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Practice Planner

Choose drills, arrange your practice, and print a plan for the field. Times and setups are editable examples.

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Ready-made practices

Each practice has a teaching goal, a warm-up, water breaks and a closing huddle. Station rounds run at the same time, so three 7-minute stations take 7 minutes per round, not 21. Change any time to fit your field and your group.

Balanced fundamentals

One skill in each area: hitting, fielding and throwing, finished with a team game.

See schedules
45-minute version
Balanced fundamentals, 45 minutes. Total 45 minutes.
TimeActivityDetails
0:00–0:07Dynamic warm-upEveryone together.
0:07–0:10Show the skillOne short demonstration and one cue for today.
0:10–0:28Station rotation: 3 stations at onceStation 1: Tee hitting into a net; Station 2: Ground balls: ready, field, throw; Station 3: Partner throwing progression. 3 rounds of 5 minutes, each followed by 1 minute for water and moving. Groups A, B, C rotate so each group visits every station. One approved adult per station.
0:28–0:31Water and regroupWater, shade, and a quick check that everyone feels okay.
0:31–0:41Situation scrimmageSituation scrimmage
0:41–0:45Closing huddleOne win, one next step.
60-minute version
Balanced fundamentals, 60 minutes. Total 60 minutes.
TimeActivityDetails
0:00–0:08Dynamic warm-upEveryone together.
0:08–0:12Show the skillOne short demonstration and one cue for today.
0:12–0:36Station rotation: 3 stations at onceStation 1: Tee hitting into a net; Station 2: Ground balls: ready, field, throw; Station 3: Partner throwing progression. 3 rounds of 7 minutes, each followed by 1 minute for water and moving. Groups A, B, C rotate so each group visits every station. One approved adult per station.
0:36–0:40Water and regroupWater, shade, and a quick check that everyone feels okay.
0:40–0:55Situation scrimmageSituation scrimmage
0:55–1:00Closing huddleOne win, one next step.
90-minute version
Balanced fundamentals, 90 minutes. Total 90 minutes.
TimeActivityDetails
0:00–0:10Dynamic warm-upEveryone together.
0:10–0:20Partner throwing progressionPartner throwing progression
0:20–0:24Show the skillOne short demonstration and one cue for today.
0:24–0:54Station rotation: 3 stations at onceStation 1: Tee hitting into a net; Station 2: Ground balls: ready, field, throw; Station 3: Fly balls: call it and back up. 3 rounds of 9 minutes, each followed by 1 minute for water and moving. Groups A, B, C rotate so each group visits every station. One approved adult per station.
0:54–0:59Water and regroupWater, shade, and a quick check that everyone feels okay.
0:59–1:11Home to first: run through the baseHome to first: run through the base
1:11–1:25Situation scrimmageSituation scrimmage
1:25–1:30Closing huddleOne win, one next step.

Hitting and plate approach

More swings per player, with decisions about which pitches to hit.

See schedules
45-minute version
Hitting and plate approach, 45 minutes. Total 45 minutes.
TimeActivityDetails
0:00–0:07Dynamic warm-upEveryone together.
0:07–0:13Partner throwing progressionPartner throwing progression
0:13–0:16Show the skillOne short demonstration and one cue for today.
0:16–0:34Station rotation: 3 stations at onceStation 1: Tee hitting into a net; Station 2: Front toss behind a screen; Station 3: Count and swing decisions. 3 rounds of 5 minutes, each followed by 1 minute for water and moving. Groups A, B, C rotate so each group visits every station. One approved adult per station.
0:34–0:37Water and regroupWater, shade, and a quick check that everyone feels okay.
0:37–0:42Home to first: run through the baseHome to first: run through the base
0:42–0:45Closing huddleOne win, one next step.
60-minute version
Hitting and plate approach, 60 minutes. Total 60 minutes.
TimeActivityDetails
0:00–0:08Dynamic warm-upEveryone together.
0:08–0:16Partner throwing progressionPartner throwing progression
0:16–0:20Show the skillOne short demonstration and one cue for today.
0:20–0:41Station rotation: 3 stations at onceStation 1: Tee hitting into a net; Station 2: Front toss behind a screen; Station 3: Count and swing decisions. 3 rounds of 6 minutes, each followed by 1 minute for water and moving. Groups A, B, C rotate so each group visits every station. One approved adult per station.
0:41–0:45Water and regroupWater, shade, and a quick check that everyone feels okay.
0:45–0:55Home to first: run through the baseHome to first: run through the base
0:55–1:00Closing huddleOne win, one next step.
90-minute version
Hitting and plate approach, 90 minutes. Total 90 minutes.
TimeActivityDetails
0:00–0:10Dynamic warm-upEveryone together.
0:10–0:20Partner throwing progressionPartner throwing progression
0:20–0:25Show the skillOne short demonstration and one cue for today.
0:25–0:55Station rotation: 3 stations at onceStation 1: Tee hitting into a net; Station 2: Front toss behind a screen; Station 3: Count and swing decisions. 3 rounds of 9 minutes, each followed by 1 minute for water and moving. Groups A, B, C rotate so each group visits every station. One approved adult per station.
0:55–1:00Water and regroupWater, shade, and a quick check that everyone feels okay.
1:00–1:10Home to first: run through the baseHome to first: run through the base
1:10–1:20Leaving the base on timeLeaving the base on time
1:20–1:25Team count challengeCount and swing decisions
1:25–1:30Closing huddleOne win, one next step.

Defense and baserunning

Fielding priorities and baserunning reads, followed by a team decision activity. The 90-minute version adds a situation scrimmage.

See schedules
45-minute version
Defense and baserunning, 45 minutes. Total 45 minutes.
TimeActivityDetails
0:00–0:07Dynamic warm-upEveryone together.
0:07–0:13Partner throwing progressionPartner throwing progression
0:13–0:16Show the skillOne short demonstration and one cue for today.
0:16–0:34Station rotation: 3 stations at onceStation 1: Fly balls: call it and back up; Station 2: Ground balls: ready, field, throw; Station 3: Leaving the base on time. 3 rounds of 5 minutes, each followed by 1 minute for water and moving. Groups A, B, C rotate so each group visits every station. One approved adult per station.
0:34–0:37Water and regroupWater, shade, and a quick check that everyone feels okay.
0:37–0:42Rundown decisionsRundown decisions
0:42–0:45Closing huddleOne win, one next step.
60-minute version
Defense and baserunning, 60 minutes. Total 60 minutes.
TimeActivityDetails
0:00–0:08Dynamic warm-upEveryone together.
0:08–0:15Partner throwing progressionPartner throwing progression
0:15–0:19Show the skillOne short demonstration and one cue for today.
0:19–0:40Station rotation: 3 stations at onceStation 1: Fly balls: call it and back up; Station 2: Ground balls: ready, field, throw; Station 3: Leaving the base on time. 3 rounds of 6 minutes, each followed by 1 minute for water and moving. Groups A, B, C rotate so each group visits every station. One approved adult per station.
0:40–0:44Water and regroupWater, shade, and a quick check that everyone feels okay.
0:44–0:55Rundown decisionsRundown decisions
0:55–1:00Closing huddleOne win, one next step.
90-minute version
Defense and baserunning, 90 minutes. Total 90 minutes.
TimeActivityDetails
0:00–0:10Dynamic warm-upEveryone together.
0:10–0:20Partner throwing progressionPartner throwing progression
0:20–0:24Show the skillOne short demonstration and one cue for today.
0:24–0:51Station rotation: 3 stations at onceStation 1: Fly balls: call it and back up; Station 2: Ground balls: ready, field, throw; Station 3: Leaving the base on time. 3 rounds of 8 minutes, each followed by 1 minute for water and moving. Groups A, B, C rotate so each group visits every station. One approved adult per station.
0:51–0:56Water and regroupWater, shade, and a quick check that everyone feels okay.
0:56–1:04Tag-up readsTag-up reads
1:04–1:14Rundown decisionsRundown decisions
1:14–1:25Situation scrimmageSituation scrimmage
1:25–1:30Closing huddleOne win, one next step.

