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MONEY BALL

Two teams of even number players, one team hitting, other fielding. Coach pitches FIVE balls to each batter. First FOUR pitches are free pitches. The 5th pitch is the MONEY BALL. If you hit it and reach base safely your team scores a point (run). If the defensive team catches on the fly or gets you on the bases, or you miss the 5th pitch or hit foul the defense gets the run. You can also deduct points for lazy defensive play on the first 4 pitches, and lack of hustle in returning the balls from the backstop to the bucket at mound.

BEAT THE BALL


Set up the defense and a hitter gets one soft toss from plate to put the ball in play, the harder the better, no bunting. It is the job of the defense to field it and throw to first, second, third, and home plate in succession before the runner gets around the bases. Fouls are outs. The way it develops is the kids try to hit liners where no defender stands, placing their hits and run like crazy....meanwhile, the defense is incredibly efficient at getting the ball in and throwing around the horn. The kids not playing a base all communicate and line themselves up in a good backup position in case of a bad throw...but to get an out each base must be tagged while in possession of the ball before the next base can be thrown to. If the runner scores the entire defense for the play must drop for 5 pushups and if the batter is out he must do 5.

CANDY BUNTING
Place some of the flat cones at the ideal spots with a candy bar in the center. Everyone gets 3-5 bunts and marks the bunt that's closest to a cone. After everyone goes, the person closest to each cone gets that candy bar.

CANDY OUTFIELD
Take an empty ball bucket and set it upside down on home plate. Everyone lines up in center field. Then take a regular cone, put it on top of the bucket and place a candy bar on the cone. Throw or hit a fly ball (or ground ball). The fielder must catch the fly ball and throw to home plate. If they hit the bucket or cone and knock the candy bar off, they get the candy.

TWO-STRIKE SCRIMMAGE
Divide into 3 teams of 4. One team hits, one plays infield, and the other plays outfield (with one player remaining at the backstop an undressed catcher). Coach pitches from the mound behind an L-screen. The trick is to have players line their helmets and bats up outside the dugout so you can changeover quickly, because each batter only gets one swing. When the players come to bat with 2 strikes against them, they instantly become more careful to put the ball in play. Also, running kids in and out moves the game along rapidly and also teaches them to hustle on

and off the field. You can even put a timer on them so that they will collect an out if the batting can't put a batter to the plate within 90 seconds of the retired team's final out.

QUICK HANDS/GOOD THROWS


With partners about 20-25 feet apart, the partners catch and throw the ball back and forth as quickly as possible. The fielders make sure they use their feet to square off their shoulders to make strong throws to their partners. Start with all the balls on one side. When the coach yells, GO, the play begins. When the player who threw the ball first receives the ball, he calls out ONE. This is one complete revolution. The play continues until the coach yells, STOP. How many complete revolutions did they make? Dont count half revolutions. The players should quickly see how expensive it is to miss a throw. The winning players will always be the one using two hands to catch and making good throws. They arent necessarily the ones moving the fastest. Make sure the players understand this. You might want to have everyone watch the winning team. Every once in awhile, after the players have each selected a partner and are on the line ready to begin, tell the players on one side to move down one player and have the player at the end come to the front. This will disturb the pairing and will allow better players to help weaker ones.

SHORT HOPS
Practice all kinds of short hops: Straight-on, backhand, glove side, hot potato in the hole. Focus drills on the fundamentals of quick feet, centering the ball, moving to either side, keeping your eyes on the ball. Put your players into circles, about 6 players to a circle. Hand a ball to one player. The players will throw a short hop to anyone in the circle. If the throw is poor, the player is out. If the throw is good and missed, the player making the fielding error is out. (Dont call the player out if its a bad hop). Keep going until one player is left. Keep working all the players until you have a team champ. Repeat the drill at all practices so that other players get a chance to de-throne the champ.

FIVE BALL DRILL


For each position, place five balls in a line in an area where that player would likely field balls. For example, to help the third baseman practice fielding bunts, set up five balls in a line extending from the foul line toward the pitchers mound approximately 10 feet away from home plate, where the fielder would pick them up for a bunt. The third baseman starts in his normal ready position and depth, then runs to surround the first ball and throws it to first. He then runs back to his starting position and quickly turns back to field the next ball. Repeat until the fielder throws all five balls. Place the balls in similar areas for the first baseman and catcher. For middle infielders, place the balls to one side of each player and have them practice their throws to each of the bases. Each player fields and throws two sets of five balls placed in slightly different locations.

