• 21 games
  • Checked October 2026

Badminton PE Games

For a class that is still learning to hit the shuttle, starting with six games that need no net.

Show all 6
  1. Shuttle Scoop: Pick It Up Without a Hand1. A racket trick that is worth a game of its own. Each player lays a shuttle on its side on the floor.2. Slide the edge of the racket head under the shuttle and flick it up onto the strings, or into the free hand. No bending down to use fingers.3. A partner counts the clean scoops in one minute, then the two swap jobs.4. Next round: scoop it up, then tap it into the air three times before catching it.Ages: 8 to 12. Players: 2 to 32. You need: a racket and a shuttle each.
  2. High and Swap: Hit It Up, Then Trade Places1. A keep-it-up game for partners with a shuttle each. Stand four steps apart and face each other.2. On three, both hit their own shuttle straight up, as high as they can.3. Run to your partner's place, passing on the right, and hit their shuttle up again before it lands.4. Count the swaps in a row. When either shuttle lands, start again from one. Each pair keeps to a space of its own, well away from the next pair.Ages: 8 to 12. Players: 2 to 32. You need: a racket and a shuttle each.
  3. Hand Badminton: Palm First, Then the Racket1. A first hitting game that starts with no racket. Partners stand three steps apart with one shuttle.2. Bat the shuttle back and forth with an open palm. Five hits in a row move the pair up a level.3. Level two: hold a racket halfway up its shaft and hit with the strings. Level three: hold it by the handle.4. A shuttle that lands sends the pair back to the start of that level, not to level one.Ages: 7 to 12. Players: 2 to 32. You need: two rackets and a shuttle for each pair.

All 21 games

Games without a net 6

  • Hand Badminton: Palm First, Then the Racket 1. A first hitting game that starts with no racket. Partners stand three steps apart with one shuttle. 2. Bat the shuttle back and forth with an open palm. Five hits in a row move the pair up a level. 3. Level two: hold a racket halfway up its shaft and hit with the strings. Level three: hold it by the handle. 4. A shuttle that lands sends the pair back to the start of that level, not to level one. Ages: 7 to 12. Players: 2 to 32. You need: two rackets and a shuttle for each pair.
  • High and Swap: Hit It Up, Then Trade Places 1. A keep-it-up game for partners with a shuttle each. Stand four steps apart and face each other. 2. On three, both hit their own shuttle straight up, as high as they can. 3. Run to your partner's place, passing on the right, and hit their shuttle up again before it lands. 4. Count the swaps in a row. When either shuttle lands, start again from one. Each pair keeps to a space of its own, well away from the next pair. Ages: 8 to 12. Players: 2 to 32. You need: a racket and a shuttle each.
  • Hoop Rally With One Foot Inside 1. A rally with no net that rewards aim. Partners each put one foot inside a hoop, four steps apart. 2. Rally the shuttle back and forth with underhand hits. A hit counts only if the partner can reach it with a foot still in the hoop. 3. Add up the hits that count. When the shuttle lands, pick it up and carry on from the same number. 4. At twenty, move the hoops one step farther apart. Ages: 7 to 12. Players: 2 to 32. You need: a racket and a hoop each, and a shuttle for each pair.
Show all 21 games (18 more)

Games without a net, continued

  • One Racket, Four Players: Hit It Up and Hand It On 1. A keep-it-up game for a group that shares a racket. Four players stand in a small ring with one racket and one shuttle. 2. The first player hits the shuttle straight up, as high as they can, and hands the racket to the player on the left. 3. That player hits it up again before it lands, and hands the racket on. 4. Count the hits in a row. At ten, send the racket around the other way. Ages: 8 to 12. Players: 4 to 32. You need: one racket and one shuttle for each group of four.
  • Shuttle Scoop: Pick It Up Without a Hand 1. A racket trick that is worth a game of its own. Each player lays a shuttle on its side on the floor. 2. Slide the edge of the racket head under the shuttle and flick it up onto the strings, or into the free hand. No bending down to use fingers. 3. A partner counts the clean scoops in one minute, then the two swap jobs. 4. Next round: scoop it up, then tap it into the air three times before catching it. Ages: 8 to 12. Players: 2 to 32. You need: a racket and a shuttle each.
  • Six Corners: Reach Every Cone With the Racket 1. A footwork game with no shuttle in the air. Each pair sets six cones around a floor spot, two steps from it: two in front, two at the sides and two behind. 2. One player starts on the spot. The partner calls a cone. 3. The player steps or lunges to that cone, touches it with the racket head and comes back to the spot before the next call. 4. Count the touches in thirty seconds, then swap jobs. In round two, try to beat your own count. Ages: 8 to 12. Players: 2 to 32. You need: a racket and six cones for each pair.

