Little Majors Information

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**  READ RULES AND REGULATIONS FOR THIS LEAUGE **

 

 

 

 

 

 

 

 

 

 

 

 

We use pitching machines for this age group for the following reasons:

 

1.  It gives all the players the maximum opportunity to bat, field, throw, and run the bases, not just two or three on a team.

2.  Games move along much faster thereby allowing for more innings played and therefore more opportunities for each player.

3.  It saves the arms of pitchers until they are older.  Coaches have often been known to teach this age player to throw curve balls, etc., which can prove to be harmful to them later on.

4.  Most all players quickly learn to hit the machine pitched ball and develop confidence that they will not be hit.  This success encourages success in other areas as well.

 

Due to the fact that we use a pitching machine in our Little Majors League age program, we will not likely participate with other leagues in post-program games.


GOSPEL PROJECTS LITTLE MAJOR LEAGUE
RULES AND REGULATIONS

 1.      The baseline shall be 60 feet (60').

 2.      The pitchers “mound" shall be a circle with a diameter of eight feet (8'), the center of which shall be forty-seven and one half feet (47.5') from the point of home plate. This circle shall follow the normal contour of the infield. Pitching machine settings will be as follows: March-April: 62% or 42 mph; May: 68% or 44 mph.

 3.      The on-deck batter must be behind the batter which is batting.

 4.      Bunting is permitted.  

5.      The bat shall be a standard youth bat.

 6.      The bat shall be one piece of solid round hardwood, one piece of hollow metal (aluminum or magnesium), molded plastic on a metal base (inner), or nylon and wood combination. The bat shall be not less than twenty- seven inches (27") nor more than thirty-two inches (32") in length. Maximum barrel diameter is 2 ¼ inches.

 7.      A.  Helmets must be worn by batters, base runners, on deck runners, and bat-boys at all times. B. Catchers must use a catcher's mitt and wear a protective cup.

 8.      Starting line-ups consist often (10) defensive players and entire team for offensive line-up. If nine (9) players cannot be fielded within fifteen (15) minutes of starting time, a forfeit will result; however, an unofficial game will be played.

 * * Example: If team "A" has 13 players and team "B" has 11 players, then team "A" has the option to only bat 11 players. This does not however effect the required number of innings each player must play.

 9.      Each player must play on defense at least three (3) complete innings and bat at least once. If a player is benched for discipline reasons, this must be reported to the scorekeeper and umpire and a not made on the score sheet.

 10.  Substitutions on defense must be made at the beginning of each half-inning. (Injuries are and exception).

 11.  The infield fly rule is in effect.

 12.  Base stealing is permitted, between 2nd and 3rd and between 3rd and home. A base runner must be in contact with his base at the time the ball is hit by the batter.

*No batter may advance to first on a dropped ball, third strike.

 13.  If the catcher makes a clean catch of the pitched ball, base runners must hold their bases. If the catcher misses the ball, runners at second and third may advance at their own risk. Should the catcher throw the missed ball to the pitcher or her player covering home plate and the ball is missed by that player, all base runners may advance at their own risk as long as the ball remains on the playing field in fair territory.

 Runners at first may advance at their own risk if the catcher misses or drops the ball and then throws the missed ball to any base and that player misses or drops the ball in fair or foul territory. Runners must hold their bases if the basemen make clean catches. However, if any basemen in this type play misses or drops the ball, runners may then advance at their own risk, including the runner at first. Overthrows on these particular plays that leave the playing field, go into a dugout, or in some way become entangled in equipment will result in all runners advancing one base.  

Note: Runners must hold their bases if the catcher, after a routine catch, overthrows the pitcher or the pitcher simply misses or drops the ball.

 Possible Scenarios for First base runner:

 1.) Runners at First and Second. Catcher drops the ball, runner at second steals for third, catcher makes a good throw to third base, third baseman makes a clean catch.

 Runner must remain at First.

 2.) Catcher drops the ball, he throws to third baseman who makes a clean catch. Runner from second however is caught halfway between second and third. Third baseman overthrows second baseman.

 All Runners, including runner at First may advance at their own risk.

 14.  The coach places the ball in the pitching machine when the batter has declared himself ready. The umpire calls strikes only. A player gets three (3) strikes. No balls are called, although balls thrown outside the strike zone by the machine are not counted as strikes. The coach placing the ball in the machine may not instruct base runners or batters from the mound. No glove should be used by the pitching coach. The player pitcher may move outside the designated circle as soon as the ball leaves the machine.

 15.  The batter shall be called out for slinging the bat after one (1) warning, and runners returned to their bases.

 16.  A team on defense shall be allowed no more than three time outs per inning. Exception: Injury to a player or other emergency.

 17.  Ten (10) run rule after 5 innings if the home team is ahead. A regulation game is six innings or until a tie is broken. On weekday evening games no new inning will begin after 6:25 p.m. in the first game and 8:00 p.m. in the second game. If the second game starts late due to the previous game, the umpire may add time to the 8:00 p.m. hour.

 18.  Players, managers, coaches, or any other participant may be removed from the game for unsportsmanlike conduct after the team has been warned one (1) time.

 19.  Manager or coaches are not allowed to smoke, dip, chew tobacco or use profanity during a game. Penalty: One Warning; next offense expulsion from game and park!

 20.  A protest which involves an umpire's judgment shall not be accepted. Only the team manager or the acting manager shall be entitled to file a written protest. The only legal protest shall be one which involves a violation of playing rules or the use of an ineligible player. This protest, in writing, must be filed with the commissioner or league president within twenty-four (24) hours of the game's completion. Exception: Tournament play, protests will be handled before the next pitch.

 21.  If the scorekeeper or the umpire recognizes that a batter is batting out of order, it will be their responsibility to stop play and have the right batter come to bat. If there is a count on the batter, the correct batter will assume that count. If the officials fail to catch the error in the batting order and the opposing manager catches it and informs the umpire before the first pitch to the next batter, then the illegal batter shall be called out and the runners (if any) shall return to the base they occupied when the illegal batter came to bat. The scorekeeper shall then call the proper batter to the plate. If no one recognizes the presence of an illegal batter until after the first pitch to the next batter has been thrown, the play shall stand and the batting straightened out at that point.


Revised 2/24/09
 

 

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