Two teams of players, fielders vs batters. Playing with four bases batters must try and get around without being bowled, caught or run out by the fielding side. Every time they succeed and pass the forth base they score a point for their team.
You can limit how long this games lasts by imposing a time limit for the batting side before they must rotate or a set number of innings.
Normal rounders rules apply, so if players are between bases they can be stumped out and there is a limit of one player per base.
11 fielders (including 1 bowler and wicket keeper), with 2 players batting and two padded up, waiting to bat.
The 2 batters have one over to chase the target score successfully.
If the players lose one wicket, they have 5 runs added to the required total. If they lose two wickets, they are both out.
Their first over target score is 6 runs, then if successful, this increases by 1 every over. (6, 7, 8 and so on...)
If players are unsuccessful in the run chase, they are out, and the next two batters come in.
Bowlers rotate ends they are bowling from and fielders should be encouraged to get between the overs quickly.
When the drill is started both teams roll the ball to each other in the same direction (can be clockwise or anti-clockwise).
The aim of the game is for the ball from one team to overtake the ball from the other team.
Scatter some cones (divots) across the area, some the right way up, and some upside down. Split the group into two teams - 'Hackers and Greenkeepers' - and spread them out across the area.
On the word 'Go' the Hackers run round turning the divots upside down and the Greenkeepers must turn them the right way up.
2 teams work with 1 ball.
Split the area into 3 zones: The middle zone is a no-go zone (you can choose to put one player in this area).
There is team in each side of the no-go zone.
The aim of the game is to throw the ball over the player in the middle (can be the coach) to try and land the ball in the opposition's zone to score a point.
The opposition tries to catch the ball to prevent the other team from scoring a point.
The first team to land 10 balls wins.
(.) Coaching points A. For batsmen (running between the wickets) 1. Loud, quick positive calling. 2. Changing hands always looking at the ball. Never turning blind. 3. Non-striker backing up. 4. Run the first run fast. 5. Do not run past the crease after one run (because you might have to run again.) 6. Run with bat arm stretched out in front of you. 7. Hold the bat handle at the end. 8. Run your bat in over the line. B. For fielders (creating pressure, stopping singles) 1. Walking in, Threatening 2. Pace to the ball. 3. Watch the ball into your hands under pressure. 4. Always back up other fielders and the wicket keeper. 5. Get to the bowlers end to take an incoming throw. 6. Know when not to throw. 7. Know when to throw over the top of the stumps and when to hit them. 8. Remain focused when under pressure. Think! I must stop the single and build pressure for the batting side. Then I will force them into losing a wicket - and maybe the match!
Create a resolution to develop your coaching confidence by seizing the opportunity to discover new drills, turn ideas into action and seek advice from the coaching community.
Don't find yourself having to regain fitness when you get back to sport after the Christmas break. Keep on top of your exercise plans now and give yourself a head start next year!
Losing is inevitable and it's how we deal with it that will help us to grow as coaches and improve our team's performance.