Recommended Formats


Modified Game

Hit and Run Baseball Modified Games provide guidelines for fun, new ways to engage youth baseball players in formal competitive play. Through the use of modified rules by age group, the Modified Game offers more action-oriented experiences focused on quicker paced, development-centered and skill building opportunities for athletes that are designed to occur more frequently than traditional gameplay exposure.


Innings: Six Innings

Pitch Delivery: Coach, with pitcher's assistant position for player defense (coach should not assist defensively)

Hitters: Four per inning (fourth batter is "Last Out"); must keep one foot in the batter's box at all times

Hitter Count: No count. Three swings per hitter; if no contact, switch to side toss/tee (coach's discretion)

Baserunners: Innings 1-2: None. Innings 3-4: Start with runner on first base. Innings 5-6: Start with runners on first and second

Base-stealing: None

Defensive Players: Six (players must rotate positions every defensive inning; no player should play the same position twice)

  • P, 1B, 2B, SS, 3B, CF, no catcher (coach catches pitches)
  • No OF: "CF" position stands behind second base bag (or can roam defensively)

Umpire: Behind mound

Coach's Timeouts (60 second timeout for use as situational teaching tool): Three per game (cannot use more than one per inning)

Mound Visits: None

Pace of Play Bonus: If defensive players are in position no more than 20 seconds after last recorded out of the previous half-inning, team will receive an extra (fifth) batter in its next offensive inning

Additional Modifications

  • Number of innings: Four or five
  • Pitch delivery: Use a tee, coach side toss, coach front toss with L-screen
  • Ball type: Use a foam ball, rubber ball, plastic ball, practice baseball, tennis ball, etc.
  • Increase or decrease number of hitters per inning
  • Baserunner options: Change the combination of baserunners to start inning, or eliminate completely
  • Number of defensive players: Remove "CF" position, play with outfielders
  • Incorporate defensive scoring objectives (points for successfully fielding ground balls, pop ups, technique, assists)
  • Lights Out: No scorekeeping, play for fun and development
  • If fewer than 12 players, can utilize Pitcher's Hand Out for defensive groups (Pitcher's mound becomes pseudo-first base for putouts)

Innings: Six innings

Pitch Delivery: Coach pitches, and pitcher's assistant position for player defense (coach should not assist defensively)

Hitters: Five per inning or three outs, whichever comes first (fifth batter is "Last Out"). Must keep one foot in the batter's box at all times

Hitter Count: Hitters start with 1-1 count. If BB/HBP, last batted out will head to first base, and the hitter will start a new at-bat with a 2-1 count. If second BB/HBP, hitter will go to first base

Baserunners: Innings 1-2: None. Innings 3-4: Start with runner on first base. Innings 5-6: Start with runners on first and second base

Base-stealing: None. Players may not advance on passed balls

Defensive Players: Nine (players must rotate positions every defensive inning; no player should play the same position twice). Catcher from previous inning will warm up next pitcher until current defensive catcher arrives

Umpire: Behind home plate

Coach's Timeouts (60 second timeout for use as situational teaching tool): Three per game (cannot use more than one per inning)

Mound Visits; None

Pace of Play Bonus: If defensive pitcher and catcher are in position no more than 20 seconds after last recorded out, team can receive an extra (sixth) batter in its next offensive inning (if three outs are not recorded prior to the sixth hitter)

Additional Modifications

  • Pitch delivery: Use a tee, coach side toss, coach front toss with L-screen, player pitchIf player pitch, pitchers can only throw fastballs and changeups (no breaking balls permitted)
  • If pitcher struggles, coach can decide to "roll" inning, wtih max runs possible at that point added to offensive score
  • Ball type: Use a foam ball, rubber ball, plastic ball, practice baseball, tennis ball, etc.
  • Increase or decrease number of hitters per inning
  • Baserunner options: Change the combination of baserunners to start inning, or eliminate completely
  • Incorporate defensive scoring objectives (points for successfully fielding ground balls, pop-ups, technique, assists)
  • Lights Out: No scorekeeping, play for fun and development
  • If fewer than nine defensive players, utilize Pitcher's Hand Out (pitcher's mound becomes first base for putouts)

Innings: Six innings

Pitch Delivery: The player pitches. A coach must replace the pitcher if more than two total BB/HBP in an inning. The pitcher cannot reenter the game

Hitters: Three out. Max hitters per inning: nine. Must keep one foot in batter's box at all times

Hitter Count: Hitters start with 1-1 count. Called strike = automatic K; BB/HBP: last batted out to run at first base, hitter will start a new AB with a 2-1 count (if able); If second BB/HBP, hitter will go to first base

Baserunners: Innings 1-2: None. Innings 3-4: Start with runner on first base. Innings 5-6: Start with runners on first and second base

Base-stealing: None. Players may not advance on passed balls

Defensive Players: Nine (players must rotate positions every defensive inning; no player should play the same position twice). Catcher from previous inning will warm up next pitcher until current defensive catcher arrives

Umpire: Behind home plate

Coach's timeouts (60 second timeout for use as situational teaching tool): Three per game (cannot use more than one per inning)

Mound Visits: None

Pace of Play Bonus: If pitcher, catcher and defensive players are in position no more than 20 seconds after last recorded out, team can receive additional baserunner in its next offensive inning (move all runners up one base).

