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The pickup shuttle

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Purpose : To develop agility while using the skill of picking up the ball after a chase in a competitive situation. Description : Place 4 markers in a half moon shape with 3 cricket balls on each one. There is an empty bucket or container at the top (the red circle in the diagram). The fielder runs from the start point to any ball, picks it up using correct technique, runs to the empty bucket and puts the ball in (throwing it in is not allowed). The fielder then runs to any other ball to repeat the process until all the balls are in the top bucket. Ideally (but not essentially) the player competing will be attached to some elastic tubing which is anchored to the floor at the start point by another player. The drill is timed and a team leader board can be created to make it competitive. Drill notes : This drill will improve speed and agility if you do it regularly enough. You can track changes by seeing how player’s times improve and the competitive element means players lo...

Colin Bland’s game

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Purpose: To practice picking up, backing up and shying at the stumps under the pressure of competition. Description: Two stumps are placed between two teams. The coach rolls the ball out and calls which stump should be aimed for. The fielder picks up and shys at the stump. The other team back up the throw then attempt to hit the stump as called by the coach. Score 5 points for a direct hit, lose a point for a misfield.

Boundary Stopping

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Purpose: The practice running/diving to stop the ball on the boundary and saving a four. Description: The ball is rolled out for the first fielder on the right to run round the boundary, stop the ball and return it to the coach. When all fielders have gone from the right, repeat from the left. Variation: Score can be kept by awarding points for clean pickup and returns and losing points for fumbles or letting the ball go over the line.

Pick up, back up and return

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Purpose: To practice a clean pickup and return on the run and backing up. Description: The ball is rolled out to the middle of both groups of players. The fielder on the left picks up and returns the ball before running to the back of the other queue. He gets a point for this. If he misfields he loses a point and the back up fielder picks up and returns then runs to the back of the other queue. If the backup fielder misfields he loses 2 points. The front fielder can come from left or right. 1. 2.

Court ball

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Purpose: A competitive game to practice stopping under pressure. Description: In a court as pictured below, teams take turns to throw the ball, bouncing it in the middle section. Players are not allowed in the middle area. The receiving team must stop the ball before it passes the end of the court, the throwing team must make the ball pass the opponents back line. 3 points are scored for crossing the back line, 1 point is lost of missing the middle section or passing outside the side of the court.

Attackers vs. Defenders

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Purpose: To add a pressure element to stopping and picking up the ball Description: The attackers aim is to get the ball over the goal line by passing it to each other along the ground. The defenders must intercept the ball only moving sideways or backwards. If the attacking team fumble the ball or the ball is intercepted they must return to the start line.

Fielding circle

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Purpose: Practicing stops, pickup, shy and backing up. Description: An even number of players jog in a circle around a stump with a coach (c) in the middle. The coach rolls/hits the ball out to a fielder who picks up and shys and the stump. The throw is backed up by the opposite fielder and returned to the coach. Variations: The coach can shout out players to change direction. Scoring can also be added by giving points for hitting the stump and losing points for misfields.