facebook pixel

Korfball drills

  • There are a number of hats all over the field, in different colours.
  • The coach calls out 'white', then all children must run as fast as possible to a white hat.
  • There is one hat too little for each colour, so the child who is not standing at a hat has to do an assignment of his own.


  • Examples assignment:
    • Run a circle.
    • Push-ups.
    • Jump 5x as high as possible.
    • Pull a sprint.
    • Score 2x at the basket.
  • Make up 2/3 teams and do the following assignments:
    • Pass balls
    • Dropping balls (short distance)
    • Penalty throw
    • Distance shots (minimum 6 meters)
  • Do all this for 2 minutes per person per task and write down the number of points you have scored.


  • Try to bounce through 'the forest' without the 'trees' knocking the ball away with their 'branches', then score in the baskets behind the forest.
  • Who has scored the most goals?
  • Step 1:
    • You may occasionally grip the ball with two hands.
  • Step 2:
    • You may occasionally bounce the ball with 2 hands.
  • Step 3:
    • You must do everything with one hand.


Rules:

  • A runner may not hold the ball in 2 hands, but must bounce with 1 hand.
  • A runner must stay within the lines or the forest.
  • If the ball is tapped away from the runner, the runner will start over again.
  • Make sure the children don't have to wait.
  • Several runners start at the same time!
  • If the runner manages to get out of the forest, the runner can:
  • Step 1:
    • Shoot at the cor until a score is scored.
  • Step 2:
    • Max. 1 shot.
  • The 'tree' stays completely in the hoop or with one leg.
  • Choice of the trainer.
  • The 'tree' can tap the ball away with 2 hands or with one hand on the back.
  • Choice of the trainer.
drawing stumble through the forest

Assignment:

  • As the attacking team, try to score in the basket for 2 points or by standing in the hoop with the al for 1 point.
  • You are allowed to walk with the ball without being tapped with the ball in your hands.
  • Passing and walking with the ball is important!
  • It's kind of like rugby, but without physical contact.


Rules:

  • You may run with the ball in your hands inside the field
  • Defending goals is allowed (tapping the attacking side is smarter)
  • Only if you have the ball, you may be tapped.
  • Step 1:
    • If you are tapped with the ball, you have 2 seconds to throw the ball over.
    • If you don't, put the ball on the ground and the defending team attacks.
  • Step 2:
    • If you are tapped with the ball, you immediately put the ball on the ground and the defending side attacks.
    • The 1st pass may not be defended or tapped.
  • Scoring in the hoop is 1 point.
  • You score in the hoop by standing in it with the ball.
  • Scoring in the basket is 2 points.
  • Further normal korfball rules.
drawing korfball rugby

Step 1:

  • As a hunter duo, try to move yourself around the field, playing over and throwing off as many runners as possible within 1 minute.


Step 2:

  • Try to take the ball away from the hunters as quickly as possible, play over and score in the basket, but be careful not to get tapped by the hunters.
  • This is allowed when you have the ball in your hands.


Rules:

  • Lay the hats down in a square with approx 5m between the hats.
  • Two players are the tappers, the rest move inside the square.
  • The two scapegoats are allowed to scapegoat the other players with the ball. The catchers are not allowed to walk with the ball.
  • By throwing over the ball the taggers can tap the other players.
  • If you are tagged or left outside the box, you are out and you can join again if you have scored a goal.
  • At step 1 the runners are not allowed to touch the ball of the hunters.


Variation:

  • When players are out, they belong to the tag team instead of being out of the box.
  • This is only allowed after they have scored.
  • More or less players and therefore more or less balls.


drawing Hunter Ball

Task:

  • Try to get the ball as fast as possible and throw someone off.
  • If you are thrown off yourself, try to come back as soon as possible by scoring in the basket outside the field.


Rules of the game:

  • If you throw the ball on the body, the player is out:
    • Via the ground or a teammate is not a throw-off.
  • When you're out, you score in one of the baskets that are outside the field.
  • Scored? Put the ball back where it came from and back in the field.
  • Count the number of players that are thrown off within a certain time.
drawing somebody is him nobody is him

Task:

  • Who is the first to circle the ball or the player?


Rules:

  • Everyone stands in a circle with enough space to throw a ball quickly.
  • The ball starts to the right of the child who is going to run.
  • The child who is going to run, runs at the same time as throwing the first ball on the outside of the circle.
  • Player 1 starts at 6 meters from the basket.
  • Player 2 stands between player 1 and the basket at 2 metres from player 1.
  • Player 1 starts running for a through ball.
  • Player 2 has to prevent the through ball.
  • So player 2 must bend his knees to be able to move immediately.
  • Also, the player must move immediately when player 1 starts to run.
  • If this is not done, you are too late and you will never catch up with player 1.
  • The goal is to prevent the walkthrough ball.
  • You stand on a large field.
  • You make 2 teams 1 team stands left behind the line and the other team right behind the line.
  • 1 big ball, lies in the middle of the field.
  • Each player has a ball.
  • They try to hit the ball from behind the line and roll it over the line of the opponent.
  • After throwing you pick up your own ball and stand behind your own line again, and you start aiming at the big ball again, until the ball has crossed someone's line.
  • Players run/dribble around a set square. (poles/pawns, sufficient distance from each other).
  • Players are given a list of commands in advance, with a corresponding number.
  • The trainer calls out a number randomly, players carry out the assignment.
  • You can adjust the number of missions and the missions themselves.
  • Example of assignments.
    • Tapping the ground.
    • Jump in the air.
    • Sprint to the next pole.
    • 1 burpee.
    • Backwards as if you are defending until the next pole/pawn.
  • Everyone in a circle or whatever.
  • Pass the ball around by throwing with two hands.
  • Pay special attention to the technique of throwing the ball.
  • When this has been done a few times you can switch styles, so for example with one hand.
  • Or perhaps above the head.
  • Alternate in this.

Objective:

Set up attacks in overtime situations

Rules:

  • Make sure the offense always has 1 more person than the defense (3-2, 4-3, 4-2 etc.)
  • Gives the offense a task:
    • E.g. score within 5 passes, score after setting up an action, score from the rebound.
  • Gives the defense a task:
    • E.g. intercept the ball within 5 passes, defend in front.
  • Decide if you can go for a defensive goal.
  • Indicate with cones where the lines are.
  • Agree when offense switches with defense:
    • After X minutes, after X goals, after X interceptions.