not get the ball.

CTP:
Upload
#1: Insist the players work
with their temmate to
score. If 2 or more players
are involved, the offense
cannot score unless:
 The ball is shot from inside the key.
 A screen happens first
 A minimum of 3 passes are made
At any time during the drill the coach may
call out other players (ex. “#2 & #5”) to join
in.

Once the offense scores or the defense
stops the offense, the play stops.

Again the players line up and the coach
calls out a different set of players to run after
the ball.

Repeat the drill until the alloted time runs
out.

Coaching Tip:
Mix up the numbers of players participating
at a single time from 1 on 1 to 5 on 5.
20
Basketball: Basics & Beyond