La Paz Cabo Velas Tiburones

Full Court Program

Built by Coach John Sandberg 2026 Coach's Edition

Section 01

Program Philosophy

Everything in this program hangs on four pillars. Every drill, play, and practice block should trace back to at least one of them — if it doesn't, cut it.

1

Skills Before Schemes

Players are developed, not positions. Every athlete in the program handles, passes, and finishes — bigs included. Schemes are only added once the skills underneath them exist.

2

Space & Pace

We play in open floors. 5-out and 4-out-1-in spacing is our offensive identity at every age: drive lanes stay open, the ball moves ahead of the defense, and everyone is a threat.

3

Pressure Is Identity

We make offense uncomfortable for 94 feet. Zone presses, man presses, and disciplined half-court defense — effort and communication are non-negotiable at every level.

4

Compete With Character

We keep score in practice, we sprint between drills, and we shake hands after. Effort, body language, and how you treat teammates are coached like skills.

Offensive Identity — Why Spacing First

This program teaches 5-out motion as the foundation (Youth and Middle) and 4-out-1-in as the varsity base. Spacing-based offense develops every player: there are no "stand on the block" kids, every possession involves reads instead of memorized patterns, and the habits scale directly to the modern game. Set plays (Horns family, zone attacks, OOB) are layered on top of spacing principles, never instead of them.

Rule of thumb across all ages: if a player catches and nobody is cutting or relocating within one second, spacing has died — restart the possession in practice.

Defensive Identity — Pressure at Three Levels

We defend in three zones of the floor, and every team in the program installs something at each level:

  • Full court: zone presses (Havoc 1-2-1-1 Diamond, 2-2-1 Cougar) and the Run & Jump man press — dictate tempo and force sideline decisions.
  • Three-quarter / half court traps: 1-3-1 wing trap to change rhythm out of timeouts.
  • Half court: Pack Line man as the base with daily shell habits; zone menu of 1-3-1 (base and trapping) and the 2-1-2 trap — the 2-3 is a rare back-pocket look.

Player Development Ladder

What "on track" looks like by the end of each stage. These benchmarks drive practice-plan emphasis.

Skill AreaYouth 7–10Middle 11–13High School 14–18
Ball HandlingBoth hands, eyes up, change speed on commandCombo moves live vs pressure, weak-hand full courtCreates advantage vs pressure, pace manipulation, PnR handling
ShootingOne-hand form inside 10 ft, legs-drivenRepeatable form to the arc, on-balance off the catchRange + off movement, contested C&S, FT ≥70%
PassingTwo-hand chest/bounce on the move, sees teammatesOff the dribble both hands, hits cutters on timeReads second defender, skip vs zones, pocket passes
FinishingBoth-hand layups off correct footFinishes through contact, inside-hand and floater introFull finishing package vs rim protection, decision finishes
DefenseStance, sees ball + man, effort habitsShell positions, closeouts, help-and-recoverFull scheme execution, scouting personnel, press rules
Game IQSpacing awareness, pass-cut-fill rhythmReads 2v1/3v2, recognizes advantageManages clock/score, attacks coverages, calls sets

How We Design Practice

  • Games teach the game. At least 40% of every session is live, scored, small-sided play. Constraints (no dribble, must paint-touch, +1 for charges) coach the emphasis for us.
  • Activity ratio ≥ 70%. No lines longer than 3. If players are standing, the drill is redesigned or split across baskets.
  • Teach → Rep → Compete. Every concept is introduced in that order, ideally inside one session: 3 minutes of teaching, blocked reps, then a live game that rewards it.
  • Standards travel between drills. Sprint to the huddle, talk on every defensive rep, catch ready to play. These are scored like the drills are.
  • Finish with the scoreboard. Every practice ends with something competitive and a free-throw consequence, so pressure is rehearsed daily.

8-Week Season Arc

The weekly plans in each age-group section repeat as a rhythm; this arc dictates what gets emphasized inside them.

WeeksYouth 7–10Middle 11–13High School 14–18
WK 1–2Ball mastery, footwork, layup mechanicsSkill baseline + 5-out spacing rulesShell habits + 4-out-1-in install, conditioning base
WK 3–4Pass–cut–fill intro, 1v1 competing5-out live, man defense install, press break introPress package install (Diamond, Cougar), Horns layer
WK 5–63v3 spacing games, defensive stance habits2-2-1 press intro, BLOB/SLOB basicsZone offense, 1-3-1 trap, full OOB package, scout prep
WK 7–8Festival play, skills testing, celebrate growthGame-prep rhythm, situations, re-test benchmarksSituational mastery: ATO, 2-minute game, matchup plans

Program Terminology

One shared language from 7U to varsity. Coaches use these words on day one so nothing has to be re-taught later.

