Small-Sided Games To Scrimmage Practice Plan

Baseball·Elementary·Beginner·60 min·Fundamentals·FieldingDefenseBaserunningOffense

By the Practice Plan App Coaching Team · Published June 2026

Practice context: This is a 60-minute elementary baseball practice for 11–13 beginners focused on small-sided games that create lots of throws, catches, and base-running decisions, then a short scrimmage to apply it without long lines.

Why This Practice Leans On Small-Sided Games#

With 11–13 kids who are still learning, the fastest way to improve is to keep everyone moving and touching the ball. Small-sided games do that: fewer players per play means more chances to throw, catch, run bases, and make a quick decision. It also keeps the “standing in the outfield watching” problem from taking over your hour.

Today’s flow is: quick warm-up and throwing rules, two competitive mini-games that teach the same skills you need in a real inning, then a controlled scrimmage. The scrimmage is short on purpose, just long enough to apply what you coached, not long enough to get sloppy and lose focus.

How I Set The Field So Reps Stay High#

  • Use cones to make two small fields if you have space (even two “infields” with no outfield is fine).
  • Keep one bucket of balls at each field so you’re not chasing baseballs all practice.
  • Assign quick jobs: one kid is the “ball helper” at each station to return balls to the bucket between rounds.

Non-Negotiables For Newer Players#

Before the first throw: gloves on, eyes up, and we only throw to a partner who is looking and showing a target. Bats stay down unless a coach says “hit.” Any runner wears a helmet. If a ball rolls loose, the closest player picks it up and freezes, no wild throws across groups.

What Success Looks Like Today#

  • Kids step to their target and throw with control (not speed).
  • Fielders get in front and use two hands.
  • Runners look to the coach, run through first base, and stop on the bag.
  • During the scrimmage, we get clean outs because players know where to throw.

The 60-Minute Practice Plan#

8-period beginner elementary practice · 60 min

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0:000:07

Warm-Up And Safety Rules

Start on the foul line with gloves on and no balls in hands yet. Put 4–6 cones down to show where you want groups to be later (it saves time).

Jog to the fence and back, then high knees, butt kicks, side shuffle, and 10 big arm circles each way. Finish with 10 “athletic position” freezes (bend knees, glove out front).

  • Cues: “Freeze means freeze.” “No throwing until I say partner up.” “Helmets on any runner.”
  • Common issue: Kids start tossing during warm-up. Fix: stop immediately, collect the balls, restate the rule, then restart with everyone’s hands on their knees.

0:070:17

Partner Throwing With Targets

Pair up 20–30 feet apart (closer if needed). Put a cone behind each receiver as a visual “stay in your lane.”

Go in quick sets: 5 throws each, then switch. After each set, take 1–2 steps back only if both partners made controlled throws and catches.

  • Keep it simple: receiver shows a big target and says “here!” before every throw.
  • Key cue: “Step to your target.”
  • If you see sidearm slings: have them do one knee-down throw (throwing knee up) to feel over-the-top, then stand and copy it.

If a pair is struggling, move them closer and require 5 straight catches before backing up again.

0:170:27

Small-Sided Ground Ball Race

Split into two groups on two lanes if you have room. Each lane has a roller/coach, one first-base cone, and 3–4 fielders. Everyone else is in a short line ready to rotate in.

Rep script (run it like a mini-circuit):

  1. 3 reps slow-roll right at them (focus on getting in front and two hands).
  2. 3 reps glove-side (teach “move your feet, get your belly button behind it”).
  3. 3 reps backhand side (only if they can do it safely; otherwise repeat slow-rolls).

After each rep: fielder throws to the first-base player covering the cone, then becomes first base. First base goes to the back of the line.

  • Cues: “Belly button behind it.” “Glove down early.” “Field, shuffle, throw.”
  • To clean up rushed throws: require a quick one-second show of the ball in the glove before they throw.

Make it competitive by counting “clean outs” in 60-second rounds. Adjust difficulty by changing roll speed and shortening/lengthening the throw.

0:270:30

Water Break And Quick Reset

Water, then bring them in to one knee. This is your reset window before the games.

  • Ask: “What do we do before we throw?” (You want: “Show a target / make sure they’re looking.”)
  • Remind: runners wear helmets; bats stay down unless you’re the hitter.

While they drink, set cones for the small field(s) and place a bucket of balls at each.

0:300:42

3v3 Hit-And-Field Game

Coach positioning + rotation: If you have two mini-fields, stand between them so you can see throws to first on both. Keep one bucket at each field and assign one ball helper per field to return balls quickly.

Each field plays 3 defenders (1 near first, 1 near second, 1 “short outfield”) and 3 hitters/runners waiting with helmets. Use coach soft-toss, coach-pitch, or tee, whatever gets the most balls in play.

Each hitter puts one ball in play, then runs to first. Defense goal is simple: record an out at first. After 3 hitters, teams switch roles.

  • Cues to repeat: “Ball, base, backup.” “Pick it up, find first.” “Run through first.”
  • If first base gets uncovered: pre-assign the first-base player for that round and make them stay on the cone. If they leave early, offense gets the run.

If you need more challenge, add a second base cone and tell runners they can try for two on any ball past the infield defender.

0:420:50

5v5 Mini-Inning Game

Combine into one field if space is tight: 5 defenders (pitcher/roller, catcher, 1B, 2B, SS) and 5 hitters/runners. Extra kids rotate as hitters first so nobody stands in the field too long without a ball.

Play “mini-innings” of 3 batters or 2 outs, whichever comes first. Keep the ball in play with coach-pitch or tee as needed.

