Baseball Tryout Evaluation Form

By Riku Pelkonen•Last verified

A baseball tryout evaluation form gives each evaluator one sheet per player, scoring hitting, throwing, fielding, base running, baseball IQ, and character/attitude from 1 to 5. Its header records the player's name, jersey number, position, age or grade, the date, and the evaluator, with room for notes and a total out of 30.

Jump to Free Printable Baseball Evaluation Form

Baseball's age rules decide part of what a fair score is. In Little League a 10-year-old may not lead off, and Pitch Smart steers the same player away from breaking balls. By 14, a Junior League runner leads, and a pitcher with a consistent fastball and changeup can begin throwing breaking pitches. Each sheet here marks the rows those rules switch on and off. The day plan runs 36 players past one four-person panel that scores every main-sheet row from the same reps.

Coaching fastpitch? The softball tryout evaluation form is written for it, and the tryout evaluation form works across sports.

Short on time tonight? The €19 Tryout Decision Kit marks who's on the bubble and drafts a message to every family

Free Printable Baseball Evaluation Form

Hand every evaluator a stack of these, one per player. Besides the usual details, the header asks you for four things the rows depend on. Fill in Division / League first. It tells you whether the lead clauses under Base Running count. Then add how the player bats and throws, a second position, and a home-to-first time from the last swing of the hitting round.

Division / League:
Bats / Throws:
2nd Position:
Home to 1B (sec):

Skill Evaluation Table

Skill Category12345
Hitting○○○○○
Throwing○○○○○
Fielding○○○○○
Base Running○○○○○
Baseball IQ○○○○○
Character/Attitude○○○○○
Notes
Total Score_______ / 30

Rating Scale Definitions

  • Circle the level whose words match the reps you watched today. A player's reputation stays off the sheet.
  • "Leads allowed" clauses count only where runners may lead off. Little League's Major Division and below has no lead-offs.
Skill1 (Needs Work)2 (Below Avg)3 (Average)4 (Above Avg)5 (Excellent)
HittingSteps away from the pitch. Head pulls out. Swings late or early.Off-balance swing. Mostly weak contact or fouls off the machine. Pops up or misses the bunt.Level swing. Stays balanced. Solid contact on most machine strikes. Gets a bunt down fair.Short, quick swing. Line drives to more than one field. Both bunts die on the grass in fair territory.On time with the machine from the first swing. Hard line drives on most of the six swings, to all fields. Places each bunt down the line the feeder calls.
ThrowingBall dies before target. Throws way off line. Arm-only throw.Gets it there but weak. Accurate short, wild long.Reaches target on one hop from outfield. Accurate on routine plays.Throws carry on a line. Quick release. Stays on target throwing on the run.Throws on a line from deep in the hole or the warning track. Beats the runner to the bag on close plays.
FieldingWaits for ball to come. Stiff legs. Traps ball against body.Fields balls hit at them. Bobbles transfers. Won't charge slow rollers.Gets to balls 2-3 steps away. Catches out front. Clean on routine plays.Quick first step. Reaches balls to both sides. Catches bad hops without bobbling.Gets to balls others can't reach. Fields the short hop clean. Same footwork and rhythm on every ball.
Base RunningHesitates out of the box. Runs past bases. Watches the ball, not the coaches.Slow start. Rounds wide. Freezes on fly balls. Leads allowed: same lead every time, slow back to the bag.Runs hard through first. Rounds properly. Looks to coaches for help. Leads allowed: safe lead, quick return.Quick out of the box. Reads a ball in play and goes or holds without a coach. Leads allowed: a secondary lead on every pitch.Among the fastest home-to-first times. Tags up and takes the base on a catchable fly. Breaks or holds on the first-and-third throw as the play needs. Leads allowed: goes on the coach's first move to the plate.
Baseball IQDoesn't know count or outs. Throws to wrong base. Misses cutoffs.Knows the outs when asked, but forgets them in a play. Late on backups.Knows where the throw goes before the pitch. Hits cutoffs. Backs up plays.Moves to the backup spot before the ball gets there. Calls the play to teammates.Tells teammates where the play is before the pitch. Picks the right base with runners moving.
CharacterBlames teammates out loud. Sulks after an error. Walks between drills.Jogs some reps and runs others. Kicks dirt or tosses gear after a miss. Needs reminders between reps.Runs on and off the field. Encourages teammates. Plays the next rep normally after an error.Asks the coach questions. Tries a correction on the very next rep.Admits own mistakes out loud. Picks up a teammate after an error. Organizes the group between drills unprompted.