Rally games for pairs 5

  • Add One: A Rally of One, Then Two, Then Three 1. A rally with an exact target. Partners face each other over the net and work together. 2. Round one is a rally of one hit: one partner sends the shuttle over, and the other catches it with the free hand. Round two is two hits and a catch, round three is three hits, and so on. 3. A shuttle that lands early, or a hit too many, means the round is played again. 4. See how high the pair can climb in five minutes. Ages: 10 to 14. Players: 2 to 32. You need: a racket each, a shuttle for each pair and a net.
  • Hit and Touch: A Line Between Every Shot 1. A rally with a job between hits. Partners rally over the net, each from the middle of their own side. 2. After every hit, touch the nearest side line with the racket head and get back before the shuttle returns. 3. Both partners hit high, so that there is time. Count the hits in a row. 4. In round two, touch the back line after each hit. In round three, the partner who is about to hit calls side or back. Ages: 10 to 14. Players: 2 to 32. You need: a racket each, a shuttle for each pair and a net.
  • Net Rally: Nothing Lands Past the Short Line 1. A soft rally close to the net. Partners stand on either side of it, each just behind their own short service line. 2. Tap the shuttle over so that it would land between the net and the partner's short service line. 3. Count the hits in a row. A shuttle that flies past the short line ends the count, and so does one that lands. 4. Then play it as a contest to five: a shuttle past the line, or into the net, loses the point. Ages: 10 to 14. Players: 2 to 32. You need: a racket each, a shuttle for each pair and a net.
  • Short, Then Long: Move the Feeder Forward and Back 1. A rally with a pattern. A drop shot falls softly just over the net, and a clear flies high to the back of the court. One partner is the worker, and the other is the feeder. 2. The feeder starts in the middle of their side and hits every shuttle back high to the worker. 3. The worker sends one shot short, so that the feeder has to step in front of the short service line to reach it, and the next one long, so that the feeder has to step back. 4. Count the pairs of short and long in one rally. After three rallies, swap jobs. Ages: 11 to 14. Players: 2 to 32. You need: a racket each, a shuttle for each pair and a net.
  • Twin Shuttles: Two in the Air, One Rally 1. A rally for partners with two shuttles in the air. Face each other over the net with a shuttle each. 2. On three, both serve underhand at the same moment. 3. Keep both shuttles going. When one lands, play on with the other until it lands too. 4. Score one point for every hit made while both shuttles were still flying. Three tries, and the best one stands. Ages: 10 to 14. Players: 2 to 32. You need: a racket each, two shuttles for each pair and a net.

Serve and smash games 5

  • Lift, Smash, Land It on the Mat 1. A smash game with a target on the floor. A smash is hit hard and downward from above the head. Lay a gym mat in the middle of one side of the court, and keep that side empty. 2. Work in threes on the other side. The feeder stands beside the hitter and lifts the shuttle high with an underhand hit. 3. The hitter smashes it over the net at the mat. On the mat scores two, and anywhere else in the court scores one. 4. The third player collects shuttles between turns, never during one. Rotate after five smashes. Ages: 11 to 14. Players: 3 to 24. You need: three rackets, shuttles, a net and a gym mat.
  • Odd or Even: Serve From the Side Your Score Says 1. A serving game that teaches where a server stands. In singles, a server whose score is even serves from the right service court, and one whose score is odd serves from the left. 2. Start at zero, on the right. Serve into the service court diagonally opposite. A serve that lands in it scores a point. 3. Before the next serve, move to the side your new score asks for. A partner across the net checks, and a serve from the wrong side does not count. 4. First to seven, then swap jobs. Ages: 10 to 14. Players: 2 to 32. You need: a racket each, shuttles and a net.
  • Short or Long: The Receiver Calls the Serve 1. A serving game with a call. Lay a rope across the middle of a service court to split it into a front half and a back half. The receiver stands beside that court, and the server stands in the service court diagonally opposite. 2. Just before each serve, the receiver calls short or long. 3. Short has to land in the front half, and long in the back half. The receiver lets the serve land and says where it fell. 4. A serve in the half that was called scores a point. Five serves, then swap. Ages: 10 to 14. Players: 2 to 32. You need: a racket each, shuttles, a net and a rope.
  • Smash or Drop: The Feeder Decides 1. A target game with two answers. On the empty side of the court, lay a mat near the back and a hoop just over the net. 2. The feeder stands beside the hitter, lifts the shuttle high and calls smash or drop while it is in the air. 3. Smash means hit it down hard at the mat. Drop means tap it softly, so that it falls into the hoop. 4. The right shot scores one, and a hit on the target scores two more. Six shuttles each, then feeder, hitter and collector rotate. Ages: 11 to 14. Players: 3 to 24. You need: three rackets, shuttles, a net, a mat and a hoop.
  • Under the Rope: A Low Serve Through the Gap 1. A serving game with a window. Tie a rope across the court, a racket's length above the top of the net. 2. Serve underhand from just behind the short service line, so that the shuttle passes between the net and the rope. 3. Through the gap scores one point. It scores two if it also lands in the service court diagonally opposite. 4. Ten serves each, with a partner on the far side to collect. Swap, and try to beat your own score. Ages: 10 to 14. Players: 2 to 24. You need: a racket each, shuttles, a net and a rope.