Additional Modifications

  • Pitch delivery: Use a tee, coach side toss, coach front toss with L-screen, coach pitch
  • Baserunner options: Change the combination of baserunners to start inning, or eliminate completely
  • Incorporate defensive scoring objectives (points for double plays, pickoffs, outfield assists)
  • If pitcher struggles, coach can decide to "roll" inning, with max runs possible at that point added to offensive score
  • Lights Out: No scorekeeping, play for fun and development
  • If fewer than nine defensive players, utilize Pitcher's Hand Out (pitcher's mound becomes first base for putouts)

Innings: Seven innings

Pitch Delivery: Player pitches, no re-entry

Hitters: Three outs. Max hitters per inning: nine. Must always keep one foot in the batter's box

Hitters' Count: Hitters start with 1-1 count. Called strike = automatic K. If BB, last batted out will head to first base, and hitter will start a new at-bat with a 2-1 count. If second BB, hitter will go to first base

Baserunners: Innings 1-2: None. Innings 3-4: Start with runner on first base. Innings 5-6: Start with runners on first and second base. Inning 7: Bases loaded

Base-stealing: Allowed and encouraged. Players may advance on passed balls.

Defensive Players: Nine

Umpire: Behind home plate

Coach's Timeouts (60 second timeout for use as situational teaching tool): Two per game, cannot use more than one per inning

Mound Visits: One per inning

Additional Modifications

  • Number of innings
  • Pitch delivery: Use a tee or pitching machine
  • Baserunner options: Change the combination of baserunners to start inning, or eliminate completely
  • Base-stealing: Runners at first base must steal on first pitch of next at-bat
  • Hitters' count: Hitter starts with 0-0 count; two called strikes = K
  • Incorporate defensive scoring objectives (points for double plays, pickoffs, outfield assists)
  • Number of coach's timeouts
  • Lights Out: No scorekeeping, play for fun and development

Innings: Nine innings

Pitch Delivery: Player pitches, no re-entry

Hitters: Three outs. Max hitters per inning: nine. Must always keep one foot in the batter's box

Hitters' Count: Hitters start with 3-2 count

Baserunners: Innings 1-3: None. Innings 4-6: Start with a runner on second base. Innings 7-9: Start with the bases loaded

Base-stealing: Allowed. Players may advance on passed balls

Defensive Players: Nine

Umpire: Behind home plate

Coach's Timeouts (60 second timeout): Two per game; cannot use more than one per inning

Mound Visits: One per inning

Additional Modifications

  • Number of innings
  • Pitch delivery: Use a tee or pitching machine
  • Baserunner options: Change the combination of baserunners to start inning, or eliminate completely
  • Hitters' Count: Hitter starts with 0-0 count; two called strikes = K
  • Hitters: Only hit to the opposite field, only hit ground or fly balls, only sac/squeeze/bunt for a hit (see Execution Game in our list of Additional Game Modifications)
  • Incorporate Defensive scoring objectives (points for double plays, pickoffs, outfield assists)
  • Number of coach's timeouts
  • Lights Out: No scorekeeping, play for fun and development


Offensive Exhibition

Hit and Run Baseball Offensive Exhibitions create modified gameplay exposures focused on offensive execution. By easing the challenge of putting the ball in play for hitters, players will experience quicker gameplay experiences while reinforcing situational challenges that arise during play. The Exhibitions increase pace of play and present coaches with opportunities to focus on skill-building objectives and teaching opportunities and to reinforce group objectives of camaraderie, teamwork and fun!