FILLReplace the spot vacated by a cutter — spacing never stays broken for more than one beat.
45 CUTBasket cut from the wing at a 45° angle after passing — our default action after every pass.
LAKER CUTCut off a post entry — high or low off the post player's shoulder.
DUNKERThe short-corner pocket along the baseline where the 5 lives in 4-out.
GAP / NAILHelp-side positions: one pass away sits in the gap; the nail is the middle of the free-throw line.
JUMP TO THE BALLOn every pass, defenders move while the ball is in the air — never after the catch.
ICE / WEAKForcing a side ball screen down toward the baseline, refusing the middle.
TRAP / ROTATETwo defenders commit to the ball; the three behind them play the passing lanes in a triangle.
ADVANTAGEAny 2v1/3v2 moment. Offense must play fast enough to keep it; defense works to erase it.
PAINT TOUCHThe ball entering the lane by pass or drive — the trigger that bends every defense.
Section 02 · Ages 7–10

Youth Development

The job at this age is simple: build coordination, build skills, build love for the game. Small balls (27.5), low rims (8–9 ft) where possible, tiny bits of tactics, maximum touches.

Stage Priorities

We spend time on

  • Ball-handling with both hands, eyes up
  • Footwork: pivots, jump stops, correct-foot layups
  • One-hand form shooting close to the rim
  • Pass–cut–fill habits in 3v3 (the seed of 5-out)
  • Athletic play: tag games, racing, jumping, landing

We deliberately avoid

  • Zone defense and zone presses (they hide skill gaps)
  • Set plays beyond one simple BLOB
  • Long-range shooting that breaks form
  • Positions — everyone plays everywhere
  • Standing in lines; laps as punishment

Weekly Practice Plan · 60-minute sessions

Session A

Ball Mastery & Finishing

60 MIN
TimeBlockDetail & coaching cues
0–08Dynamic warm-up, ball in handsSkips, hops, lunges while dribbling. Cue: "eyes on me, not the ball."
08–18Ball-handling circuitStationary (pound, cross, wraps) → moving (Red Light Green Light). Both hands equally.
18–28Mikan + form shootingBoth-hand Mikan ladder; 1-hand form inside 8 ft. Cue: "down together, up together."
28–36Partner passing gamesChest/bounce on the move, Bull's-eye target scoring. Passes lead the runner.
36–481v1 Cone ChaseLive finishing vs a trailing defender. Winners stay, everyone counts makes.
48–58Sharks & MinnowsDribble tag full court — conditioning disguised as chaos.
58–60HuddleHands in, program break: "1-2-3 HARD WORK — 4-5-6 TIBURONES!"
Session B

Pass, Cut & Play

60 MIN
TimeBlockDetail & coaching cues
0–08Warm-up: Mirror dribblingPartner copies leader's moves. Creativity encouraged.
08–20Layup ladderRight hand, left hand, off the correct foot. Race format by teams.
20–32Pass–cut–fill intro (3v0)Pass, 45-cut to the rim, fill the open spot. This IS our offense — no play calls, just habits.
32–463v3 no-dribbleLive, scored. Constraint forces cutting and passing. Coach only spacing.
46–56Relay finishing racesTeams race through cones to finish. Loudest drill of the week — let it be.
56–60FT fun + huddleEveryone shoots one "game winner" free throw with teammates rebounding.
Session C

Compete Day

60 MIN
TimeBlockDetail & coaching cues
0–08Warm-up: dribble knockoutProtect your ball, poke others' away. Eyes up survival.
08–20Skill stations ×34 min each: finishing, handling, form shooting. Small groups, big touch counts.
20–30Defense: stance & mirrorStance, slide, "see ball and man." Zig-zag 1v1 at walk speed → live.
30–523v3 tournamentRound-robin, games to 5. Mixed teams weekly so everyone plays with everyone.
52–60Skills challenge + huddleRotating challenge (layup race, dribble course). Track scores across the season.

Drill Library · Youth

Red Light, Green Light 8 MIN

Handling · Eyes up

Setup: All players dribble on the baseline facing coach.

