Pick your band size
Choose a preset that matches your wrist coach, or type the exact window size. The card resizes live.
Pitch calls, bunts, steals, and slaps on a card that actually fits your wrist coach. Load your calls, shuffle the numbers, and print every version with a coach key. Free, no signup.
No signup · Fits your band exactly · Decoys & shuffled versions
The paid wristband systems charge $75–$250 and still lock you into their card sizes. This one is free, fits any band, and shuffles itself whenever you want new numbers.
Choose a preset that matches your wrist coach, or type the exact window size. The card resizes live.
Start from pitch or offense templates, then rename, recolor, add, or delete until it's your system.
One PDF: sheets of cards with cut marks for the whole team, plus a coach master key for each version.
Presets for every common softball wrist coach: 3.5×2.25, 5×3, youth smalls, and triple windows, plus a custom width and height for anything else. Cards print at exact physical size with cut marks.
Battleship (“B-4”), a numeric grid (“25-7”), or direct number lookup (“231”) with numbers printed in order so players find calls fast. Switch systems any time. Your calls stay put.
Unused cells fill with decoy numbers that mean nothing, so you can bark a call on every pitch and the other dugout charts pure noise. The coach key marks exactly which codes are live.
One click makes V1 through V10 with the same calls and completely different numbers. Swap cards between games of a doubleheader, or every time you think someone's caught on.
Keep offense and defense on separate wristband pages, with one combined coach key for each version. Group calls by type and custom categories like Fast ball or Drop ball.
No account, no email, no watermark on the cards, no per-print credits. The tools coaches pay $75–$250 for do less than this.
Insert sizes vary by half an inch between brands, so “close enough” cards slide around or get trimmed into the grid. Pick the preset that matches your wrist coach, or measure the window and enter a custom size.
The coach calls “B-4.” The catcher runs a finger down column B to row 4 and reads Drop. The blank cells are decoys, so “D-3” means nothing and the other dugout can’t tell a real call from noise.
| A | B | C | D | E | |
|---|---|---|---|---|---|
| 1 | FB In | · | Change | Bunt | · |
| 2 | Steal | Drop | · | FB Out | Take |
| 3 | · | Slap | Rise | · | Change |
| 4 | Curve | Drop | Swing | Squeeze | · |
The most common mistake is a card that is too big for the team reading it. Start with what you call in a real game and grow the card as players get faster.
Mostly offense: take, swing, bunt, steal. Many 10U pitchers throw fastball and changeup only, so a short pitch list (FB, Change, Pitch Out) is plenty. Use Battleship and the youth band size so cells stay large.
Add fastball in and out, a drop or curve if your pitchers throw one, slap, delayed steal, and squeeze. One card usually lasts the season at this level.
Add locations (in, out, up, down), pitch outs, and pickoffs. A number grid or three-digit card holds more calls. Keep a second version ready for opponents you see often.
Full pitch-and-location menus, bunt coverages, first-and-third plays, and pickoffs. Keep offense and defense on separate pages and change versions mid-game if you think you've been read.
A great card still fails if players are slow to read it or the other dugout sees the same codes every weekend. These habits fix both.
Run two or three practices where every live rep starts with a called code. A good target is a player reading the call within three to four seconds. If players are slower than that, cut calls or move to a simpler system before you add more.
Most opponents aren't charting your signs. If one is, calling a code only when something is on tells them a call means action. Call a code every pitch and let the decoy codes fill in.
At rec and younger levels, one card can last all season, and players read a familiar card faster. At competitive travel and high school levels, switch versions when you face the same team twice, think you've been read, or head into playoffs.
Only the coach needs the master key. Label cards by version (V1, V2…) so you can switch everyone with one word, and keep a spare set in the bag, since sweat ruins paper by the late innings.
Shout the code, flash it on a whiteboard, or turn on hand signals so every number can be shown on fingers. Silent calling helps in loud tournament parks and keeps the call away from a nearby dugout.
Begin with the calls you actually use in a game. Add locations, pickoffs, and defensive plays once players read the basic card without looking twice.
If your card includes bunt defenses, pickoffs, or first-and-third plays, use the free Softball Playmaker to show players where to move before practicing the calls.
Since 2025, NFHS high school softball rules let a coach in the dugout use a one-way device to call pitches to the catcher on defense (Rules 1-8-6 and 3-6-11). NFHS has since approved extending this to pitchers. The catcher can't respond, and the coach still can't use a device to talk with any other defender or with anyone on offense.
Batters, runners, and the rest of the defense still need signs, and most travel, rec, and youth leagues set their own rules on devices. A paper wristband is legal everywhere, costs nothing, and works for all nine players on both sides of the ball. Check with your league or state association before you buy hardware.
Practical answers about wristband sign systems, insert sizes, and keeping the other dugout guessing.
Hitting, fielding, pitching and catching drills, each with a short video clip, steps and how many reps to do.
Bravara runs softball league scheduling, player evaluations, drafts, and team communication. It is free to start and built by people who answer email.
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