Two teams of 9-12 players (can modify if different number of players)

18 players: Six groups of three

  • Group 1 - Defense
  • Group 2 - Defense
  • Group 3 - Pickle
  • Group 4 - Cage/Coach Hitting Work
  • Group 5 - On-deck hitting group
  • Group 6 - Live Hitting

*Innings: *12 (Two "rotations" through all six groups)

*Pitch Delivery: *Coach side toss; one live (fair ball) hit per hitter

*Hitters: *Hitter 1: Live. Hitter 2: On deck. Hitter 3: Practice swings. Groups rotate after Hitter 3. Must keep one foot in the batter's box at all times

*Hitter Count: *No count; all batted balls are played live

*Base-stealing: *None

*Defensive Players: *Players will rotate all six defensive positions: 1B, 2B, CF, SS, 3B, P (coach will assume C position). Coaches rotate defensive positions by group rotations (no player should play the same position twice)

*Umpire: *Behind mound

Coach's Timeouts (60 second timeout for use as situational teaching tool): Three per game (cannot use more than one per inning)

*Mound Visits: *None

*Pace of Play Bonus: *If a group has rotated to its next location within 20 seconds of rotation, that group will receive an extra "non-live" (i.e. hitter doesn't run to first base) swing in its next offensive inning

Additional Modifications

  • Defensive rotations: Layer in individual/group skill work in between hitters, before/after rotating groups
  • Pitch delivery: Use a tee, or coach front toss with L-screen
  • Number of swings per hitter
  • Individual skill work during hitting group: Reinforce specific skills, work on situation specific drills, etc.
  • Baserunner options: Change where runners start, multiple runners on base, etc.
  • Work team-specific drills before/after Offensive Exhibition (pop-ups, ground balls, baserunning, etc.)
  • If fewer than nine players, can utilize Pitcher's Hand Out for defensive groups (pitcher's mound becomes pseudo-first base for putouts)
  • Defensive points awarded for successfully fielding ground or fly balls

Two teams of 9-12 players (can modify if different number of players)

24 players: Six groups of four

  • Group 1: Defense
  • Group 2: Pickle
  • Group 3: Coach's instruction/player observation
  • Group 4: Cage or coach individual work
  • Group 5: On-deck hitting group
  • Group 6: Live hitting

*Innings: *12 (Two "rotations" through all groups)

*Pitch Delivery: *Coach side toss; one live (fair ball) hit per hitter

*Hitters: *Hitter 1: Live. Hitter 2: On deck. Hitter 3: Practice swings. Hitter 4: Baserunning (see Baserunners for starting position). Groups rotate after Hitter 4

  • Rotation 1: Hitter 1 = Player A, Hitter 2 = Player B, Hitter 3 = Player C, Hitter 4 = Player D
  • Rotation 2: Hitter 1 = Player D, Hitter 2 = Player C, Hitter 3 = Player B, Hitter 4 = Player A

*Hitter Count: *No count: All (fair) batted balls are played live

Base Runners: First rotation: Hitter 4 starts on first base. Second rotation: Hitter 4 starts on second

*Base Stealing: *None

Defensive Players: Four

  • Rotation 1: SS, 3B, CF, LF. Hitters must hit ball to the left side of the field or up the middle
  • Rotation 2: 2B, SS, CF, RF. Hitters must hit ball to the right side of the field or up the middle
  • Coach can serve as pitcher. Use player pitcher if more than four players in group

*Umpire: *Behind mound

Coach's Timeouts (60 second timeout for use as situational teaching tool): Three per game (cannot use more than one per inning)

*Pace of Play Bonus: *If group has rotated to next location within 20 seconds of rotation, group will receive an extra "non-live" (i.e. hitter doesn't run to first base) swing in its next offensive inning

Additional Modifications

  • Pitch delivery: Use a tee, coach pitch, coach front toss with L-screen, coach pitch
  • Number of swings per hitter
  • Individual skill work during hitting group: Reinforce specific skills, work on situation specific drills, etc.
  • Baserunner options: Change where runners start, multiple runners on base, etc.
  • Work team-specific drills before or after Offensive Exhibition (pop-ups, ground balls, baserunning, etc.)
  • If fewer than four defensive players, utilize Pitcher's Hand Out (pitcher's mound becomes first base for putouts)
  • Defensive points awarded for successfully fielding ground or fly balls

Two teams of 12 players (can modify if different number of players)

Innings: Six innings

*Pitch Delivery: *Coach front toss with L-screen (ball that hits L-screen is automatic single)

Hitters: One live (fair) hit per hitter. Max hitters per inning: nine. Must keep one foot in the batter's box at all times. Two outs per offensive inning

*Hitter Count: *No count. All batted balls in fair play are played live. Three missed balls in play = next hitter, but not a recorded out

*Baserunners: *Innings 1-2: None. Innings 3-4: Start with runner on first base. Innings 5-6: Start with bases loaded.

