TACTICS / SKILL
GAME / NOTES
BULLSEYE - Played by two or more teams of pitchers. Coaches or players act as catchers, coaches act as umpires. Set up 2 or 3 stations with catchers in full gear. Each pitcher throws 5 pitches to the catcher. The team with the most strikes wins. May change the game to pitch balls and strikes until an imaginary batter is struck out or walked. The team with the most strike outs wins. The purpose of this game is to get pitchers focused on throwing strikes.
Pitchers Throwing Strikes
AIRTIGHT D (Also in "Hit and Run" and "Making the Play" below) - Divide into 2 teams, one acts as infielders, the other as runners. Coach throws (hits) ground balls to the infielders who try to throw out the runner at first base. Fielders get a point if the runner is out, runners get one point if they are safe (two if they get to second on a wild throw). After 3 chances to each fielder, the teams switch. The team with the most points wins. The purpose of this game is to develop the feel and skills of making plays at first base.
Plays at First
BACKSTOP - Game for Bronco and Pony only (see end of paragraph for Mustang). Divide into 2 teams. One team acts as catchers (with full gear) and first basemen, the other as runners. The coach (standing in front of home plate) throws ball in the dirt (assumed dropped third strike), the catcher fields the ball and throws to first for an out (1 point), the runner tries to reach safely (1 point). Use two catchers on each team, two rounds of five pitches each then switch teams. The team with the most points wins. The purpose of the game is to get catchers to block the ball and runners and catchers to react to dropped 3rd strikes. For the MUSTANG level, play the game with runners on first and / or second and with shortstops and / or 3rd basemen. The same scoring applies. The purpose is to get catchers to block the ball and catchers and runners to react to balls in the dirt.
Catchers Blocking the Ball / Dropped Third Strikes
HIT AND RUN - Divide into teams of 3. Play 3 vs. 9. Coaches pitch or batters may hit off of a tee. Scoring may be varied - Option 1: one point for each base achieved on a hit (batter returns to home when play is finished), subtract one point if the batter is out at any base but first. Option 2: one point for each run scored. May have each batter on a team bat twice or the batting team may continue until they make three outs, then the next team rotates in to bat, fielders should rotate between various positions (e.g. the team that just batted should go to the outfield positions). The team with the most points / runs wins. The purpose of this game is to create fast paced, game like situations.
Hitting
Games - NONE until the skill has been taught. HOME FREE - Divide into 2 teams. Set up sliding pads (2 or 3 layers of plastic drop cloths) and have players take off their shoes. Have each player slide 3 or 4 times. One point each for calling out and executing the cues ("figure 4", "drive the bus" and one point for touching the base. Team with the most points wins. The purpose of the game is to get all players comfortable with proper sliding technique.
Sliding
OUT AT HOME - Game for Bronco and Pony only. Divide into two teams, one acts as pitchers and catchers (2), one acts as runners on 3rd base. The pitchers go through their normal motion (without a ball) and a coach (in the batter's box) throws the ball into the backstop. The catcher retrieves the ball, the pitcher covers home to get the out (one point) and the runners must try to score (one point). Play with or without leadoffs. Have each catcher handle 10 plays, two rounds of 5 each, rotating pitchers, then rotate teams. The team with the most points wins. The purpose of the game is to have catchers and pitchers learn how to react to wild pitches / passed balls and to have runners get a feel for their ability to score on wild pitches / passed balls.
Runners at 3rd Base
CONTACT - May be played many ways: Split into teams of 2 (could split into teams of 3 or 4 depending on approach and available equipment). Option 1: Kids pitch (with wiffle balls) to kids from 15 to 25 feet based upon experience and size of ball (golf ball, baseball, softball size) at about 75% effort. Space the teams approximately 20 feet apart (all players on either the 1st or 3rd baseline) with 5 wiffle balls. Rotate the kids between pitcher and hitter after five pitches. One point for each time the batter makes solid contact. The team with the most points per rotation wins. Option 2: Players hit hardballs off of a tee. One point is scored for each line drive. No points for ground balls or fly balls. The purpose of this game is to emphasize to hitters the importance of making solid contact with ball.
Hitting
SQUEEZE PLAY - Play 6 vs. 6. Assign a complete infield and place runners on 1st and 3rd bases. The pitcher should throw a pitch so the batter can bunt it (about 75% velocity). The runners cannot extend their normal leadoffs until the ball crosses the plate, but the runner on 3rd must attempt to score (coaches may make the game easier or harder by changing rules on leadoffs, changing requirements of runner on 3rd, etc.). The defense attempts to get an out (coaches may create various game situations so that the play must be at home). Award three points if the runner is out at home, two if runner is out at 2nd, and one point if the runner is out at 1st. Switch the teams after everyone has bunted once or twice. The team with the most points wins. Note: this game may best fit in after covering (or as part of covering) force plays. The purpose of this game is to practice bunting and defending the sacrifice bunt in various game situations.
