Arkansas ASA 8U and 10U Machine-Pitch Rules

Adopted January 2009

amended March 2009 (Rule 2 corrected from bottom of 6th to bottom of 7th)

 

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The following rules shall be used in Arkansas for all 8U and 10U Machine-Pitch District and State Tournaments.  These rules are written for the competitive level.  Leagues may modify them for local use.  ASA fastpitch rules will be used with the following exceptions.

 

1.       All games shall be 7 innings with a 60 minute time limit.  No new inning will begin after 60 minutes unless the score is tied.  The tie-breaker rule will be used in the 8th inning or in any inning that begins after time has expired. 

2.       There is a 5 run limit per inning.  The run-rule/mercy rule will be 15 runs after 3 innings, 12 after 4, or 8 after 5.  If the home team is behind by six (6) or more runs at the beginning of the bottom of the 7th inning, the game shall be over and the home team will not bat.  If either team is behind and cannot catch up or go ahead when time expires, the game shall be over immediately.

3.       If batting round robin, a runner who becomes injured while running the bases may be temporarily replaced by the offensive player who precedes her in the lineup.  If that player is already on base, then the offensive player preceding her may run for the injured runner.  If that player is also already on base, then the offensive player preceding her may run for the injured runner.  However, if the injured runner cannot bat at her next at-bat, she will be declared out if a team is batting round robin or no substitute is available and the team is not batting round robin.

4.       The pitching machine shall be set with the center of the machine at thirty-five (35) feet for 8U and 10U. The machine speed will be set at 35 mph for 8U and 40 mph for 10U. Prior to each game, the umpire will have each coach feed at least one pitch and obtain a consensus that the machine is set correctly.  The umpire may adjust the pitching machine any time he/she believes it is needed. 

5.       A coach from the offensive team shall feed the pitching machine.  This coach may give advice and help to the batter only.  He/she may not coach the batter-runner or runners at ANY time. 

a.       After a batter hits the ball, this coach shall remain motionless behind the pitching machine or move quietly away from the playing action into foul territory away from the play.  If, under the judgment of the umpire, a coach intentionally violates this rule and is hit by a batted or thrown ball, a dead ball will be called and the runner closest to home will be called out, the batter-runner will be awarded 1st base (unless no runners are on base – then she is the runner closest to home and therefore out), and other runners will advance only if forced.

b.       After a batter hits the ball, this coach shall remain motionless behind the pitching machine or move quietly away from the playing action into foul territory away from the play.  If, under the judgment of the umpire, a coach did not intentionally violate this rule and is hit by a batted ball, the ball is treated as hitting the machine.   

c.       The umpire may restrict a coach to the bench or eject him/her for repeated violations of this rule.

6.       The batter will receive a maximum of five pitches or three strikes, whichever occurs first. If the fifth pitch is hit foul the batter will remain alive as long as they continue to foul off pitches. If the batter fouls a bunt attempt with two strikes the batter will be called out. The umpire may call a "no pitch" if the pitch is clearly out of the strike zone and the batter does not swing.

7.       A batted ball that hits the pitching machine shall be ruled a dead ball. The batter is awarded first base. All other runners will be awarded one base only if they are forced.

8.       A runner may not leave a base until the ball leaves the pitching machine. 

9.       A runner on 1st or 2nd can advance/steal only one base per pitch. If they advance more than one, they are liable to be put out.  At end of play if the runner is safe and has advanced more than one base, the umpire will return the runner to the correct base. A runner cannot steal home.

10.   There is no dropped 3rd strike rule.  However the ball remains live and runners (not the batter) may advance/steal with liability to be put out.

11.   The defensive team must have a minimum of eight (8) and a maximum of ten (10) players in the field.  At the start of a pitch, one player shall be in the pitcher’s position on either side of the pitching machine with one foot on or in the 8 foot radius circle.  With eight defensive players, two players shall be shall be in the outfield at the start of the pitch.  With nine players, three players will be in the outfield at the start of the pitch.  With ten players, four will be in the outfield at the start of the pitch.  The outfield is defined as at least 10 feet outside of the base lines in fair territory.

12.   Defensive players may not move in front of the pitching machine towards home plate until the ball has exited the pitching machine.  Should a defensive player be in front of the pitching machine prior to the ball leaving the pitching machine, an illegal pitch shall be declared. If no runners are on base, a warning is issued to the defensive team. For a second offense, the batter is awarded first base. All other runners advance one base, regardless of force.

13.  The ball is live after each play until the defensive team has stopped all runners from advancing. Umpires should call time at this point. There is no look-back rule in machine pitch 8U or 10U. This rule does not preclude the umpire from calling or granting time in situations such as when a runner has slid into a base, requests time, no other runners are advancing, or there is an injured player.  The ball shall be dead immediately anytime the pitching coach touches a ball thrown to him/her at the end of a play (whether they catch it or not) and all runners will return to the last base touched.

