Session Plan · U12 · Team (7 or more) · 60 min

Score Off Their Make: Nearest Takes It Out

Why it works

When a team scores, its players relax for a moment and jog back, and a team that waits for one set player to take the ball out gives them time to get set. If whoever is nearest grabs the ball and inbounds it straight away, and the first two players up the floor sprint all the way to the corners, the defence is still turning around and the middle of the floor is empty. The ball handler can dribble straight at the rim before anyone is in front of them.

The thread through every block

  1. Ball goes through the net
  2. nearest player grabs it, steps out, inbounds now
  3. outlet catches on the side, facing up the floor
  4. first two down sprint to the corners
  5. ball handler pushes up the open middle
  6. two feet in the paint, then score or kick.

Setup. 10 players, 1 coach, full court with 2 hoops, 5 balls, a stopwatch or a loud count. Coach stands near the hoop where the "make" happens and drops a ball through the net to start most reps.

Warm-upOut in three7 min

123C12count from the net:ball in by 3
The coach drops the ball through the net. The nearer player grabs it, steps out and inbounds before the count of three; the other catches on the side and goes for a layup at the far end. Swap jobs, then the next pair.
  • Pairs. The coach drops a ball through the net at one end. Whichever of the pair is nearer grabs it, steps out of bounds and inbounds it before the coach counts to three. The other player catches on the side, facing up the floor, and dribbles the length of the court for a layup.
  • In by three and a layup made: 1 point to the pair. Next pair goes as soon as the ball crosses half-way. Two pairs work from each end, so nobody waits long.
  • Theme link: the first three seconds after a make is the whole session, done from the start.

Block 1Nearest takes it7 min

123C123ball rolled anywhere under the ring:nearest takes it
Three players jog around the far key. The coach rolls the ball somewhere under the ring; whoever is nearest takes it out, the next nearest gets open on the side, the third sprints up the floor. Layup at the other end.
  • Adds: nobody knows who will take it out until the ball drops.
  • Threes. The three players jog around the key at one end. The coach drops or rolls the ball somewhere under the ring. Whoever is nearest takes it out; the next nearest gets open on the side for the inbound; the third sprints up the floor. Score at the other end with no more than two passes.
  • Count out loud from the net. In before three: 1 point. Layup made: 1 point. Rotate in the next three; two threes work at once, one from each end.
  • Progress when: the ball is in before three on most reps without anyone calling a name. Coach counts to two.
  • Regress if: two players go for the ball, or nobody does. Coach calls "nearest!" as the ball drops for the first few reps, then stops calling it.
  • Cues (questions): "Who was nearest when it went in? How did you know?" "Where were the defenders when the ball came in?"

Block 2Run to the corners8 min

12231234keep the middle open
4-on-0. Inbound to the outlet; the first two up the floor sprint all the way to the corners, so the middle (shaded) stays open for the ball handler to dribble at the rim. The inbounder trails.
  • Adds: the first two players up the floor sprint all the way to the corners, so the middle stays open.
  • 4-on-0, from a make. Inbound to the outlet. The first two players up the floor sprint all the way to the two corners, not to the wings. The ball handler pushes the ball up the middle and goes all the way to the rim; the inbounder trails.
  • Throw ahead to a corner if it's open before half-way; otherwise dribble at the rim. Two groups of four go, one from each end; the other two players drop balls through the net and count.
  • Progress when: both corners are filled before the ball crosses the three-point line. Add the rule: a pass ahead to a corner, then the ball comes straight back to the ball handler driving.
  • Regress if: runners stop on the wings. Put a cone in each corner; you must touch it.
  • Cues (questions): "Where did you stop running, and what did that do to the middle?" "How many people were in your way on the drive?"