Rain or small-space plan

A useful practice indoors or in a small safe area: use each drill's indoor, no-ball alternative. No batted balls or long throws.

See schedules
45-minute version
Rain or small-space plan, 45 minutes. Total 45 minutes.
TimeActivityDetails
0:00–0:07Dynamic warm-upEveryone together. Indoors: march, knee lifts, gentle in-place side steps and arm circles. No running lanes, sprints or moving lunges; leave room for full arm reach and use a dry, clear floor.
0:07–0:10Show the skillOne short demonstration and one cue for today.
0:10–0:31Station rotation: 3 stations at onceStation 1: Count and swing decisions; Station 2: Catch and funnel; Station 3: Pitching mechanics without a ball. 3 rounds of 6 minutes, each followed by 1 minute for water and moving. Groups A, B, C rotate so each group visits every station. One approved adult per station.
0:31–0:34Water and regroupWater, shade, and a quick check that everyone feels okay.
0:34–0:41Catcher stance, receiving and blockingCatcher stance, receiving and blocking · Indoors or without gear: stance, imaginary receiving and slow footwork only, no ball, throw or blocking drop. Keep players apart on a dry, clear floor. Full gear is required before any ball is thrown at a catcher.
0:41–0:45Closing huddleOne win, one next step. Indoors: sit or stand in a clear circle, share one win and one next step, and confirm approved pickup. Keep bats and balls set down.
60-minute version
Rain or small-space plan, 60 minutes. Total 60 minutes.
TimeActivityDetails
0:00–0:08Dynamic warm-upEveryone together. Indoors: march, knee lifts, gentle in-place side steps and arm circles. No running lanes, sprints or moving lunges; leave room for full arm reach and use a dry, clear floor.
0:08–0:12Show the skillOne short demonstration and one cue for today.
0:12–0:36Station rotation: 3 stations at onceStation 1: Count and swing decisions; Station 2: Catch and funnel; Station 3: Pitching mechanics without a ball. 3 rounds of 7 minutes, each followed by 1 minute for water and moving. Groups A, B, C rotate so each group visits every station. One approved adult per station.
0:36–0:40Water and regroupWater, shade, and a quick check that everyone feels okay.
0:40–0:50Catcher stance, receiving and blockingCatcher stance, receiving and blocking · Indoors or without gear: stance, imaginary receiving and slow footwork only, no ball, throw or blocking drop. Keep players apart on a dry, clear floor. Full gear is required before any ball is thrown at a catcher.
0:50–1:00Closing huddleLonger talk: one play from the last game, walked through slowly. Indoors: sit or stand in a clear circle, share one win and one next step, and confirm approved pickup. Keep bats and balls set down.
90-minute version
Rain or small-space plan, 90 minutes. Total 90 minutes.
TimeActivityDetails
0:00–0:10Dynamic warm-upEveryone together. Indoors: march, knee lifts, gentle in-place side steps and arm circles. No running lanes, sprints or moving lunges; leave room for full arm reach and use a dry, clear floor.
0:10–0:15Show the skillOne short demonstration and one cue for today.
0:15–0:45Station rotation: 3 stations at onceStation 1: Count and swing decisions; Station 2: Catch and funnel; Station 3: Pitching mechanics without a ball. 3 rounds of 9 minutes, each followed by 1 minute for water and moving. Groups A, B, C rotate so each group visits every station. One approved adult per station.
0:45–0:50Water and regroupWater, shade, and a quick check that everyone feels okay.
0:50–1:00Catcher stance, receiving and blockingCatcher stance, receiving and blocking · Indoors or without gear: stance, imaginary receiving and slow footwork only, no ball, throw or blocking drop. Keep players apart on a dry, clear floor. Full gear is required before any ball is thrown at a catcher.
1:00–1:10Pitching mechanics without a ballPitching mechanics without a ball · Balance and step slowly with empty hands; no ball, towel or throwing. Leave full arm reach between players. Indoors: balance and step slowly with empty hands, no ball or towel. Keep enough space for full arm reach, use a dry, clear floor and stop for pain.
1:10–1:25Team count challengeCount and swing decisions · Indoors or in the dugout: call counts and pitch locations; players answer swing or take verbally. Keep bats set down and use no thrown or batted balls.
1:25–1:30Closing huddleOne win, one next step. Indoors: sit or stand in a clear circle, share one win and one next step, and confirm approved pickup. Keep bats and balls set down.

Blank plan

A warm-up, a water break and a closing huddle. Add your own blocks and stations.

Drill ideas

Read setup & safety before starting.

Warm-up

Dynamic warm-up

Raise body temperature and move every joint before anyone throws or swings.

Time
8 min
Approved adults
1
Players / group
1–30

Space: Small safe space

Equipment: 4 cones

View drill: Dynamic warm-up

Warm-up · About 8 minutes · 1-30 players per group · 1 approved adult · Space: Small safe space (no field)

Goal: Raise body temperature and move every joint before anyone throws or swings.

Setup: Two cones about 20 steps apart. Players in lines of three or four, all facing the same way.

Equipment: 4 cones

Two spaced warm-up lanes marked by four cones, with all players doing the same easy jog in the same direction and an adult beside the lanes.
Easy-jog phase of the warm-up: spread players out between the cones and keep each trip in one direction. Finish the movement sequence in the steps before throwing. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Easy jog down and back.
  2. Walking knee hugs and lunges down; jog back.
  3. Side shuffles both directions; carioca if the group is ready.
  4. Arm circles small to big, forward and back.
  5. Two short build-up sprints at about three-quarter speed.

Coaching cues: Tall body, quiet feet. Smooth before fast.

Safety: No throwing until the warm-up is finished. Players with pain sit out and tell an adult.

Easier: Walk the movements and cut the sprints. Harder: Add a reaction start: players sprint on a clap from a ready stance.

Limited space or staff: Indoors: march, knee lifts, gentle in-place side steps and arm circles. No running lanes, sprints or moving lunges; leave room for full arm reach and use a dry, clear floor.

For this division: Add a second sprint and a short skip for height.

Throwing and catching

Partner throwing progression

Warm the arm gradually and throw to a target with a repeatable motion.

Time
10 min
Approved adults
1
Players / group
2–30

Space: Half field or infield

Equipment: 1 ball per pair, cones or chalk for the two lines

View drill: Partner throwing progression

Throwing and catching · About 10 minutes · 2-30 players per group · 1 approved adult · Space: Half field or infield

Goal: Warm the arm gradually and throw to a target with a repeatable motion.

Setup: Partners on two parallel lines, every throw going the same direction. Leave a wide gap between pairs.

Equipment: 1 ball per pair, cones or chalk for the two lines

Two separated pairs face their partners across marked throwing lanes, holding one ball per pair before an easy throw.
Start with easy, accurate throws to a ready partner. Keep pairs in separate lanes; step back only while throws remain relaxed, then finish closer in. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Start close with short, easy throws aimed at the partner's chest.
  2. After several easy throws, take a step back and repeat.
  3. Keep backing up only while throws stay accurate and relaxed.
  4. Finish by stepping back in for a few quick, accurate throws.

Coaching cues: Point the glove at the target, then throw. Step toward your partner.