For a PDF, print the sheet to Save as PDF. Copy as Table hands you ten empty player rows for a spreadsheet, with the level wording beneath them.

Adding up every evaluator's scores by hand? The €19 Tryout Decision Kit marks who's on the bubble and drafts a message to every family

Spreadsheet that combines every evaluator's scores

A message to every family, drafted from your tryout calls before you post the roster.

OrderAthleteAverageMark
8Indy C.21.67Sure inTo check: Tied
9Morgan D.21.67On the bubbleTo check: Tied · Split on 3 skills
10Harper W.21.33Sure in
11Kai N.18.67On the bubble
12Jordan B.18.33On the bubbleTo check: Tied · Split on 4 skills
13Logan F.18.33On the bubbleTo check: Tied
14Oakley J.17.67On the bubble
15Noel H.17.33Likely out
Example data: an invented tryout of 18 athletes, 12 spots and 3 evaluators, ranks 8 to 15 as the file computes them. The heavy line is the cut after 12.
From the same example: the draft the file put together for Oakley's family from the coach's entries.

Thank you for trying out for the U14 Baseball team. We weren't able to offer Oakley a spot this season. Three evaluators scored Oakley, and every athlete was scored on the same 6 skills.

Oakley never stopped encouraging the others, and the whole group noticed.

As we discussed today, this is what to work on: Throwing. One way to practice it at home: Wrist Flips (wrist quickness on the release).

  • Type each evaluator's scores once. An evaluator short on time types one overall score per athlete instead.
  • Every athlete you score is marked Sure in, On the bubble or Likely out. A Discuss flag shows where your evaluators' totals are far apart. Ties are flagged, and Setup has a place to write how your staff breaks them before the meeting.
  • Write each call, and every family gets a message drafted for you to check. For an athlete not selected it gives the decision, how it was made, one strength in your words and what to work on.

Up to 4 evaluators, 80 athletes and 8 criteria.

Tryout Decision Kit€19

Get the file
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  • Excel 2016+ and Google Sheets on a computer
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Season Bundle · €29 (€46 separately)

This kit, the Season Practice Planner and the Season Playing Time & Lineup Book, for one payment.

Get all three →
  • One-time purchase
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  • Excel 2016+ and Google Sheets on a computer
  • Kit and Planner: every sport
  • Book: baseball, softball, basketball and soccer
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Coach package · not built yet

Where do the scores go after tryouts?

In the coach package, they will follow each player into the season.

See a season in the coach packageWe're building it now. €99 a year per coach.
Concept preview with example data, not built yet: one record for Jada B.: Tryouts 21.3, Playing time 50% of possible, Games 6.Concept preview with example data, not built yet: one record for Jada B.: Tryouts 21.3, Playing time 50% of possible.
See a season in the coach packageWe're building it now. €99 a year per coach.

A 36-Skill Baseball Evaluation Framework from Striveon

The sheet above tells you who looked best on one afternoon. Over a season, you want to know who is getting better, and six numbers per player are too coarse to show you. If you set up your account with baseball and start from its starter content, Striveon gives you the same game broken into 36 sub-skills over six areas, each marked 1 to 10 by default and marked again as the season goes.

You can rename, add, or remove any area or sub-skill in the app so the list matches how your program plays. A new sub-skill stays unrated until you score it, and a player's overall rating counts only the sub-skills you rated, so adding one changes nobody's rating.

Delete with care. Removing a sub-skill also removes every rating it already holds, and removing an area takes its ratings, its own criteria, and any season plan that uses only that area. Goals that target a removed sub-skill or area lose their target.

