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Basketball · Point Guard · Ages 13-15

Basketball Point Guard Practice Plan for 13 to 15 Year Olds

At 13 to 15 the point guard's job becomes MANIPULATION: not just reading defenders but moving them on purpose (the look-away that shifts help, the pace lull that opens the burst, the snake that punishes aggression), running the pick-and-roll as a full decision tree, and commanding tempo and teammates with the authority of a kid who has clearly done this ten thousand times. This is also where game-intelligence homework pays: film habits and situational fluency separate floor generals from fast dribblers.

This 75-minute session covers the full PnR tree, defender manipulation, scoring-as-a-threat (the pull-up that makes every pass honest), tempo command, and situation mastery. A parent, a cone screen, and moving targets still staff everything. The honest frame: at this level teams are built around trustworthy decision-makers, and trust is compiled from thousands of correct, audible reads exactly like today's.

Practice Plan

Court Session: Move the Defense on Purpose

Reading was the last level. This one is manipulation: shift defenders with your eyes and pace, run the whole PnR tree, and command the game's clock.


Warmup · 10 minutes

Command Battery

Duration10 minEquipment1 ball

Two-speed lines with three gears, snake-pressure trips, passes off the dribble to moving targets both hands, six tight screen uses with reject/re-use mixed, and four corner-snake-pocket reads at pace. Everything audible, everything at tempo. The battery is now a language warmup; fluency is assumed and inspected.

Coaching Cue

Cue: "Speak the position fluently for ten minutes. Then we write essays."


Block 1: The Full PnR Tree · 20 minutes

Every Branch

Duration10 minEquipmentball, cone screen, targets

The complete tree, defender pictures served honestly by you: corner turn vs drop (downhill or the pull-up), snake vs hedge, pocket pass vs help, the SKIP read (when you overload help-side, the crosscourt delivery to a wide target), and the reject vs cheating. Fifteen reps mixed with the read named mid-play. The tree is the position's operating system at every level above this one; run the whole thing weekly.

Coaching Cue

Cue: "Five branches, one truth: take what the defense pays for."

The Pull-Up Tax

Duration10 minEquipmentball, cone, hoop (or a target square)

The read that makes all others honest: versus the DROP picture, the kid rises into the pull-up jumper off the screen, in rhythm, eight reps; then four possessions where you choose drop or hedge honestly and the answer must match (pull-up versus snake). No pull-up threat means every defense drops forever; the shot is a toll booth that makes the whole tree profitable. (Shooting mechanics live in the shooting plans; here the shot is a decision.)

Coaching Cue

Cue: "The drop is a dare. Answer it in rhythm until they stop daring."


Block 2: Manipulation · 16 minutes

Eyes That Move Bodies

Duration8 minEquipmentball, 2 targets, parent as help defender

The look-away as a tool: possessions where you play the help defender between two targets; the kid drives, LOOKS at one target long enough to move you, and delivers to the other, off the dribble, on time. Eight reps alternating which target is real. Then two with a called freeze ("look, hold, HOLD, throw"): patience in the manipulation. At this level assists are created before the pass, with the eyes.

Coaching Cue

Cue: "Defenders follow your eyes on a leash. Walk them somewhere wrong."

Pace Lulls

Duration8 minEquipmentball, cone

The tempo con: possessions run deliberately SLOW (walk the ball up, call the set lazily, let the rhythm flatten), then the sudden ignition into a tight screen use and downhill attack. Six reps. The lull is a manipulation of the whole defense's heart rate, and it is a skill with reps, not a mood. Great guards are boring right up until they are unstoppable.

Coaching Cue

Cue: "Lower the game's pulse, then spike it. The lull is part of the move."


Block 3: Command · 24 minutes

Tempo Ownership

Duration8 minEquipmentball

Game-state possessions at the right speed, called aloud: up eight late (milk it: protected dribble, play called deep in the clock, no risky passes), down six (push everything, quick reads, the two-for-one hunt announced), tie game (normal flow, best read wins). Six scenarios. The point guard owns the game's clock; drill the ownership until the tempo choices are instant and audible.

Coaching Cue

Cue: "Score and clock pick the tempo. You just enforce it, loudly."

The Five-Behavior Captain

Duration8 minEquipmentball

The leadership checklist, expanded for the age: (1) play called before half-court, (2) two teammates directed by name, (3) the read made and named, (4) first voice after any dead ball, (5) one teammate PRAISED specifically mid-possession ("great screen, Jay!"). Four possessions, all five graded. Praise is the advanced item: captains who catch teammates doing things right get followed off cliffs.

Coaching Cue

Cue: "Command is service out loud. Call it, direct it, praise it, repeat."

Closing Time

Duration8 minEquipmentball, cone, targets

The finale: two-minute game narrated end-to-end, the kid running every possession with real answers: a PnR read, a manipulation assist, a tempo call, a dead-ball first word, and the last shot decision (attack at :08, not :02, said aloud as law). End on a made read, then the walk-off. Point guards finish sessions the way they finish games: in charge and talking.

Coaching Cue

Cue: "Run the last two minutes like you've been here before. You have; it was every session."


What to watch today: authority. The reads are likely correct by now; the question is whether they arrive with command: called early, delivered without hedging, followed by the next instruction. When the voice stops asking permission and starts giving information, the position has fully moved in. That authority, compiled from thousands of audible reps, is what coaches mean when they say a kid "has it"; it was never mystery, just mileage.

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Common questions

What film should a 13 to 15 year old point guard watch?

Their own games, watching only decisions: pause at each PnR and name the picture and the right branch, count assists created by eyes versus passes, and note tempo choices against score and clock. One page per game. Then any high-level guard for ten minutes, watching the lulls and the look-aways rather than the highlights. Decision film compounds faster than any workout.

How important is scoring for a point guard at this level?

Important as a THREAT: the rhythm pull-up versus drop coverage is the toll that keeps defenses honest and opens every passing branch. The identity stays pass-first, but pass-first without a credible shot becomes pass-only, which defenses ignore. Train the pull-up as a decision inside the tree, not as a separate ambition.

What do coaches actually look for when picking a floor general?

Trust markers: correct reads made early and audibly, composure against pressure, tempo matched to game state, and the leadership behaviors (first voice, direction, praise) that organize teammates. Highlight handles rank below all of these. Every trust marker is home-trainable, which is why the position rewards deliberate practice more than any other in basketball.

Point Guard plans for other ages
Ages 7-8Ages 9-10Ages 11-12
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