Small-court games 5

  • Champions Split: Win a Rally, Get a New Partner 1. A doubles game for six to ten on one court, with one rally a turn. Four play, and the rest wait in a line beside the net post. 2. One underhand serve starts the rally. The pair that loses it walks to the back of the line. 3. The winners split up. One stays, the other crosses to the far side, and the next two in line come on as their partners. 4. Every player keeps their own score, one point for each rally won. Nobody is out, and partners change all the time. Ages: 10 to 14. Players: 6 to 30. You need: four rackets, a shuttle and a net for each court.
  • Take Turns Doubles: Partners Hit in Turn 1. A doubles variation in which nobody can stand and watch. Two pairs play on a whole court or on half of one. 2. Partners have to take turns to hit the shuttle. If one of them hits it twice running, the other pair wins the rally. 3. So after every hit, step back and let your partner through. 4. Play to eleven with an underhand serve, and score a point for every rally won. Change partners after each game. Ages: 11 to 14. Players: 4 to 24. You need: a racket each, a shuttle and a net.
  • Three to Start: The Point Goes Live on the Fourth Hit 1. A singles or doubles game with a friendly opening. Every rally starts with an underhand serve. 2. The first three hits of a rally are easy ones, sent high to the middle of the court. Both sides count them aloud. 3. From the fourth hit on, anything goes, and the rally is played for a point. 4. A shuttle that lands during the first three hits is served again, with no point to anyone. Play to eleven. Ages: 10 to 14. Players: 2 to 24. You need: a racket each, a shuttle and a net.
  • Triples: Three a Side, One at the Net 1. A game that puts six players on one court. Each side has one player near the net and two behind. 2. Play to seven with an underhand serve, and score a point for every rally won, whoever served. 3. A side hits the shuttle once and no more before it crosses the net, as the sport's own rules say. Partners call mine before they swing. 4. After each point a side wins, its three players move around one place, so that everyone has a turn at the net. Ages: 10 to 14. Players: 6 to 30. You need: a racket each, a shuttle and a net for each court.
  • Wide and Narrow: Win a Rally, Defend the Wide Court 1. A singles game that evens itself out. A badminton court is marked in two widths: the inner side lines are for singles and the outer ones for doubles. 2. Both players start by defending the narrow court. 3. A player who wins a rally has to defend the wide court from then on, out to the doubles side lines. Losing a rally brings them back to the narrow one. 4. Play to eleven, and score a point for every rally won. Ages: 11 to 14. Players: 2 to 24. You need: a racket each, a shuttle and a net.

How this list was compiled: Our list for a gym class that is still learning to hit the shuttle, sorted from games without a net to games on a small court. The wording, the ages and the player counts are ours. No smash is aimed at a player, and nobody is put out. Checked on 12 October 2026: Wikipedia (https://en.wikipedia.org/wiki/Badminton), for a point for every rally won, a game of 21 points and a match of three games, one strike a side, the serve struck below 1.15 meters into the service court diagonally opposite, the side a singles server stands on, the two widths of the court, and what a smash, a clear and a drop shot are; Wikipedia (https://en.wikipedia.org/wiki/Educational_stage), for the ages of each United States grade. Licence: own work

How it works

These badminton PE games start where a class starts, with a shuttle that will not stay up, and go on to rally games, serve and smash games and small-court games.

Read the full guide

Badminton PE games without a net

Six games need no net, so they work on a playground or in a corner of a gym. They are written for ages 7 to 12, which makes them the badminton games for elementary PE.

How a game of badminton is scored

A side scores a point for every rally it wins, whoever served. A game is played to 21 points, and two games out of three win a match. The small-court games here are shorter: to seven or to eleven.

Questions and answers

Which badminton games suit 6th grade PE?

Sixth graders are 11 to 12, so every set fits. Start over a net with Add One and Net Rally, then move to Triples and Champions Split, which put six or more players on one court.

What are badminton games and variations to play for middle school?

The five small-court games: Champions Split, Triples, Wide and Narrow, Three to Start and Take Turns Doubles. Each changes one rule of a normal game, such as who hits next or how wide a court a player defends.

Are there badminton smash games for PE?

Two: Lift, Smash, Land It on the Mat, and Smash or Drop. In both, a partner lifts the shuttle high from beside the hitter, and the smash is aimed at a mat on an empty side of the court, never at a player.

What is a good badminton game in PE for a big class?

Triples puts six on a court, and Champions Split up to ten with one rally a turn. With no net at all, One Racket, Four Players keeps a group of four busy with a single racket.