Hitting

  • Stance and Setup
  • Swing Mechanics
  • Contact Ability
  • Power Hitting
  • Bunting
  • Situational Hitting

Pitching

  • Windup and Delivery
  • Fastball
  • Breaking Balls
  • Changeup
  • Control
  • Pitch Selection

Fielding

  • Ground Balls
  • Fly Balls
  • Catching Skills
  • Positioning
  • Double Play Turns
  • First Base Fundamentals

Baserunning

  • Lead-offs
  • Stealing
  • Sliding
  • Reading Pitchers
  • Tagging Up
  • Running Form

Throwing

  • Arm Strength
  • Accuracy
  • Quick Release
  • Long Toss
  • Relay Throws
  • Throwing Mechanics

Game Sense

  • Situational Awareness
  • Communication
  • Anticipation
  • Sign Reading
  • Count Awareness
  • Team Play

Score a Player on the Framework

Pick an area and give each sub-skill a mark from 1 to 10. You'll see the whole-player profile under the scorer fill in as you go. Nothing is saved between visits, so before you close the tab, paste the scores into your own sheet or download the profile as a picture.

Baseball evaluation tool

Score each sub-skill 1-10.

Stance and Setup
Swing Mechanics
Contact Ability
Power Hitting
Bunting
Situational Hitting

Baseball evaluation profile

Hitting
-
Pitching
-
Fielding
-
Baserunning
-
Throwing
-
Game Sense
-

Ten Written Levels Behind the Numbers

The scorer's marks have no words attached. Baseball's starter content, if you start from it, also adds ten criteria levels shared by all of your organization's skills. Level 1 is "No Experience" and level 10 "Master level, teaches others." Level 4, for example, reads "Aware of the game situation (count, runners) in practice and occasionally reacts correctly." For words that apply to one area alone, each skill set's card on the Skill Sets page carries an Evaluation Criteria button. Those levels start empty, so your pitching coach can write the words for Pitching.

From Tryout Baseline to End-of-Season Evaluation

Once the season is under way, you rate the same sub-skills a few more times. The last round doubles as the end-of-season evaluation you go through with each player.

CheckpointWhenWhat it captures
BaselineThe week the roster is setOne number per sub-skill for every rostered player, entered by one coach
MidseasonAround the midpoint of the seasonWhich sub-skills practice is moving, in time to change the plan
End-of-season evaluationAfter the last gameThe player's own change since the baseline, which is where next spring's tryout picks up

Tryout day itself belongs on paper. After the cut, a single coach enters the baseline for every rostered player. The Evaluate players button, which sits over the player list, starts it. Rate each sub-skill with a whole number, on a scale that runs 1 to 10 unless your organization changed it, with the panel's tryout sheets beside you. One tryout row covers several sub-skills, so pick the number for each sub-skill that you would defend to the player.

  • One coach, one evaluation. Every published evaluation is its own point on a player's Progression chart. If every panel member published a baseline, their disagreement would chart as a rise and fall that never happened.
  • Publish evaluations is final. Publishing sends an email to every other coach with full access and to each rated player who has a login. You don't get a copy yourself. Anyone who has switched off Evaluations under Content Changes in their Email Notifications settings gets nothing. Publish once the players know who made the team.

Baseball Rules That Decide What You Can Score

This section follows Little League's divisions and MLB's Pitch Smart guidelines. High school baseball plays with leads. The NFHS notes that the pitcher taking the sign "establishes when an offensive base runner(s) can take a lead-off"(opens in new tab), so at high school every "Leads allowed" clause counts. A travel team checks its own league's rule.

No Lead-Offs in the Major Division and Below

Little League's help center(opens in new tab) explains why no balk is called in the Major Division and below. A base runner in those divisions "is unable to lead off a base." Intermediate 50/70, which Little League's divisions page(opens in new tab) lists for league ages 11 to 13, uses Junior League rules "such as runners being permitted to lead off bases," and the balk rule applies from there up.

For a Major Division player, skip the "Leads allowed" clauses and score how the runner gets out of the box, turns at first, and reads a ball in play. The framework's Lead-offs and Reading Pitchers sub-skills wait for the move up.

Fastballs and Changeups Through Age 12

Pitch Smart's guidelines for ages 9 to 12(opens in new tab) include a line that belongs on any tryout sheet. "Avoid throwing pitches other than fastballs and changeups." Its page for ages 13 and 14(opens in new tab) says players "can begin using breaking pitches after developing consistent fastball and changeup."

The pitching sheet follows that order and applies the 9-to-12 line to 8U as well, so Breaking Ball is N/A for every pitcher 12 or under. Give your attention to the Changeup row instead. It is the only second pitch the 9 to 12 guideline names.

