Korfball drills for all skills


Make a square with the 4 pawns, put the basket at a normal distance from the back line. (Approximately does not have to be exact)

Make 2 teams, one team starts with attacking and replaying, the other team must try to get the ball out of the way according to the rules.

You can switch when the ball is intercepted or after so many plays.

When the attacker has mastered the overhead distance shot, the through ball, the dodge ball and the playing and taking on, these parts can be practiced in their cohesion in the attacking 1 vs 1 duel.


1. First without opponent: pairs, 1 ball 1 basket. Attacker has ball in front of the basket, player under the basket is attacker/catcher. Attacker makes action of his own choice: shot, or pass and ball or dodge. After each goal attempt, go back into the space, get the ball and start a new action.

2. As 1. but a bit more difficult because of fake actions, through ball after sham shot, dodge ball after placing through ball. Pass directly or after passing with left/right.

Coach on technically correct execution of ball actions, tempo changes i.e. acceleration at the right moment, being clear in intentions (i.e. an evade must be recognisable as such to the attacker, etc.). Often, running actions are not completed, but converted too quickly into other actions, causing confusion for the declarator.

Also the use of space is important, a shooting opportunity in space must be sought on or within shot range, a through ball must be used from a sufficient distance in front of the basket. Start slowly and then go to faster and sharper when things are going well.

Coach also the person passing on the ball to make the right decisions: hold on to the ball or pass to the shooter and also the timing and way of passing on the ball is important (passing on the head for a shot, passing on the ball at hip height).

3. If the above is going well, a defender can be added. The attacker can now learn the following rules:

� Shot goes before breakthrough. I.e. if the attacker has space to shoot, he shoots because the defender is not connected and a through ball has little chance. If the defender is connected to the shot, the shot has little chance and the walkthrough ball is the best option. The attacker will therefore first look for the shooting opportunity and then the break through. This also means for the attacker that he must have the ball in order to start the action, unless the defender makes the mistake of joining in while the attacker is not yet in possession of the ball.

The back goes in front Teach your players to dodge away preferably via the back side Often, a sharp deflection over this side is sufficient to create space for a shooting chance The defender should risk closing this space and, if he succeeds, new options to get free are particularly promising

As a coach, you can coach on applying feints, acceleration, changes of direction (left/right feints, in/out feints, stop/start alternations, slow-quick) Also, teach your players that standing still or taking little action gives the defender the opportunity to oversee and control the situation



1) Doubles: 2 players facing each other, 1 player walks from left to right, the other throws the ball, always playing on the outside hand. Catch ball, return same hand, walk to the other side. Change function after a few times.

2) As 1 but player takes ball over, i.e. catch right hand, pass to left hand and play with it, walk to left hand, catch with left hand, pass to right hand and play with it etc. footwork

3) Three teams: 1 declarator, 1 contractor with defender. The contractor walks from left to right as in the previous exercise, the defender walks with him, facing the contractor and hindering the playing in, not the taking.

4) Full counter play. The contractor may pass to the left or right, directly, after an over-pack or possibly with a double or false over-pack (do not obstruct the passing, only the passing).

1. Place four pawns in a 7x7m square and let three players play together. One player is the hunter who wants to intercept. Play for 30 seconds, the interception is a point. Release them by either running towards or away from the ball, depending on their position. This depends on the position relative to the hunter, the distance to the ball and the available space to play in (feasible throwing distance and free space). Stop the game to suggest where to run. Teach the ball handler not to throw if the pass is risky (better no pass than a wrong pass). Sometimes a curve ball is needed, sometimes a tight pass. A mock pass can sometimes be useful. Slowing down, speeding up the running pace and changes in direction are the means of free running.

When the cubs can shoot, throw and catch, they can play a korfball game.

Join in with the ball-carrying side yourself to keep things going a bit and in the meantime, give instructions and encourage them.

Pairs, not too far apart, 1 ball per pair. Throw the ball over with your preferred hand (let them catch it with 2 hands). Pay attention to the following

- right leg in front (right throw=left leg in front, left throw=right leg in front)

- Hold the ball on the hand with spread fingers

- Start by holding the ball as far back as possible.

- Throw the ball with after pointing

- Step forward while throwing

- not too hard, not too soft, but tight

- Aim at chest of fellow player

N.B.; Start with a distance of a few metres, if it goes well you can go further.


Each cub 1 ball, 1 adjustable basket. Set the basket so low that the basket is within reach of the shooter, however low that may be. Have the cubs shoot from close to the basket, grab the ball themselves, etc. Teach the technique correctly. Pay attention to:

- Stand in a small staggered position

- Hold the ball well on the side/bottom, hands symmetrical left/right on the ball, fingers spread

- Elbows not outwards

- Hold the ball high: in front of the nose

- Look over the ball to the basket (use the ball as a crosshair)

- Incline: sink a bit through your legs (the ball must remain in front of your nose)

- push out, i.e. make a long jump towards the basket, point at the ball with 2 index fingers and get slightly off the ground.

N.B.: Keep the basket low in the beginning, if it goes well it can be put higher and further.

Rebound duel between attacker and defender.

One shooter in front of the basket, under the basket an attacker and a declarer and behind the basket also a shooter. The two archers move in front of and behind the basket and are allowed to pass to each other and to the attacker under the basket. After a few replays, one of the archers shoots and the attacker and the person in front of the basket engage in a rebound duel. Alternate after a few shots.


Two pairs stand near a basket (one archer and one server per pair), both have a ball and must score on the same post. At the start of the game, they may start shooting. When one of the shooters scores, all shooters and suppliers must change their position. Play a competition to see which pair scores 10 goals first.