Safety: Everyone throws in the same direction, and nobody walks between lines. Any arm pain stops throwing for that player that day and an adult is told. This is a warm-up, not a distance contest.

Easier: Stay at the first distance and use a softer ball for new catchers. Harder: Add a quick catch-and-release for the last few throws, still at an easy effort.

Limited space or staff: Short of space or adults: one line of pairs along a fence, with one adult watching the whole line.

For this division: Distance can grow toward infield-throw length when accuracy holds; effort stays easy.

Throwing and catching

Catch and funnel

Catch with two hands and bring the ball to the throwing hand quickly.

Time
8 min
Approved adults
1
Players / group
2–10

Space: Small safe space

Equipment: 1 soft ball per pair

View drill: Catch and funnel

Throwing and catching · About 8 minutes · 2-10 players per group · 1 approved adult · Space: Small safe space (no field)

Goal: Catch with two hands and bring the ball to the throwing hand quickly.

Setup: Partners about two steps apart on their knees, then standing; an adult watches the group.

Equipment: 1 soft ball per pair

Two views of a kneeling player: receive a white red-seamed soft practice baseball in the left glove, then bring the glove toward the belly with the throwing hand nearby.
Left: receive a soft practice baseball toss with the throwing hand nearby. Right: secure the ball and bring it toward the belly before tossing back. Keep pairs well separated. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Partner tosses underhand to the chest.
  2. Catch with the glove open to the ball and the throwing hand close by.
  3. Pull the ball to the belly button, then toss back.
  4. Move tosses to the glove side and throwing side.

Coaching cue: Two hands, then belly button.

Safety: Soft balls for anyone still learning to catch. Keep pairs far enough apart that a miss cannot hit another group.

Easier: Roll the ball instead of tossing it. Harder: Add a short step and a throw to a target after each catch.

Limited space or staff: Indoors: rehearse an imaginary catch and funnel with empty hands or a glove, no ball or throw. Foam underhand partner tosses are optional only with division approval, clear separated lanes and adult supervision; never substitute hard balls or throw against a wall.

For this division: Use real balls and short-hop tosses once catches are clean.

Hitting and decisions

Tee hitting into a net

Repeat a balanced swing that finishes through the ball.

Time
6 min
Approved adults
1
Players / group
2–4

Space: Small safe space

Equipment: 1 tee per station, hitting net or safe fence, bucket of balls, batting helmets

View drill: Tee hitting into a net

Hitting and decisions · About 6 minutes · 2-4 players per group · 1 approved adult · Space: Small safe space (no field)

Goal: Repeat a balanced swing that finishes through the ball.

Setup: One tee and a net or fence. One batter swings; everyone else waits behind a marked line well outside the swing area.

Equipment: 1 tee per station, hitting net or safe fence, bucket of balls, batting helmets

One helmeted batter at a tee and hitting net, with an adult and waiting players behind the swing area.
One batter holds a bat. Keep the waiting line outside the swing area; stop before loading or collecting. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Batter sets up the right distance from the tee: bat can reach the ball with a slightly bent arm.
  2. Five swings, then the next player.
  3. Waiting players take turns loading balls only when the adult says the batter is set down.
  4. Rotate: batter, loader, waiting line.

Coaching cues: See the ball on the tee, then swing through it. Finish balanced.

Safety: Only the batter holds a bat. Waiting players stand behind the line. Collect balls only on the adult's call.

Easier: Bigger ball or a lighter bat; fewer swings per turn. Harder: Move the tee for inside and outside pitch locations.

Limited space or staff: No net: hit Wiffle-balls into a fence. Indoors: dry swings with a mirror or partner check.

For this division: Add a job: call the pitch location before each swing.

Hitting and decisions

Front toss behind a screen

Time a moving ball and hit it back through the middle.

Time
6 min
Approved adults
1
Players / group
2–4

Space: Half field or infield

Equipment: appropriate protective L-screen, bucket of baseballs, net or clear open field, batting helmets

View drill: Front toss behind a screen

Hitting and decisions · About 6 minutes · 2-4 players per group · 1 approved adult · Space: Half field or infield

Goal: Time a moving ball and hit it back through the middle.

Setup: An approved adult stands behind the tall panel of an appropriate L-screen, with head and torso protected. Toss underhand through the open area above the low panel toward a helmeted batter, into a net or clear open field.

Equipment: appropriate protective L-screen, bucket of baseballs, net or clear open field, batting helmets

A right-handed screened front-toss scene on a coherent baseball diamond. The flat pentagonal plate sits between batter boxes, foul lines follow dirt basepaths, and the distant mound is separated from the screen. One airborne ball travels from the open screen notch toward home.
Screened front toss in front of the mound: align the tossing hand toward home plate. Protect the head and torso behind the tall panel and use the open area above the low panel, never the mesh. Keep the bucket behind the screen. One airborne ball is shown; both foul lines follow dirt basepaths. Stop before collecting balls. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Adult shows the ball, then tosses firmly and underhand.
  2. Batter hits the ball back up the middle.
  3. Five swings per turn, then rotate.
  4. Adult stops tossing while balls are being collected.

Coaching cue: Hit it back where it came from.

Safety: Only an approved adult tosses. Position the screen to protect the head and torso; inspect it before use. One batter holds a bat; waiting players stay behind marked cones outside the swing and batted-ball areas. Stop all tosses and put the bat down before collecting balls. No player stands in front of the net or in the batted-ball area.

Easier: Slow the toss and use a larger or lighter ball. Harder: Mix locations; ask the batter to take tosses that are not strikes.

Limited space or staff: No screen: choose Wiffle-ball front toss and use only its specified light balls, or switch to tee hitting. Never use baseballs for the no-screen variation.

For this division: Vary the toss speed slightly and add a take on bad tosses.

Hitting and decisions

Wiffle-ball front toss

Time an easy underhand toss and make controlled contact with a Wiffle-ball.

Time
6 min
Approved adults
1
Players / group
2–4

Space: Half field or infield

Equipment: Wiffle-balls, bat, batting helmets, waiting-area cones, clear open hitting area

View drill: Wiffle-ball front toss

Hitting and decisions · About 6 minutes · 2-4 players per group · 1 approved adult · Space: Half field or infield

Goal: Time an easy underhand toss and make controlled contact with a Wiffle-ball.

Setup: An approved adult kneels beyond the batter's full bat reach, facing one helmeted batter. Use Wiffle-balls only, with no screen. Mark a waiting area behind and away from the swing and batted-ball path; keep the hitting area clear.

Equipment: Wiffle-balls, bat, batting helmets, waiting-area cones, clear open hitting area

An adult kneels beyond bat reach holding a Wiffle-ball, facing a helmeted batter with the bat down. Helmeted waiting players are behind cones; there is no screen.
Wiffle-balls only. Keep the adult beyond bat reach and waiting players outside swing and batted-ball areas; stop before collecting. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Adult shows the Wiffle-ball and makes a gentle underhand toss.
  2. Batter makes controlled contact into the clear hitting area.
  3. Five swings per turn; the adult stops tossing before the next player comes in.
  4. Put the bat down before anyone collects balls.

Coaching cues: Easy toss, balanced swing. Wait behind the cones until the adult calls you.

Safety: Wiffle-balls only: do not substitute baseballs or softballs in this no-screen drill. Helmets stay on; only one player holds a bat. The adult stays beyond full bat reach. Keep all waiting players outside swing and batted-ball areas. Wiffle-balls still require spacing and supervision. Stop all swings and tosses before collecting.

Easier: Use slow, predictable tosses and fewer swings. Harder: Vary easy toss locations and ask the batter to take balls outside the target area.