Run it: Green = speed dribble, yellow = change hands, red = jump stop. Caught looking down = back 3 steps.

Coach: Eyes on the caller at all times; both hands.

Mikan Ladder 6 MIN

Finishing · Touch

Setup: One player per side of rim, one ball.

Run it: Alternate right/left baby hooks off the glass. Ladder: 4 makes each hand, then reverse layups.

Coach: High off the square, opposite knee up.

Form Shooting Ladder 8 MIN

Shooting · Mechanics

Setup: Start 3 ft from rim, one hand only.

Run it: Make 3 in a row to step back one step, max 10 ft. Miss form (guide hand pushes) = step in.

Coach: Legs start the shot; hold the follow-through.

Bull's-eye Passing 8 MIN

Passing · Accuracy

Setup: Partners 10 ft apart, target hands up.

Run it: Points for hitting the target hand: chest, bounce, then on the move. First pair to 20.

Coach: Step into the pass; thumbs down finish.

1v1 Cone Chase 10 MIN

Finishing under pressure

Setup: Two cones at half court, offense one step ahead.

Run it: On "go" offense attacks to finish, defense chases. Rotate lines, count makes.

Coach: Long last dribble, body between ball and chaser.

Sharks & Minnows 8 MIN

Handling · Conditioning

Setup: Everyone with a ball on the baseline; 2 sharks without.

Run it: Cross the floor without losing your dribble. Stripped = become a shark.

Coach: Protect with body, eyes scanning.

3v3 No-Dribble 14 MIN

Spacing · Passing · Cutting

Setup: Half court, games to 5, winners stay.

Run it: No dribbles allowed — score off passes and cuts only.

Coach: Pass and cut hard; fill the empty spot. This is 5-out in seed form.

Relay Finishing Races 10 MIN

Layups · Speed · Fun

Setup: Two teams, cone course to opposite rim.

Run it: Dribble the course, finish, sprint back, hand off. Misses must be rebounded and made.

Coach: Correct-foot takeoff even at speed.

Zig-Zag Stance Slides 6 MIN

Defense · Footwork

Setup: Cones zig-zagging up the sideline lane.

Run it: Slide cone to cone, drop-step at each turn. Add a dribbler to shadow when ready.

Coach: Nose behind knees, no crossed feet, palms up.

Section 03 · Ages 11–13

Middle School

Skills expand into concepts. 5-out motion goes live, man-to-man defense gets real structure, and players learn to handle their first taste of pressure — both applying it and beating it.

Stage Priorities

We spend time on

  • Weak-hand and combo dribbling vs live pressure
  • Form-to-range shooting: on balance, repeatable to the arc
  • 5-out motion: pass–cut–fill live with reads
  • Shell-drill defense: ball–you–man, help and recover
  • 2-2-1 press intro and the 1-4 press break
  • Advantage play: 2v1, 3v2 decisions at speed

Watch-outs at this age

  • Growth spurts wreck coordination — re-teach footwork patiently
  • Don't let one dominant handler bring the ball every trip
  • Zone is allowed as a changeup only — man is the base
  • Track FT and form-shooting numbers; celebrate improvement, not just makes

Weekly Practice Plan · 75-minute sessions

Session A

Skill Foundation

75 MIN
TimeBlockDetail & coaching cues
0–10Dynamic warm-up + two-ball handlingTwo-ball pound, alternate, cross. Eyes up on coach's hand signals.
10–22Change-of-pace cone seriesHesitation, in-out, cross at each cone, finish. Both sides of floor.
22–36Form-to-range shootingMake 5 at each spot moving out. Partner rebounds, calls out form breaks.
36–46Star passing5-spot pattern, follow your pass. Add second ball when clean.
46–58Closeout 1v1Roll ball out, sprint to closeout, play live to a stop or score.
58–703v3 CutthroatThree teams rotate on scores/stops. Constraint of the week (e.g., paint touch first).
70–75FT routine + huddleSame routine every rep: breath, bounce, shot. Record makes.
Session B

Concept Install

75 MIN
TimeBlockDetail & coaching cues
0–10Warm-up: full-court finishingChase-down layups in waves — sprint, catch ahead, finish.
10–255-out motion: teach → rep5v0 pass–cut–fill, then add reads: deny = backdoor, help = fill behind. (See Offense section.)
25–40Shell drill4v4. Jump to the ball on every pass; help one pass away; talk on every rep.
40–52Press break: Breaker 1-4Walk the spots, then live vs 5 defenders. Middle first, sideline second, never in a corner.
52–705v5 halvesOne half 5-out only, one half vs token 2-2-1 press. Coach with freeze replays, max 20 seconds each.
70–75Pressure FTsTeam target (e.g., 12 of 18) — miss the target, quick down-and-backs, shoot again.
Session C