AROUND THE HORN SIDEWAYS


Position a player at each base and home, give the catcher the ball. The players make three throws around the horn, then on the third catch, that player throws across the diamond to the player diagonally across to him. After four repetitions of this, the players run to the next base and start again. Here's how it works:

C-3b-2b-1b-across to 3b 3b-2b-1b-c-across to 2b 2b-1b-c-3b-across to 1b 1b-c-3b-2b-across to c who makes a sweep tag. Players than run to the next base: c-3b, 3b-2b, 2b-1b, 1b-c.

Repeat this four times until the original catcher is back at home plate. Whenever a player throws to the wrong person, stop and give the ball back to him so he can get it to the correct player. Emphasis is on good, accurate, properly thrown balls, proper catching technique, and quick feet.

HITTING TO ALL FIELDS


Place 2 cones on the edge of the outfield grass, 1 behind the shortstop and 1 behind the second baseman. This divides the field into 3 areas. Place 2 strips of tape from the front of the plate to the back to divide home plate into 3 equal sections. As each pitch approaches the plate, the hitter must call out the location as he starts his swing (in, out, middle) and hit the ball to the appropriate part of the field. Each kid gets 10 swings. Properly calling out the location and hitting it in the right direction results in a point. Another version: Each player gets up to bat with a 2 strike count. They have to call the pitch and hit it to the correct area. If they're successful they go to the end of the batting line and wait for their next turn. If they're not successful, they grab a glove and go out in the field. Next player in the field comes up to hit. Keep track of who has the longest streak of staying up to bat.

EXECUTING AND DEFENDING THE BUNT


Infield take their positions with the exception of the pitcher (drill can also be ran with a pitcher). The coach sets up two orange cones, separating the bunting zones into three sections: right side, middle, and left side. The coach, on a knee, has a bucket of balls about 50 ft. from the plate lined up in the middle section. The cones give the hitter two specific areas their bunts must reach: either the left or right side. Also, an empty bucket needs to be placed at all three bases. These buckets allow infielders to easily deposit fielded balls, insuring constant repetition to players. Stage 1: The coach, with the bucket, pitches the ball toward the catcher. The bunter at the plate must push the ball toward either line and hustle down the line toward 1st base. The 1st and 3rd basemen charge the bunt and throw it to the 2nd baseman covering the bag at 1st. The fielders must play

the ball out, even if it is not fielded cleanly. A heavy emphasis should be placed on communication between 1st and 2nd baseman. Make sure all the infielders get back to normal depth before the next pitch is delivered. Stage 2: The hitter, in Stage Two, is working on pushing the ball to the left side. This drill focuses on the 3rd baseman attempting to force the runner at 2nd base. Stage 3: In Stage Three, hitters are focusing on placing the bunt on the right side. While fielding during Stage Three, 1st basemen charge the pitch and look to get the force or tag out at 3rd base. The coach will simulate the situation before the pitch. If the ball is not fielded cleanly, the 1st baseman must throw to the 2nd baseman covering the bag at 1st. Furthermore, 3rd basemen must work on getting in front of bad throws in the dirt or off the base and work on swiping the tag in front of the bag. Stage 4: In Stage Four, half the position players bunting split up and practice running from 3rd base. The coach, moves to the mound, comes to the set position. During the stretch, the 3rd baseman must practice holding the runner on at 3rd. The coach either throws over or goes to the plate. During the pitch, the 1st and 3rd basemen charge toward home plate. The bunters objective is to put the ball on the ground, either to the left or right side. When the bunt is successful, the 1st or 3rd basemen must field it and toss it to the catcher. The catcher must apply the tag to the base runner coming to the plate. If the ball is not fielded cleanly, the 1st or 3rd basemen must attempt to get the out at 1st base. Heavy emphasis should be placed on infielders to quickly transfer the ball from glove to hand. On the squeeze play, fielders have no time to mishandle a transfer and still get the out at home.

BUCKET OF BALLS
Start with a player at each position and the drill proceeds much like a standard infield. Empty the balls near home plate and count them before the drill starts or keep track of errors. Place the bucket in foul territory next to 3rd base. Start the drill by hitting a ground ball to the 3rd baseman and have him throw to 1st. 1st baseman will then throw to the catcher who will throw it to 3rd and the 3rd baseman will put the ball in the bucket. Next ground ball to the SS with the throw to 1st and then to the catcher who this time will throw it down to 2nd and then over to 3rd and in the bucket. Keep track of any errors that occur or don't place the ball in the bucket. The goal is to make it through the drill without any errors. If you have two players at each position you can have two teams and compete between the teams.

