Korfball drills for all skills


Inshort: basic exercise with pairs to learn or improve throwing and catching with two hands.

Organisation: Two people stand opposite each other, 5 to 10 metres apart (depending on the level of the group), one of them has a ball. Both players stand still. To mark the distance, it is possible to place two pawns or place the players behind two lines.

(In case of an uneven number of players: it is better to form a trio than to join in or let one player stand aside). Don't let the players stand too 'stiff' in these rather static exercises, they should move loosely and relaxed.

The players throw the ball to each other with two hands at chest height. The catch is made with both hands. Pay attention to the technique of catching (or throwing, not both at the same time).

The same, but now: 'which pair can play back and forth 25 times the fastest? Or: 'which pair can pass the ball the longest without dropping it?

Same, but now the ball is played high (higher than chest height, but not so high that the players have to jump to catch the ball).

The same, but now the ball is played low.

The players stand closer together and bounce the ball off each other.

The players play the ball alternately high, low or with a bounce to each other.


The same exercises, but now at a greater distance.

A nice variation is to have both players start close to each other and after e.g. three passes each take a small step backwards. After a while they will stand further apart and the maximum distance will be reached. (Let everyone throw a few times at maximum distance!)

One of the two players is now the regular thrower, the other (the 'worker') stands opposite him at about 10 metres. The 'worker' comes running, the declarer plays with two hands at chest height. The worker stops, catches the ball with his two hands and passes it back to the declarer. After some time, the players swap tasks.

One of the two players is the regular declarator, the other one (the 'worker') runs back and forth at about 5 meter distance in front of the declarator. The defender plays the ball with two hands. The worker catches the ball with two hands and puts it back as fast as possible.

After a while change. Make sure the ball is placed 'in front of the man'.

Inshort:playful running forms with groups, some forms involve working with a ball.

Organisation: groups of three or four runners line up behind a start/finish line. There is another line parallel to this line at about 15 metres distance. See also the description of the different types of relays.

Number 1 of each group sprints to the line at 15 meter, taps it, sprints back and taps the next group. After that it is this one's turn and so on.

Which group finishes first?


Relays are often smuggled out. To make the change fairer, you can give each group a ball, which has to be given to the next runner. Or even stronger: let the players walk around the group, which is standing wide-legged, and roll the ball between the legs of the players to the front. Number 2 will thus certainly not be able to start too early!

As example 1, but now run backwards.

As example 1, but two players run at the same time, holding each other by the hand. First number 1 and 2, then number 2 and 3 and so on.

The players limp to the other side and sprint back.

The players have to dribble with a ball to the other side and return.

At the other side there is a basket. The players have to run to the basket with the ball in their hands, score a goal and sprint back with the ball in their hands. If no goals have been scored after three times, they may also run back.

The players walk on their hands and feet to the other side and sprint back.


In short: various games of tag.

Organisation: Mark out an area that is not too big (20 by 10 to 20 metres) with the help of baskets or pawns. If there are more than one ticker, give each of them a ribbon.

Ordinary tag: one tagger must tag as many people as possible in a certain time (for example 30 seconds). Whoever is tagged, stands aside. Who manages to tap the most people? Or: who succeeds in not being tagged at all?

Like example 1, but with two taggers (if the group is a bit bigger).

Twin tag. As example 2, but both taggers hold each other by the hand.

As example 2, the one who is tagged, stands in the field buck. The others can free you by jumping over the goat.

Away with the ball. One of the players has a ball. The ball is played at random. The catcher must try to catch the player who has the ball in his hands. If the group is large, then split it in two (and thus work with two tickers). Saint George and the dragon. Forming groups of four or five. Three or four players stand behind each other and hold each other by the waist. In front of each row stands one player (a ticker). This player must try to catch the last one in the row. The group tries to prevent this by moving around. The players have to hold on to each other! If the row is broken or if the last one is caught, change the ticker.

Overlap. The players stand on one long side of a rectangular area (about the size of a gymnasium). The scapegoat walks somewhere in the middle of the area. When the trainer tells them to, all players must run over to the other long side. The scapegoat tries to catch as many players as possible. When they get through the area, they have to wait for the next signal to go back. Who is not tagged in 6 times? This game of tag can also serve as a playful exercise in defending.