*Base-stealing: *None

Defensive Players: Nine. Defensive objective: record two outs. Successful double play scores one point for defensive team

*Umpire: *Behind home plate

Coach's Timeouts (60 second timeout for use as situational teaching tool): Three per game (cannot use more than one per inning)

*Mound Visits: *None

*Pace of Play Bonus: *If defensive players are in position within 20 seconds of the end of the previous half-inning, team will receive an extra "out" (i.e. defense must record three outs instead of two) in its next offensive inning

Additional Modifications

  • Pitch delivery: If no L-screen, can use a tee, coach side toss, coach pitch
  • Defensive rotations: Individual/group skill work between hitters
  • Number of swings per hitter
  • Individual skill work between innings: Reinforce specific skills, work on situation specific drills, etc.
  • Hitters: Only hit to the opposite field, only hit ground or fly balls, only sac/squeeze/bunt for a hit
  • Baserunner options: Change where runners start, multiple runners on base, etc.
  • Work team-specific drills before or after Development Exhibition (infield-outfield communication, pickoffs, bunt rotations, defensive plays, etc.)
  • If fewer than four defensive players, utilize Pitcher's Hand Out (pitcher's mound becomes first base base for putouts)
  • Defensive points awarded for successfully fielding ground or fly balls. Can introduce situation-specific points as well: pickoffs, outfield assists, bunt coverage, etc.

Innings: Seven innings (or at least two at-bats for each player)

  • Each inning scored as an individual game. Team with most runs at the end of an inning receives one point (no points awarded if tied)
  • Final game score equates to which team has won the most innings

*Pitch Delivery: *Tee. One live (fair) hit per hitter

Hitters: One out. Max hitters per inning: nine. Must keep one foot in the batter's box at all times

Hitter Count: No count: All batted balls are played live (two missed balls in play = next hitter, but not a recorded out)

Baserunners: Innings 1-2: None. Innings 3-4: Start with runner on first base. Innings 5-6: Start with runners on first and second. Inning 7: Bases loaded

*Base-stealing: *None

Defensive Players: Nine. Defensive objective: record one out

Umpire: Behind home plate

Coach's Timeouts (60 second timeout for use as situational teaching tool): Two per game (cannot use more than one per inning)

*Mound Visits: *None

Additional Modifications

  • Defensive rotations: Layer in individual/group skill work between hitters
  • Pitch delivery: Use coach side toss, coach front toss with L-screen, pitching machine
  • Number of swings per hitter
  • Individual skill work between innings: Reinforce specific skills, work on situation specific drills, etc.
  • Hitters: Only hit to the opposite field, only hit ground or fly balls, only sac/squeeze/bunt for a hit (see Execution Game in our list of Additional Game Modifications)
  • Baserunner options: Change where runners start, multiple runners on base, etc.
  • Work team-specific drills before or after Development Exhibition (infield-outfield communication, pickoffs, bunt rotations, defensive plays, etc.)
  • If fewer than nine defensive players, utilize Pitcher's Hand Out (pitcher's mound becomes first base for putouts)
  • Defensive points awarded for successfully fielding ground or fly balls. Can introduce situation-specific points as well: pickoffs, outfield assists, bunt coverages, etc.

Innings: Seven innings (or at least two at-bats for each player)

  • Each inning scored as an individual game. Team with most runs at the end of an inning receives one point (no points awarded if tied)
  • Final game score equates to which team has won the most innings

*Pitch Delivery: *Tee. One live (fair) hit per hitter

Hitters: One out. Max hitters per inning: nine. Must keep one foot in the batter's box at all times

Hitter Count: No count: All batted balls are played live (two missed balls in play = next hitter, but not a recorded out)

*Baserunners: *Innings 1-3: None. Innings 4-6: Start with a runner on second base. Innings 7-9: Start with the bases loaded

*Base-stealing: *Allowed only if using pitching machine

Defensive Players: Nine. Defensive objective: record one out

Umpire: Behind home plate

Coach's Timeouts (60 second timeout for use as situational teaching tool): Two per game (cannot use more than one per inning)

*Mound Visits: *None

Additional Modifications

  • Defensive rotations: Layer in individual/group skill work between hitters
  • Pitch delivery: Use coach side toss, coach front toss with L-screen, pitching machine
  • Number of swings per hitter
  • Individual skill work between innings: Reinforce specific skills, work on situation specific drills, etc.
  • Hitters: Only hit to the opposite field, only hit ground or fly balls, only sac/squeeze/bunt for a hit (see Execution Game in our list of Additional Game Modifications)
  • Baserunner options: Change where runners start, multiple runners on base, etc.
  • Work team-specific drills before or after Development Exhibition (infield-outfield communication, pickoffs, bunt rotations, defensive plays, etc.)
  • If fewer than nine defensive players, utilize Pitcher's Hand Out (pitcher's mound becomes first base for putouts)
  • Defensive points awarded for successfully fielding ground or fly balls. Can introduce situation-specific points as well: pickoffs, outfield assists, bunt coverages, etc.