Rest Days by Pitch Count

For pitchers 14 and under, Little League's regular-season pitching rules(opens in new tab) and Pitch Smart's 9-12 and 13-14 tables give the same bands. Throwing 1 to 20 pitches needs no days of rest, and 21 to 35 means one day. Little League lets 15- and 16-year-olds throw up to 30 with no rest.

Pitch Smart's table is written for pitches in a game. A tryout bullpen is not one. Keep the script at 20 anyway, and your tryout asks no more of an arm than an outing that needs no rest. A high school program also answers to its state association, which NFHS rules require to set a pitching restriction(opens in new tab) based on pitches thrown. When the season starts, the pitch count tracker counts one pitcher's outing against the Pitch Smart or Little League limits and shows the rest days the count calls for.

Diamond Size by Division

A home-to-first time and a pitcher's command only compare between players who play on the same diamond.

DivisionPitching distanceBasesWhat it means for the sheet
Major Division and below46 ft60 ftNo lead-offs. Base Running comes from running out a hit, the turn at first, and reads on balls in play.
Intermediate (50/70)50 ft70 ftRunners lead off and pitchers can balk, so the live block runs from the stretch and the lead clauses count.
Junior and Senior League60 ft 6 inup to 90 ftTime home to first on this division's bases, so the number compares with the times your players will run all season.

Source: Little League, Field Specifications(opens in new tab). It lists the Intermediate dimensions as a local option for regular-season play and lets Junior League shorten the mound to 54 feet and the bases to 75.

Baseball Pitching Evaluation Form, with a Catcher Sheet

A tryout bullpen has 20 pitches to spend, the most a pitcher 14 or under can throw and owe no rest. The script below spends them in blocks of five, and each block feeds the rows named beside it in the table. Every Group D pitcher throws it once during the hitting rounds. The two bullpen evaluators score pitcher and catcher from the same pitches, on the sheet at the end of this section.

The 20-Pitch Script, Block by Block

The order never changes. Pitches 16 to 20 are the ones to compare between pitchers. They come from the stretch at called counts, after fifteen pitches with a warm arm, and every pitcher meets the same counts in the same order.

PitchesThe callRows it feeds
1-5Fastballs from the windup, catcher sets up glove sideDelivery, Fastball Command, catcher Receiving
6-10Fastballs to the arm side, kept lowFastball Command, catcher Receiving
11-15Changeups, three of them aimed at the dirt: one in front of the plate and one to each sideChangeup, catcher Blocking
16-20From the stretch with a called count (2-0, 3-1, 1-2). The catcher picks each pitch and spot. For a pitcher 13 or older who already throws a consistent fastball and changeup, the catcher calls three breaking balls in the block; everyone else throws fastballs and changeups.Composure, Breaking Ball (or N/A), catcher Game Management

A 15- or 16-year-old can add a block of ten fastballs and changeups to called spots and still stay inside Little League's 30-pitch zero-rest band. Fastball top (mph) on the header is for teams with a radar gun. No row scores velocity.

Pop Time Comes from the Diamond

The script feeds three of the catcher's four rows. Pop and Throw waits until the catchers come out for battery defense, where each one makes two timed throws to second and the quicker time goes on the header as pop time.

The baseball player profile template has lines for a catcher's pop time and a pitcher's pitch types, so you can carry these numbers straight onto it. The pitching drills and catching drills guides have the work that moves each row after the cut.

Division / League:
Arm (R/L):
Fastball top (mph):
Pop time, best of 2 (sec):