  • Cues: “Know your base.” “If you don’t have the ball, go to a base.” “One good throw.”
  • Quick fix for ball-watching: for the first two reps, you call the out loud as the ball is fielded (“First!”). After that, the fielder must call it before they throw.

This period bridges the gap between the tiny games and the scrimmage: same skills, just a few more moving parts.

0:500:58

Controlled Scrimmage

Play a short scrimmage with simple rules: coach-pitch or tee to ensure contact; max 5 pitches then tee. Start each half-inning with bases empty to keep it clean.

Rotation (simple): pre-assign positions before this block starts. At the 4-minute mark, rotate once (infielders swap with outfielders or rotate one spot to the right). Keep it to one clean switch.

  • Keep it moving: no defensive conferences. You call the out loud (“Take the sure out at first!”) and go right into the next hitter.
  • Ball helper: one player not hitting is the ball helper and returns balls to the bucket between reps.
  • Control the throwing: if overthrows start, limit throws to one base (usually first) for a minute, then open it back up once control improves.

0:581:00

Cool-Down And Two Takeaways

Circle up on the grass. Quick breathing and shake out arms.

Ask two kids to answer: “What do we do before we throw?” and “Where do we run on a ground ball?” Then you finish with your two takeaways: show a target and run through first.

End with one clear homework item: play catch at home for 5 minutes, focusing on stepping to the target.

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What You'll Need#

  • Baseballs (20–30) in a bucket
  • Flat agility discs (12–16) to mark bases/fields
  • Batting tees (2)
  • Hitting net or portable screen (1)
  • Youth bats (team bats or player bats)
  • Helmets (at least 2)
  • Lineup cards or small whiteboard and marker
  • Cones (4–10)

How To Run The Main Small-Sided Game Without Chaos#

Your most important job is keeping the ball in play and the rules simple. For the small-sided defense game, keep the same three phrases all day: “Show a target,” “Step and throw,” “Two hands.” Keep rounds short (about 60–90 seconds), then rotate. If a group is waiting, you’ve got too many kids on one field.

  • Make the throw count: if a kid air-mails it, don’t lecture. Walk them back 3 steps, have them freeze their finish, then try again.
  • Coach the next play: after every ball in play, ask one question: “Where’s the easy out?” Then point and go right into the next rep.
  • Keep a helper: one player per field is the ball helper. Their job is to roll balls back to the bucket and keep the next rep ready.

Common Breakdowns And Exactly What To Do#

  • Kids throw while their partner isn’t looking: make it a team rule that the receiver must show a target and say “here!” before any throw. If a throw happens without it, that rep doesn’t count and they redo it.
  • Fielders swipe and the ball kicks away: stop the group for 20 seconds and cue “belly button behind the ball.” Then roll 3 easy grounders in a row that they must trap and stand up with before throwing.
  • Everyone chases the ball: assign two simple roles each round: “ball” and “base.” The “base” player must stay at the base and be loud: “throw it!” Rotate roles every 2–3 balls.
  • Runners stop short of first or peel off: put a cone 5 feet past first and tell them, “Run through the cone.” If they stop early, it’s an automatic out and they run it again correctly.

Adjustments For Your Numbers, Space, And Skill Level#

  • Designed for 11–13 with 1–2 coaches: two mini-fields is ideal, but one field works if you shorten rounds and keep roles simple.
  • If you have 9–10 players: run one field and shorten rounds to 45–60 seconds so nobody stands. Keep defense at 3–4 players and rotate every ball or every 2 balls.
  • If you have 14–15 players: keep two fields, but add either a second throwing lane or a second tee so no line is longer than 3 kids. Use a timer and rotate every 60 seconds.
  • If you have 16+ players: plan on at least 2 coaches and enough space for two separate hitting areas. Use three groups and a simple 6-minute rotation map: Group A plays the small-sided fielding game, Group B does tee swings into a net, Group C does partner throwing. Rotate A→B→C every 6 minutes.
  • If balls are limited: use whiffle balls for the small-sided games and save baseballs for partner throwing and the scrimmage.
  • If a player can’t catch yet: they still play. Start them at a base with a clear target (two hands out, glove open). Begin with underhand tosses, then short throws.
  • When it gets chaotic: call “Freeze!” Everyone holds the ball or puts hands on knees. Reset one rule only (example: “No throws unless you hear ‘here!’”), then restart with an easy rep you control.

What I’d Do Next Practice#

Next time, keep the small-sided format but add one new piece: force plays at first and second (simple “get the lead runner if it’s easy, otherwise take the sure out at first”). That’s usually the first thing to break down in scrimmages, kids panic and throw to the wrong base, so you’ll build it with the same quick rounds and lots of repeats.

Frequently Asked Questions#

How do you keep small-sided games from turning into everyone chasing the ball?

Give two kids jobs each round: one is “ball” (fields it) and one is “base” (stays on the base and is loud). Rotate those roles every 2–3 balls so everyone learns both.

What if I only have one coach and 12–13 kids?

Run one main small-sided field and keep a second group doing tee swings into a net. Use a timer to swap every 6 minutes so you can coach one area without losing the other group.

How many kids should be on defense in the small-sided games?

Three to five. If you go bigger than that, reps drop and kids drift. I’d rather play 3 defenders and rotate fast than play 7 and have half the group watch.

What do I do with a kid who is scared of the ball during the scrimmage?

Put them at a base with a clear job (cover the bag and catch a short throw). Tell the thrower to use an easy toss. If needed, let that player start each inning as the “base” role until they’re comfortable.

How do you keep the scrimmage moving with beginners who walk a lot and miss pitches?

Use coach-pitch or a tee for the first swing. Give each hitter a max of 5 pitches, then put the ball on the tee and play it. The goal is balls in play, not strikeouts.

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