Exercises (199)
Intercrosse: Hoop game
Forms of play / exercises
2 Teams
Tyres are spread out on the ground in a demarcated field (more than the number of players per team). Two teams play against each other and try to put the ball into a hoop. The defenders can prevent this by placing a leg in the hoop. It is not possible to score twice in a row in the same hoop.
Per player:
1 intercross stick
Per pitch:
1 intercross ball
x game wristbands / overcoats ►team identification
x tyres
Intercrosse: hoop game in groups of two
Forms of play / exercises
Groups of 2
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Tyres are spread out on the floor in a defined area (more than the number of pairs). The pairs try to pass to each other into the hoops. A point is scored if the partner can catch a pass in a hoop. Points cannot be scored twice in a row in the same hoop. Which pair will score more points in 3'?
Per player:
1 intercross stick
Per group:
1 intercross ball
x tyre
Kickball - Brennball
Games / Tournament
Game idea:
The game idea is similar to that of baseball. Two teams, a kicker and a catcher, try to score as many points as possible during a certain period of time.
Scoring points:
A point is scored when a run is successfully completed. If necessary, points are also awarded for successfully caught balls.
Playing field:
Can be adapted to the available possibilities.
Number of participants:
10 against 10
Game rules:
One player of the kick team plays the ball from the kick zone into the catch zone (throwing or kicking). He then runs around the pitch back into the kicking zone. Meanwhile, the catcher tries to catch the ball and bring it to their "nest" as quickly as possible. The ball must be passed from catcher to catcher, as it is not allowed to run with the ball. As soon as the ball is placed in the "nest", a loud whistle sounds from the game leader. A run is successful if the runner is back in the kick zone before the whistle sounds (the ball is in the "nest"). The run markers are neutral points where the runner can interrupt his run and wait for the next kick. If a runner is not at a run mark when the referee blows his whistle, he must return to the kick zone without having scored a point for his team.
If the ball is caught directly out of the air by the catching team, they are awarded a point and the runner must return to the kick zone.
Variant:
If a runner is found between the running marks when the referee whistles, he is completely eliminated from the game so that the kicking team becomes smaller (provide additional tasks).
Kickball/burnball: 7 against 4
Forms of play / exercises
7 attackers 4 defenders
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On 2 or more pitches, 7 attackers play against 4 defenders. The attackers try to play 20 passes, for example. The defenders simultaneously aim to touch an attacker who is in possession of the ball. If they succeed, the game starts again. After 5 attempts, switch functions.
Objective: free running, accurate passing, cover work, anticipation.
Pitch:
4 armbands / covers
1 rugby ball
Kickball/fireball: Snap ball
Forms of play / exercises
2 teams of 3-4 players each
Two teams are formed (3-4 players). One team rolls a ball to itself as often as possible. The opposing team tries to capture the ball and make lots of passes. Whoever has the ball is not allowed to move. Who will be the first to make ten passes in a row?
Objective: free running, precise passing, cover work, anticipation.
Pitch:
4 armbands / covers
1 rugby ball
Kin-Ball
Games / Tournament
Game idea:
One team throws the ball and calls out the colour of one of the other teams. The other team must catch the ball before it hits the ground. The aim of the game is, of course, to throw the ball to the other team so that they cannot catch it before it hits the ground.
Scoring:
- If the receiving team drops the ball, the other 2 teams each get a point.
- If the serving team (or the serving team itself) makes a mistake, the other two teams each score one point.
Court:
The entire hall (maximum 21m x 21m). The walls, ceiling and objects in the sports hall (basketball hoop, etc.) are not part of the playing field and must be considered off.
Number of participants:
4:4:4
Playing rules:
The serving team determines the team that must receive the ball. Before the serve is executed, the serving player must call out the word "Omnikin" followed by the colour of the opposing team of their choice. Only then may he hit the ball upwards or horizontally with one or both arms. The ball must fly at least 1.8 metres. The team whose colour was called out loud becomes the receiving team and must control the ball before it touches the ground. You can control the ball with any part of your body without catching or holding it. If the ball is only touched by one or two players when it is received, they may move onto the pitch by holding the ball in their hands or by passing the ball to each other. In this way, they can thwart the opponents' defence on the next serve. As soon as three players of the team have touched the ball, the ball must be stopped. At this point, the ball must be served again.
If a mistake is made, the referee whistles and stops the game. The referee places the ball where the mistake was made and gives it to the team that made the mistake. The other two teams are awarded one point each.