Pitcher Skills

Skill Category12345N/A
Delivery○○○○○○
Fastball Command○○○○○○
Changeup○○○○○○
Breaking Ball○○○○○○
Composure○○○○○○
Notes
Pitcher Total_______ / _______ (5 × rows scored)
  • Breaking Ball is N/A for every pitcher 12 or under, and for an older one who does not throw a breaking ball yet. The total counts only scored rows, 5 points each.
  • A curveball from a pitcher 12 or under goes in Notes, unscored.
Skill1 (Needs Work)2 (Below Avg)3 (Average)4 (Above Avg)5 (Excellent)
DeliveryArm drags behind the body. Falls off toward a baseline. Release point wanders.Balanced at the top, then rushes. The stride lands in a different spot each time.Repeats the motion on most pitches. Lands in line with the plate and finishes over the front leg.Even tempo from the windup and the stretch. Same arm slot for every pitch type.Fastball and changeup come out of an identical motion, from either position.
Fastball CommandMisses the zone on most pitches, usually to the arm side.Throws strikes down the middle. Can't move the ball to either side.Most fastballs are strikes, and the misses stay near the zone.Hits the glove side and the arm side when the catcher moves the target.Puts the fastball on the target, low in the zone, in any count.
ChangeupSlows the arm or changes the motion, and the hitter sees it coming.Some drop in speed, but it floats up in the zone.Clear speed difference with fastball arm action. A strike about half the time.Arrives low with late fade. Throws it for strikes when behind in the count.Looks like the fastball until the hitter has committed. Throws it to either side in any count.
Breaking BallSpins without breaking, or bounces well short of the plate.Breaks early and big, and the hitter picks it up out of the hand.Consistent shape. Lands in the zone on some pitches.Late break. Starts as a strike and finishes at the knees.A strike or a chase pitch below the zone, whichever the catcher calls.
ComposureSpeeds up and loses the zone after a ball. Shows frustration to the catcher.Recovers after a pause, but the next two pitches miss.Keeps the same tempo after a miss. Works from the stretch without rushing.Attacks the zone when behind in the count. Resets between pitches with a routine.Throws a 3-1 pitch with the tempo and intent of an 0-0 pitch.

Catcher Skills

Skill Category12345
Receiving○○○○○
Blocking○○○○○
Pop and Throw○○○○○
Game Management○○○○○
Notes
Catcher Total_______ / 20
Skill1 (Needs Work)2 (Below Avg)3 (Average)4 (Above Avg)5 (Excellent)
ReceivingStabs at pitches. Drops strikes or lets them push the glove out of the zone.Catches the strike. Low pitches drag the glove down and away.Quiet glove. Holds the pitch where it was caught.Gives an early target. Gets the glove under low pitches and keeps them in the zone.Low, high, or on the corner, the pitch ends where an umpire wants to see it.
BlockingTries to glove balls in the dirt. Most of them get by.Drops to the knees late. The ball kicks away from the plate.Gets down in time and keeps most balls in the dirt in front.Squares the chest to the ball, including ones bounced to either side.Smothers changeups in the dirt and comes up ready to throw.
Pop and ThrowLong transfer. The throw bounces twice or misses the bag.Gets the ball to second, but late or off line.Clean footwork and transfer. The throw reaches the bag on line or on one hop.Quick exchange. The throw arrives at the bag at tag height.Fast exchange, a throw on the bag every time, and a pop time near the top of the group.
Game ManagementQuiet. Waits for someone else to call the count or the play.Gives signs, but says nothing to the pitcher after a walk.Calls pitches with a clear target. Talks the pitcher through a miss.Picks the next pitch from what the last one did. Tells the infield where the play is.Calls the scripted counts as an at-bat, picking each pitch and spot and keeping the pitcher's tempo.

Youth Baseball Tryout Evaluation Form (Ages 8 to 12)

Little League names defense, offense, and speed as the three tryout skills worth rating(opens in new tab). Of speed it says, "It can't be taught, but it can be the difference between a hit and an out." The youth sheet scores those three, then adds a row for knowing where the play is and one for effort. Each row is worth the same 5 points, so the total runs to 25.

RowWhat you watchWhich rep
Fielding and ThrowingHow the player moves to the ball, gets it into the throwing hand, and puts the throw on targetGround balls and fly balls in the field
Hitting ApproachTracks the ball to the plate, stays in the box, steps toward the pitcher. Contact is a bonus at this age.Every swing of the hitting round
Speed and ReactionTime to first, and the first step when a ground ball comesOne timed run to first, and the first grounder in the field
Knows the PlayWhere the throw goes with a runner on first, and how many outs there areA coach asks before the pitch in a live situation
Coachability and EffortWhat changes after a coach's correctionThe rep right after the correction

The same article asks evaluators to look past the body. Consider "your impression of the player's personality," it says, and "watch how he/she reacts to their performance." It goes on, "So often, a Little Leaguer's willingness to have fun and be a good teammate will far exceed physical talent." Write what you see in Notes.

