Baseball · Game · Situational play
Controlled scrimmage innings
Short game innings that start from a situation the coach sets, with counts and pitch limits that keep it moving, so players make real game decisions and the coach can stop and teach.
Start / 4
- Time
- 40 min
- Players
- 12–24
- Age
- U12+
- Area
- Full field
- Equipment
- 24 baseballs4 bases4 bats6 batting helmets1 catcher's gear (helmet with mask, throat guard, chest protector, shin guards, cup)1 pitch counter or notebook1 bucket
Setup
- Split the squad into two teams. One team fields a full defence; the other bats, with the next batters in helmets waiting behind a fence or screen, well away from the swing.
- Batters, runners and any junior base coaches wear helmets. The catcher wears full gear for every pitch.
- Plan the pitchers before you start: each one has a pitch limit for the day within your age-based pitch count guidelines (for example MLB/USA Baseball Pitch Smart or your national body's equivalent). Juniors who pitch today don't catch today, and don't pitch on back-to-back days.
- One coach umpires from behind the pitcher, off to the side out of the line of the ball. Another keeps the pitch count and sets the situations.
How it runs
- Before each half-inning, the coach sets a situation: e.g. runner on second, nobody out; or runners on first and third, one out. Runners start on those bases.
- Every batter starts with a 1-1 count to speed things up. Play it as a real game, with all normal rules.
- A half-inning ends after three outs, five batters or when the pitcher reaches the limit for the inning (about 20 pitches), whichever comes first.
- The coach can call 'Freeze!' to stop play and ask a quick question ('Where's the cut-off?', 'Why did you hold?'), then play on. Keep stops short.
- Swap batting and fielding after each half-inning. Rotate fielding positions so players see the game from several spots.
Coaching points
- Situations to plan for: move a runner from second with nobody out, score a runner from third with fewer than two outs, defend a first-and-third, defend a bunt.
- Defence: before every pitch, each fielder knows the outs, where the force is and where the ball goes if it's hit to them.
- Offence: base coaches and runners check the outs and the situation before each pitch.
- Enforce the rules so players learn them: balks, the infield fly, obstruction, bona fide slides into second and the home-plate collision rule. Check your competition's rules where they differ.
- Record every pitch, and change a pitcher at the limit even in the middle of a good inning. Stop any pitcher who mentions arm pain.
- Praise good decisions even when they don't work out, e.g. a runner who correctly holds on a shallow fly.
Common mistakes
- Stopping play so often that the scrimmage loses its flow.
- Losing track of pitch counts, especially for pitchers who also threw in an earlier drill.
- Same players always in the key positions, so others never learn them.
- Batters on deck swinging near the field or other players.
- Defence not talking before the pitch, so a situation catches them out.
Say it: “Know the situation before every pitch.”
Make it harder
- Start every batter at 0-0 and play full innings.
- Score points for the right decision (e.g. a productive out moving the runner), not only for runs.
- Late-game situations: down by one in the last inning, tying run on second.
Make it easier
- Coach pitches to both teams, so no player's pitch count is used and the ball is in play more often.
- Four batters per half-inning regardless of outs, so everyone bats often.
- Runners don't lead off; check your league's rules for younger groups.
Pairs well with
Reviewed by the Sportdify coaching team.