Fun Games to Play at Softball Practice

Games that turn throwing, fielding, bunting, base running and the underhand pitch into something to win.

Show all 36
  1. Fly Ball Streak, Whole Team1. The team lines up in the outfield. The coach throws or hits one fly ball to each player in turn.2. Every catch adds one to the streak, and the whole line counts it out loud.3. A drop sends the streak back to zero, and the player who dropped it gets the next ball too.4. Write down the longest streak. It is the number to beat next practice.Drills: catching fly balls with the team watching. Youngest player: age 8. Players: 4 to 15. You need: gloves and a bucket of balls.
  2. Run Through First, Two Lanes1. Set a second base beside first, a few steps into foul ground, and a cone well past each one.2. Two runners start at home on go, one for each base.3. Each steps on the front of the base and keeps running to the cone without slowing down.4. The first to the cone scores for the team. Swap lanes on the next turn.Drills: running hard through first base. Youngest player: age 5. Players: 2 to 20. You need: two bases and two cones.
  3. Twenty-One at the Chest1. Partners stand a short throw apart with one ball.2. A throw caught at the chest scores two points for the thrower. One caught anywhere else between the knees and the cap scores one.3. A throw the catcher has to move both feet for scores nothing.4. The first player to 21 wins. Then both take three steps back and play again.Drills: throwing accuracy. Youngest player: age 7. Players: 2 to 20. You need: a glove each and a ball for each pair.

How it works

These fun games to play at softball practice are for the end of a session, when the drills are done. Most keep score on a single skill, and nobody is out for the rest of practice.

Read the full guide

The underhand pitch and the bunt

In softball every pitch is thrown underhand, so every pitching game here scores an underhand throw: at a box taped on the fence, into a partner's glove or onto a towel. A bunt is not swung at: the ball is met with the bat and tapped softly into the infield, and the bunting games score where it stops.

Fun games to play at softball camp

A camp has more players than a practice. Softball camp games for the whole team take up to 30. Three Teams, One Diamond moves everyone through batting, infield and outfield; in Throw-It Softball, No Bats, the batter throws the ball into play.

Questions and answers

What softball practice games work for 6 and 7 year olds?

Goalie Between Two Cones, Alligator Scoop Race and Run to the Position need no pitching and no batting. Under More filters, choose Age 6 to see every game rated for that age.

What softball games can you play without a field?

Twenty-One at the Chest, Knock the Ball Off the Tee, Pickle Between Two Bases and every pitching game work on a park lawn or against a fence. Under More filters, choose No diamond needed to see them together.

How do you make base running fun at softball practice?

Race it. Home Against Second starts two runners on opposite bases, and Beat the Ball Home sends a runner around all four while the fielders throw the ball from base to base. Nobody slides in either.

What is a good game to end softball practice?

One-Pitch Softball: every batter gets exactly one pitch, so innings are short and everyone bats. With younger players, Everybody Bats Off the Tee sends the whole team to the plate in each half inning.

All 36 games

Throwing and catching games 6

  • Around the Horn, Beat Your Own Time 1. Put a fielder on home, first, second and third, with any extra players lined up behind them. 2. On go the ball travels home, first, second, third and back home. Each thrower steps aside for the next player in line. 3. Time one lap for every player. A dropped ball is picked up and the lap goes on. 4. Send the ball the other way round and try to beat the first time. Drills: a quick catch and throw to a base. Youngest player: age 8. Players: 4 to 16. You need: gloves, one ball, four bases and a watch.
  • Bucket at Second Base 1. Lay a bucket on its side on second base, with the open end toward the outfield. 2. Players line up behind a cone in shallow center field and throw one ball each at the bucket, on one hop. 3. A ball that hits the bucket scores one for the team, and a ball that stays in scores three. 4. Move the cone back after every round and try to beat the team's last score. Drills: the long, low throw to a base. Youngest player: age 7. Players: 3 to 15. You need: a bucket, a cone and a ball each.
  • Count the Catches Until the Runner Is Home 1. Two pairs play. One pair plays catch on the outfield grass, a short throw apart, and counts every catch out loud. 2. At the same moment one runner from the other pair runs all four bases. 3. The count stops when the runner touches home. That number is the throwing pair's score. 4. Swap jobs until all four players have run. The highest count wins. Drills: a quick, clean catch and throw. Youngest player: age 7. Players: 4 to 16. You need: four bases, gloves and a ball for every four players.
Show all 36 games (33 more)