Skill Category12345
Fielding and Throwing○○○○○
Hitting Approach○○○○○
Speed and Reaction○○○○○
Knows the Play○○○○○
Coachability and Effort○○○○○
Notes
Total Score_______ / 25

This sheet is for ages 8 to 12 on 60-foot bases, where runners do not lead off and the pitching sheet marks Breaking Ball N/A. An 11- or 12-year-old on a 50/70 diamond, where runners lead, goes on the main sheet instead, where the lead clauses count.

When the Tryout Is a Draft

Some leagues use tryout day to spread players across teams rather than pick one roster. Seat the managers who will draft as the panel, each scoring all five rows for every player, and the averaged sheet gives every manager the same list to pick from. Does your league weight some rows more than others? Then write the weights on the sheet's header before the first player comes through, so nobody adjusts them after seeing the totals.

A 165-Minute Baseball Tryout Plan for 36 Players

This plan fits 36 players into 165 minutes on one diamond, with two batting cages and a two-mound bullpen. That suits a 13U travel roster of about a dozen. A high school program keeping more players can run the same day and draw its line further down the list. A pitching machine feeds the hitting rounds and a coach throws the live situations, so you never add to a tryout pitcher's count after the script. The baseball tryout drills guide has the drills for each block and what each one shows.

TimeBlockOn the diamondCages and bullpenPanel scoresBullpen evaluators score
0:00-0:15Warm-up and throwingEveryone: dynamic warm-up, then a partner throwing progression that finishes at long tossGroup D pitchers start their own throwing program by the bullpenCalibration. Every panel member scores Throwing for the same three throwers in silence, then compare and read the Throwing levels aloud if anyone is two points apart.Nothing scored. Set up both mounds.
0:15-0:30Hitting, round 1Group A off the machine: six swings, two bunts (one down each line, as the feeder calls), then a last swing run out through first. Group C plays the field.Cages: Group B, on deck. Bullpen: Group D's first two scripts.Hitting, and the run out of the box for Base Running, for Group AThe pitcher rows for each script, and the catcher's Receiving, Blocking and Game Management
0:30-0:45Hitting, round 2Group B hits, with Group A out in the field.Cages: Group C, on deck. Bullpen: scripts three and four.Hitting and the run out of the box for Group BPitcher rows and catcher rows, as in round 1
0:45-1:00Hitting, round 3Group C hits, with Group B out in the field.Cages: Group A, extra swings. Bullpen: the last two scripts.Hitting and the run out of the box for Group CPitcher rows and catcher rows, as in round 1
1:00-1:15Hitting, round 4Group D hits, with Groups A and B out in the field.Cages: Group C, extra swings. Bullpen closed.Hitting and the run out of the box for Group DFinish the pitcher-catcher sheets
1:15-1:50DefenseGroups A to C at their first positions, one fielder at a time. Each infielder fields four grounders and one slow roller to charge, throwing every one to first. Each outfielder catches a fly ball in front, one over the head and one to the side, then throws to a cutoff and to third. Group D's pitchers take the throws at first base and shag.Bullpen: scripts for position players who also pitch, caught by Group D's catchersFielding and Throwing for Groups A to CPitcher rows for any extra scripts
1:50-2:00Battery defenseGroup D. Pitchers take two comebackers, a bunt, and a feed while covering first base. Catchers come out for a bunt, then throw to second twice.Groups A to C: water, then cage swingsFielding and Throwing for Group DPop time on both throws, and catcher Pop and Throw
2:00-2:20Live situations, A and BGroup A takes the field as a full defense and Group B bats, switching after ten minutes. A coach throws every pitch, from the stretch where leads are allowed, and calls the situation first: runner on first, a bunt to defend, a tag-up, first and third. Rotate runners so each player starts once on first and once on third. Group D's catchers take turns behind the plate.Cages: Group C and Group D's pitchersBaseball IQ for the defense. Base Running reads, turns and (where allowed) leads for the runners.Call each situation before the pitch
2:20-2:40Live situations, C and DGroups C and D, same format. Group D's pitchers play the infield or outfield, and its catchers take turns behind the plate for both defenses.Cages: Groups A and B, then cool-downBaseball IQ and Base Running for Groups C and D, plus Fielding for Group D's pitchers away from the moundCall each situation before the pitch
2:40-2:45CloseEveryone: cool-down and dismissalCharacter/Attitude for every player, from the whole session. Hand every sheet, face down, to the head coach.Hand the pitcher-catcher sheets in

Groups of 9, 9, 9, and 9 hold all 36 players. A, B, and C are position players, and D is the battery group of six pitchers and three catchers. The four-person panel scores every main-sheet row for every player, the two bullpen evaluators score the pitcher-catcher sheet, and the day runs 165 minutes with six evaluators.

