Session Plan · U12 · Small group (up to 6) · 45 min

DHO Reads: Take It or Keep It

Why it works

A dribble handoff makes the receiver's defender choose: go over the top of the handoff (trail) or under it (jump the receiver's path). Each choice leaves one option open. A trailing defender is behind the receiver, so the receiver turns the corner downhill. A defender who jumps the path is in front of the receiver, so the handler keeps the ball and attacks the space that defender just left. The receiver and handler read the defender's feet, not a call from the bench.

The thread through every block

  1. Dribble at the receiver
  2. receiver's inside foot plants
  3. read the receiver's defender
  4. trail: take it and turn the corner
  5. jump: keep it and attack.

Setup. 6 players, 1 coach, 1 hoop, 6 balls, 4 cones (slot spots). Five-out spacing: handoffs happen at the slot, not in the corner.

Warm-upHandoff relay5 min

12312handoffhand it over like a hot platesame on the right · first team to 10 clean handoffs
Two teams of three, one each side. Dribble at your teammate, hand it off at the slot, receiver turns the corner and attacks. Count clean handoffs.
  • Two teams of three, one each side. Dribble from the top to the slot, hand off to the wing teammate, and the receiver turns the corner and lays it up. Rebounder takes the next handoff.
  • Count: clean handoffs only. A bobble or a toss resets that team to zero.
  • Theme link: the handoff itself has to be automatic before anyone can read a defender.

Block 1Handoff mechanics5 min

12312inside foot lands firstturn the corner tight to the hiphandoff at the slot, not the corner
Handler dribbles to the slot and presents the ball. Receiver lands inside foot first, takes it and turns the corner tight to the handler's hip.
  • Adds: the footwork of the exchange, with no defender.
  • Handler dribbles to the slot, turns their back to the middle and presents the ball with two hands. Receiver comes off the wing, lands inside foot first, takes the ball and turns the corner tight to the handler's hip.
  • Both directions: half the reps from the left wing, half from the right.
  • Progress when: the receiver turns the corner without drifting wide.
  • Regress if: the ball is tossed rather than handed. Walk it.
  • Cues (questions): "How much space was there between you and the handler's hip?" "Which foot landed first?"

Block 2Trail or jump8 min

1TJ122CT: trails over the top → take it, turn the cornerJ: jumps the path → keep it, attackcoach shows the defender a card
The coach secretly tells the receiver's defender to trail or jump. The offence reads the defender's feet and picks take or keep.
  • Adds: a defender and one read with two answers.
  • The coach shows the receiver's defender a card behind the offence's backs: trail (follow over the top) or jump (step into the receiver's path). The defender plays at three-quarter speed.
  • Trail → receiver takes the handoff and turns the corner. Jump → handler keeps it, turns and attacks the space the defender left.
  • Progress when: 4 of 5 reps get the right answer. Then the defender chooses freely.
  • Regress if: the receiver commits before seeing the defender. Freeze the defender in position until the handler arrives.
  • Cues (questions): "Where were the defender's feet when the ball arrived?" "Who had the open lane?"

Block 32v2 live8 min

121122score off take or keep onlynext pair in
2v2 from the top. The handoff must happen first; after that, both defenders are fully live.
  • Adds: a live handler's defender. Both defenders play any way they like.
  • 2v2 from the top. The offence must run the handoff first. A basket counts only if it comes from the take or the keep read. Make-it-take-it for 2 possessions, then the next pair rotates in.
  • Progress when: most possessions end in a shot inside the arc from the right read.
  • Regress if: the handler's defender keeps blowing up the exchange. That defender starts from a step behind.
  • Cues (questions): "Was it a take or a keep? How did you know?" "What did your defender do when the ball arrived?"

Water2 min

Block 43v3 with corner help9 min

1234112233corner help comes → kick to the corner
Add a third pair in the opposite corner. If the corner defender helps on the drive, kick it to the open corner.
  • Adds: a help defender, and a second read after the first.
  • 3v3. Third attacker in the opposite corner. After the take or keep, the driver reads the corner defender: help comes → kick to the corner; no help → finish.
  • Play to 3 baskets, then rotate offence to defence.
  • Progress when: drivers kick when help comes, rather than forcing the shot.
  • Regress if: too many turnovers on the kick. The corner defender must stay in the corner until the driver's second dribble.
  • Cues (questions): "Who stopped the ball?" "Where was the open player?"

FinisherHandoff before score8 min

12112233basket after a handoff = 2right read, any result = 1stop = 1 to the defence
3v3, any side. Offence must use at least one handoff before scoring.
  • 3v3 live, any side. The offence must use at least one handoff before scoring.
  • Scoring:
    • 2 pts: basket after a handoff.
    • 1 pt: the correct take or keep read, whatever the result (the coach calls it).
    • Defence, 1 pt: a stop.
  • First team to 7. Losers run the next handoff relay.

Coach notes

  • Decision errors vs execution errors:
    • Taking the handoff into a jumping defender is a decision error. Ask Block 2's question; don't fix the footwork.
    • A tossed or fumbled exchange is an execution error. Send the pair back to Block 1 for three reps.
  • Common failure: handoffs in the corner. There's no room to turn the corner there. Keep them at the slot.
  • Common failure: the receiver drifts wide off the handoff, which lets the trailing defender recover. Ask how much space was between them and the handler's hip.
  • Judge the read, not the shot. A correct keep that ends in a miss scores a point in the finisher for a reason.
  • Running it for 60: add the 15 minutes to the live end, not the technique blocks. Block 4 goes to 14 min. The finisher goes to 16 min: a second game to 7 with a 12-second shot clock. Close with a 2-min huddle: "What did the defender show you that told you to keep it?"
  • See it on a court. The trail-or-jump read from Block 2, step by step: DHO Reads playbook.

Sources

SourceUsed for
James Janssen & Gayle Fulks — Coaching ClinicBlocks 1–3
Nico Loureiro — Multi-Optional Offence ClinicWarm-up, Block 4
Justin Schueller — Parents Coaching ClinicBlock 1
M14 System of Development (Vilnius, on-court)Warm-up, Block 3, finisher
Aaron Fearne — Early Transition Offense and FlowBlock 2
Sam Gruggen — Skill Development for Junior Athletes 1Block 4
junior.basketball (original)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.