Throwing and catching games, continued

  • Knock the Ball Off the Tee 1. Stand three batting tees in front of the backstop with a ball on each. 2. Two teams line up side by side, a long throw away, every player with a ball. 3. On go the first player in each line throws at any tee, then the next, until all have thrown. 4. A ball knocked off is a point. Everyone collects together, the tees are loaded again, and the first team to five wins. Drills: throwing at a small target. Youngest player: age 6. Players: 4 to 16. You need: three tees, a ball each and a backstop or a fence.
  • Relay Line From the Fence 1. Teams of four spread out in a line from the outfield fence to home plate. 2. On go the player at the fence picks up a ball and throws to the next player, who turns and throws on. 3. The ball has to pass through every glove. The first team to reach its catcher scores. 4. Everyone moves up one place for the next race. Drills: catch, turn and throw. Youngest player: age 8. Players: 8 to 20. You need: gloves and a ball for each team.
  • Twenty-One at the Chest 1. Partners stand a short throw apart with one ball. 2. A throw caught at the chest scores two points for the thrower. One caught anywhere else between the knees and the cap scores one. 3. A throw the catcher has to move both feet for scores nothing. 4. The first player to 21 wins. Then both take three steps back and play again. Drills: throwing accuracy. Youngest player: age 7. Players: 2 to 20. You need: a glove each and a ball for each pair.

Fielding games: ground balls and fly balls 6

  • Alligator Scoop Race 1. Two teams line up behind a cone, each facing a coach with a bucket of balls. 2. The coach rolls a ball. The first player runs to it and scoops it with the glove underneath and the bare hand closing on top, like an alligator's mouth. 3. A two-handed scoop goes in the team's bucket. A one-handed grab goes back to the coach. 4. The first team with ten balls wins. Drills: fielding with two hands. Youngest player: age 5. Players: 4 to 16. You need: gloves, balls and four buckets.
  • Beat the Count on a Slow Roller 1. Fielders line up at shortstop, and one player covers first base. 2. The coach rolls a slow ball and counts out loud: one, two, three, four. 3. The fielder runs in, picks the ball up and throws to first. A catch at first before four scores a point. 4. After the throw, the fielder takes over at first and the player from first joins the line. Drills: charging a slow ground ball. Youngest player: age 8. Players: 3 to 12. You need: gloves, balls and a base.
  • Fly Ball Streak, Whole Team 1. The team lines up in the outfield. The coach throws or hits one fly ball to each player in turn. 2. Every catch adds one to the streak, and the whole line counts it out loud. 3. A drop sends the streak back to zero, and the player who dropped it gets the next ball too. 4. Write down the longest streak. It is the number to beat next practice. Drills: catching fly balls with the team watching. Youngest player: age 8. Players: 4 to 15. You need: gloves and a bucket of balls.
  • Goalie Between Two Cones 1. Partners face each other a few big steps apart. The fielder stands between two cones. 2. The roller rolls ten ground balls and tries to get them through the gap. 3. The fielder scores for every ball stopped with the glove on the ground. 4. Swap, and set the cones wider for the next round. Drills: moving the feet to a ground ball. Youngest player: age 5. Players: 2 to 20. You need: a glove, a ball and two cones for each pair.
  • Mine, Mine, Mine Under the Pop Fly 1. Three fielders stand in a triangle. The coach tosses a soft training ball high between them. 2. Whoever is going to catch it shouts Mine three times before the ball comes down, and the other two step away. 3. A catch after a call scores two. A catch nobody called scores nothing. 4. Play to ten, then send in the next three. Drills: calling a fly ball. Youngest player: age 7. Players: 3 to 15. You need: gloves and a soft training ball.
  • Over-the-Shoulder Catch 1. One fielder faces the coach on open grass, close enough to touch gloves. 2. The coach points left or right. The fielder turns that way and runs, looking back over the shoulder. 3. The coach lobs a soft training ball ahead of the runner. A catch scores two and a touch scores one. 4. Each fielder goes both ways, and the team adds up its score. Drills: going back on a fly ball. Youngest player: age 8. Players: 2 to 12. You need: a glove each and soft training balls.