BUCKET OF BALL WITH RUNNERS


Start with a player at each position, except second base and pitcher. Empty the balls near home plate and count them before the drill starts or keep track of errors. Place the bucket in foul territory next to 3rd base. Have runners at home, 1st base, and 3rd.

Start the drill by hitting a ground ball to the shortstop and have him throw to 1st. Runner at home and 1st will run on contact. Runner at 3rd will hold until the ball is thrown to 1st and then will break for home. 1st baseman will then throw to the catcher who will attempt to tag the runner going home. The runner who started at 1st will always attempt to make it to 3rd base. Catcher will throw it to 3rd and the 3rd baseman will attempt a tag on the runner and then put the ball in the bucket. Keep track of any errors that occur or don't place the ball in the bucket. The goal is to make it through the drill without any errors. If you have two players at each position you can have two teams and compete between the teams. Make sure your base runners are helping the drill by not leaving too early. You want to simulate game type of situations and you can't do that if the runner from home is leaving before contact. One way to prevent this is to have the runner at home turn his back and run when he hears the ball being hit.

FOLLOW THE BALL


Coach hits a ground ball to the SS who throw to 1B, who throws to 2B, who throws to 3B who throws home. After each throw the player goes to the base they just threw to for the next round, and the catcher goes to the back of the line at SS (thus follow the ball). In all cases the focus is on good throws, proper catching technique and tagging. 1B should be focused on a proper step and catch, 2B, 3B and Catcher should receive the ball in the correct manner so they can place the tag quickly. We use this as a warm up drill to work on several different items quickly, while also working on running and conditioning in quick sprints. Good way to get the blood flowing at the start of a practice. You can also make it a game by counting errors for throwing and catching (fewest points is the winner).

STAR GAME
Place 1 player at each infield position except pitcher. 2-3 players are in a line at SS ready to receive a ground ball, and 2-3 players have their helmets on at home ready to be a runner. The coach hits the ball to SS (runner begins running the bases). SS throws to 1B, 1B to 3B, 3B to 2B, and 2B to home. The goal is to make good throws and catches to beat the runner home. Rotate players so that each person gets to field, catch, throw and run during the drill/game. This works on good throwing and catching techniques, while also working on proper base running. It is a great sort of game as the goal is to beat the runner homeinfielders are then working hard to not make errors, while the base runners are working extra hard to make good turns and hit the inside of the base every time. This drill can be modified for any team by changing where the base runner starts from.

WILD PITCH DRILL


The objective of this drill is to make the pitchers redirect the catchers in the event of a passed-ball or wild-pitch in which the catcher loses sight of the baseball. It is especially important with a runner on third base. If the catcher knows where the ball is this is not applicable. Make the catcher bend his knees head down (not looking forward) in front of home plate. The baseball coach should be positioned in front of the catcher with the ball on hand. The pitcher should be on the mound. The coach throws the ball left, right or to the back or on the front. And yells go! and retires out of the way. The first movement should be for the catchers to look directly at the pitcher and he should signal with the right hand (if its to the right), left or down as he is moving to the catcher. You can do variable as having an actual runner on third or time the drill.

BUNT SCRIMMAGE
Split your squad into two teams. One team takes the field (infield only I use a baseball coach to pitch, but have a pitcher player standing next to him). The other team is bunting. The bunting team gets one point for safely reaching first base, a second point for reaching second base, and a third for reaching third. That team is up until three outs are recorded. The fielding team must use the proper bunt defense based on where the runners are (i.e. if there is a runner on second the third baseman needs to hold). The bunting team is pressured to make good bunt to advance runners. This baseball drill/game has been a player favorite for the last two seasons.

"50"
This is an infield drill. Players at their spots, one coach fungoes, another times how fast the fungoed ball reaches first base. Players must make 50 straight plays in less than 4.5 seconds each. Any mistake returns count to zero. You can make the time whatever you want. It represents the average runner's time to first base. You also can decide the number of successful plays needed. It doesn't have to be "50".

PERFECT INNINGS
Two teams compete against each other: one on defense, one running the bases. Coach hits the ball wherever he wants. A team must make nine consecutive outs. Any mistake pulls the team off the field and the other team goes on defense. Try to simulate all routine situations that come up in a game.

INGREDIENTS TO SUCCESS
Teams of eight compete against each other in a timed game. (Timed or number of innings.) Coach throws. Teams coach themselves. Coaches back off. Players try to win the game and complete all ingredients to success that are used that particular day. For example, today during the course of the game you must have each of the following: 1) an attempted sacrifice, 2) an attempted hit and run, 3) a two-out nobody on rally to score a run, 4) a two-out RBI hit, 5) an attempted squeeze, 6) a first and third play and 7) score a runner from third with less than two out. You decide the situations you want to work on and let them play. If Coach lays the ball in there, these and many other situations will arise.

