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Guide

You're running a training session. Now what?

Your club has a Tuesday night and you are the one holding the whistle. Here is the whole path on Spike: keep your drills in one place, plan the session in minutes, put it on the floor of your hall, and run it from your phone.

Start with a stocked shelf

Open Coaching, then Drills. The Discover tab is the public library — drills shared by every coach on Spike, plus the set we ship ourselves, from warm-ups to cool-downs. Filter by skill, category, intensity, how many players you have, how long you have, or who wrote it. Save the ones you like and they sit in your own library, ready for a plan. The same shelf exists for whole session plans: open one, load it, and change what you need.

The Discover Drills page: a search box, filter buttons for skills, category, intensity, players, duration and author, and a grid of drill cards each showing category, intensity, duration and player count
The public library, filtered to the drills we ship. Every card says what it works, how hard, how long, and for how many.

Write a drill once

Your own drills live under My Drills. A drill is a name, a category — warm-up, technical, tactical, game, conditioning or cool-down — an intensity, the skills it works, how many players it needs, the kit, how long it takes, then the steps to run it and the coaching points you would say out loud. Keep it private to your library or share it to the public one.

A drill page for King of the Court: description, numbered steps under How to run, coaching points, a details card with category, intensity, duration, players, visibility and skills, the equipment list, and an Animations strip with one four-frame animation
One page holds everything about the drill, including its animation.

Some numbers change every week: how many rounds, how many balls, which zone to serve at. Write them into the instructions as {rounds} or {balls} and each becomes a dial — a setting the drill carries everywhere it goes. Every session answers its own dials, so one drill reads “2 rounds of 8” on Tuesday and “3 rounds of 6” on Thursday, with no second copy of the drill to keep in step. A dial can be a number, a word, or a switch — “float serves only” one week, “jump serves allowed” the next.

The Show it step of the drill editor: a Draw it on a court card, a Dials section listing rounds and serves as Number dials with defaults 3 and 6, and the instructions editor below with each token highlighted and its value beside it
Two tokens typed into the text, two dials to set. The editor shows each value in place.

The last step of the editor is a court. Place players, the ball and the kit, add a frame for each movement, and the drill plays back as an animation — on the drill page, and on the phone in the hall. A note on a player says what they do in that frame. The court editor deserves a post of its own; this is the short version.

The court editor: a full-court view with three kings on one side and three challengers on the other, a note reading Challengers serve in, playback controls with a speed slider, a toolbox and elements panel, and four frame thumbnails down the right
Four frames of King of the Court. Play runs them; the thumbnails are the frames.

Already have a spreadsheet? Import it

Most clubs already keep their drills somewhere — a spreadsheet, a shared document, a coach’s head. Drop the spreadsheet on the import screen, as CSV, Excel or JSON. Spike finds the header row, reads your column names as you wrote them — “How long”, “Kit”, “Cues” — and matches each to a field. Check the mapping once, then adjust any row before it lands: a category, a skill, a duration the sheet never had. A drill already in your library is set aside rather than duplicated, and a bad cell fails its own row, not the whole file.

The Select and map step of the drill import: the detected header row, a selected block A2 to H7, and each spreadsheet column headed by the Spike field it maps to, such as Drill name, Category, Duration and Coaching points
Your columns, your names. Each one maps to a field once.
The Review and adjust step: default category, intensity and skills, then one row per drill with editable name, minutes, category, intensity and skills, five marked Ready and one greyed out as Already in library
Five ready to land, one skipped because the library already has it.

Plan the session

Open Coaching, then Training Plans. A plan is a template you keep and reuse; loading it into an event makes a copy for that night, which you tune without touching the original. The builder is a timeline. Sections give the session its shape — Warm-up, Skill Block, Applied, Cool-down, or whatever your club calls them — and drills drag from the library on the left into place. Three more blocks are not drills: a Break, a Meeting for the session brief or a half-time talk, and Stations. Breaks and meetings count towards the clock but not towards coached minutes.

The plan builder: a Session Overview bar coloured by category with section labels and a target-duration slider, a Blocks panel offering Break, Stations, Meeting and Section, the drill library, and the timeline itself with a session brief, warm-up drills, a skill block with notes and a water break
The overview reads the whole night in one line: 96 minutes planned, 24 to spare.