Faults are awarded if
- the bouncing player hits the ball directly out of bounds (the ball touches a wall, the ceiling or any other object in the sports hall (basketball hoop, light, bench).
- the ball is hit with a downward trajectory.
- the ball does not fly at least 1.8 metres.
- the same player serves the ball twice in succession.
- the ball is not touched by 3 players during the serve.
The game lasts until one team has won 3 periods (maximum 7 periods in total). One period lasts 7 minutes.
Kin-Ball: Off to the centre
Forms of play / exercises
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Divide the group into three teams: one team in the centre, the other two to the right and left. The teams at the far end pass the ball to each other, the team in the centre must try to intercept it. The team whose pass is blocked must go to the centre. Who is least in the middle?
Variations:
- Before passing the ball over the centre, pass the ball three times within the team.
- Increase the intensity with a second ball.
Pitch:
1 Kin-Ball
Kin-Ball: Brennball
Forms of play / exercises
2 Teams
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Divide the group into two teams, one attacking, the other defending. One after the other, the players on the attacking team throw the ball into the defence zone. After the throw-in, they run from one base to the next and can stop to avoid being "burnt".
If a player is not on a base, he is "burnt" if the defence team catches the ball and puts it in the hoop. Each completed turn scores a point for the attackers.
Variations:
- Defence team: make three passes before putting the ball in the hoop.
- Burn the bases (baseball).
- Run multiple players.
- Slap the ball instead of throwing it in (cell formed by two players).
Pitch:
1 Kin-Ball
Kin-Ball: Queen-Ball
Forms of play / exercises
4 Teams with 3-4 Spieler
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Four teams of three to four players are formed. Two teams are on the court, the other two on the bench, ready to return to the game.
The game lasts until the ball touches the ground in the opponent's half, or until the offensive team makes a mistake (ball goes out of bounds, descending serve).
The team that makes the mistake is replaced by one of the two on the bench. The team that stays wins a point. The team that scores the most points wins the crown.
Variations:
- With two balls, divide the court lengthwise. The game is played 3:3 using the same system.
- A joker always supports the team in possession of the ball
Pitch:
3-4 game ribbons / overcoats
1 Kin ball
Kin-Ball: Four corners
Forms of play / exercises
4 Teams with 3-4 Spieler
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Form four teams of four players or more and divide the hall into four areas. The ball is hit clockwise from one team to the other.
At the time of the hit, three players touch the ball and a fourth hits it. A team scores a point when the ball touches the ground in the opponent's zone.
Variations:
- Play with two balls.
- The team in possession of the ball decides where to hit the ball.
- Announce the colour of the team that receives the ball (see Haids
Pitch:
3-4 playing ribbons / covers
1 Kin ball
Conditioning and coordination course (KKP)
Forms of play / exercises
Game idea:
The fitness and coordination course is used to train coordination skills and fitness abilities. The participants move under pressure in a polysportive manner within the specifications. The KKP cannot be moved outside and the posts are precisely prescribed. Securing the elements and considering the risk of injury are the responsibility of the sports director and have the highest priority.
The participants complete the course in 12 minutes and collect as many points as possible in the allotted time. One point is awarded for each obstacle completed (1 lap = 10 points).
Facility:
The course is run outside the volleyball court in an anti-clockwise direction. One colouring stick is placed in each corner of the volleyball court, 0.5m away from the baseline, in the extension of the sideline. The following 10 positions must be prepared:
1. Low jump: 2 long benches suspended from a bar. The inner long bench is 0.5m away from the sideline of the volleyball court. There is a distance of 1m between the benches. The bar height from the floor is 1.20m. The long benches must be secured to the parallel bars with ropes. Behind the parallel bars, 2 small mats are placed next to each other in the direction of travel.
2. Balancing: 2 long benches next to each other with the narrow side facing up. The inner long bench is 0.5m away from the sideline of the volleyball court. There is a distance of 1m between the long benches.
3. Ball catching: Passing a volleyball from a distance of 3m by an assistant (possibly a dispensed person). Reserve balls in a ball trolley / inverted vaulting box top.
4. Dribbling slalom: 7 painting sticks are set up lengthways in the volleyball court to form a slalom. The first stick is 3m from the baseline and 2m from the sideline of the volleyball court. The second marker is placed 5 metres from the baseline and 3 metres from the sideline. The third marker is positioned at a distance of 4m from the first marker and again 2m from the sideline, etc.