Limited space or staff: If Wiffle-balls or a clear hitting area are unavailable, use tee hitting with its required equipment.

For this division: Keep contact controlled and add a swing-or-take decision. Wiffle-ball hitting is a practice-only drill for every division. Use Wiffle-balls only in this no-screen drill; never substitute baseballs or softballs. This drill does not change league game-ball rules.

Hitting and decisions

Count and swing decisions

Practice plate decisions: what to swing at with no strikes and with two strikes.

Time
6 min
Approved adults
1
Players / group
2–6

Space: Small safe space

Equipment: location cards or a drawn strike zone

View drill: Count and swing decisions

Hitting and decisions · About 6 minutes · 2-6 players per group · 1 approved adult · Space: Small safe space (no field)

Goal: Practice plate decisions: what to swing at with no strikes and with two strikes.

Setup: Players in a semicircle with bats set down. The adult holds cards or calls out pitch locations and a count.

Equipment: location cards or a drawn strike zone

A coach shows a pitch-location grid to seated players; bats are set down behind the group.
Example discussion: call a 1–0 count and show a pitch outside the strike zone; ask each player to choose swing or take and explain why. Repeat with two strikes. Bats stay down; no balls are thrown. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Adult calls the count, for example "1 and 0".
  2. Adult shows a pitch location.
  3. Each player says "swing" or "take" and why.
  4. Repeat with two strikes and talk about protecting the plate.

Coaching cues: Early in the count, hunt your pitch. Two strikes: protect the plate.

Safety: No bats in hands during the talk. This station needs no thrown or batted balls.

Easier: Only three locations: middle, too high, too low. Harder: Add a game situation: runner on third with one out.

Limited space or staff: Indoors or in the dugout: call counts and pitch locations; players answer swing or take verbally. Keep bats set down and use no thrown or batted balls.

For this division: Add the situation and the runner's job for each call.

Infield

Ground balls: ready, field, throw

Field a ground ball in front and make a controlled throw to a target.

Time
7 min
Approved adults
1
Players / group
3–6

Space: Half field or infield

Equipment: bucket of balls, base or target net, gloves

View drill: Ground balls: ready, field, throw

Infield · About 7 minutes · 3-6 players per group · 1 approved adult · Space: Half field or infield

Goal: Field a ground ball in front and make a controlled throw to a target.

Setup: An adult rolls or hits ground balls from a safe distance. One fielder at a time; a receiver at a base or a net as the target.

Equipment: bucket of balls, base or target net, gloves

An adult, an active fielder and a receiving player arranged for one ground ball, with waiting players to the side.
Feed → field → throw to the receiver. Waiting players and rotation stay outside the active lane; rotate after the ball is dead. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Fielder starts in a ready stance.
  2. Adult rolls or hits a ground ball.
  3. Fielder moves to the ball, fields it out in front and steps to throw.
  4. Throw to the receiver; rotate fielder to receiver to line.

Coaching cues: Glove down early. Feet to the target, then throw.

Safety: One ball in play at a time. The waiting line stands to the side, out of the throwing lane.

Easier: Roll slowly straight at the fielder. Harder: Add balls to the backhand and forehand sides.

Limited space or staff: Small space: short rolls and underhand tosses to a partner instead of a base throw.

For this division: Mix hit ground balls and add a force throw to the correct base.

Infield

Force out: feed and cover

Know which base has the force and make a firm, catchable feed to the player covering it.

Time
7 min
Approved adults
1
Players / group
4–8

Space: Half field or infield

Equipment: bases, bucket of balls, gloves

View drill: Force out: feed and cover

Infield · About 7 minutes · 4-8 players per group · 1 approved adult · Space: Half field or infield

Goal: Know which base has the force and make a firm, catchable feed to the player covering it.

Setup: Infielders at their positions with one base marked as the force. An adult calls the situation and rolls the ball.

Equipment: bases, bucket of balls, gloves

At close distance, a shortstop makes a right-handed underhand flip to a second baseman with a foot touching second base. Both have left-hand gloves; no runner is in the feed lane.
Example: runner on first, one out; the force is at second. Rehearse the shortstop’s short underhand flip and the second baseman’s cover without a runner until the feeds are controlled. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Adult calls the runners and outs.
  2. Players say where the play is before the ball moves.
  3. Adult rolls a ground ball; the fielder feeds the covering player.
  4. The cover player catches with a foot on the base.

Coaching cues: Know the play before the pitch. Feed to the chest.

Safety: Covering players stay on their side of the base; no runner is used until the feeds are safe and controlled.

Easier: Walk through with no ball, then use rolls. Harder: Add a runner who starts on the adult's signal.

Limited space or staff: Short on space: a single base and two players at a time.

For this division: Add a turn at second where the division's defense lesson covers it.

Outfield and relays

Fly balls: call it and back up

Call the ball early, give way by priority, and back up the catch.

Time
7 min
Approved adults
1
Players / group
3–6

Space: Full field

Equipment: tennis or soft balls for younger players, baseballs for older players, gloves

View drill: Fly balls: call it and back up

Outfield and relays · About 7 minutes · 3-6 players per group · 1 approved adult · Space: Full field

Goal: Call the ball early, give way by priority, and back up the catch.

Setup: Two or three players in a line of positions. An adult throws or hits high balls between them from a safe distance.

Equipment: tennis or soft balls for younger players, baseballs for older players, gloves

One player calls for a white red-seamed soft practice baseball while a second player yields and stays clear to back up the catch.
Name the positions and priority before each rep. One player calls for the ball; the other answers, gives way and backs up. Start with soft practice baseballs and stop if two players converge. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Adult names the positions and their priority.
  2. Adult throws a ball between two players.
  3. The player with priority calls loudly; the other answers and moves to back up.
  4. Rotate positions after each catch.

Coaching cues: Call it loud and early. The other player backs up.

Safety: Start with soft balls. Players never run full speed toward each other without a call; the adult stops the rep if two players converge.

Easier: Short, softly thrown balls with one player at a time. Harder: Add the sun, a wind side or a third fielder.

Limited space or staff: Limited space: short pop-ups with tennis balls in a small area, two players at a time.

For this division: Baseballs and longer throws; add the infielder going back.

Outfield and relays

Relay lines

Move the ball quickly and accurately through a relay player.

Time
7 min
Approved adults
1
Players / group
3–6

Space: Full field

Equipment: 1 ball per lane, cones for lanes

View drill: Relay lines

Outfield and relays · About 7 minutes · 3-6 players per group · 1 approved adult · Space: Full field

Goal: Move the ball quickly and accurately through a relay player.

Setup: Lines of three players spread along a straight lane: outfielder, relay, receiver at a base. Lanes far apart.

Equipment: 1 ball per lane, cones for lanes

Two separated parallel lanes of players, each with a receiver and a marked base.
Outfielder → relay → receiver. Keep lanes separate and stop throws before players change positions. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Outfielder throws to the relay player's glove side.
  2. Relay turns to the glove side and throws to the receiver.
  3. Receiver catches and tags the base.
  4. Rotate positions every few throws.

Coaching cues: Relay: hands up, turn glove side. Hit the chest.

Safety: Lanes run parallel with nobody crossing them. Short distances first; stop for arm pain.

Easier: Shorten the lane and roll the ball in. Harder: Add a timer target the group tries to beat with accurate throws.

Limited space or staff: Tight space: shorter lanes with underhand tosses.

For this division: Full relay alignment toward the base the lesson names.

Baserunning

Home to first: run through the base

Run hard from the batter's box through first base and look for the ball.