Hitting and bunting games 6

  • Bunt and Beat It Out 1. Fielders stand at first base, at third base and beside the coach in the pitching circle. 2. The coach pitches a soft training ball underhand. The batter bunts it and runs to first. 3. The fielders pick the ball up and throw to first. Safe is a point for the batters, and out is a point for the fielders. 4. Rotate: batter to first, first to third, third to the circle, circle to the batting line. Runners wear helmets and stay on their feet. Drills: bunting, then running hard to first. Youngest player: age 9. Players: 5 to 14. You need: a bat, helmets, gloves, a soft training ball and a base.
  • Bunt Into the Circles 1. Chalk a circle a few steps up the first-base line and another up the third-base line. 2. The coach tosses soft training balls underhand from a few steps away. Each batter bunts five. 3. A bunt that stops inside a circle scores three, and one that stays fair scores one. 4. The highest total picks the next game. Only the batter holds a bat, and everyone waiting stands behind the backstop. Drills: placing a bunt. Youngest player: age 8. Players: 2 to 12. You need: a bat, a helmet, soft training balls and chalk.
  • Knock Down the Bottles With a Bunt 1. Stand six empty plastic bottles in a row, a few steps in front of the plate. 2. The coach tosses a soft training ball underhand and the batter bunts it at the bottles. 3. Each batter gets three bunts. Every bottle down is a point for the batter's team. 4. Stand the bottles up and bring in the next batter. Only the batter holds a bat, and everyone waiting stands behind the backstop. Drills: bunting the ball down. Youngest player: age 7. Players: 2 to 12. You need: a bat, a helmet, soft training balls and six plastic bottles.
  • Line Drive Alley 1. Two lines of cones run from the tee out to second base and make an alley up the middle. 2. Each batter gets five swings off the tee. 3. A ball hit through the alley, on the ground or on a line, scores two. Any other fair ball scores one. 4. Fielders in the outfield collect the balls. Only the batter holds a bat, and everyone waiting stands behind the backstop. Drills: hitting the ball up the middle. Youngest player: age 6. Players: 3 to 12. You need: a tee, a bat, a helmet, balls and cones.
  • Over the Cone Line 1. Lay a line of cones across the grass, a good hit away from the batter. 2. A coach kneeling to the side of the batter tosses plastic practice balls underhand. 3. A ball that lands past the line scores three, one that rolls past scores two, and any other fair ball scores one. 4. Five swings each. Fielders past the line collect. Only the batter holds a bat, and everyone waiting stands behind the backstop. Drills: hitting the ball hard. Youngest player: age 7. Players: 3 to 14. You need: a bat, a helmet, plastic practice balls and cones.
  • Two-Strike Battle 1. Split into a batting team and a fielding team. A coach pitches underhand. 2. Every batter comes to the plate already on two strikes. 3. A foul ball keeps the batter alive, a fair ball scores a point for the batting team, and a swing and a miss ends the turn. 4. Swap sides when everyone has batted. Batters wear helmets. Only the batter holds a bat, and everyone waiting stands behind the backstop. Drills: making contact with two strikes. Youngest player: age 9. Players: 6 to 16. You need: a bat, helmets, gloves and balls.