5. Football slalom: Analogue dribbling slalom, but in the other direction. The last marker stick is on the baseline.
6. Forward roll: 2 small mats next to each other, parallel to the baseline; the inner mat is 0.5m away from the baseline.
7. Skipping-crawling: 4 vaulting box elements are placed on the floor at a distance of 1.5m each (the opening points forwards/backwards). The first element to be used is the upper part of the box, which is located in the extension of the baseline. 4 small mats between the elements are used as protection.
8. Running backwards: 2 painting sticks next to each other at the height of the centre line, the first is 0.5m from the side line of the volleyball court, the second 1m from the first painting stick.
9. Roll backwards: 2 mats next to each other parallel to the sideline, level with the baseline.
10. Support: A bar in the centre of the front of the volleyball court. The distance to the baseline is 1m. The entry and exit is to be fixed at a height of 70 centimetres using a power hose. The bar height is 1.20 metres.
Execution:
The participants start one after the other at a start interval to be defined (e.g. every 30 seconds). The aim is to complete as many laps as possible within 12 minutes. For example, if a participant starts at 2:30, the course is finished after 14:30. The sports director must therefore always announce the split times.
Depending on the number of participants, the course can be run in one or two groups. In one group, each participant counts their laps independently. In two groups, the course is run in teams of two, with one team member completing the course and the other team member counting the laps completed. After completing the course, the points achieved are recorded on a flipchart or whiteboard.
The following obstacles have to be mastered during the course:
1. Low jump: Balancing over the long benches and low jump over the parallel bars onto the small mats.
2. Balancing: Balancing on the narrow side of the long benches. Anyone who falls off must repeat the element.
3. Ball catching: Catching the ball. A ball that is not caught must be retrieved by the runner.
4. Dribbling slalom: Bounce a ball with the hand around the painting sticks. Knocked over sticks must be set up again by the runner. In the event of a dribbling error, thread the ball back in where the error occurred.
5. Football slalom: Transfer the ball from hand to foot when moving from one side of the slalom course to the other. Guide the ball with the foot in a slalom around the colouring sticks. The runner must put up the sticks again if they are knocked over. In the event of a dribbling error, thread the ball back in where the error occurred. At the end of the slalom course, place the ball back in the container of the pass player.
6. Roll forwards: Perform a roll on the mat.
7. Skip-crawl: The first element is skipped, then alternate between crawling under and skipping.
8. Running backwards: Running backwards begins after bypassing the marker bar.
9. Roll backwards: From the backwards run on the small mats.
10. Support: Anyone who touches the bar floor between entry and exit must repeat the element.
Royal tournament
Forms of play / exercises
Group work
The playing field is divided into 3-4 zones. First, all participants dribble (bounce the ball, guide it with their foot/toy, juggle it on the stick) with their ball in the lowest/first zone. Whoever captures (plays away) an opponent's ball moves up, whoever loses the ball with or without the opponent's influence (the ball leaves the playing field) moves down (if possible).
Per participant:
1 ball ►basketball, FooBaSKILL, futsal/football, handball, floorball
1 stick ►floorball
8-10 marking cones/caps ►field markings (3-4 zones)
Basket collector
Forms of play / exercises
Group work
Exercise description:
The aim is to practise technical/tactical elements intensively, with each participant assuming the position of attacker or defender depending on the game situation. During the exercise, half of the participants are in possession of the ball (= attackers). The remaining players without the ball are defenders. The attackers can shoot at all available baskets, but only once in succession at the same basket. Each defender can get a ball by defending in accordance with the rules (e.g. by stealing the ball or successfully grabbing a rebound). After a successful basket shot, the attacker retains possession of the ball. Each participant counts the baskets scored within a specified time.
Variant:
Vary the ratio of attackers to defenders.
Per 2 participants:
1 basketball/FooBaSKILL ball
Court:
4-6 basketball hoops
Lacrosse
Games / Tournament
Group work
Game idea:
Two teams with several field players and a goalkeeper play the ball with the intercrosse stick by skilfully attacking the opponent's goal. The aim is to prevent the opponent from scoring goals by playing good defence.
Scoring:
A goal is scored when the ball crosses the goal line completely.
Playing field:
45 m wide and 102 m long. The (floorball) goals are located 14m in front of the end of the pitch.
Number of participants:
10 against 10 (9 outfield players plus 1 goalkeeper), indoors 6 against 6.