Block 33v2 off their make10 min

112312123defence scores, sprints backin by 3 + paint = bonus
Two defenders score a layup, then sprint back. The attacking three inbound straight away: one to the corner, the ball handler drives the middle, the inbounder trails. 2v1 read on the drive: pass or go.
  • Adds: two defenders who have just scored and are getting back.
  • Two defenders make a layup at the far end, then sprint back. The three attackers inbound straight away, fill one corner and drive the middle. The trailing inbounder is the third option.
  • The ball handler plays the 2v1 read they already know: if the defender comes to the ball, pass; if they stay, go.
  • Scoring: 2 for a basket, plus 1 bonus if the ball was in by three and touched the paint. Defence gets 2 for a stop. Rotate attackers → defence → line. Both ends at once.
  • Progress when: the attack scores on most reps. The defenders score a shorter layup (closer to half-way) so they're back quicker.
  • Regress if: the defence is set every time. The defenders must touch the far baseline after scoring before running back.
  • Cues (questions): "How many defenders were back when you crossed half-way?" "What did the defender in front of you do: come to the ball or stay?"

Water2 min

Block 43v3 make and go10 min

123123123score in 8 seconds = 3 pts
Even numbers. The defending three score a layup, then play man-to-man back down the floor. The attack inbounds at once and runs the shape. Winners stay; the next three come on.
  • Adds: even numbers, with every defender getting back.
  • 3v3 full court, man-to-man. Each possession starts with the defending team making a free layup at the far end; the other three then inbound and attack. Nearest takes it out, first one down goes to a corner, the ball handler pushes the middle.
  • Scoring: a basket inside 8 seconds of the ball going through the net: 3 pts. Any other basket: 2. A stop: 1 to the defence. First to 7. Winners stay; the waiting four rotate in (the fourth player counts the 8 seconds, then joins the next team).
  • Progress when: the attack scores inside 8 seconds about one time in three. Count 6.
  • Regress if: the inbound is slow every time. The coach drops the ball through and starts counting at once.
  • Cues (questions): "Who was nearest? Did they take it?" "Where was your defender when you caught the inbound?"

FinisherClapback 3v313 min

1234112233every make starts their clapback
Continuous 3v3. The moment a basket goes in, the team that just conceded takes it out and goes. A score inside 8 seconds of their make is a clapback: 3 points.
  • 3v3 full court, continuous: no free layups now. A make, and the team that conceded takes it out at once. A miss or a steal, and it's an outlet and push as normal. Man-to-man.
  • Scoring:
    • 3 pts: a clapback, a basket inside 8 seconds of the other team's make.
    • 2 pts: any other basket.
    • 1 pt bonus: inbound in before three, called by the waiting player.
  • Three-minute games; winners stay, the waiting four rotate in.

Huddle3 min

  • "After we score, what do they want to do, and how do we stop it?" "Why does running to the corner help the person with the ball?"

Coach notes

  • Decision errors vs execution errors:
    • Two players reaching for the ball, nobody taking it, or a runner stopping on the wing are decision errors. Ask Block 1's or Block 2's question; don't call the name for them.
    • A rushed inbound thrown away, or a lob over the outlet's head, is an execution error. Short, firm pass to the side; the outlet comes to meet it.
  • Common failure: the team celebrates its own basket and walks. That's the same thing they're trying to punish. Use it: the scoring team in Block 4 must sprint back, and the attack scores 3 if they don't.
  • Common failure: the ball handler slows down at half-way to "set it up". Ask: "How many defenders were back when you slowed down? How many by the time you started again?"
  • Judge the decision, not the make. A quick inbound and a drive at a set defence that misses was still the right play. The slow inbound that ended in a made shot wasn't.

Sources

SourceUsed for
Breakthrough Basketball — Resolving the Transition Inbounder DilemmaMechanism, Block 1 (nearest takes it out)
Breakthrough Basketball — Transition "Clapbacks"Mechanism, finisher (one score off their make)
Breakthrough Basketball — 5 Out Transition SpacingBlock 2 (run to the corners, keep the middle open), Block 3
Breakthrough Basketball — Play in Transition 80% of the TimeCoach notes
junior.basketball (original)Warm-up count, Block 3 and Block 4 starts and scoring, 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.