Time
6 min
Approved adults
1
Players / group
3–14

Space: Half field or infield

Equipment: bases, cones

View drill: Home to first: run through the base

Baserunning · About 6 minutes · 3-14 players per group · 1 approved adult · Space: Half field or infield

Goal: Run hard from the batter's box through first base and look for the ball.

Setup: Home plate and first base. Players take turns from the batter's box after a dry swing.

Equipment: bases, cones

View from behind a flat five-sided home plate toward first base. Batter boxes share the field perspective, and the first-base foul line begins beyond the box. A helmeted runner moving away from home touches first, whose outside edge follows the foul line; waiting players and the coach stay clear.
Shown: touch first while running away from home. Keep running through the bag, then slow down beyond it and return outside the running lane. One runner at a time. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Dry swing, drop the bat safely (no throwing it).
  2. Run hard, touch the front of the base and run through.
  3. Break down after the base and look toward the infield and the coach.
  4. Walk back along the outside of the line.

Coaching cues: Run through, not to, the base. Look for the coach.

Safety: One runner at a time. Runners return outside the base line. Helmets on for running if your rules require it.

Easier: Start from a standing position without a swing. Harder: The adult calls "round it" or "stay" as the runner approaches.

Limited space or staff: No field: straight-line sprints to a cone, practicing the run-through and look.

For this division: Add the turn toward second on a ball in the outfield.

Baserunning

Leaving the base on time

Leave the base at the moment this division allows, then read the ball.

Time
6 min
Approved adults
1
Players / group
3–10

Space: Half field or infield

Equipment: bases

View drill: Leaving the base on time

Baserunning · About 6 minutes · 3-10 players per group · 1 approved adult · Space: Half field or infield

Goal: Leave the base at the moment this division allows, then read the ball.

Setup: Runners at first base. An adult acts as the pitcher and a second player as the batter with no bat.

Equipment: bases

A helmeted runner waits with a foot on first while watching a coach prepare a simulated pitch. Home plate is outside this camera view.
Paused setup before the simulated pitch; this picture does not show when to leave. Read this division’s Base Running lesson, then practice its permitted departure timing. No ball or bat is used. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Read Lesson 6 (Base Running) for this division's leaving-the-base rule first.
  2. The adult simulates a pitch.
  3. Runners leave only when the division rule allows.
  4. The adult calls "ground ball", "line drive" or "fly ball"; runners react.

Coaching cues: Know when you may leave. Line drive: freeze.

Safety: No thrown ball is needed. Space runners so they do not collide on the base.

Easier: Walk-through with the adult naming each step. Harder: Add the coach's signs from the Team Offense lesson.

Limited space or staff: Any open area with a marked base works.

For this division: Add secondary movement where the division's base-running lesson allows it.

Baserunning

Tag-up reads

Decide when to tag up and when to go halfway on a fly ball.

Time
6 min
Approved adults
2
Players / group
3–10

Space: Full field

Equipment: bases, soft balls for younger players

View drill: Tag-up reads

Baserunning · About 6 minutes · 3-10 players per group · 2 approved adults · Space: Full field

Goal: Decide when to tag up and when to go halfway on a fly ball.

Setup: Runners at third (or second). An adult throws a fly ball to an outfielder; another adult acts as the base coach.

Equipment: bases, soft balls for younger players

A helmeted runner stands on the homeward side of third with a shoe visibly on top of the bag, watching a deep fly approach an outfielder. The adult base coach stays clear of the route.
Deep-fly example with fewer than two outs: stay in contact with the base while watching the catch. Leave on the catch when the base coach says go; the shallow-fly read is different. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Runner stands on the base with the outs called.
  2. On a deep fly with fewer than two outs, tag and watch the catch.
  3. Leave on the catch when the base coach says go.
  4. On a shallow fly, go partway and return if it is caught.

Coaching cues: Fewer than two outs: tag on the deep fly. Leave on the catch.

Safety: Runners slide only as taught in the lesson and only where the adult has checked the base area.

Easier: The adult calls "tag" or "halfway" before the throw. Harder: Add a throw home and a decision to stop.

Limited space or staff: Limited space: runners react to called flies with no ball thrown.

For this division: Add the shallow fly and the two-out case.

Catcher footwork

Catcher stance, receiving and blocking

Hold a balanced stance, catch the ball quietly, and block balls in the dirt.

Time
7 min
Approved adults
1
Players / group
1–4

Space: Small safe space

Equipment: full catcher's gear, soft or foam balls for blocking

View drill: Catcher stance, receiving and blocking

Catcher footwork · About 7 minutes · 1-4 players per group · 1 approved adult · Space: Small safe space (no field)

Goal: Hold a balanced stance, catch the ball quietly, and block balls in the dirt.

Setup: Catchers in full gear, spaced apart. An adult tosses soft balls from a short distance.

Equipment: full catcher's gear, soft or foam balls for blocking

A catcher in full gear demonstrates a balanced receiving stance, then a blocking position with both knees down and a white, red-seamed soft practice baseball in front.
Left: balanced stance and a quiet receiving target. Right: knees down, glove low, chest over the soft ball to keep it in front. Full gear for tossed balls; use short sets and soft balls for blocking. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Stance: feet wide, weight balanced, glove out front.
  2. Adult tosses to the glove; catcher receives quietly.
  3. Adult bounces a soft ball in front; catcher drops to the knees and keeps the ball in front.
  4. Rotate after five reps.

Coaching cues: Quiet glove. Chest over the ball.

Safety: Full gear for any ball thrown at a catcher. Blocking reps use soft balls and short sets.

Easier: Only stance and receiving; no blocking. Harder: Add a transfer and a throwing footwork step (no long throw).

Limited space or staff: Indoors or without gear: stance, imaginary receiving and slow footwork only, no ball, throw or blocking drop. Keep players apart on a dry, clear floor. Full gear is required before any ball is thrown at a catcher.

For this division: Add the quick transfer and a throw-down footwork pattern without a full-effort throw.

Team situations

Rundown decisions

Run the runner back toward the last base with as few throws as possible.

Time
7 min
Approved adults
1
Players / group
4–8

Space: Half field or infield

Equipment: bases, soft ball for the first reps

View drill: Rundown decisions

Team situations · About 7 minutes · 4-8 players per group · 1 approved adult · Space: Half field or infield

Goal: Run the runner back toward the last base with as few throws as possible.

Setup: Two bases, a fielder at each, and a runner between them. Start at walking speed.

Equipment: bases, soft ball for the first reps

A close, ground-level home-to-third walking rehearsal: a helmeted runner walks toward a receiving partner near third, followed by a fielder holding a ball in his right hand and wearing a glove on his left. A coach observes from foul territory.
Home-to-third example, walking rehearsal: guide the runner back toward third, then throw only on the partner’s call. Begin with a soft ball; tags are gentle and below the shoulders. Check base distances for your division. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Fielder with the ball runs at the runner with the ball held up.
  2. Throw only when the partner calls "now".
  3. Tag the runner with the ball in the glove.
  4. Rotate runner to fielder.

Coaching cues: Ball up, run hard at the runner. Throw on "now".

Safety: Tags are gentle, below the shoulders. Start walking; build speed only when throws are controlled.

Easier: Walk-through with no ball. Harder: Add a second runner and a backup fielder.

Limited space or staff: Small space: shorten the distance between bases.

For this division: Full speed once the walk-through is clean.

Team situations

Situation scrimmage

Everyone makes the right decision for the called situation: where the ball goes and who covers.

Time
15 min
Approved adults
1
Players / group
6–30

Space: Full field

Equipment: bases, bucket of balls, batting helmets for runners

View drill: Situation scrimmage

Team situations · About 15 minutes · 6-30 players per group · 1 approved adult · Space: Full field

Goal: Everyone makes the right decision for the called situation: where the ball goes and who covers.

