Next pair waits off courtX1 must touch centre circle12X1X2
Step 1/5Ball crosses halfway: X1 touches the centre-circle line; 2 fills the lane

Orange = offense · blue = defense · solid line = cut · dashed = pass · zig-zag = dribble · T = screen · dotted arc = shot

Transition drill

Circle Touch Transition

A defender must touch the centre circle as the ball crosses halfway. Attack the brief 2v1 before the defender recovers, then rotate straight into the next trip.

Time
10 min
Players
6+
Ages
10+
Level
Intermediate

Equipment: 1 ball, 2 baskets, three colours of bibs, timer or coach's count

How to run the drill

  1. 1Setup: use three pairs on a full court. Pair A starts with the ball in the backcourt attacking pair B at the far basket. Pair C waits off the court behind the starting basket. Before each trip, nominate one defender in the defending pair as the circle toucher.
  2. 2Start: as soon as the ball crosses halfway, the nominated defender must run back and touch the centre-circle line with a foot, then recover. The other defender protects the basket. The attackers have eight seconds from crossing halfway to score.
  3. 3Rules: both attackers can dribble or pass. The recovering defender becomes live immediately after the circle touch. Play through offensive rebounds within the same eight seconds; a basket, defensive rebound, turnover or time expiry ends the trip.
  4. 4Scoring and reset: the attacking pair earns 1 point for a basket. On a stop or made basket, the defending pair takes the ball and immediately attacks the other end. After a made basket, inbound normally; after time expiry or a dead-ball turnover, check at the baseline before leaving.
  5. 5Rotation: the waiting pair steps on to defend the next trip, while the pair that just attacked leaves by the sideline and waits behind that basket. The new defenders nominate a toucher before the ball reaches halfway. Alternate which teammate touches on each defensive trip. Stop briefly if the next pair is not ready.
  6. 6Progression: require a pass across halfway, or end the attacking trip if the recovering defender reaches the paint before a shot is released. With eight players, two pairs can alternate at each end.

Coaching points

  • Attack the temporary numbers advantage quickly
  • Lone defender: protect the rim while buying recovery time
  • Circle toucher: complete the touch, then sprint back

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