Warm-upHead-turn races7 min
- Two pairs at each hoop, one in the corner, one on the wing, with one player waiting. Defenders stand in help, a step toward the paint, looking at their attacker.
- On the coach's clap, defenders must turn and point at the ball. That's when the attacker burns behind them to the cone under the rim. The defender recovers to tag them.
- Attacker touches the cone first: 1 point. Tag: 1 point to the defender. Swap roles, swap spots.
- Theme link: the cut starts the moment the defender's head turns, before anyone has the ball in the middle.
Block 1Burn on the look8 min
- Adds: a real drive to the middle and a pass to finish.
- The coach dribbles from the top to the free-throw line and stops. The corner defender always takes a help step and looks at the ball. The corner burns along the baseline behind them; the coach passes for the layup. The defender recovers to contest.
- Then the same from the wing: the cut goes at 45 degrees, behind the defender, straight to the rim.
- Rotate: attacker → defender → line. Both sides.
- Progress when: the cut starts on the look, not after the stop. Let a player be the driver instead of the coach.
- Regress if: cutters start early and the defender sees them. Freeze at the head turn, then go.
- Cues (questions): "Where were their eyes when you went?" "How far did you have to run before you were behind them?"
Block 2Look or stay8 min
- Adds: the defender's choice, so the cutter has to read the head.
- Same start. The defender chooses: help and look at the ball, or stay home watching their attacker.
- Head turned → burn cut for the layup. Stayed home → hold the spot, hands ready, catch the kick-out and shoot.
- Layup off the burn: 2 points. Open shot off the kick: 1. Defender's stop or tag: 1 to the defence.
- Progress when: the attacker's choice matches the head on most reps. Add a second defender on the far side who can help on the cut.
- Regress if: attackers burn every time. Defenders exaggerate the look: full turn, point at the ball.
- Cues (questions): "What did their head do when the coach got to the middle?" "If they stayed with you, who was the driver open to?"
Water2 min
Block 32v2: hunt, stop, find10 min
- Adds: a live defender on the driver, so the driver has to win the middle before anyone can cut.
- 2v2 at each hoop, one waiting. Driver at the top, cutter in the corner or on the wing. The driver attacks the middle and stops with a jump stop or stride stop, eyes up. The cutter reads their defender.
- Layup off a pass: 3. Open shot off a kick-out: 2. The driver's own layup: 1. Nobody stands in the paint; a cutter who doesn't get it goes straight back out.
- Score and stay on. A stop: defence to offence, waiting player on defence.
- Progress when: drivers stop in the middle with their eyes up and find the cut. Let the driver start from either slot.
- Regress if: drivers can't reach the middle. Their defender starts a step back.
- Cues (questions): "When you stopped, who was looking at you?" "Why is a layup off a pass worth more?"
Block 43v3: keep the rim empty10 min
- Adds: a second cutter and a rule that keeps the rim empty.
- One hoop, teams of 3, 3 and 4 (the four rotates a player off each time they come on). 3v3 cutthroat, waiting team at half-way.
- Nobody stands in the paint. A cutter who isn't found exits straight back out to the empty spot. A player standing in the paint: turnover.
- Same scoring as Block 3. A basket keeps the offence on; a stop sends them off.
- Progress when: drives create a burn cut or a kick-out shot most possessions. Two burn cuts in one possession before a shot scores double.
- Regress if: cutters crowd the rim and collide. Only the player whose defender looked may cut; the other holds their spot.
- Cues (questions): "Which defender looked first? Who should have cut?" "When you didn't get it, where did you go?"
Finisher5v5 burn game12 min
- 5v5 five-out, man-to-man, one hoop. Coach referees from the top.
- Scoring:
- 3 pts: a layup off a burn cut.
- 2 pts: an open shot off a kick-out.
- 1 pt: any other basket.
- Turnover: a player standing in the paint.
- Two 5-minute halves. Swap at half-time.
Huddle3 min
- One question to the group: "What told you it was time to cut?"
Coach notes
- Decision errors vs execution errors:
- Burning when the defender stayed home is a decision error: the cutter runs into them and clogs the driver's lane. Ask Block 2's question.
- The right cut but jogged, so the defender recovers, is execution. Ask "how fast were you going when you passed them?"
- A driver who keeps going to the rim into two defenders is a decision error. Ask "who was looking at you when you got to the middle?"
- Common failure: players drift inside the arc while they wait. There's no room to build speed and the cut is easy to see. Start them a step outside the arc.
- Common failure: a player parks on the block. That fills the rim and kills every cut. The paint rule fixes it; keep it on.
- Judge the read, not the layup. A burn cut on the head turn that didn't get the pass was the right cut.
Sources
| Source | Used for |
|---|---|
| Tyler Coston — Race and Space, Layer 2: Space and Hunt | Mechanism, burn cut, hunt the middle, empty rim, scoring idea (open layup and open three over a contested layup) |
| Bill Flitter — Youth Motion Offense in One Hour | Warm-up (cut when you see the back of the defender's head) |
| Austin McBeth — Are You Reading Defenders When You Drive? | Block 2 kick-out when the help stays home |
| junior.basketball (original) | Warm-up races, Block 1 to 4 rules and rotations, finisher scoring |
Unofficial resource. Drills are adapted from recorded coaching clinics and credited to the coaches named in Sources above; anything marked junior.basketball (original) was written for this plan. Not affiliated with or endorsed by those coaches or the organisations that ran the clinics. Full credit to every presenter.