Base running games 6

  • Beat the Ball Home 1. Fielders stand a step inside first, second and third, and a catcher a step in front of the plate, so every base belongs to the runner. 2. On go a runner leaves home and the catcher throws to first. 3. The ball goes first, second, third, home while the runner goes all the way round. 4. Runner home first is a point for the runners. Ball home first is a point for the fielders. Swap when everyone has run. Drills: fast base running and throws to a base. Youngest player: age 8. Players: 8 to 16. You need: four bases, gloves and a ball.
  • Home Against Second 1. One runner stands on home plate and another on second base. 2. On go both run the bases the same way round and touch every one. 3. The first runner back to the base they started from scores a point for their team. 4. Bring up the next pair. Nobody slides: everyone stays on their feet. Drills: rounding the bases. Youngest player: age 6. Players: 4 to 20. You need: four bases.
  • Pickle Between Two Bases 1. Two fielders stand on bases a short sprint apart with one soft training ball. Three runners start on either base. 2. The fielders throw back and forth while the runners try to cross to the other base. Each safe crossing scores a run. 3. A runner tagged between the bases, with the ball in the glove and below the shoulders, swaps places with the fielder who made the tag. 4. Nobody slides. The runner with the most runs at the whistle wins. Drills: rundowns, for runners and fielders. Youngest player: age 7. Players: 5 to 12. You need: two bases, two gloves and a soft training ball.
  • Run Through First, Two Lanes 1. Set a second base beside first, a few steps into foul ground, and a cone well past each one. 2. Two runners start at home on go, one for each base. 3. Each steps on the front of the base and keeps running to the cone without slowing down. 4. The first to the cone scores for the team. Swap lanes on the next turn. Drills: running hard through first base. Youngest player: age 5. Players: 2 to 20. You need: two bases and two cones.
  • Tag Up and Score 1. A runner stands on third base, a fielder in shallow left field and a catcher on home plate. 2. The coach throws a fly ball to the fielder. The runner keeps a foot on the base until the ball touches the glove, then runs. 3. The fielder throws home. The runner crosses a chalk line drawn a few steps to the side of the plate, so runner and catcher never meet. 4. Over the line before the catcher has the ball is a run. Leaving early means going back to third. Drills: tagging up on a fly ball. Youngest player: age 9. Players: 3 to 12. You need: gloves, a ball, a base and chalk.
  • Windmill or Stop Sign at Third 1. Runners line up at first base, and a coach stands beside third. 2. One at a time, runners sprint toward third and look up at the coach as they round second. 3. A circling arm means keep going and score. Two hands held up means stop on third. 4. A runner who does what the sign says scores a point, whatever the sign was. Change the sign often. Drills: reading the base coach. Youngest player: age 6. Players: 2 to 20. You need: four bases.

Underhand pitching games 6

  • Flick It Twenty Times 1. Partners stand three steps apart, each with a glove, and share one ball. 2. Using only an underhand flick of the wrist, with no arm swing, toss the ball into the partner's glove. 3. Count the catches out loud. A drop sends the count back to zero. 4. The first pair to twenty sits down. Drills: the wrist snap that ends an underhand pitch. Youngest player: age 7. Players: 2 to 16. You need: a glove each and a ball for each pair.
  • Four Squares of the Strike Box 1. Split a taped strike box on the fence into four squares and number them. 2. A partner calls a number before each pitch. 3. Hitting the called square scores two, and any other square scores one. 4. Ten underhand pitches each. The higher score calls the numbers next round. Drills: hitting a spot in the strike zone. Youngest player: age 9. Players: 2 to 12. You need: balls, tape or chalk and a fence or a wall.
  • Lob It Onto the Towel 1. Lay a towel flat on the ground as the plate, and string a rope at head height halfway to it. 2. Each pitcher lobs the ball underhand over the rope. 3. A ball that lands on the towel scores three, and one that only clears the rope scores one. 4. Three lobs each, then start the line again. First to fifteen. Drills: the high arc of a slow pitch. Youngest player: age 6. Players: 2 to 12. You need: balls, a towel, a rope and two posts.
  • Strike Box on the Fence 1. Tape or chalk a box on the backstop, from knee to chest height on the players at practice. 2. Partners take turns pitching underhand from a line of cones, as far back as they pitch in a game or closer. 3. A pitch that hits inside the box is a strike and scores one. 4. First to ten. Everyone pitches on one call and collects on another. Drills: throwing strikes. Youngest player: age 7. Players: 2 to 12. You need: balls, cones, tape or chalk and a fence or a wall.
  • Strikeout or Start Over 1. One player pitches underhand at a taped strike box on the fence. A partner standing well to the side is the umpire. 2. The umpire calls every pitch a strike or a ball. 3. Three strikes before four balls is a strikeout and scores a point. Four balls first, and the count starts over with no point. 4. Swap jobs after three counts. Drills: pitching to a count. Youngest player: age 8. Players: 2 to 12. You need: balls, tape or chalk and a fence or a wall.
  • Team Race to Ten Strikes 1. Two teams line up behind a pitching line, each with a bucket of balls and its own taped box on the fence. 2. Each player pitches one ball underhand and goes to the back of the line. 3. Every pitch inside the box is a strike, and the team counts its strikes out loud. 4. The first team to ten wins. Nobody fetches a ball until both buckets are empty. Drills: throwing strikes with a crowd watching. Youngest player: age 7. Players: 4 to 16. You need: two buckets of balls, tape or chalk and a fence or a wall.

