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Becoming a Champion Tennis Player: The Server

Youth Tennis Instructional DVD's

Coaching Tennis: The Complete Team Practice Plan

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Fun Group Games

by Jason Jamison
UTSA NorCal

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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