Setup: A defense in the field and a group of runners. An adult calls the runners and outs, then hits or rolls the ball.

Equipment: bases, bucket of balls, batting helmets for runners

A wide view of a coherent baseball diamond: a coach at home pauses a runner-on-first situation while the fielders discuss the force play and coverage. First is at full basepath distance, with the mound aligned toward second.
Paused example: runner on first, one out. Name the play and who covers before the coach rolls one ball. Walk through first, then rotate positions after discussing one improvement. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Adult calls the situation, for example "runner on first, one out".
  2. Every fielder says where the play is.
  3. Adult puts the ball in play; players make the play.
  4. Short talk: what went right, one fix. Rotate positions.

Coaching cues: Know the play before the pitch. Talk to each other.

Safety: One ball in play at a time. Runners wear helmets. The adult hits from a spot where no fielder is in front of a batted ball they cannot see.

Easier: Walk-through first, then rolled balls. Harder: Add the base coaches and a second runner.

Limited space or staff: Short on space or adults: walk-through the same situations with no ball.

For this division: Hit balls and full base-running reads.

Throwing and catching

Pitching mechanics without a ball

Practice balance and direction toward the target with no throwing load.

Time
6 min
Approved adults
1
Players / group
1–6

Space: Small safe space

Equipment: small towel per player (optional)

View drill: Pitching mechanics without a ball

Throwing and catching · About 6 minutes · 1-6 players per group · 1 approved adult · Space: Small safe space (no field)

Goal: Practice balance and direction toward the target with no throwing load.

Setup: Players on a line facing a target, a towel or no object in hand.

Equipment: small towel per player (optional)

Two views of a right-handed player rehearsing without a ball: balance on the right leg with the left knee raised, then stride toward the target onto the left leg.
Right-handed example, no ball: left frame holds balance on the right leg; right frame strides onto the left leg toward the target and finishes over it. Left-handed players reverse the sides. Move slowly with adult feedback. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Balance position, hold for a count of two.
  2. Stride toward the target and finish over the front leg.
  3. Repeat slowly; the adult checks direction.
  4. Talk about one change for next time.

Coaching cue: Balance, then go to the target.

Safety: No ball is thrown, so no pitch count starts. Live pitching practice needs an adult tracking throws and the player's recent game pitches; game limits are not practice targets.

Easier: Balance only. Harder: Add the arm path slowly with the towel.

Limited space or staff: Indoors: balance and step slowly with empty hands, no ball or towel. Keep enough space for full arm reach, use a dry, clear floor and stop for pain.

For this division: Add the full motion slowly with the towel.

Team situations

Closing huddle

Name one thing each player improved and one thing to practice at home.

Time
5 min
Approved adults
1
Players / group
1–30

Space: Small safe space

Equipment: None

View drill: Closing huddle

Team situations · About 5 minutes · 1-30 players per group · 1 approved adult · Space: Small safe space (no field)

Goal: Name one thing each player improved and one thing to practice at home.

Setup: Players seated in a circle with water.

Five players and their coach sit in a circle with water bottles for a closing discussion. Gloves, helmets and one closed equipment bag are set aside; no loose bats or poles are present.
One win and one next step: let each player name an improvement, then agree on the team’s next goal. Remind players to report pain or injury and confirm approved pickup before dismissing them. Generated setup illustration; check your field and equipment. Open image for a larger view.

Steps:

  1. Each player names one thing that went well.
  2. Coach names one team goal for next time.
  3. Remind players to tell an adult about any pain or injury.
  4. Collect equipment together.

Coaching cue: One win, one next step.

Safety: Confirm every player is picked up by an approved adult per league policy.

Easier: Coach asks yes-or-no questions. Harder: Players ask each other the question.

Limited space or staff: Indoors: sit or stand in a clear circle, share one win and one next step, and confirm approved pickup. Keep bats and balls set down.

For this division: Link the goal to the next lesson in the dugout.

My practice plan

Choose a ready-made practice or start a blank plan to see your run sheet here.

Coach reference

Kept separate from the plan. Labels show what is law, league policy, a rule, or coaching practice. Check the current rulebook and your league's written local rules before a game.

Safety at practice

Coaching practice

Before practice: the site and the plan

  • Know the field address and where an ambulance would enter. Carry a charged phone.
  • Bring a first-aid kit and know where the nearest AED is, if the site has one.
  • Decide who calls 911 and who meets responders before anyone gets hurt.
  • Keep emergency contacts where your league keeps them. This planner has no place for names, medical details or phone numbers, and none should be typed into it.

Safety guidance

Weather and heat

  • Thunder or lightning: stop, and move everyone into a substantial building or a hard-topped vehicle with the windows closed. A dugout is not shelter.
  • Wait at least 30 minutes after the last thunder before going back out (National Weather Service guidance), and follow your site plan.
  • Heat: plan water breaks and shade. Stop a player who looks dizzy, confused or unusually tired and get help.

California law and CDC guidance

Head injury, fainting and emergencies

  • California Health and Safety Code 124235 applies to youth sports organizations in California: a player suspected of a concussion or other head injury, or who passes out or faints, is removed from the activity for the rest of the day.
  • That player does not return until a licensed healthcare provider gives written clearance. After a concussion or head injury, return follows a graduated protocol of at least seven days under that provider. The coach never clears a player.
  • For a suspected head injury the organization notifies a parent or guardian of the time, the symptoms seen and any treatment given.
  • Call 911 for anyone who is unresponsive, not breathing normally, or having a seizure. Start CPR and use an AED if trained and one is available.
  • Coaching advice: stop activity for chest pain, unusual shortness of breath or a racing heartbeat during exercise, and tell the parent or guardian.

Coaching practice

Arms and throwing

  • Any arm pain stops throwing for that player that day. Tell a parent or guardian.
  • Game pitch limits are maximums for games, not targets for practice. A practice plan never counts as pitching eligibility.
  • Breaks between throwing blocks are part of the plan. Do not shorten warm-up or throw more to fill time.

Coaching practice

Lanes, bats and loose balls

  • Every throwing line throws the same direction; nobody walks between lines.
  • Only the batter holds a bat. Waiting players stand behind a marked line.
  • Balls are collected on an adult's call, never while someone is swinging or throwing. Players do not chase balls into another station.
  • Helmets for batters and runners, and any other equipment your rules require.

League policy

Adults at practice

  • Drill adult counts are station minimums. Follow the organization's supervision, screening and reporting policies. California youth-service policy requires at least two mandated reporters to be present to the greatest extent possible when adults contact or supervise children (BPC 18975).
  • Only league-approved adults who have completed the required screening and training lead stations.
  • Keep adult-player interactions observable and interruptible: no one-on-one time out of sight.
  • If there are not enough approved adults for every station, run fewer stations. Never leave a station with bats or thrown balls unsupervised to make the numbers work.

Game management for Little League Majors

Practice Design

The 90-Minute Practice Machine

The enemy of player development isn’t a lack of talent: it’s a line of kids standing around waiting for a turn.

A high-efficiency Majors practice is built from short, parallel stations rather than one whole-team drill at a time. Time-block the session before you arrive, assign each league-approved, screened helper a visible station with a clear job, and rotate small groups on a timer so reps-per-player stay high. The goal is regular turns for every player, with water breaks and ball collection planned in, not constant throwing.

