Tchoukball Jump-Shot Double-Points Game
A 3-on-3 tchoukball game at one frame where a jump shot, released in the air from outside the forbidden zone, is worth double a standing shot. Students work on the takeoff, shooting in the air, and catching rebounds on defense.
How to play
- Four frames, each with a 3 m forbidden zone marked by cones and two trios in pinnies (2 min).
- Technique (4 min): the attacker catches, takes no more than three steps, jumps off the foot opposite the throwing arm, and releases the ball in the air before touching the zone.
- Play 3-on-3 (12 min): up to three passes, then a shot; if the rebound bounces in bounds without the defense catching it, a standing shot scores 1 and a jump shot scores 2.
- If the defense catches the rebound before it bounces, they carry the ball out to a cone 8 m away and attack. Switch opponents every 3 minutes.
- Wrap-up (2 min): each trio discusses where their rebounds landed and how to adjust the angle.
Rules
- Up to three steps, three seconds, and three passes before shooting.
- No intercepting passes or interfering with attackers: the defense only catches rebounds.
- The ball must be released before touching the forbidden zone, or the shot doesn't count.
- Safety: jump up, land with bent knees, and never crash into the frame.
Variations
Easier
Jump shots count double even if a foot brushes the line.
Standard
Three steps, three passes, and double points for jump shots.
Harder
Only jump shots score, and each shot must come from a different side of the frame.
Adaptations
- Limited mobility: standing shots count double, and plays defense in a set zone near the frame.
- Low vision: a high-contrast ball and a teammate's clap before each pass.
- Lower skill level: practices the takeoff without a ball over a marked line first.
Learning goals
- Coordinate the takeoff with shooting in the air.
- Adjust the angle so the rebound lands away from the defense.
- Catch rebounds by reading their path.
Equipment for a class of 25
- tchoukball frames: 4
- soft balls: 8
- cones: 24
- pinnies: 12
Teacher tip
Many students jump forward and land inside the zone: cue them to jump up, not out. With only two frames, run a takeoff-and-catch station alongside.
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