The overview bar is the session at a glance, coloured by category, skill or intensity. Set the target length and it says how much time is left, or by how much you have overrun. Drag the edge of a segment to resize a drill; it snaps to the end of a station group so the arithmetic stays honest. Every row takes a note — the thing you want to remember at 19:40 — and a drill with dials gets a settings button where this session answers them.

A plan row for Jump Float Serving Ladder with its settings popover open: rounds set to 2, serves set to 8, and a Goal / Focus note reading Stop at stage 3 for anyone new to jump serving
This session runs the ladder as 2 rounds of 8. Thursday's can say something else.

Stations

A Stations block runs groups side by side: Serving on one court, Passing on another, Setting on the third, each with its own drills. Set how long the stations run; a group whose drills add up to more stretches the block to fit, and groups can be different lengths. Run by names the coach on each group, with the lead coach as the default, so nobody stands on a court wondering whose it is.

A Stations block called Three courts, three skills with tabs for the Serving, Passing and Setting groups, the Serving group open, Run by Tom, and two 12-minute drills inside it
Three groups, twenty-four minutes, and a coach on each.

Attach it to the session

Create the training event and pick the venue as you do — the floor plan needs it. The event’s Training Plan tab holds one plan: load a template from your library, or build one right there. Coaches come from the people on the event; assign them to the plan and to station groups. The plan’s owner and the event’s admins can edit and run it. When a night goes well, Save as template sends the plan back to your library for next time.

An event's Training Plan tab: Run session and Floor plan buttons, three assigned coaches, the plan description, a details card reading 96 min of 105, 10 drills, Intermediate, and a Session Timeline bar with sections and category totals
96 of the hall's 105 minutes, ten drills, three coaches, and the shape of the night.

Put it on the floor

Open Floor plan. The courts come from the venue. Book the ones your session has — in a shared hall, mark the other club’s court as taken — split a court into halves or quarters, then pick a drill and click where it happens. Scrub through the session and the floor redraws: at 19:42 the three station groups are on their courts, and the panel says which group is where. It is the setup sheet for whoever arrives first.

The floor plan scrubbed to 19:42: a timeline of the session above, Court 1 split into halves holding the Serving and Passing groups, Court 2 holding the Setting group, a panel listing what is on the floor now, the booked courts, and a bar chart of court use across the session
19:42 — three groups running, and the panel says which one is on which court.

Run it from your phone

On the night, open the event on your phone. The plan is there with its sections, its notes and every drill’s first line already filled in for tonight — and one button: Run Session. The run screen shows the block you are in, the clock, what comes next, and the drill’s instructions with this session’s dials in place — 2 rounds of 8, not {rounds}. Next moves the session on; Pause holds it; when a block’s time is up, the phone buzzes. Above it all sits the time map: where you are in the plan, where the plan ends, where the hall booking ends, and whether you are ahead or behind.

Two phones. Left: the training plan with 96 minutes and 9 left in the hall, 10 drills, 5 sections, a Run Session button and the first sections listed. Right: run mode on drill 5 of 10, a session time map with plan and session markers, the Jump Float Serving Ladder with the line Run 2 rounds of 8 serves, a countdown of 11:59, and Pause and Next Drill buttons
The plan on the phone, then the run: drill 5 of 10, dials reading 2 rounds of 8 because that is what this session said.

Stations get a card per group with its own drill, its own countdown and its own Next, so one coach paces every court from one screen — or each coach runs their own group. Every coach on the event sees the same run: start it on one phone and the others follow, and only the people who can edit the plan hold the controls. On Android the run stays in the notification shade while the phone is in your pocket. Tap a drill and the deck opens: the whole drill, swipeable through the session in order, with the animation playing right there on the court.

Two phones. Left: station group cards for Passing and Setting, each with its drill, 11:35 left, a Next drill button and the drill that follows; the Passing card reads 3 servers feed the triangle, rotate after 12 good passes, jump serves allowed. Right: the drill deck at 9 of 10 showing King of the Court with its tags, 25 minutes for 9 to 18 players, and the animation on a full court with a play button
Each group keeps its own clock, and the deck opens any drill with its animation, mid-session.

Run mode also lives on the web, for the laptop by the bench.

After the session

The plan stays with the event, and a good one goes back to the library as a template. What happened on the court — feedback to players and evaluations — is the next part of the story, and gets its own guide.

Spike is free for clubs. On the web, coaching lives under Coaching → Drills and Coaching → Training Plans; in the app, under Coaching. Run mode is on the phone.