Compete Day

75 MIN
TimeBlockDetail & coaching cues
0–10Warm-up + weak-hand full courtDown and back weak hand only, then combos.
10–25Advantage games: 2v1 / 3v2 continuousDefense sprints back each wave. One-more pass beats one-on-one hero ball.
25–40Skill stations ×3Finishing package, C&S from the arc, handling vs pads.
40–65Scrimmage with constraintsQuarters: (1) must press after makes, (2) 5-out no calls, (3) OOB plays live, (4) open play.
65–75Winner's circle1v1 bracket or hot-shot contest. End on competition + celebrate one "program standard" moment.

Drill Library · Middle School

Two-Ball Series 8 MIN

Handling · Coordination

Setup: Every player, two balls, half-court space.

Run it: Pound, alternate, one-high-one-low, walk → jog. Finish with two-ball cone weave.

Coach: Pound the floor hard; eyes on the rim.

Form-to-Range 14 MIN

Shooting · Progression

Setup: 5 spots from 6 ft to the arc, partner rebounds.

Run it: 5 makes per spot to advance. Form break = spot resets.

Coach: Same shot every distance — the legs change, the arms don't.

Star Passing 8 MIN

Passing · Timing

Setup: 5 lines in a star, one ball then two.

Run it: Pass across the star, follow your pass. Add defender in the middle as a read.

Coach: Pass to the outside hand, on time, on target.

Closeout 1v1 10 MIN

Defense · Closeouts

Setup: Defender under rim, offense at wing with ball rolled out.

Run it: Sprint 2/3, chop to balance, high hand. Live to score or stop.

Coach: Take away the shot first, then slide on the drive.

Shell Drill (4v4) 12 MIN

Team defense · Positioning

Setup: 4 offense around the arc, 4 defense in shell spots.

Run it: Pass-only first: jump to the ball. Then live drives: help and recover. (Animated in the Defense section.)

Coach: Ball–you–man triangle; talk is mandatory.

3v3 Cutthroat 12 MIN

Motion habits · Competing

Setup: Three teams of 3; score stays, stop rotates.

Run it: Offense must honor the week's constraint to count a score.

Coach: Coach spacing between reps, not during.

2v1 / 3v2 Continuous 12 MIN

Decisions · Transition

Setup: Full court, waves of offense vs retreating defense.

Run it: Score or stop, defense becomes offense the other way with a new wave.

Coach: Attack the free defender; make the easy pass early.

Chase-Down Finishing 8 MIN

Finishing · Speed

Setup: Outlet catch at half court, trailing defender.

Run it: Catch ahead, one-two dribbles max, finish through the chase.

Coach: Long strides, ball high and away from the chaser.

FT Routine Reps 6 MIN

Shooting · Routine

Setup: Pairs at each rim, tracked on the board.

Run it: Two at a time, swap, exactly the same routine every rep.

Coach: The routine is the skill. Same breath, same bounces.

Section 04 · Ages 14–18

High School

The full system: 4-out-1-in as the offensive base with 5-out and set-play layers, the complete press package, and game preparation run like a professional staff — scout, install, rehearse, review.

Stage Priorities

We spend time on

  • 4-out-1-in motion with post reads and dunker spacing
  • Pick-and-roll: handling it, defending it (Ice, hedge, drop)
  • Full press menu: Diamond, Cougar, Fist man press, Run & Jump
  • Pack Line base + 2-3 zone and 1-3-1 trap changeups
  • Special situations: ATO, BLOB/SLOB, 2-minute game
  • Strength, conditioning, and film habits

Weekly rhythm (in-season)

  • Day after game: film + regen + skill work (light legs)
  • Mid-week: hardest practice — live defense, press reps
  • Day before game: scout walk-through + shooting + situations
  • Every practice keeps a skill block — varsity players still develop