Rules of the game:
After the referee's whistle, two players in the centre try to play out the ball between them, capture it or pass it to one of their teammates. The attacker/defender positions change as soon as the defending team has won the ball. Physical contact and knocking the ball away are permitted throughout the game.
Fouls: Personal fouls are pushing using the stick as resistance, blows with the stick that hit the body or head, unnecessary roughness. The penalty time for a personal foul is one to three minutes. Technical fouls include offside, pushing from behind, holding and the active use of the free arm of a player carrying the ball. Penalties for technical fouls are cancelled by a goal.
For safety reasons, however, the same rules as for intercrosse are also used outdoors in sports lessons, i.e. no physical contact is made.
Mini-Tennis
Games / Tournament
Game idea:
Two parties face each other on the court and try to score points by playing the ball into the opponent's court so that the opponent can no longer return the ball according to the rules. The game is analogous to tennis.
Scoring points:
A point is scored when the cue ball touches the ground twice in succession in the opponent's half of the court, with the first touch occurring within the marked area or when the opponent is unable to return the ball in accordance with the rules.
Court:
A net (can also be improvised) is stretched to a height of approx. 1.1m (top edge). The court is defined with lines or cones (e.g. badminton court; half a tennis court).
Number of participants:
1 against 1 (singles) or 2 against 2 (doubles)
Rules of the game:
The serve is made from below behind the baseline. At the time of the serve, the opponent is also on the baseline. The serve may not be taken directly from the air. The serve must be hit over the net into the opponent's court. There are no rules regarding cross serves. The serve is awarded to the player who has scored the point.
The game is played to a defined number of points (e.g. 15 points) or to a specific time. Each error (ball not returned in accordance with the rules, i.e. the ball is played out of bounds or into the net or does not reach the net at all) results in a point for the opponent. The ball is considered "out" if it has landed completely outside the line. Rolling the ball over the net is permitted, but touching the net by the player is prohibited. The racket may not protrude over the net into the opponent's court.
Mini tennis: Collect hits
Forms of play / exercises
Partner work
Two players stand opposite each other on either side of the net and try to fulfil various tasks in which hitting a newspaper plays a central role (note: if the game is played in the field and the weather is windy, this type of exercise is less suitable):
- Exercise to improve technique: try to hit a newspaper placed in the middle of the court (forehand/backhand). Both players are predominantly on the baseline.
- Exercise form to improve technique: newspaper placed in the centre of the court, try to hit it by playing at the net (volley). One player at the net (volley), the other plays the balls to (forehand/backhand).
- Technique training combined with competition form: newspaper placed in the centre of the court, try to hit (forehand/backhand). With each hit, the newspaper is cut in half. Which participant has the most folded newspaper after a certain time?
- Technical training combined with competition form: try to hit a newspaper placed on a certain line (forehand/backhand). With each hit, the newspaper is moved back one line. Which participant on each side of the court has moved their newspaper furthest away from the net after a certain time?
Pro Tn:
1 Smolball bat
1 newspaper
Passport stress
Forms of play / exercises
Partner work
The pair stand opposite each other (facing their partner). A distance of approx. 3-4 metres is maintained between the binomial. The binomial tries to string together 10 successful passes as quickly as possible. A pass is successful if the throwing disc (the frisbee), the ball (with the playing equipment) is caught or the shuttle (ball) is returned correctly. If a mistake is made (the disc or the ball/shuttle falls to the ground), the count starts again. The distance can be varied as desired after a successful attempt.
Variant I:
Multiple groups of 2 compete against each other (2 rows). The winning binomial is the one that is the first to string together 10 successful passes after the sports director's start signal. After each pass, the distance is increased (one row moves back 1-2 steps).
Variant II:
The sports leader specifies a throwing/striking/passing technique, provided that the individual techniques have already been practised.
Per participant:
1 bat/stick ► Intercrosse/Lacrosse, Smolball, Floorball, Badminton/Speedminton
Per group of 2:
1 disc (Frisbee)/ball/shuttle ► Frisbee Ultimate, Basketball, Blitzball/Rugby/Football, FooBaSKILL, Futsal/Football, Handball, Intercrosse/Lacrosse, Smolball, Floorball, Volleyball, Badminton/Speedminton
Passport stress
Forms of play / exercises
Partner work
The pair stand opposite each other (facing their partner). A distance of approx. 3-4 metres is maintained between the binomial. The binomial tries to string together 10 successful passes as quickly as possible. A pass is successful if the throwing disc (the frisbee), the ball (with the playing equipment) is caught or the shuttle (ball) is returned correctly. If a mistake is made (the disc or the ball/shuttle falls to the ground), the count starts again. The distance can be varied as desired after a successful attempt.
