(This page was borrowed from the Spastic
Plastic Drills page.)
The drills are broken up into two sections: drills for 2-4
people and drills for the whole team. Some of these drills are
well known (or variations/interpretations of) and some we made
up. This page will always be developing, so comments, suggestions
and new drill submitions are welcome.
Small Gourp Drills:
Team Drills
Give-n-Go (or Give and you
shall receive)
- Number of people: 2
- Short Info: 2-person Give-n-Go down the field and
back up the field.
- Long: 2 people jog together down field, staying
about 15 feet apart, throwing soft lead passes. Then
reverse and do the same coming back upfield. Ideally,
work on legal GiveNGo moves (i.e. thrower must release
before third step).
- Strengths: Works on quick catch and release needed
for real-life Give-n-Gos. Excellent drill to gauge wind's
effect on short touch passes while running.
- Comments:
- Good warmup drill. Players often like to
spontaneously do this drill to jog around the
field.
- Make sure that each player reverses direction on
the way back upfield, so that they can practice
throwing both into and against the wind, both
forehand and backhand throws.
- Make sure not to travel, by catching and
releasing the disc before three steps.
Throw-o-Rama
- Number of people: 2
- Short Info: Repetition drill for backhand,
forehand, and hammer.
- Long: 2 people throw 25 backhand, 25 forehands, 25
hammers without dropping. Restart count upon a drop.
- Strengths: Helps people get into a groove. Weaker
players in particular will benefit from repetitive
practice.
The Weave
- Number of people: 3
- Short Info: 3 people run down field, weaving to
catch short downfield passes.
- Long: 3 people across (A, B, and C) B has disc. A
cuts downfield toward the middle. B throws to A and runs
around A. C cuts downfield toward the middle, A throws to
C, A runs around C. The disc should always be thrown
mostly downfield, not side-to-side, otherwise people get
out of position quickly.
- Comments: When done smoothly, it can go almost as
fast as the 2-person Give-n-Go drill.
- Variations: There are several more complex
variations, but they aren't discussed here.
- Diagram:
A brief illustration.
The Windshield Wiper
- Number of people: 3
- Short Info: catcher runs back and forth between
two cones. Stationary marker.
- Long: Picture a triangle, 10 feet on a side. Cones
are on two corners, a thrower and marker on the other
corner. Receiver swings back and forth between the two
cones, catching a throw near one cone, throwing it back,
running to the other cone, catching and throwing it back,
repeating this for a couple of minutes. To make this go
smoothly, the marker shouldn't mark hard at all. In fact,
he should just stand still, crouched down slightly, with
arms out.
- Strengths: Receiver has to stretch to both sides
for catches, so the drill works on quick right and
left-handed catches. Thrower has to quickly throw both
forehands and backhands.
- Comments: Tom Arns gets credit for stroking this
one out of his beard.
Mark-n-Bark (or standard
marking drill)
- Short Info: Marking drill 3-4 people
- Number of people: 3 or 4
- Long Description: A receiver stands about 15 feet
away from the thrower/marker pair. The receiver does not
move. The marker starts a stall count at 6, and usually
marks straight up. Thrower must somehow get disc to
receiver. If there are only 3 people, then the thrower
immediately runs over to the receiver and starts marking.
The previous marker stays where he is and becomes the new
receiver. With 4 people, people stay where they are.
- Strengths: Good drill for marking technique and
for pivoting on offense. With 3 people, allows thrower to
work on a quick first step for a give n' go
opportunities. One of the best drills for allowing
instruction to developing players.
- Comments:
- Markers invariably forget to call UP, or if they
do, they say it too late or too softly. Make sure
people yell it out quickly.
- This is a good drill for marking technique. Keep
hands low!
- Offense is forced to pivot, otherwise D will camp
out.
- This is a good drill for trying HRBs.
- Markers should practice marking close to the
thrower's body.
- Works better with 3 people because of the extra
running, and because of the quick-first-step
practice.
- This drill is a good format to help weaker
players improve through instruction.
Break the Mark
- Number of people: 3
- Short Info: Break the mark 3 people
- Long: Marker picks a side and starts marking at
stall count 6. Receiver 15' away cuts to one side or the
other. Cutting towards the strong side is boring, but
cutting towards the weak side forces the thrower to break
the mark reasonably quickly (because of high stall
count).
- Variations: Marker can mark straight up, making
both sides a break the mark (or an easy strong-side
throw, depending on how you look at it).
Firing Squad (or Disc
Feed)
- Number of people: 4 or 5
- Short description: One person has to quickly catch
and distribute multiple discs.
- Long: 4 people stand in semicircle (3-meter
radius). Two of them have discs. One person stands in the
center facing the other 4. One player in the semicircle
throws to the center person, who catches and immediately
throws it to another person. While he's throwing, the
other disc is thrown to him. All throws go to the center
person.
- Strenths: Works on quick catch and release
coordination, peripheral vision.
- Comments:
- This drill can be easily sped up to challenge
anyone.
- Feeder can work on catching and throwing with
both hands.
Endzone Swing
- Number of people: 7
- Short Info: endzone drill emphasizing a dump cut
and swing pass before penetration.
- Long: Players form 2 lines in center of end zone,
one line near the front and one near the back. One other
player with the disc stands near a sideline, 10' outside
of end zone. The 1st player from front line (A1) makes a
dump cut away from the player with the disc. The player
with the disc swings the disc to A1 (and then clears to
the back of the back line). The first player from the
back line (B1) cuts for corner of endzone (usually front
of EZ, but back works too) on same side as A1. A1 throws
to B1. B1 throws back to A1 (and clears to the back of
the front line. The next person from the front line (A2)
makes a dump cut on the opposite side as A1. A1 swings
the disc to A2 (and clears to the back of the back line).