Bunting
Focused on Bronco /Pony
FAST FEET - For Bronco and Pony, modified below for Mustang. Play 6 vs. 6 with two pitchers, two catchers, second baseman and shortstop. The runners may take a one step lead off of 1st base, and when the pitcher releases the ball, the runner takes off for 2nd base (the pitcher is positioned about 3/4 of the normal pitching distance and throws at about 75%). The catcher attempts to throw the runner out. One point to the runners for every stolen base. Each runner makes two or three attempts, then switch sides. (May also set up a game with a runner on 2nd base trying to steal 3rd.) The team with the most points wins. This game is the first step in a progression (leading into FAST FEET TOO) of teaching the skills of offensively stealing a base and defensively throwing the runner out. The game should be modified for Mustang (i.e. no lead offs and the runner may not leave the base until the ball crosses home plate).
Stealing Bases
FAST FEET TOO - Play 6 vs. 6 with a first and second baseman, shortstop, pitcher and two catchers (full gear). The runners may take unlimited lead offs and must try to steal 2nd base (may also set up a game with runners on 2nd base attempting to steal 3rd). The pitcher and first baseman work to hold the runner on. With the pitch, the catcher will attempt to throw the runner out. Each pitcher will handle four runners and then rotate so each player takes each position (catchers stay put). Switch sides after a complete rotation. The runners get one point for each stolen base. The defense gets a point for a pick off at 1st, two points for an out at 2nd. The team with the most points wins. The purpose of this game is to develop the offensive skills to steal a base and to develop the defensive skills of holding runners and throwing runners out.
Lead Offs / Holding Runners / Stealing Bases
Bronco and Pony Only
DOUBLE STEAL - Play 6 vs. 6. One team acts as an entire infield (catchers mask only), one as runners on 1st and 3rd. The runners shut their eyes while the defense signals one of their plays (see the detailed materials for plays 1 - 4). The runner on 1st must attempt to steal 2nd, the runner at third must use his judgment in trying to score. The runners get two points for stealing home and one point for stealing 2nd. The fielders get three points for getting the runner on 3rd base out and one point for getting the runner out at 2nd. Rotate infielders so that they get a feel for various roles. Rotate teams after each runner has had one or two chances at 1st and 3rd base. The team with the most points wins. The purpose of this game is to develop the fielders' and base runners' abilities to react to 1st and 3rd base running situations.
Runners at 1st and 3rd
Bronco and Pony Only
AROUND THE HORN - Play with three teams of four (coach needs a stop watch). Put fielders at 1st, 2nd, and 3rd bases and home plate, in normal defensive positions, one team at a time. Place a ball on home plate, say GO and begin timing the team. The catcher must pick up the ball and throw to 3rd base. The 3rd baseman must make a tag on an imaginary runner trying to steal 3rd. The 3rd baseman throws to the 2nd baseman who tags an imaginary base runner trying to steal 2nd. And so on until the catcher puts a tag on an imaginary runner trying to steal home, which ends the round (and stops the clock). The coach records the times, fastest time wins (may keep track of times over the season, looking for improvement). If a team drops the ball or misses (forgets) to tag the imaginary runner, they are immediately out of the round and the next team jumps in. May play any number of rounds (typically 3 - 4). (May change the game to make each play a force out instead of a tag situation.) The purpose of the game is to develop the ability to react quickly and accurately to potential base stealing / running situations.
Stealing Bases (Defense)
ON THE FLY - Play 6 vs. 6. The defense has two or three outfielders, two or three infielders and a catcher. The offense rotates runners as needed. Coach throws or hits fly balls to the outfielders who must try to make the catch and then make the appropriate play in each of a number of game situations set up by the coach (no one on, man on 1st, 2nd or 3rd and any combination). The infielders must act appropriately to relay the ball and cover the appropriate base. The defense gets one point for each out. The runners get one point for each base advanced. Switch after each outfielder has had 3 - 5 catchable balls. The team with the most points wins. The purpose of this game is to learn to catch fly balls, make the appropriate throw after fielding the ball, to have the infielders learn to relay the ball and cover the base properly to hold a runner / make a tag, and for base runners to learn how they may advance on a fly ball (and score from 3rd base).
Outfield Play
Hitting Cutoffs
Backup Plays
THROUGH THE INFIELD - Played the same as ON THE FLY, but with ground balls through the infield.