In short: various running and jumping exercises in circuit form,

mainly aimed at improving 'the condition'.

Organisation: depending on the chosen circuit. Below an example

(see the figure) of a circuit with six pairs. In this case you need

6 pillars, two benches and a skipping rope.

You work with pairs.

As soon as the first one of each pair has finished, the second one does the exercise.

As soon as the first of each pair has finished his part, the second will perform the exercise.

When this one is also finished, they both move on to the next exercise.
The trainer always gives the time that you have to work, in this case
30 seconds. To make it more competitive,
each person can count the number of repetitions. Who in each pair runs
and jumps the fastest?

Description of the different parts:
1. Run for the cones: the players run around the cones. At the end they quickly walk back and start all over again.

2. Bench jump: the players jump back and forth over the bench, using their two legs to take off. After six jumps, they reach the end of the bench and then they walk back to the beginning of the bench to start all over again.

3. Walking around the bench and back.

4. Jumping rope, even the boys yes! (For encouragement, tell them that jumping rope is a favorite fitness exercise for boxers!)

5. Line walk: sprint to the first line, tap it, then walk backwards to the starting line, then forward again to the second line and finally backwards again to the starting line. After that start all over again.

6. Jumping: always jump over the 'free man' and back.

In short: practising fast starting and high jumping in duels for the ball.

Organisation: Each team of three (about the same size) a ball and a piece of the hall or the field.

Jump ball or referee throw. The numbers 2 and 3 stand close together at a few metres from number 1. The numbers 2 and 3 must try to get it first. Who wins the duel the most? After two substitutions.

Numbers 2 and 3 stand right next to each other at about 7 metres in front of number 1. Numbers 2 and 3 sprint towards it and try to catch the ball before it falls to the ground. After, for example, 8 changes, the second change is made after another 8 changes.

Number 1 stands between numbers 2 and 3. He rolls the ball a bit away. As soon as the ball has left the hands, numbers 2 and 3 may start. Who will get the ball first? Number 1 may also make feint throws. Physical contact will occur during these exercises. This is officially forbidden, but everyone knows that it happens and that a lot of it is allowed or not noticed by the referees. It is therefore sensible to practise starting and jumping with an opponent around who will touch you lightly or give you a push now and then (whether intentionally or not). Experience has also taught me that some players who actually lose all duels during matches (or even avoid them), can play much 'harder' after doing this exercise one or more times if they have to. And sometimes even like to do so... Enough about this, it seems to me that this is not the place to point out how opponents can be trumped by physical violence.

As above, but now the trio are standing at about 10 metres from a line. Who is first to catch the ball rolled away by number 1 before it rolls over the line, number 2 or number 3? Note: it is not allowed to 'slip' over the line. If for instance number 2 manages to keep the ball in by holding it back for a moment, but does not come to a stop before the line, then there is still a nice possibility for number 3, who fell behind, to grab the ball first!

The numbers 2 and 3 stand close together at a few metres distance from number 1. Who will get the ball first?

In short: running exercise with sprinting and turning in which the players have to go to the bottom.

Organisation: Five lines are laid out with a distance of about 5 metres between them. In the hall will be told which lines on the floor are involved.

Everyone positions themselves behind the starting line. Everyone starts at the same time. You sprint to the first line at 5 metres. Stop, turn and sprint back to the starting line.

Then to the third line (at 15 metres) and back again and then once more to the last line. If necessary touch the ground at every line.

You have to go 'to the bottom' (you will succeed). This exercise can be repeated several times, but then there must be a clear rest in between. In this rest period one can take e.g. one free ball from each section. Then line up behind the line again and sprint etc. until everyone in the section has taken one free ball.

The same exercise but now with three teams in relay. Which group finishes first?

Picking up cubes. Like a., but now cubes are placed at the place of the lines, which the children have to collect one by one. Who finishes first?

The 'course' is the same, but now the children alternate between walking forward and backward, or they walk with cross passes, with running jumps,


In short: exercise to determine 'the condition'. Organisation: Set out a course of a known length, for example 400 metres with a pylon every 50 metres.