The next player from the back line (B2) cuts to an
endzone corner. A2 throws to B2. B2 throws back to A2
(and clears to the front line). The pattern then repeats
(See diagram below).
- Summary: Everyone cycles through each position in
this drill. Throw to endzone, get disc back from endzone,
throw swing pass, clear to back of stack 2, wait till
you're at front of stack 2, cut hard for the score, throw
back out of the end zone clear to stack 1, wait till
you're at the front of stack 1, make the dump cut, etc.
- Comments:
- When first running this drill, people sometimes
get confused because after catching disc in the
end zone, they throw it right back. It usually
helps to mention that in a real game, if it goes
into the end-zone, it's a score, but in this
drill we throw the disc back to the thrower 1) to
allow us to use only 1 disc and 2) to sort of
pretend that the end-zone cut was looked off, and
thus the thrower now has to attempt a swing pass.
- Cut hard for the continuation! Don't jog through
it.
- Cut hard for the swing, and make sure thrower
makes a good swing pass, otherwise the invisible
D will eat it.
- Variations: We add two defenders to cover the
players making the dump cut, and then the swing throw.
- Diagram:
A brief illustration.
Huck-o-Rama ( or Huck Drill)
- Number of people: 7+
- Short Info: 1 player repeatedly throws deep to
covered offensive players.
- Long: two stacks (one O, one D) line up at
mid-field, in the center of the field. One thrower stands
along the sidelines. The O and D take off together. O
makes (at most) one fake, and then runs downfield for the
endzone, heading toward the back cone on the thrower's
side of the field. The thrower attempts to lead the deep
runner. If possible, thrower should make some fakes
first.
- Strengths: Works on timing and communication
between thrower and receiver.
- Comments:
- Thrower has to lead catcher. Throwing up high for
a free-for-all is unacceptable. Thus, weaker
throwers should throw very early, and forget
about trying to throw all the way into the end
zone. Stronger throwers can wait longer.
- Caution: Offense should NOT fake much! Faking
will prevent the thrower from setting up
properly. The right time for the fake (in a real
game) is BEFORE the thrower has caught the disc.
- Variations: O can head for the far corner if they
think the thrower can get it there. Thrower can line up
at center field as well.
Come-To
- Number of people: 8+
- Short Info: two-way No-D Come-to drill
- Long: two stacks (A and B) face each other. First
person in B (B1) and second person in stack A (A2) have
discs. A1 cuts, B1 throws and then immediately cuts for
A2's throw. Meanwhile, A1 clears to back of B stack.
After A2's throw, he immediately cuts for B2
- Strengths: Good pre-tourney warmup drill. Lots of
teams use it. Good way to fine-tune lead passes.
- Comments: A well-drilled team should run this one
very smoothly, with almost no drops whatsoever, and a
fast rhythm.
- Variations: We could add a marker. A1 cuts, B2
marks, B1 throws, B1 cuts, A3 marks, A2 throws, A2 cuts,
B3 marks, B2 throws, B2 cuts... That's probably not
desirable for a pre-tourney warmup though, since it might
slow the pace down considerably.
Circle Drill
- Number of people: 8-10
- Short Info: 2-3 people in center try to prevent
passes around the circle
- Long: 2-3 people in center play a cup-style D,
people around circle try to play keep-away. D can start
stall counts at 6.
- Strengths: Good workout for D. Good test of O
skills against a tight cup.
- Comments:
- This is a good drill to pressure the offense.
Sometimes the D should purposely double-team on
this. The handler should note this and call
double-team instead of trying to get the disc
off.
- The offense can choose to wait until the D is set
up before throwing, or it can choose to throw
immediately. I prefer waiting, since throwing
immediately doesn't seem to work on any skills
for the D.
- Variations:
- The strong-side neighbor of the thrower can help
out on D, namely he can knock down any passes
near him as long as he doesn't have to move.
- Depending on how many people in the drill,
handlers can throw to weak-side neighbor.
- Thrower has to do a lap around the circle upon
failure to successfully complete a pass.
Continuation
- Number of people: 8-12 people
- Short Info: Continuation drill with D
- Long: Two stacks, one short (stack A), one deep
(stack B). Thrower (with a mark) stands 20' from front of
1st stack. A1 cuts, thrower has to get it to him (perhaps
breaking the mark) and then throws a continuation pass to
B1. A1 clears to back of B stack, B1 clears to back of A
stack. After 20 throws or so, thrower and marker switch
places.
- Strenghts: Works on proper timing of continuation
cut, and proper lead pass.
- Variations:
- The deep stack can go deep for the long pass, or
it can come back to the disc for a short
continuation.
- The Marker on the thrower is optional. A defender
can also be added to the first cut.
The Ladder
- Number of people: 8+ (ideally 12+)
- Short Info: Like a normal continuation drill,
except that the first thrower runs all the way down field
to receive the final continuation throw. No D.
- Long: Three or four stacks, each 10 meters apart.
Stack B is a short (handler)stack, Stack C is a mid-field
(mid) stack, (optional) stack D is a deep stack. Stack A
faces them. B1 cuts, A1 throws and heads downfield. B1
throws a continuation to C1, who throws to D1, who throws
to A1 (who has been hustling downfield for the end-zone
score) After throwing, players rotate to the back of the
next stack. B, C, and D should all cut to the same side
of the field.
- Strengths: Excellent 'hustle' drill. Good practice
for handlers to think about heading all the way downfield
after a short throw.
- Comments:Set a minimum number of successive
no-drop plays before the drill can end.