Actionable Management TakeawaysOversight Checklists
Write a minute-by-minute plan and physically bring it to the field.Plan exists in writing before warm-ups start.
Run 3–4 stations of 4–5 players; rotate every ~12 minutes on a whistle.Each station has ≤5 players and a defined drill.
Give each league-approved helper one observable station and a brief safety script.Required screening and training are complete; interactions stay observable and interruptible.
Give waiting players supervised jobs outside swing and batted-ball lanes, such as calling pitch locations or checking a cue. Load or collect balls only after swings and feeds have stopped, the bat is down, and the adult gives the signal.Every station gives each player regular turns, with planned water breaks and ball collection on an adult’s call.
Close with a team conditioning game tied to one teaching point.Practice ends on time with a clear takeaway.

Coaching points

  • Time-block on paper; a written plan is the single biggest driver of practice quality.
  • Stations beat lines: four kids hitting off tees beats twelve kids watching one live BP hitter.
  • Coach one cue per drill. ‘Throw to the glove side’ lands; five corrections at once do not.
  • Use only league-approved helpers who have completed required screening and training. Keep every station observable and interruptible by another adult.

Common mistakes

  • Whole-team drills where 11 kids watch 1: the classic rep-killer.
  • No timer, so the first station eats 35 minutes and you never reach baserunning.
  • Over-coaching: stopping every rep to correct erases the volume kids need.
  • Ending late and losing the field: respect the next team’s slot.

Other ways to see it

  • Stations vs. team reps: stations maximize volume, but some game situations (cutoffs, first-and-third defense) genuinely need the whole team on the field at once. Budget one team segment per practice rather than choosing one philosophy for everything.
  • Fewer helpers, simpler plan: if you can’t reliably staff 4 stations, 2 well-run stations beat 4 chaotic ones. Match the plan to the adults you actually have, not the ones you wish you had.

Regulation VI

Pitch Count Compliance & Rest Thresholds

In Majors, the manager (not the scorekeeper, not the umpire) is responsible for removing a pitcher who is no longer eligible.

Little League pitch limits and rest are governed by Regulation VI and are tied to a pitcher’s league age, not the division. A league-age-10 pitcher in Majors uses the 75-pitch cap; league age 11–12 uses 85. Required calendar days of rest scale with pitches thrown that day: 51–65 pitches requires three full calendar days, so a Saturday 52-pitch outing means Sunday through Tuesday off and Wednesday is the earliest next pitching day. No pitcher may ever pitch on three consecutive days. The figures below are quoted from the 2026 rule: confirm them against your current rulebook before relying on them.

Actionable Management TakeawaysOversight Checklists
Track every pitcher’s count yourself; cross-check the official recorder each half-inning.You can state every pitcher’s exact count on request.
Plan the week backward from rest days before you set a rotation.Each pitcher’s next eligible date is mapped on a calendar.
Know the mid-batter exception: a pitcher at the limit may finish that batter.You know the four conditions that end the at-bat.
Check every Regulation VI catcher/pitcher crossover before either role change: 4+ caught innings bars pitching; 41+ pitches bars catching unless the 40-pitch batter-threshold exception applies; after 3 or fewer caught innings, 21+ pitches bars a return to catcher unless the 20-pitch exception applies. A Majors player pitches in only one game per day.The adult logs both catcher innings and pitch counts, including applicable batter-threshold exceptions.
In Majors, no pitcher appears in more than one game per day.Doubleheader plans respect the one-game rule.

Coaching points

  • Daily maximums by league age: 9–10 = 75; 11–12 = 85 pitches per day (Regulation VI(c)).
  • Rest (league age 14 & under): 1–20 = 0 days; 21–35 = 1; 36–50 = 2; 51–65 = 3; 66+ = 4 calendar days.
  • Rest is measured in calendar days, not games: map it on a real calendar.
  • The count for the rest threshold is set by the first pitch to a batter; you may not start a new batter once the daily limit is reached.

Common mistakes

  • Letting the scorekeeper ‘own’ the count: the rule places responsibility on the manager.
  • Confusing league age with calendar age and using the wrong cap.
  • Forgetting the 3-consecutive-days ban even when each day’s count was tiny.
  • Ignoring outside workload (travel/showcase) that stacks on the same young arm.

Other ways to see it

  • Limits are ceilings, not targets: a 12-year-old throwing 85 every outing is at higher cumulative risk than one averaging 50, even though both are ‘legal.’ USA Baseball Pitch Smart treats these as maximums; many coaches set stricter internal caps.
  • Local leagues may go stricter, never more lenient: your league or district can adopt lower limits or extra rest. Check your local rules: the number you must obey may be tighter than the national figure.
  • Pain trumps the chart: a pitcher under the limit who reports arm pain or velocity loss should still come out. The count is a floor of protection, not proof an arm is fine.

Playing Time

Inning-by-Inning Defensive Rotations

Mandatory play isn’t a hurdle to clear at the end of the game: it’s a plan you bring with you, written before the first pitch.

For a regular-season SLVLL Majors game, use the local continuous batting order: every present eligible player bats in a fixed spot even while off the field. SLVLL and Regulation IV(i) require at least six defensive outs; plan them for every player. Rule 3.03 traditional-order re-entry conditions matter when a different event uses that format, not as the explanation for SLVLL’s batting order. The International Tournament also uses continuous batting order but does not carry the regular-season defensive minimum. Rotate players for development as well as compliance.

Actionable Management TakeawaysOversight Checklists
Pre-write a defensive chart for all 6 innings before the game.Every present player is slotted to meet minimum play.
Get bench players their 6 defensive outs early, not in a frantic 6th inning.No player is ‘discovered’ short in the last inning.
Balance development: rotate kids through infield and outfield over the season.No player is parked in right field every game.
Never create a safety mismatch (e.g., an unready player at a hot corner).Each defensive slot matches the player’s readiness.
Put every present eligible player in SLVLL’s continuous batting order.No player off the field is omitted from the batting order.

Coaching points

  • Chart it first. Compliance is trivial when planned and stressful when improvised.
  • Get reserves in early: a kid who plays innings 1–2 has met defensive minimums with margin to spare.
  • Develop the whole roster; today’s right-fielder is next year’s shortstop if you give reps.
  • Match position to readiness for safety, then stretch players in lower-leverage moments.

Common mistakes

  • Putting the 12th player in for only the last half-inning: that’s often just 3 outs, short of the six-out minimum.
  • Hiding weaker fielders and over-playing your best: legal exposure and bad development.
  • Assuming a shortened game has the same compliance remedy as a completed game: consult Regulation IV(i) and the applicable game format.
  • Assuming the umpire tracks playing time: that responsibility sits with the manager.

Other ways to see it

  • Different rules, different scope: SLVLL regular-season Majors uses continuous batting order and six defensive outs. If another regular-season event uses a traditional order, Rule 3.03 starter re-entry requires the substitute’s six consecutive defensive outs and defined at-bat. Consult Regulation IV(i) for mandatory-play exceptions.
  • Development beyond compliance: spread safe opportunities across the roster rather than treating the minimum as a development target.
  • International Tournament, Major Division: Tournament Rule 9 requires continuous batting order, with defensive entry/re-entry allowed; this replaces Regulation IV(i) and Rule 3.03. A Majors pitcher removed from the mound may not return as pitcher. Do not apply the regular-season defensive minimum described above to this tournament format.

Game Day

Game Day Dugout Management & Lineup Cards

A calm, organized dugout is a competitive advantage: the team that knows who bats next and where the helmets are plays faster and cleaner.

Game-day management is logistics plus discipline: SLVLL’s continuous batting order, legal defensive changes, an honest scorebook, and a dugout where players are engaged but safe. Bring two copies of the lineup, declare substitutions properly, and assign safe dugout jobs (next-hitter preparation, helmets, equipment) so the bench runs itself.