One Panel Watching Every Rep

The four panel members move as one group, to the first-base side of home for the hitting rounds, where the swing and the run to first are both in view, then down the first-base line for defense and live play. Each one scores every main-sheet row for all 36 players from the same swing, ground ball, or turn at first.

A station tryout with one coach per drill finishes sooner. What the panel buys you is four scores per row that describe the same rep.

Give each evaluator their own clipboard, and keep numbers unspoken until the sheets are in. Talk about what a swing or a throw did, never about what it scored.

Use the warm-up to line up the panel's reading of the rubric. During the throwing progression, every panel member scores the same three throwers on Throwing without talking, then you compare. If any thrower gets marks two points apart, read the Throwing levels aloud together before the first hitter steps in.

Five helpers free the panel to watch.

  • A machine feeder for the hitting rounds, who also calls the line for each bunt
  • A timer with a stopwatch at first base, also during the hitting rounds
  • A fungo hitter for the defense block
  • A coach to throw the live situations
  • A base coach in the third-base box for the live situations

A shortstop or outfielder who also pitches throws a script during the defense block, after their own turn in the field, and the bullpen evaluators score it.

Baseball Tryout Compile Sheet for the Cut

A 36-player tryout leaves you 144 main sheets, 18 pitcher-catcher sheets from Group D, and 216 rows that each need a trimmed average. Copy as Table on the compile sheet moves the grid into Google Sheets or Excel, where the averaging can happen. In four empty cells beside the pasted grid, such as N3 to Q3, type one row's four scores, and =(SUM(N3:Q3)-MAX(N3:Q3)-MIN(N3:Q3))/2 gives that row's trimmed average.

  1. Check every row for a two-point gap. Read the four scores on each row before any formula sees them. When they sit two points or more apart, such as a 2 against a 4, write the row in the Spread column, and have the panel reread that row's levels and name the rep behind each score. Anyone may then change their own mark. If the gap survives, the row keeps its Spread mark and the player goes to the meeting whatever the total says.
  2. Trim each row. Of the four panel scores on a row, cross out the highest and the lowest and average the two that remain. One generous or one harsh evaluator can no longer move a player alone.
  3. Add it up. The six trimmed averages make the Total out of 30. For Group D, the Battery column is the bullpen evaluators' mean across the rows they scored on the pitcher-catcher sheet, on the same 1 to 5 scale.
  4. Fill the arms first. Count your roster spots, take the pitchers and catchers you need by Battery, and fill the rest by Total. A two-way player sits on both lists, Battery for the arm and Total for everything else. Anyone within 1.5 points of the last spot goes to the meeting with their notes and Spread rows. One evaluator reading three rows a level differently can move a trimmed total by up to 1.5 points, so the band holds the players a single reading could have flipped.
Team:
Spots:
Arms (P / C):
Player / #Pos.HittingThrowingFieldingRunningIQChar.TotalSpreadBatteryCall

Telling players is its own job, and making tryout cuts walks through the conversation. A player who missed the cut can still leave with numbers to chase, a home-to-first time or, for a catcher, a pop time to beat next spring. With the roster final, the baseball roster template is where the final names and positions go.

What's Next?

Put This Into Practice

Athlete Evaluation and Assessment

Rate rostered players 1 to 10 by default, against criteria levels you write or the ten that come with baseball's starter set.

Evaluation Framework Setup Guide

Draft what a 1, a 5, and a 10 look like in every skill area before your first evaluation.

Athlete Development and Management

Set goals on the sub-skills a player rated lowest and check them at each re-evaluation.

Keep Reading

Baseball Drills: Complete Library for All Levels (45+)

Drills sorted by skill, from cage work to cutoff throws, for the practices after the cut.

Pitch Count Tracker (Free, Pitch Smart Age Limits)

Count a pitcher's outing and see the rest days the count calls for under the age limits.