Session Plan · U14 · Small group (up to 6) · 45 min

Relocate: The Driver Gets It Back

Why it works

A drive to the paint pulls the defence in and turns every head toward the ball. When the driver kicks it out, the defenders follow the pass, and the driver's own defender, who has just stopped the drive, is facing the wrong way. A driver who leaves the paint straight away and finds open space (a deep drive keeps going out the far side, a shallow one backs straight up) is the least-watched player on the floor two passes later. The two passes without a dribble move the ball faster than the defence can turn round. And the driver has to be there first, feet set, before the ball comes back. A shot taken while still finding the feet is a different, worse shot.

The thread through every block

  1. Drive to the paint
  2. kick
  3. leave the paint straight away: deep drive, out the far side; shallow drive, back up
  4. feet set before the ball
  5. pass, pass, back to the driver
  6. shoot on the catch, or drive again.

Setup. 6 players, 1 coach, 1 hoop, 4 balls, a stopwatch or the scoreboard clock. Spots use your 5-out language: corner, wing, slot, top.

Warm-up18-second relocation6 min

1231234drive to the paint, then pass, pass, drivedeep drive: keep going out the far sideshot when the clock hits 18
Four on the floor, no defence, two rebounding. Every drive gets to the paint and is followed by two passes without a dribble, then the next drive. Everyone fills open space. Shot at 18 seconds.
  • Four on the floor, two rebounding. The ball moves in one rhythm for 18 seconds: drive to the paint, pass, pass, drive again. No dribble on a catch unless it's a drive. There's no pattern: whoever is open fills space, and the driver leaves the paint straight after the kick. Shot when the clock hits 18. Rebounders swap in after each round.
  • Theme link: every drive empties a space and every kick starts the defence turning. The players who keep moving after they pass are the ones who end up open.

Block 1Drive, kick, come back out7 min

112334123driver: out the far side, feet set firstpass, pass, shoot on the catch
Baseline drive from the wing; the corner lifts to fill the wing and catches the kick. The driver keeps going across and out to the far slot, feet set, as the ball goes wing to top to them. Same from the right.
  • Adds: a route for the driver after the kick.
  • Three on the floor (wing with the ball, corner, top), three waiting. The wing drives baseline to the block; the corner lifts to fill the wing and catches the kick. The driver keeps going across the lane and out to the far slot. Wing to top, top to the driver, who shoots on the catch.
  • Then a shallow drive: middle from the wing, stop at the elbow, kick, back straight up to where you started. Alternate the two; switch sides every round.
  • Progress when: the driver's feet are set before the second pass leaves the passer's hands.
  • Regress if: the driver arrives late and catches running. The second pass waits until the driver claps.
  • Cues (questions): "How deep did you drive, and which way did that send you?" "Were you there before the ball, or did the ball wait for you?"

Block 2The helper loses the driver8 min

112341231helper: stop the drive, then guard any catchdriver's make = 2 · any other make = 1
3v1. The helper has to stop the drive, then can close out on any catch. The driver leaves the paint while the helper is watching the kick.
  • Adds: a help defender who stops the drive, then has to find the driver again.
  • Same start as Block 1, with one defender in the paint. The helper must step in and stop the drive, then can close out on any catch. The attack runs drive, kick, pass, pass, and the driver relocates while the helper is following the ball. The catcher shoots if open; if the helper closes out, one more pass.
  • Scoring: a make by the driver is 2, any other make is 1; a deflection or a stop is 1 to the helper. Four reps, then rotate one spot; the helper goes to the waiting line.
  • Progress when: the driver is the shooter on most reps, because the helper turned to the ball.
  • Regress if: the helper keeps finding the driver. The helper has to touch the kick-out catcher before guarding anyone else.
  • Cues (questions): "Where was the helper looking when you left the paint?" "Who was the open player after the second pass?"

Block 33v2: back to the driver, or drive again9 min

12311232shallow drive: back straight upafter a kick: pass or shoot, no dribbledriver open? hit them · not open? drive again
3v2. A shallow drive into the help, kick, and the driver backs straight up. Two passes to get it back to them; if they're covered, the next catcher drives again.
  • Adds: a second defender, so the pass back to the driver may be covered. Then the next catcher drives again.
  • 3v2, attack at top and both wings, a defender on the ball and one in help. After a kick, the next two catches are pass or shoot only, no dribble. If the ball gets back to the driver and they're open, shoot. If not, whoever has it drives to the paint and the rhythm starts again: drive, pass, pass.
  • Scoring: a make by a player who drove earlier in the possession is 2, any other make 1; a stop or a dribble on a catch that isn't a drive to the paint is 1 to the defence. Rotate after each possession; the waiting player comes in on defence.
  • Progress when: the second drive comes straight off the catch, not after a hold.
  • Regress if: the defence sits in the lane and the drives die. The defender on the ball has to stay with the ball handler; only one can help.
  • Cues (questions): "Was the driver open when the ball came back? How did you know?" "Shallow or deep, and where did that send you?"

Water2 min

Finisher3v3 relocation, 18-second clock11 min

12311223318 seconds, every catch after a kick: pass or shootmake by a player who drove earlier = 3other make = 1 · stop = 1
3v3 live with the 18-second clock. Drive, pass, pass, drive again. Points for the driver who comes back for the shot.
  • 3v3 live at one hoop, an 18-second clock on every possession. The rhythm from the warm-up: drive to the paint, then pass, pass, drive again. Every catch after a kick is pass or shoot only.
  • Scoring:
    • 3 pts: a make by a player who drove earlier in the same possession.
    • 1 pt: any other make, or a stop for the defence.
    • Turnover: the clock runs out, or a dribble on a catch that isn't a drive to the paint.
  • Make it, take it is off: the ball changes every possession. First team to 15, then new teams.

Huddle2 min

  • One question to the group: "Who was open after the second pass today, and why them?"

Coach notes

  • Decision errors vs execution errors:
    • A driver who stays in the paint after the kick, or drifts to a spot where a teammate already is, has made a decision error. Freeze it and ask Block 1's first question.
    • A driver who goes to the right space but catches running is execution. Get there sooner; the shot starts with the feet.
  • Common failure: standing to watch the kick. The first step out of the paint has to come with the pass, not after it lands.
  • Common failure: a dribble on every catch. One dribble on the catch gives the defence time to turn round. Pass or shoot, unless the dribble is a drive to the paint.
  • How it differs from Drive and Fill (U12): that plan is about where the other four go when someone drives. This one is about where the driver goes once they've given the ball up.
  • How it differs from One More (U14): that plan is the catcher's read on the closeout. Here the read is the relocated driver's.
  • Running it for 60: Block 3 goes to 13 min. The finisher goes to 20 min, with a second round on a 14-second clock (the clock after an offensive rebound), so the first drive has to come off the first catch. The huddle goes to 4 min, with a second question: "When did a shallow drive work better than a deep one?"

Sources

SourceUsed for
Chris Finch — Shooting on the MoveMechanism, warm-up 18-second relocation, Block 1 baseline drive and the driver getting the shot, Block 3 deep and shallow rule and drive-pass-pass-drive, finisher clock, coach note on getting to the spot first
Khalid Robinson — FinishingBlock 3 and finisher: no dribble on the catch, drive with intent, touch the paint
junior.basketball (original)Block 2 helper rules, scoring in Blocks 2 and 3 and the finisher

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.