Actionable Management TakeawaysOversight Checklists
Bring two legible lineup copies; exchange with the opponent and scorekeeper.Official scorekeeper and umpire have your card pre-game.
Know SLVLL defensive changes and the event’s lineup rules before you need them.You can explain the applicable lineup format and defensive changes.
Keep (or assign) an accurate scorebook including pitch counts.Book matches the official record each half-inning.
Assign safe dugout jobs: next-hitter mental preparation, helmets, and gate. There is no on-deck position in Majors.Every player has a role; bench stays orderly.
Brief players on dugout safety (helmets to retrieve bats, stay behind the fence).No loose bats; no one in the field of play.

Coaching points

  • Two lineup cards: one for you, one to hand in. A lost-card scramble is avoidable.
  • Pre-load your substitution knowledge: mid-game is the worst time to learn re-entry rules.
  • A clean scorebook is your defense if a pitch-count or batting-order question arises.
  • Give every benched player a job; engaged kids stay safe and stay in the game mentally.

Common mistakes

  • Illegible or single-copy lineup cards that trigger confusion at the plate meeting.
  • Improvising substitutions and accidentally making a re-entry illegal.
  • An incomplete scorebook that can’t answer a pitch-count challenge.
  • A rowdy dugout with loose bats: a safety hazard and a discipline signal to the umpire.

Other ways to see it

  • Regular season versus International Tournament: SLVLL regular-season Majors uses continuous batting order and six defensive outs. In the Major Division International Tournament, Rule 9 also requires continuous batting order and permits defensive entry/re-entry without a defensive-out minimum, but a pitcher removed from the mound may not return as pitcher. Do not substitute a generic tournament assumption for this national rule.
  • Bench preparation: under Rule 1.08, the next batter stays in the dugout, ready with a helmet, without picking up a bat until their turn at bat; fenced-in areas are not on-deck areas. Only the first batter of a half-inning may be outside the dugout between half-innings.
  • Who keeps the book: managers may delegate scorekeeping while retaining responsibility for accurate pitch counts and legal substitutions.

Warm-Up

The 60-Minute Pre-Game Warmup Clock

A repeatable warm-up does two jobs at once: it gets arms and bodies ready, and it settles nervous players into a familiar routine.

Treat the hour before first pitch as a countdown with named segments so nothing gets skipped and the starting pitcher peaks on time. The sequence moves from setup and dynamic stretching, through a throwing progression and long toss, into infield/outfield reps, the starter’s bullpen, and a final team huddle. Adjust the clock to your field time, but keep the order.

Actionable Management TakeawaysOversight Checklists
60–45 min: equipment out, dynamic stretch, field/ground-rule check.Field is set; players are physically warm, not just present.
45–30 min: throwing progression building to long toss.Arms progressed gradually: no one started at full effort.
30–15 min: infield/outfield ground balls and fly balls.Every position has taken game-like reps.
15–5 min: starting pitcher bullpen; catcher receives/frames.Starter finishes warm with time to spare, not rushed.
5–0 min: team huddle, lineup confirmed, energy and focus up.Team takes the field on time and on the same page.

Coaching points

  • Build the arm gradually: warm muscles and a throwing progression before any hard throws.
  • Time the bullpen so the starter finishes a few minutes before first pitch, not at it.
  • Make the routine identical every game; familiarity calms nerves more than a pep talk.
  • Use the huddle to set one focus (‘first-pitch strikes’ / ‘run hard to first’), not a long speech.

Common mistakes

  • Skipping the dynamic warm-up and going straight to throwing: an injury setup.
  • A bullpen that ends right at first pitch, leaving the starter rushed or cooling off.
  • No I/O reps, so the first live ground ball of the day happens in the 1st inning.
  • A new routine every week, so players never internalize it.

Other ways to see it

  • Compressed field time: if you only get 30 minutes before first pitch, you can’t run the full hour. Prioritize the throwing progression and the starter’s bullpen, and move I/O reps into the previous practice rather than cramming.
  • Long toss for young arms: long toss is valuable but should be progressive and capped; an over-aggressive max-distance session pre-game can leave a starter’s arm taxed before the first pitch. Keep it controlled.
  • Static vs. dynamic stretching: current guidance favors dynamic movement pre-game over long static holds; save deeper static stretching for cool-down. Some coaches still mix in light static work: keep it brief if so.

Adversity

Managing In-Game Chaos & Broken Scenarios

Players take their emotional temperature from the manager: in a rain delay, a blown call, or an injury, your calm is the plan.

Things break: weather rolls in, a call goes against you, a player gets hurt, or your defense needs an emergency shuffle. Each has a sane protocol. Keep players safe and occupied during delays, address umpires through process rather than emotion, follow injury steps deliberately, and have a pre-thought plan for losing a pitcher or fielder mid-game. The throughline is composure.

Actionable Management TakeawaysOversight Checklists
Lightning: stop play and move everyone into a substantial building with wiring and plumbing, or a hard-topped metal vehicle with closed windows. Dugouts are not safe. Wait at least 30 minutes after the last thunder before resuming, following the site plan.Account for every player in safe shelter and track the last thunder before a restart.
Umpires: ask calmly for a rule/clarification through proper channels, not judgment-call arguments.You request clarification, not a re-litigation of a judgment call.
Suspected concussion or other head injury: remove the player immediately for the rest of the day, notify the parent or guardian, and require written clearance from a licensed healthcare provider before any return. If the provider confirms a concussion or other head injury, follow the provider-supervised return-to-play protocol for at least seven days. The coach does not clear the player.Follow California Health and Safety Code 124235 and the league emergency plan.
Emergency alignment: have a ‘next pitcher / next fielder’ plan ready.A backup pitching/defense plan exists before you need it.
Model composure; one steady voice resets a rattled dugout.Your tone stayed calm and the bench followed.

Coaching points

  • Lightning/weather: use a substantial building or hard-topped vehicle, never the dugout. The National Weather Service advises waiting at least 30 minutes after the last thunder.
  • Disagree with umpires through process: you may ask for a rule clarification, calmly and at the right moment.
  • For a suspected concussion or head injury, remove the player for the rest of the day; return requires written clearance from a licensed healthcare provider. Stop throwing for arm pain and arrange appropriate evaluation.
  • Pre-decide your next-pitcher and emergency-defense options so a mid-game loss isn’t a panic.

Common mistakes

  • Keeping players in any dugout, bleachers or open field during lightning to ‘wait it out.’
  • Arguing balls/strikes or other judgment calls: it won’t change and it models poor behavior.
  • Pressuring a shaken or hurt player back into the game.
  • No contingency, so losing your starter to the pitch limit becomes a scramble.

Other ways to see it

  • Clarification vs. judgment: managers can generally request that an umpire clarify or correctly apply a rule (e.g., batting out of order, an eligibility question), but judgment calls (safe/out, balls/strikes) are not reviewable and won’t be changed. The exact conferencing process varies by league: learn your local norms and stay respectful either way.
  • How hard to compete in adversity: there’s a real tension between teaching toughness (‘play through it’) and protecting kids (‘sit when in doubt’). For weather and injuries, default hard toward safety; the ‘compete’ lesson is never worth a hurt child.
  • Resumption & pitcher eligibility: in suspended games resumed another day, a pitcher’s eligibility still depends on required rest: a pitcher who threw heavily may not be eligible when play resumes. Don’t assume your starter can simply pick up where they left off; verify against Regulation VI.

Previous Coach's Dugout quiz

This page used to hold a quiz. Earlier answers and notes are kept as archived coach data: they appear in the dugout's training report and in backups, and they no longer count in player training.

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