FUN GAMES


1. PICKLE GAME

  • Place two bases 40-60 ft. apart.
  • Only three people are needed.
  • One at each base and one to be the runner.

I would recommend using tennis balls to avoid getting hurt.
 
The fielder with the ball should begin at the bag opposite the runner.

Starting with his foot on the bag, the runner gets a 3-5 sec. lead toward the base in front of them.

After they have touched the first base and get a start back to the other base the fielder just ran from throws the ball to the other fielder to try and tag the runner out.

If the ball gets past the fielder or they drop it, the runner can turn around after touching that base and run back to the other.

The runner would just go back and forth as many times as they can until they get into a pickle.

If the fielder catches the ball, they can run the runner back to the base like a real pickle situation in a game.

The runner can not get credit for this base because they didn't touch the other base, yet.

 

2. PEPPER GAME

A coach gathers a small group of players who are only a few feet from him/her.

The coach then hits or bunts the ball to the players in any random order, then the players must use quick reactions to retrieve the ball and accuracy to pitch, this pitch is only a toss, for the coach to hit again.

You do this drill to improve the player's reaction time.

You have to do this drill as quickly as possible and the pace will increase as time goes on, and the players improve.

This can also be used to help players with bunting by having a player bunt the ball in place of the coach.

 

3. PICKOFF GAME

This is a good drill for all aspects of stealing.

Put players at each of the infield positions.

Have the rest of the team put on helmets and line up at 1st base.

The base runners will each run the bases in this pattern: lead off, steal. Only one runner on the bases at time.  The first runner gets ready on first. The pitcher pitches the ball and the runner takes a lead. The catcher attempts a pick-off at first and the runner tries to get back in time. On the next pitch the runner attempt to steal second and the catcher tries to throw her out. The runner proceeds with a big lead at second, stealing third and big lead off at third. The final pitch for that runner is a deliberate passed ball/wild pitch which gives the catcher and pitcher a chance to practice this play.
 
To encourage the runners to take big leads and to teach them what they can get away with we will place little pieces of candy in the dirt as a challenge. If they can grab the candy and get back safely, they can keep the candy. After they have done this drill a couple of times, allow the runners to do a "delayed steal" on their lead offs. If the catcher throws to first, the runners can attempt to go to second. This way the catchers learn to recognize the delayed steal and run the baserunner back.
 
The drill gives the catcher a lot of practice throwing to the bases, allows the infielder to practice positioning themselves for and putting on the tag, and allows the base runners a chance to practice leading off, sliding, and themselves before practice officially started while the coaches were taking care of some

 

4. BASE RACE

Have half of the team line up at second base and half the team line up at home.

On the signal, one player from each team runs the bases until she reaches the base she started out at.

When she gets there, she tags the next runner in line and she runs the bases.

This is done until all the runners have run.

Whoever reaches their base first wins. The other team has to pick up the bases.

This is usually the last thing at the end of a practice.

 

5. GUTS GAME

Simply divide the girls into two teams. Have the teams form two lines about 40 to 60 feet apart, with players shoulder to shoulder three feet apart. Place something two feet from each girl at either end of both lines. These are the goal posts. The goal posts can be buckets, cones, balls, or the parents. Hand a ball to one of the players. To play the game, the girls take turns trying to throw grounders through the opposing line. They can throw as hard as they want (make sure they're spaced far enough apart).
 
The rules are fairly simple: The player who fails to prevent the ball from going past the imaginary line between goal posts is out of the game. The team that loses all its players first loses. The ball must bounce in front of the players to count. If a player's ball is caught on the fly without bouncing she is out - if it is dropped, she stays in. If a ball goes through the line without bouncing, it has no effect. Any throw outside the goal posts has no effect.
 
As players are eliminated move the goal posts in until the last player has a goal roughly six feet wide. Hint: if the girls learn to charge the ball, it gives one of their teammates an opportunity to back them up. If there is a question as to which girl allowed the ball to get through the line, the opposing team decides.

RAMP Registration

Join thousands of association partners using RAMP Registration Solutions.

More Information

RAMP Official Assigning

#1 with Officials...for very good reasons.

More Information

RAMP Websites

Manage your identity from the palm of your hand to the top of your desk.

More Information

RAMP Team App

Keep your coaches, parents, athletes, and fans connected, seamlessly.

More Information