Tag Archive for game design

Philosophy question: serve reception scoring

One of the things I started doing while coaching at Svedala was incorporate more competitive servers vs. passers games. I discussed that in this log entry, Basically, I put the three primary passers (Libero plus the two OHs) out receiving against the rest of the team. Each server gets 2 serves. The goal of the passers was to average a pass rating of 2.0.

For example, let’s say I have 7 servers. At 2 balls each, that’s 14 total serves. To average a 2.0 the passers need to collect a total of 28 passing points based on the rating of each pass.

We played the game probably half a dozen times the first week I used it and the passers won all about one of them. That struck me as unusual given that on the season our passing average is below 2.0 and our team is one of the best in the league at serving.

Thinking about that, I realized what was happening. In my scoring I counted a missed serve as a 3-pass. In determining the match stats, though, missed serves are not counted.

Should we count missed serves toward pass ratings?

That led me to wonder a couple of things.

First, if missed serves counted as 3 points, what would the equivalent be of a 2.0 average pass rating? I don’t want to have the missed serves not count because I want the game to apply to the servers as well. If they can just go back and let it rip with no consequences it doesn’t help their development.

Second, if we include missed serves into our team passing rating for matches, what would our target rating be? Most teams say 2.0 on the 3-point scale when excluding missed serves.

That second point has me really wondering. One of the things I talk with my teams about is setting up serve reception not just to put our best passers in place to take the first ball, but also to put the opposing server under some pressure. Give them a different look. Make them aim for a small area of the court if they’re targeting a specific passer. Give the appearance of something being open or not open. That kind of thing. Missed serves should really factor into looking at serve reception effectiveness from that perspective.

Something to contemplate.

Volleyball Coaching Concept: Wave drills & games

Wave drills in volleyball are quite useful when you work with larger groups of players. They’re also good in high intensity drills. They can help avoid excess fatigue.

Basically, wave drills involve grouping players. You then rotate them through positions in a game or drill together. Doing so can effectively minimize down time in the form of players sitting out. You can also use them to move players into a less demanding role after a high intensity sequence. For example, MBs shift from fast-paced front row play to serving or defense.

A game like Winners 3s is a simple version of a wave structure. At the end of each point, one group of players comes off while another group comes on. A third group may also shift from the challenge side of the court to the winners’ side.

Another variation on this is breaking the team in to cohorts of three. They then play a 6 v 6 game during which those cohorts are rotated through front and back court positions. For example, a new wave comes on in the back court position on one side after each rally ends. That then cascades the waves through. It pushes the back court cohort on the other side of the net off as the front court group moves into their place. This allows you to have players on for 4 straight rotations. They are only off a minimal amount of time (1 rotation if you have 5 groups, 2 rotations if you have 6, etc.).

You can also wave on errors. Say you have 18 players. You split them into six groups of three. Three teams are assigned to each side of the court. Two teams are on and one is off waiting. The teams play through a rally. One of the cohorts on the losing side is replaced by the cohort waiting on the sideline based on some rule, like which group was at fault for the point lost.

I’m sure you can think of numerous other waves ideas. In fact, you probably use them in an ad hoc way right now. When you flip front and back row during a drill or game (like in Bingo-Bango-Bongo after a big point), that’s a form of a wave. The advantage of formal the wave rotations, however, is players are responsible for automatic waving. That means you don’t have to stop things to do it. This saves time and keeps the training intensity up.