COUNTY FAIR
The drill starts with 6 players: Catcher, Third Base, Shortstop, Second Base, First Base, Center Field The 5-6 remaining players feed into the center field position from Left field. We usually station a coach in Left Field to keep the non-participants busy working on ground ball technique or turning to run down fly balls. The drill begins with a coach at home plate hitting a ground ball to the shortstop Shortstop fields the grounder and throws to 1st base; 1st base throws to 3rd base; 3rd base fields the throw on the bag then fires to 2nd base to start a 5-4-3 double play (Second baseman after throwing to first becomes a baserunner at second); 1st baseman then throws to the catcher in his stance behind home plate; Catcher comes up and fires to second base as if a runner is stealing from first to second (no one is covering second); As the catcher fields the throw, the second baseman takes off as if he is trying to score from second on a single to center (as he rounds 3rd he flips his glove toward the dugout); Since no one is covering second, the ball bounds into the outfield where the center fielder make a "do-or-die" scoop and then fires the ball to home on a long hop to the catcher who blocks the plate and tries to tag the second baseman who is sliding into home. The players rotate as follows: Second baseman/runner to Left field to the end of the feeder line Catcher to 3rd base 3rd base to SS SS to Second base/baserunner First base to catcher 1st in line in LF becomes the center fielder CF sprints to first base

As the centerfielder arrives at 1st base, the coach hits another groundball to the shortstop and the sequence begins again.

PLATE DISCIPLINE
Each player will get up to 10 pitches. Tell each hitter how many strikes they have before stepping up to the plate. The hitter will then adjust their approach to the strike count. With 0 strikes: have the player stick out the bat over the plate showing you their favorite pitch. This will give you an idea of the general zone that they like the ball in. If the player swings at a pitch in his 'hitting zone', decrease his cuts by 1. If the player swings at a pitch that is outside his 'hitting zone', he loses that pitch plus an additional penalty pitch. If he takes a pitch outside his 'hitting zone', keep the same number of swings left in his turn prior to the pitch. If he swings at a pitch outside the strike zone, he loses half of his remaining swings as a penalty. With strike 1: If the player swings at a strike, decrease his cuts by 1. If the player swings at a pitch outside the strike zone, he loses that pitch plus an additional penalty pitch. With strike 2: Emphasize 2 strike hitting and being a tough out. If he swings and misses thats okay unless the pitch is way out of the strike zone. If that's the case there is an additional pitch penalty. If he lets a borderline pitch go by there is an additional penalty pitch. If he lets an obvious strike go by, his batting practice turn is over. The goal is to always have the hitter get all his cuts. If they master the drill with 10 pitches, move up to 15. Explain to your players that your call on a pitch is a judgment call, just like it is when an umpire makes a call, so they are not to argue the call. Not only will this drill help your players with an approach at the plate based on count, it will also help them be more aware of the strike zone.

Balls in the Dirt


A big part of successful baserunning involves properly reading balls in the dirt. This drill will help your players to learn to properly judge the trajectory of a pitched ball that bounces in the dirt. Station a baserunner at each base - first, second, and third. Runners should be independent of one another, since the responsibilities for each base differ slightly. Have a coach on the mound, pitching a variety of pitches - mix in balls and strikes, as well as pitches that will bounce. Any time a pitch is about to bounce, the entire team must yell "Dirt!" This lets you know if everyone is paying attention, and players tend to like the excuse to yell. Baserunners on first should automatically go if they know the ball is going to bounce - if they wait to see if the catcher has blocked the pitch, they are too late. Runners on second should read the pitch and decide whether it is safe to go - if the ball gets away from the catcher, they should go, whereas if the catcher blocks the ball, they should stay put. Similarly, the runner on third should read and react. Take a lead, get a good crow hop as the ball nears the plate, then react to the bounce of the ball. Emphasize that each base is independent of one another; this is not a game situation in which a runner going from first automatically forces the runner from second. This is a drill to teach the different reactions needed from each base to a pitch in the dirt. Emphasize your runners' lead techniques, making sure that they don't lead too far, or are caught leaning the wrong way... it's not a bad idea to have your coach occasionally make a move to pick off one of the runner, just to keep them honest. It's also a good idea to keep two catchers for this drill, to avoid tiring one out too much.

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