by
Jason Jamison
Pro
Tour (6-8 per court)
The ball is put in play amongst four players
on the court. All the challengers (Challenger Circuit) wait
on deck and substitute into the game following a counter clockwise
rotation. The goal is to work up towards the last position of
the rotation (US Open) without being knocked out of the game
and back to the outhouse. Whenever a player loses a point, they
immediately go to the outhouse and players rotate to fill the
gap. Whoever remains in the U.S. Open position after a designated
number of points (e.g. 21) wins the game. The counter clockwise
rotation is as follows: Challengers —> Australian Open
—> Commercial Shoot (net post)—> Wimbledon—>
U.S. Open. Note: This game can be played full court or as a
fast action net game with players starting at the service line
on both sides.
Triples
(6-12 per court)
Players are
divided into two teams (usually between 3-6 players per team).
Each side forms a triangle with one person at the net and two
people at the corners of the baseline. Extra players wait at the
back fence to fill in from the baseline after each point. The
ball is fed into play and the point is played out. After each
point, teams rotate clockwise. The first team to 11 wins the game.
This game helps develop quicker reactions and alertness at the
net.
Deep
Desperation (10-20+players per court)
A
doubles team (champions) is placed on one baseline. All other
players line up at the net post with a partner. The instructor
begins each point with a high lob to the open court. The first
team at the net post must chase down the lob (letting it bounce)
and play out the point against the champion team. If the challenging
team wins, they run over to replace the champions while a new
ball is fed high into the air to the next challenging team. If
a challenging team loses the point, they quickly go to the end
of the line and the next team of challengers comes in to play
out the lob. Whoever is left in the champion position after a
designated number of points is played wins the game.
Wipe-Out
(10-20 players per court)
Players
are divided into two teams and line up on opposite baselines.
The first person from one team plays a point against the first
person from the other team (singles court). The side that wins
the point gets to add another player onto the court and challenges
a new player on the other team (thus it becomes 2 vs. 1, doubles
boundaries vs. singles boundaries). The goal is to get six players
onto the court without losing a point to win the game. If a team
loses a point against a single player from the other side, the
team is wiped out and the other side gets to add a player. This
game usually seesaws back and forth with teams adding players
and then getting wiped out. This game is effective for extra large
groups of 10 – 30 people per court. If singles points are
not desired or team size is very large, points can begin with
a minimum of two players on each side. Note: Always start the
ball from the side with the fewer number of players in the game
and be sure players maintain their batting order.
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