Island Hop

Fun game

Chase game where the only safe place is a balanced jump stop on a marker.

8 min 8-14 Half court
FootworkBall-handlingU8U10U12
Press play
OffenseDefenseBall / cone Move Pass
What this drill teaches

The two-foot jump stop under real pressure. With a tagger closing in, landing balanced on an island is the only safe place on the floor, so the stop becomes urgent survival rather than a shape copied on the whistle.

In games: A player who can jump-stop at speed doesn't travel at the end of a fast break — they land balanced, eyes up, with a pivot and pass still available.

What good looks like
  • Two feet landing together on the island, knees bent
  • Eyes up after landing, already finding the next island
  • Players spreading to far islands instead of queueing at one

U8: expect stumbling, step-on landings and lots of tags — the chasing is doing the work. U12: demand stuck, balanced landings every time and add the ball or the pivot exit.

Equipment

8-12 spot markers or hoops, 1 ball each optional

Setup

Scatter markers ('islands') across the half court, a few less than the number of players. One or two taggers.

Steps

  1. 1Players move freely between islands; taggers try to touch them.
  2. 2You are only safe when you are on an island in a two-foot jump stop with knees bent.
  3. 3Only one player per island, and you may not stay longer than three seconds.
  4. 4Get tagged and you become a tagger for the rest of the round.

Coaching points

  • Land your jump stop, don't step onto the island — that is the whole skill.
  • Knees bent and eyes up so you can see the next island.
  • Don't queue up at the nearest island; spread out.
  • Taggers: cut off the route to the empty islands instead of chasing.

Why kids love it

Jump-stopping under pressure with somewhere to go next is exactly what happens on a fast break. Islands make the stop urgent instead of academic.

Variations

Easier

One island per player and no time limit.

Harder

Everyone dribbles a ball throughout.

Switch it

Islands must be left with a specified pivot before you run.

Sinking islands

Remove one island every thirty seconds.

Related drills

Coaching notes that use this drill