Outfield Play
Hitting Cutoffs
Backup Plays
RELAY RACE - Divide into three teams of four players each. Place three sets of four cones or other markers 40 - 70 feet apart (Mustang shortest, Pony longest) in a straight line with a baseball placed at the far cone. All players start at the near cone ("home"), when the Coach yells GO, three players from each team run out to position themselves one at each cone, one player stays home. When the player reaches the far cone he picks up the ball and starts a "relay" throw that goes to the far end (where a tag is made on an imaginary runner) and back to him (where he makes a tag on an imaginary runner). He places the ball down by the cone and runs back to home. If a team drops the ball, a player misses the tag or turns over the wrong shoulder to throw the relay, the team is out. The first team to have all the players back home wins. Play four times so that each player is positioned once at each cone during the game. The purpose of the game is to teach the fundamentals of making relay throws (also the players are doing secret conditioning work as sprinting is involved).
Outfield Play
Hitting Cutoffs
Backup Plays
LEAD RUNNER - Play 6 vs. 6 with one team playing the infield and one as runners at home and 1st base (no lead offs). Coach throws (or hits) ground balls, bunts for catcher / pitcher. Runners take off on "contact". Defense gets one point for a force at 2nd, two points for a double play and one point for a single out at first base. After two or three balls per fielder, rotate teams. The team with the most points wins. The purpose of the game is learn to cut down the lead runner and begin to get a feel for turning double plays. This game is the first step in a progression of games (see DOUBLE TROUBLE and MAKING THE PLAY below) to learn to cut down the lead runner.
Force Plays
Cutting Down the Lead Runner
Covering Bunts
DOUBLE TROUBLE - Play 6 vs. 6 with one team playing the infield and one as runners at home and 1st base (with lead offs). Coach throws (or hits) ground balls, bunts for catcher / pitcher (or batters hit ground balls off of a tee, batters are OUT if they don't hit a ground ball). Runners take off on "contact" (not before). Defense gets two points for a force at 2nd, three points for a double play and one point for a single out at first base. After two or three balls per fielder, rotate teams. The team with the most points wins. The purpose of the game is learn to cut down the lead runner and begin to get a feel for turning double plays. This game is the second step in a progression of games (see MAKING THE PLAY below) to learn to cut down the lead runner.
Force Plays
Cutting Down the Lead Runner
Covering Bunts
MAKING THE PLAY - Play 6 vs. 6 with one team playing the infield and one as runners rotated to various positions as needed. Coach throws (or hits) ground balls, bunts for catcher / pitcher. Runners takes off on "contact". Coach sets up various combinations of game / on base situations (the same for both teams) and should cover plays at first, lead runner situations, and runners on 3rd base in both force and tag situations at home. The defensive team gets one point for each out. After a set number of game situations, rotate the teams (runners to the infield). The team with the most points wins. The purpose of the game is learn to deal with various game (infield) situations including the need to cut down a runner at the plate. This game is the final step in developing general infield play.
Force Plays
Cutting Down the Lead Runner
Covering Bunts
UP - Play with all catchers and pitchers. The other players should be executing another game / drill. The catchers will get behind home plate one at a time in the normal catcher's position. Pitchers will be on the mound one at a time. The pitcher will go through his normal delivery (without a ball) and the coach (standing behind the catcher) will throw five or six pop ups to each catcher while the pitcher hollers "UP" and points to the ball. The catcher with the most balls caught wins the game. The purpose of this game is for pitchers and catchers to learn the teamwork and skills of catching foul pop ups.
Pop Ups to Catchers
COVER UP - Play 4 vs. 4 (or 6 vs. 6) with one team acting as fielders (pitcher, 1st base and 2nd base with alternates), the other acting as runners. (The focus of this game is on the pitcher so split the pitchers up evenly between teams.) The pitcher throws the ball to the Coach at home plate and the Coach throws a ground ball to the right side of the infield. The pitcher MUST cover first base to get the out (one point). The runner takes off on "contact" and gets one point if he reaches first base safely. Rotate fielders so that all pitchers have at least three chances, then switch sides so that fielders become the runners. Team with the most points wins. The purpose of this game is to develop the proper reaction in pitchers when balls are hit to the right side of the infield.
Run Downs
Pitchers Covering First Base
PICKLE - Play with two groups of six players each. One game will be played between 1st and 2nd base, and one game will be played between 3rd base and home plate. Play with four fielders and two runners, switching roles periodically. The runner starts in the middle of a rundown and then tries to reach a base safely. Points are awarded as follows: Two points for getting the runner out going back toward the earlier base (i.e. 1st or 3rd); One point for getting the runner out going forward to the subsequent base (i.e. 2nd base or home plate); Zero points if the runner reaches the earlier base safely; Minus One point if the runner reaches the subsequent base safely. When the defense gets three (or four) points, change positions so that the runner becomes a fielder. The purpose of this game is to learn how to execute effective rundowns.