Softball camp games for the whole team 6

  • Everybody Bats Off the Tee 1. Two teams play a game off a batting tee with every fielding position filled. 2. In each half inning the whole team bats once, however many outs there are. 3. An out sends the runner back to the bench, and a run counts as usual. 4. The last batter of the half runs all the bases while the fielders throw the ball home. Batters and runners wear helmets. Only the batter holds a bat, and everyone waiting stands behind the backstop. Drills: game play, with every player batting. Youngest player: age 6. Players: 8 to 24. You need: a tee, a bat, helmets, gloves, a ball and four bases.
  • One-Pitch Softball 1. Play a game in which each batter's own coach pitches underhand. 2. Every batter gets exactly one pitch. 3. A fair ball is played out as usual. A miss, a foul or a pitch not swung at is an out. 4. Three outs and the teams sprint to swap, because the next pitch comes as soon as a batter is ready. Batters and runners wear helmets. Only the batter holds a bat, and everyone waiting stands behind the backstop. Drills: swinging at the first good pitch. Youngest player: age 9. Players: 10 to 24. You need: a bat, helmets, gloves, a ball and four bases.
  • Run to the Position 1. Everyone lines up along the first-base line with a glove on. 2. The coach calls a fielding position, such as shortstop or left field. 3. Everyone runs to where that position stands. The first three players there score a point. 4. Call home plate to bring everyone back in, and let a camper call the next one. Drills: learning where each position stands. Youngest player: age 5. Players: 4 to 30. You need: a diamond and a glove each.
  • Three Teams, One Diamond 1. Split the camp into three teams: one bats, one takes the infield and one the outfield. 2. A coach pitches underhand, and the batting team bats until it makes three outs. 3. Then the batters go to the outfield, the outfield comes to the infield and the infield bats. 4. Each team keeps its own runs for the whole game. Batters and runners wear helmets. Only the batter holds a bat, and everyone waiting stands behind the backstop. Drills: every position in one game. Youngest player: age 8. Players: 9 to 30. You need: a bat, helmets, gloves, a ball and four bases.
  • Throw-It Softball, No Bats 1. Play a game on the diamond with a soft training ball and no bats. 2. The batter stands at the plate, throws the ball anywhere into fair ground and runs. 3. Fielders make outs the usual ways: a catch in the air, a throw that beats the runner to a base, or a tag below the shoulders. 4. Three outs and the teams swap. Drills: fielding, throws to a base and base running. Youngest player: age 6. Players: 8 to 20. You need: four bases, gloves and a soft training ball.
  • Where's the Play? 1. Fielders take their positions, and the spare players are runners in helmets. 2. The coach calls the situation out loud, such as a runner on first with one out, then rolls or hits a ball. 3. The fielders make the play they think is right. An out at the right base scores a point for the defense. 4. A runner who reaches the next base safely scores for the runners. Rotate fielders and runners every six balls. Drills: knowing where to throw. Youngest player: age 9. Players: 9 to 20. You need: helmets, gloves, a ball and four bases.

How this list was compiled: Our suggestions, written for this site for a volunteer coach running a youth softball practice or a camp. The wording is ours, and the youngest ages and player counts are our estimates. Rules differ from field to field, so treat each entry as one way to play. Batters and runners wear helmets, only the batter holds a bat, nobody slides and nobody is out for the rest of practice; no league, team or player is named, and nothing here is coaching, training or injury advice. The underhand pitch, the order of the bases, the fly ball and the pop fly, the force out, the strikeout and the lobbed pitch of slow pitch were checked on 2026-10-08 against https://en.wikipedia.org/wiki/Softball; the bunt against https://en.wikipedia.org/wiki/Bunt_(baseball); and around the horn, the relay, the rundown or pickle, soft toss and tagging up against https://en.wikipedia.org/wiki/Glossary_of_baseball_terms. Licence: own work