AGES 7–12 · BASEBALL + SOFTBALL BUILT IN SCOTTSDALE, ARIZONA
46/60 ACADEMYTHE COMPLETE YOUTH PLAYER

HOME / LEVEL 2 / BASEBALL IQ

🧠 · LEVEL 2 SKILL BUILDER · AGES 7–12

Game IQ Playmaker
BUILT FOR THE GAME.

Know the count, outs, runners and next play before it happens.

4 WEEKS16 COACHED SESSIONS8U · 10U · 12UBASEBALL + FASTPITCH

YOUR DEVELOPMENT PATH

Here's what you'll learn.

Build reliable game-state awareness and team-first decisions using field diagrams and short live simulations.

WEEK 01

Learn the game state

  1. SESSION 01 · FREE CHALLENGE — START NOW →
    Three Questions Before the Pitch

    A smart player knows outs, runners and likely destination before the ball is put in play.

  2. SESSION 02
    Force Play Map

    Forces change as runners occupy bases; players should picture the force before fielding.

  3. SESSION 03
    Who Covers Second?

    The fielder who takes the ball may not be the one who covers a base, so roles need planning.

  4. SESSION 04
    Game-IQ Baseline

    The point of a baseline is to locate confusing situations, not to grade an athlete's intelligence.

WEEK 02

Choose the correct out

  1. SESSION 05
    One Out or Two Outs

    When outs change, priorities shift; an inning-ending force can simplify a decision.

  2. SESSION 06
    Runner at Third

    Preventing a run sometimes changes which out is most valuable, depending on game and runner speed.

  3. SESSION 07
    Outfield Cutoff Responsibility

    Outfielders and infielders must understand how cutoff and backups fit together.

  4. SESSION 08
    Midpoint Decision Check

    A mixed test teaches players to retrieve useful game facts quickly but calmly.

WEEK 03

Read live-ball changes

  1. SESSION 09
    The Fly-Ball Runner Read

    A fly ball creates catch, tag, drop and infield fly possibilities depending on league rules.

  2. SESSION 10
    Base Hit: Where Next?

    Choosing a safe relay or cutoff target limits needless extra bases.

  3. SESSION 11
    Bunt Defense Fundamentals

    When a bunt rolls, defenders need planned responsibilities and should not all chase the same ball.

  4. SESSION 12
    Offensive Count Plan

    Counts inform approach, though no count guarantees what pitch is coming; players should know their own strike zone.

WEEK 04

Think one play ahead

  1. SESSION 13
    Defend the Extra Base

    A good backup can prevent a routine single from becoming a double after a bad throw.

  2. SESSION 14
    Two-Way Communication

    A defender or runner should give teammates brief useful information, not shout vague commands.

  3. SESSION 15
    Simulated Championship Inning

    Integrating outs, runners and ball position is more challenging than isolated quiz questions.

  4. SESSION 16
    Final Game IQ Blueprint

    A strong youth player can explain choices calmly and learn from a wrong call without embarrassment.

READY WHEN THEY ARE

Next level starts with confidence.

There is no required seven-day streak, no need to log a child's identifying details, and no promise that practice guarantees performance. These sessions are designed for a parent or coach to lead at an appropriate pace.

LEVEL 3 · ATHLETIC HITTING DEVELOPMENT

Ready for advanced hitting development?

46/60 Academy builds the complete young baseball or softball player. When a hitter is ready for deeper swing development, strength and explosiveness, pitch recognition or mental training, progress to AHD's specialist programs. AHD is not a Level 3 pitching, catching or fielding academy.