Weekly Practice Plan · 90-minute sessions

Session A

Skill + Defensive Foundation

90 MIN
TimeBlockDetail & coaching cues
0–08Dynamic warm-upMovement prep + band work; captains lead.
08–24Skill circuit3 stations: 55-second C&S, PnR reads 2v2, finishing package vs pad.
24–38Shell → live 4v4Pack Line rules: gap positions, no middle, closeout short. Score stops.
38–50Defensive transition: 5v4 scrambleSprint back, build from the rim out, talk matchups.
50–705v5 half-court: 4-out-1-in livePaint-touch constraint. Freeze replays under 20 seconds.
70–78Conditioning: 17sSideline-to-sideline ×17 in :60 — leaders set the standard.
78–88Pressure free throws1-and-1s with team consequences; simulate bonus situations.
88–90Huddle + film cueName tomorrow's emphasis; one clip assignment.
Session B

System Install

90 MIN
TimeBlockDetail & coaching cues
0–08Warm-up + full-court finishing wavesRim runs and catch-ahead finishes at game speed.
08–28Offense install4-out-1-in reads 5v0 → 5v5; layer of the week (Horns set, zone attack).
28–48Press installDiamond and Cougar walk → live. Trap technique: feet, hands, no reach fouls.
48–60Press break vs our own pressBest pressure we'll see all week is our own. Middle–sideline–reverse reads.
60–75OOB packageBLOB Box, Stack, SLOB Winner — rep each vs live defense.
75–88Situational 5v5Scripted: down 4 with 2:00, up 3 with :30, ATO needs a 3.
88–90HuddleRecite the install: players teach it back in 30 seconds.
Session C

Game Prep & Compete

90 MIN
TimeBlockDetail & coaching cues
0–08Warm-up + hot-hand shootingGame-spot shooting with movement, partner competition.
08–22Scout walk-throughOpponent's top 3 actions and personnel; scout team runs them.
22–40Live defensive game plan repsCoverage of the week (Ice all side PnRs, trap their star, etc.).
40–62Controlled scrimmageRefs if possible. Coach only the game-plan behaviors.
62–752-minute gameScore/clock scripted; must use timeouts, fouls, press decisions correctly.
75–88Compete finisher5v5 to 7 by 1s and 2s, losers run — winners shoot the run away at the line.
88–90HuddleGame keys ×3, said by players, not coaches.

Drill Library · High School

55-Second Shooting 6 MIN

Catch & shoot · Conditioning

Setup: Shooter, passer, rebounder; 5 game spots.

Run it: Max makes in :55, sprint between spots. Rotate roles. Track season-long records.

Coach: Hop into the catch, same release under fatigue.

PnR Reads 2v2 10 MIN

Ball screens · Decisions

Setup: Handler + screener vs live coverage.

Run it: Defense calls coverage (drop/hedge/ice); offense must make the counter-read: pocket, reject, split, or kick.

Coach: Read the second defender, not your own man.

Pack Line Shell Live 12 MIN

Team defense · Gaps

Setup: 4v4 or 5v5, offense fully live.

Run it: Stops earn offense. No middle drives allowed — a middle touch is an automatic loss.

Coach: Two feet in the gap off the ball; closeout short and mean.

Circle Box-Out War 8 MIN

Rebounding · Toughness

Setup: 3v3 around the FT circle, coach shoots.

Run it: Hit, find, pursue. Offensive board = offense stays and defense runs.

Coach: Contact first, ball second.

11-Man Break 12 MIN

Transition · Conditioning

Setup: 11 players, continuous 3v2 both directions with outlet lines.

Run it: Defensive rebounders outlet and fill; scorers stay on.

Coach: Sprint wide lanes; ball ahead of the dribble.

5v4 Scramble 10 MIN

Defensive transition · Talk

Setup: Offense outlets before defense can match up.

Run it: Defense builds from the rim out, sprints to matchups, plays until a stop.

Coach: Protect the paint first; the corner three is the last thing we give up... never early.

Trap Technique 2v1 8 MIN

Press habits · Discipline

Setup: Two trappers, one ball handler in a sideline box.

Run it: Trap on the dribbler's pickup: feet form an L, hands trace the ball, no reaching.

Coach: We want the lob or the panic pass — never the foul.

Press Break vs Scout 10 MIN

Poise vs pressure

Setup: Starters vs scout team running opponent's press.

Run it: Score off the break = +2; crossing half cleanly = +1; turnover = defense point.

Coach: Middle first, sideline second, reverse to flip the press.

2-Minute Game 12 MIN

Situations · Game management

Setup: Scripted score, clock, bonus, and timeout state.

