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Voluntary Run T-Ball – Striking/Fielding game

Principle of play:
With possession (offence) Without possession
Maximise time in bat Minimise time in the field
Maximise runs scored from and not from Build pressure
bat Minimise unnecessary scores

Aim:
Understanding functionality of game play and then build of elements of play ie. decision-
making

Set up:
Voluntary Run T Ball - Base Diagram

Walk to
next
red Walk to
next
red
Base
Base 2
3

Base 0 / T Base
Home 1

or

Decision Walk to
Area next
red

• 2 teams; one is a batting team, other is a fielding


• 4 bases are set up in a diamond (similar to that of a tee-ball set up)
• Each base has a start zone and an end zone (safe and end) – mark by different colour
cones (red = safe zone, green = start).
• Aim is maximizing runs and minimise other team scoring runs (run is classed as a student
getting home)
• Once a student hits the ball, they can decide to run, or hold on base zero.
• Bases can be loaded up (more than 1 on base)
• Students do not have to run if they are in the safe zone. However, if they leave this zone
they cannot go back into that zone, they must run to the next.
• All students get a turn. Teams will change over once all students have a bat.
• To get out: a ball can be caught, or a student can have a foot on the base in which students
have run to.
Scoring:
A run is scored for the striking team when they make their way around all the bases and
return to home base.

Progression:
Changing the primary rules of this game will allow progression to be implemented into the
game. I.e. adding in a new primary rule where all players must get home. Those left on the
field will cause runs to be deducted from their score. This type of change will encourage
students to get home for the sake of their team score.

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