14.  One defensive coach may be outside the dugout.  This coach must remain close to the fence between the on-deck batter’s box and 1st base.  Should a coach move outside this area, the umpire may restrict him/her to the dugout.  If subsequent coaches violate this rule, the umpire may prevent any defensive coaches from being outside the dugout. If a live ball strikes anyone or any equipment out of the dugout, bases will be awarded by the umpire.

15.   There are four appeal plays: 1) batting out of order, 2) missing a base, 3) leaving a base before a caught fly ball is touched, and 4) over-running 1st base and then making an attempt to go to 2nd base. 

a.       The first three appeal plays are live or dead ball appeals.  The last is a live ball appeal by defensive players only.   At the end of playing action, coaches may request time and then make a dead ball appeal. 

b.       ALL OTHER SITUATIONS are ‘requests for help.’  A player or a coach may make a ‘request for help’ and it may be honored by the umpire at the umpire’s discretion.

c.       The coach feeding the pitching machine may not make dead ball appeals and may request help only as it pertains to the pitching machine.

16. There is no infield fly rule in machine pitch for 10U or 8U.

 

 

Don McGee
Arkansas State
Commissioner

 

 

 

 

 

 

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Discussion and Points of Emphasis for 8U and 10U Machine-Pitch Rules

 

1.       The philosophy behind these rules is to make them as few and as simple as possible while accommodating the uniqueness of the 8U and 10U age groups and the pitching machine. 

2.       5 Run limit without continuation of the play per inning” means that there can never be more than 5 runs scored by a team per inning.  For example if there are 4 runs already scored in the inning, bases are loaded, and the batter hits a triple, then only one run will score and the half-inning will be over.

3.       When a team is behind and cannot catch up or go ahead before the end of the 6th inning or when time expires, there is no reason to continue the game since they cannot win.  The game will not be continued just because there is time left on the clock.

4.       Per the ASA Rule Book, a team must have a minimum of 8 players to begin or continue a game (unless they go from 9 to 8 because a player is ejected for unsportsmanlike conduct). 

5.       The only duties for the pitching machine coach are to feed the pitching machine and to coach the batter while at bat and before the batter hits the ball.  Limiting the pitching machine coach to these duties only provides for a more realistic game environment and prevents the pitching machine coach from becoming a distraction to the defensive team.  The pitching-machine coach may not make appeals.  The pitching-machine coach may not make a “request for help” unless it pertains to the pitching machine.

6.       The electrical extension cord from dead ball area to the pitching machine is considered to be part of the playing field.  A batted or thrown ball that touches the cord shall remain live.  If a player trips over the electrical extension cord, it will be the same as tripping over any other object that is part of the playing field.

7.        In front of the pitching machine” means a direct line along the shortest path from the center of the pitching machine to the 1st base and 3rd base line.

8.       The defensive team must stop runners from advancing before the ball becomes dead at the end of a play.  They cannot stop runners from advancing by merely getting the ball to the pitcher in the circle.

9.       Players must make any live ball appeals on runners who run past 1st base and then make an attempt to go to 2nd base by tagging them before they return to 1st base.  At the end of playing action, coaches may request time and make any dead ball appeals.  It is emphasized that these are the only four appeal plays to which the player or coach has a right to make an appeal.  All other situations are “requests for help.”   If a coach desires to approach an umpire about a play that s/he disagrees with or does not understand, s/he must first get time and approach the umpire who made the call.  It is entirely up to that umpire whether or not to honor the request for help.

 


8U and 10U Machine Pitch Umpire Mechanics

 

Two umpires will be used for District and State Tournaments if at all possible.  One umpire may be used only when the Tournament Director or UIC determines that a second umpire is just not available.

 

ONE-MAN MECHANICS.

  1. Initial position on the 1st base side approximately 15 feet from home plate and 10 feet off the foul line. 
  2. If possible, move into fair territory behind the batter-runner between the pitching machine and the 1st base line to make calls at 1st.  If not possible, move towards 1st base in foul territory.
  3. Hustle to a position between the pitching machine and 2nd base for plays at 2nd base.  Be alert to gain a good sight angle for swipe tags.
  4. Because you will be inside of the diamond with runners running the bases, most calls at home will be made from fair territory in front of home plate.  Be careful to stay out of the way of throws to home plate. 

 

TWO-MAN MECHANICS.

  1. Plate Umpire.
    1. Initial position same as for one-man on the 1st base side approximately 15 feet from home plate and 10 feet off the foul line. 
    2. Make all calls at Home plate and 1st Base. 
    3. Make all foul ball calls.
    4. Make fly ball calls to right field.
    5. Responsible for tag-ups at 1st base.
  2. Base Umpire.
    1. Initial position behind the shortstop.
    2. Make all calls at 2nd and 3rd base.
    3. Make fly ball calls to center and left field.
    4. Responsible for tag-ups at 2nd and 3rd base.

 

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