Variant I:
Multiple groups of 2 compete against each other (2 rows). The winning binomial is the one that is the first to string together 10 successful passes after the sports director's start signal. After each pass, the distance is increased (one row moves back 1-2 steps).
Variant II:
The sports leader specifies a throwing/striking/passing technique, provided that the individual techniques have already been practised.
Per participant:
1 racket/stick ► Intercrosse/Lacrosse, Smolball, Floorball, Badminton/Speedminton, Street Racket
Per group of 2:
1 throwing disc (Frisbee)/ball/shuttle ► Frisbee Ultimate, Basketball, Blitzball/Rugby/Football, FooBaSKILL, Futsal/Football, Handball, Intercrosse/Lacrosse, Smolball, Floorball, Volleyball, Badminton/Speedminton, Street Racket
Fits
Forms of play / exercises
Group work
4-6 participants per group
All participants move freely in the hall/area. Within the group, the participants pass a ball/throwing disc to each other. The sports leader can specify types of pass (e.g. ground pass, high pass, inside and outside instep, backhand, forehand, etc.) and throwing disc/ball receptions (e.g. one/two-handed catching, receiving with the sole of the foot, etc.). The exercise is then rearranged so that one group (e.g. blue) plays the ball/throwing disc to the other group (e.g. red) and in turn receives the ball/throwing disc from another group (e.g. green). The sports leader can integrate additional balls/throwing discs into the exercise.
Variant:
If the sports leader calls out the colour of a group with the addition "column" (e.g. "blue column"), the called group lines up in a row facing the back of the person in front (distance between the participants approx. 1-2 metres). Next, the sports leader calls a command for another group (e.g. command "red slalom"), which performs a movement task with the ball/throwing disc around the group lined up in column (e.g. bouncing the ball, guiding the ball with the feet or balancing the ball on a piece of equipment). The participant who has passed the slalom then passes the ball back to the next group member (e.g. past the lined-up group or between the spread legs). Once all group members have completed the slalom, all participants move freely around the hall/area again.
Per participant:
1 stick/stick ►intercrosse/lacrosse, smolball, floorball
1 wristband/stick ►team identification
Per group:
1 ball/throwing disc (Frisbee) ►Basketball, Frisbee Ultimate, FooBaSKILL, Futsal/Football, Handball, Intercrosse/Lacrosse, Smolball, Tchoukball, Floorball
Sports leader:
x additional balls/throwing discs (optional)
Passport collector
Forms of play / exercises
Group work
2 teams
Exercise description:
Two teams play against each other in a predetermined field. The aim is to play as many passes as possible within the team before an opponent can intercept the ball/throwing disc or the ball/throwing disc falls to the ground. If the pass attempt is intercepted or the ball/throwing disc falls to the ground, the right to pass the ball/disc changes hands and the other team now tries to collect as many successful passes as possible. Optional additional rule for more intensity: If a player in possession of the ball/disc is touched by a defender, he must immediately (within 2-3 seconds) play a pass, otherwise the right to attack also changes. Which team has achieved the most passes after a certain time?
Variant:
10 passes in a row result in one point, after which the right to the ball/disc changes.
1 ball/throwing disc ►Basketball, Blitzball/Touchrugby, Frisbee Ultimate, FooBaSKILL, Futsal/Football, Handball, Intercross/Lacrosse, Smolball, Tchoukball, Floorball
4 marking cones/caps (optional) ►Field markings
x playing ribbons/bibs ►Team identification
Pro Tn:
1 stick ►intercross/lacrosse, floorball
1 stick ►smolball
Tyre guard
Forms of play / exercises
Group work
2 teams
Two teams play against each other in a limited playing area. A point is scored if a pass is made to a teammate who has at least one leg in a hoop. The defending team can block a hoop by placing a foot in it so that no points can be scored there (more hoops than defenders are needed for this type of exercise). The right to attack changes either after a certain time or after each loss of the ball or disc. The rules of the respective game form naturally apply (e.g. Smolball, Intercrosse/Lacrosse, Floorball, Frisbee Ultimate, Howler).
Variant I:
The exercise form can be played with all balls, throwing discs or game equipment. The throwing/passing technique or passing technique can be specified.
Variant II:
Use more than one ball.