Run it: Play it out with real rules. Rotate scripts weekly (down 4, up 3, tie, no timeouts).

Coach: Rehearse the conversation: who calls timeout, who fouls, who inbounds.

Playbook 01

Offense

Spacing is the system. 5-out motion is the program's foundation and the varsity's changeup; 4-out-1-in is the varsity base. Set plays are layered on top and always finish in our spacing.

Spacing Rules — Every Age, Every Possession

  • 15–18 feet between players, always. If you can hand your teammate the ball, one of you is wrong.
  • Every pass is followed by an action: 45-cut, screen away, or relocate. Standing still is a turnover waiting to happen.
  • Cut hard, fill fast. An empty spot is a magnet — the nearest player fills it immediately.
  • Drives have exits: baseline drive → drift and dunker; middle drive → lift and fill behind.
  • Paint touches create shots. We hunt the lane by pass or drive, then play out of the collapse.

4-Out-1-In Continuities — From the Best Benches in Basketball

Four complete continuity systems, each animated all the way through the cycle until the offense returns to its opening shape. Pick one as your base and keep another as a changeup — they share the same 4-out spacing, so the habits transfer.

Playbook 02

Elite Sets & Pro Actions

Signature actions from the best staffs in basketball — Shaka Smart's Marquette ghost-screen flow, Spain pick-and-roll, Chicago Zoom action, the Spurs' Hammer, and the Warriors' Elevator Doors — translated into our language and finished in our spacing. Steal from the best; teach it your way.

Playbook 03

Half-Court Defense

Pack Line man-to-man is the base at every level once players leave the youth stage, with shell habits drilled daily. The zone menu is built on the 1-3-1 — a disciplined no-trap base and a trapping version out of the same shape — plus a 2-1-2 trap for short bursts. The 2-3 stays in the back pocket: we rarely play it.

Man-to-Man Non-Negotiables

  • Jump to the ball while every pass is in the air — position is earned early, not late.
  • Ball–You–Man: off the ball, you see both at all times. Lose vision, lose your spot.
  • No middle. Force drives to the baseline and to help; the rim and the middle of the lane are ours.
  • Closeout short: take away the drive first at youth/middle; at varsity, scout dictates (shooter = high hand, driver = short).
  • Talk is a skill. "Ball, ball, ball" — "help left" — "screen right" — silence gets you subbed.
  • Ball-screen menu (varsity): Ice sidelines, drop vs non-shooters, hedge vs elite handlers. One coverage per scout, everyone on the same page.
Playbook 04

Press Package

Four presses, one press break. Zone presses (Shaka Smart's Havoc 1-2-1-1, the 2-2-1 Cougar) dictate tempo and trap on our terms; the Run & Jump man press attacks weak handlers and dead dribbles. Every press has the same goal: bad decisions before half court.

Press Principles

  • Traps are earned, not forced: we trap on triggers — a lob catch, a sideline dribble, a picked-up ball — never in open space.
  • Fouls kill presses. Trace the ball with hands, move feet, and live with a clean escape rather than a reach.
  • The three behind the trap play a triangle on the passing lanes: one denies the closest outlet, one plays the middle, one protects deep.
  • Sprint to Pack Line when beaten. Every press has a "beaten" plan: rim first, then shooters, reset the half-court defense.
  • Age gates: Youth — no presses, ever. Middle — 2-2-1 Cougar intro only, no traps before half court until it's clean. HS — full menu.
Playbook 05

Out of Bounds & Special Situations

Dead-ball possessions are free points for prepared teams. Three core plays cover the season; each has a quick-hitter look, a second option, and a safety — and each flows straight into our spacing if nothing is open.

Special Situations Menu

SituationCallPlan
Need a 3, under :10WINNER-3SLOB Winner with the back-screen flattened into a flare for the best shooter; safety lifts for a second look.
Full-court, :03 or lessHOME RUNBest passer inbounds; 5 screens the deep sprinter at half court; 2 streaks for the catch, 3 spots the rim for the tip.
Up 3, final possessionFOUL / SWITCHScout decision made at the timeout: foul at :05 before the shot, or switch everything and no fouls. Everyone knows before the ball is inbounded.
Protect a lead, 2:00DELAY5-out spread, dribble weave keep-away. Attack only layups and 1-more kicks; the shot clock (where used) is our friend.
Free-throw box-outWALLLane players two-hand chest contact on the release; guard nearest the shooter checks the long rebound; sprint the outlet.