In a period of 12 minutes the players have to try to cover the greatest possible
distance on foot. The distance covered is a measure
for 'the condition', better said: the endurance
for running. Kenneth Cooper used
the following table (for players over 30 years of age
shorter distances):

The Cooper test is very controversial. On the one hand because many korfball players
hate it (fear of getting tired?), on the other hand because the
test is not a good indicator of korfball fitness.
The power of jumping, the ability to recover after a long attack, the purity of

shot from a long distance at the end of a game
are all things that are of great importance in a game and
are not measured by the test.

as an indication of someone's basic fitness at the beginning of the season,
the Coopertest can be used. However, the numbers
from the table above

used with some flexibility
. Personally I think 2700 meters for ladies
is quite a long way, but 2800 meters for men is not very far at all

distances condition
very bad
less than 1500 less than 1600
1500 - 1800 1600 - 2000
1800 - 2200 2000 - 2400
2200 - 2700 2400 - 2800
very good
more than 2700 more than 2800

Inbrief: practising various running and jumping forms in a circle formation. Organisation: All the players hold each other by the hands and form a large circle. Then they let go of each other and take a number of steps backwards. The players are numbered in order: 1, 2, 1, 2, etc.

The number 1 runs in a fast pace around the number 2, going around the circle, so the first is passed on the left, the second on the right, the first on the left again, etc. After three laps, the number 2 follows. After three rounds the numbers 2 follow.

Same as in a., but now limping on the right leg. After one round change and go round on the left leg. Then the numbers 2 follow. Repeat one more time.

Jumping: the numbers 2 stand up, the numbers 1 jumps over them. After 2 rounds change.

Same as c., but the billy goats stand a bit higher. The pace needs to slow down a bit now, the important thing is to make a high jump with a powerful push off.

Exercise a. again, but now walk the other way.

The numbers 2 stand in a lying position, the numbers 1 jump over them with a long and high jump (a kind of running jump); the push-off takes place with one leg. After three rounds change. Then the same exercise again, but now take off with the other leg.

The numbers 2 lie down on their stomachs (or possibly squat). The number 1 jumps over them, while they take off with 2 legs. Between the numbers 2 they also jump (hopping). After two rounds change.


Inshort: practise various forms of walking, stopping, turning and jumping while running.

Organisation:lay out a 'course'onthe field (with pawns or baskets in a large circle). In the hall we just walk around. A whistle is very handy, especially on the field.

Walk around in a quiet pace, spreading the group out over the entire course. The space thus created must be maintained as much as possible during the entire exercise. At the sign of the trainer turn quickly and walk in the other direction.

The same, but now turn the other way. The first steps after the turn are done with a small sprint (short steps).

Walk backwards. At the sign of the trainer turn around again and walk backwards in the other direction. Alternately turn both ways.

Walk around with cross passes. Also the other way around.

Run around. At sign of the coach quickly sit (or lie down), stand up again, make a short sprint and continue running.

Tempo slightly higher than run. When the whistle is blown once, then a sprint is made. If the whistle is blown twice in quick succession, run backwards a few metres. Be careful, collisions can happen!

Run around. When the whistle blows, try to touch the person in front of you. After a maximum of 20 metres, continue sprinting at the same pace.

The players walk closer to each other, the distance between them is about 1,5 meter. At the sign of the trainer the last one in the row sprints to the front, zigzagging around the others. The trainer whistles every 2 or 3 seconds. Can you catch up with the person in front of you?

At the sign of the trainer the players make a high jump. Left and right turn in turn.

As i., but now the arms must also be raised when jumping up, like when catching a ball under the basket. Make sure you keep jumping high!

The players go round on their right leg, limping. After about half a minute, limping on the left leg.

Like k., but now the jumps must be made as big as possible. Try to get around in as little jumps as possible!

The players may alternate between limping on the left and on the right leg a few times. The players are numbered, alternately 1 and 2. The numbers 1 stand up. The numbers 2 jump over the numbers 1 until they are back on their own place. Then the other way around.

At the sign of the trainer, the players bend their knees and jump up high (push off with two legs, swinging their arms up as support).


Korte Vondelstraat 7
1813 AC Alkmaar
+31 72 7370224
Yoursportplanner has been developed by Crecca.
Crecca V.O.F.
KvK: 34137432
BTW: NL820715438B01
Follow Us
2015 - © Yoursportplanner