Participant:
1 stick/stick ►Intercrosse/Lacross, Smolball, Floorball
1-3 balls ►Basketball, Blitzball/Touchrugby, Frisbee Ultimate, FooBaSKILL, Futsal/Football, Handball, Intercrosse/Lacross, Smolball, Tchoukball, Floorball
4 marking cones/caps ►Field markings (optional)
x hoops
x playing ribbons/rubbers ►Team identification
Tyre relay
Forms of play / exercises
Group work
4-6 participants per group
The first participant in the group runs (alone) to the turnaround, slips through a tyre there and runs back to the group. Now the first participant runs with the second participant (holding hands) to the turning point, where they have to slip through the tyre again. The hands must not be released. This scenario is repeated until the entire group has slipped through the hoop (together with constant hand grasping). After this round, the first participant (who has travelled the longest so far) is allowed to disengage and the remaining group members continue the exercise. Finally, only the participant who was the last to join the group runs. At the end, all participants in the group have completed the same number of runs. Which group was the first to complete the task?
Per group:
2 colouring sticks
1 tyre
Risk run
Forms of play / exercises
Group work
4-5 participants per group
The front runners compete against each other (the group can determine the order of the runners accordingly) and collect points for their group. The runners choose between reversal points at different distances (e.g. colouring stick, marker cone or cones). More risk (further distance) is rewarded with more points (3 points, 2 points, 1 point), but only the first to arrive receives the points scored, the rest go home empty-handed only the first two (or more, depending on the number of groups, e.g. the first two teams) receive points. Which group has the most points after a run (each group member completes one run), or which group is the first to score a number of points? Each run only starts at the signal of the game leader.
Possible forms of locomotion:
- four-footed forwards/backwards
- in a push-up position with a partner holding the legs up
- gamstrage grip
Per group:
4 colouring sticks
Seasickness relay
Forms of play / exercises
Group work
4-5 participants per group
The runners run to the reversal point equipped with a Smolball stick, floorball/intercrosse stick or Nordic walking stick. At the turning point, the stick/stick is held vertically to the ground. Then make 15 rotations (as quickly as possible) around the stick/stick. During the rotations, both hands hold the stick/stick blade and the head is placed on the upper hand. The group counts the number of turns out loud and, after the last turn, calls the runner back, who probably tries to reach the group while staggering, in order to hand the stick/stick to the next runner and send them on their way.
Per group:
1 Nordic walking, intercrosse or floorball stick
1 Smolball stick
Smolball
Games / Tournament
Game idea:
Two teams with several outfield players and a goalkeeper play the softball into the opponent's goal by attacking skilfully. Good defensive behaviour should prevent the opponent from scoring goals.
Scoring:
A goal is scored when the ball completely crosses the goal line.
Playing field:
Smolball field (22mx36m). Two goals with a goal area (2mx5m).
The entire hall is used as a playing field (hall walls are part of the playing field). In the field, side and base lines delimit the playing field.
Number of participants:
4 against 4 (3 field players plus goalkeeper)
Game rules:
The game begins with a bouncing ball in the centre of the field. One player from each team touches the centre with the tip of their stick. By throwing up the cue ball, the referee releases the game.
The following 4-man rules apply to smolball:
- The ball, which is balanced on the racket, may be carried a maximum of 4 steps and must then be passed immediately.
- The ball may be touched a maximum of 4 times before it is passed on.
- The ball may be touched a maximum of 4 times before it is played on (picking up the ball from the ground does not count as touching the ball).
- The ball at rest on the racket, without the player moving, may be held for a maximum of 4 seconds.
- The ball may not be covered with the racket or the body, but must be played on immediately. If the ball is on the ground, it may only be picked up from the ground with the racket without touching any part of the body and played on. It is not permitted to actively play the ball with the foot, lower leg, hand, arm or head.
Stick shots, body shots, attacks from behind, active body contact and playing the ball against the ceiling result in a free hit for the opposing team. The free hit is taken indirectly at the place of the offence, whereby the opponent must keep a distance of 4m. Exceptions to this rule are offences committed behind the goal and in the goal area. In these cases, the free shot is taken from the front corner of the goal area. If a goal-scoring opportunity is prevented by a violation of the rules, the fouled player is awarded a penalty (direct shot from a distance of 4m; the goalkeeper stands with both feet on the goal line; the field players stand 4m behind the penalty taker).
If Smolball is played on an outdoor pitch, the boundary of the pitch plays an additional role. If the ball leaves the field of play, it is brought back into play by a free hit by the opposing team at the place of the incident.