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Indiana Umpires of Indiana

Softball                                    Softball

Softball Mechanics

Prerequisites

 

    

 

Prerequisites

Any umpire representing a Softball Association is performing a service to his fellow umpires, to the leagues which we serve, to the managers, players and fans of softball. A competent umpire performs his duties with accepted signals and procedures.

 

A thorough knowledge of the rules is important; but, more important is the understanding of their purpose, and the ability to interpret and enforce these principles.

 

Good game control begins with the umpire's appearance at the game site. Players and coaches alike, base much of their actions during the contest on the amount of confidence they have in the arbiter. The umpire who performs his duties in a brisk, business-like manner upon his arrival at the field, who is courteous with players and coaches (without being overly friendly) prior to the game, whose calls are made promptly and confidently and with an emphasis which dissuades argumentation, yet is non-dictatorial, and who cooperates with his partner in the efficient coverage of all situations, is rarely questioned.

 

When you enter a ball park, your sole duty is to umpire a ball game as the representative of the league. In all your actions and conduct, keep in mind that as an umpire, your position calls for the settling of controversies are on the ball field and not in starting them elsewhere.

 

It's a trying position which requires the umpire to exercise all his patience and good judgment. Do not forget that the first essential in working out a bad situation is to keep your temper and self control. Be courteous, but firm, and you will gain respect from all. Never lose sight of the fact that friendship for the umpire, appreciation for the duties and cooperation in decisions rarely exists when a difficult situation occurs on the ball-field. Your only friend is the other umpire!

 

An umpire should give any rule interpretation that a manager may request, quickly and courteously, but refrain from general conversation and especially from discussion of plays and players. Umpires are to judge plays, not players!

 

Do not assume an air of superiority because of the fact that you are an umpire. Say "Hello" to the various people and make use of a friendly smile. Let it be said that you are yourself, your profession and above all, THE GAME itself.

 

The proper handling of any softball game demands each member of the umpire crew to hustle at all times. In addition, the following three factors are essential to the success of any umpire:

 

Judgment

It may appear to be an inherent factor of officiating. The calm style of the finished umpire when confronted by a spontaneous uprising, let him look like it doesn't matter to the umpire. By his experience he knows what to take or not. Early in the career the average umpire will likely responded to rowdy tactics or abusive language with some show of fear, but the umpire who advances in the game learns how to temper his emotion and his temperament. No provocation, not even physical attack, should cause an umpire to lose sight of primary responsibility: keep the game under control!

 

An angry umpire is never a master of the situation.

 

In short, umpiring judgment is mainly experience, salted with cool-headed common sense!

 

Mechanics and Techniques

These are factors appreciated in some degree by even the most difficult player. A lack of good mechanics is one of the things that separates the best of the amateur umpires and any professional.

 

Mechanics of umpiring deals with the who, what, where and often the why of it all.

 

While Technique deals primarily with the "how" of umpiring. Technique deals with the amount of flair or individualism employed by the umpire in any given situation.

 

Hustle is an integral part of good umpiring mechanics and technique. Acceptance of any umpiring assignment requires the complete attention and energy of an umpire for the entire game. Hustle is the spirited application of the principles of good umpiring. Aimless running about is not hustle or at least not productive hustle.

 

Briefly, good mechanics and technique consists of being in the right place at the right time coupled with strict attention to detail.

 

Knowledge of the Rules

This is expected of every umpire. Young and old should devote ample time routinely to reading and studying the rule book. There is no point in committing the rules to memory as their common sense application is the stamp of a master umpire.

 

Prepare yourself in the off-season. Put an extra rule-book in your smallest room. Read every time a small portion and try to understand why that rule is made. Understand the intent of the rule. Try to make two true/false questions. So you will understand the rule-book more and more.

 

10 Tips to Improve

1.       You should be physical fit at the start of the season and keep yourself in condition. The players will be fit, so you should be fit as well to get into position for making a call. Your uniform should be clean and pressed. Don't look sloppy. The first impression is important. It doesn't make you a better umpire but you will be respected for looking like an umpire.

2.       Decisions must be made positively and promptly, but not too hasty. Don't prematurely make a decision. Try to come into position on a play and yet come to a stop where you can see all of the action clearly, before you make a ruling. One play, one call. Plays should be called with an air of confidence which goes a long way toward having the umpire's judgment accepted.

3.       Umpires working together must communicate and have mutual respect. Friendliness and respect for each other. Try to support each other throughout the entire game. Never offer an opinion or advice unless asked because this can cultivate a lack of confidence in the umpire(s).  Proper mechanics should avoid that there will be opposite decisions on a given play. Call your partner off if it is your call: Good Communication is important. Do not discuss decisions with anyone but your partner and then only in private.

4.       Good umpiring is dependent, to a large extent, upon a complete knowledge and understanding of the rules. Know them thoroughly. Some decisions are repeatedly made, so with some experience they come by reflex. Study all possible situations to improve. So basic fundamentals become second nature and correct interpretations are virtually automatic. Make sure that you don't have to guess because you don't know the rule or it's interpretation, or you will soon lose the confidence of players, coaches and spectators.

5.       Proper umpiring mechanics are essential in attaining the best coverage. Many umpires who know the rules well fail to be accepted because their mechanics are poor. This must be mastered if you want to be successful. Practice and discuss with others. Attend clinics, try to improve every time.

6.       An umpire must totally ignore remarks from the crowd and spectators. Fans not only lose respect for an umpire who, in any way reacts to criticism, but as a reaction their criticism becomes more intense. You have to be "deaf" and "thick-skinned".

7.       The efficient umpire should not "showboat". With accepted signals and procedures players and spectators will accept decisions. But if you behave like an actor, drawing all the attention you will get more critics. Never try to coach a player. You don't like to be told how you have to umpire by a player.

8.       Keep the game moving. Players should hustle on and off the field between innings. It should be a case of "Do as I do" rather than "Do as I say". Good players usually hustle, as do good umpires. Never let the players wait for the umpires!  LEAD BY EXAMPLE!

9.       Umpires must be courteous to players and coaches but avoid visiting with them immediately before, during or after the game. A businesslike attitude and atmosphere must prevail. Discussions should be brief and to the point. Be polite and professional at all times.

10.   The judgment necessary in making a decision is acquired through proper positioning to acquire the best possible angle. Each and every decision must be made on the basis of fact. Do as accepted procedures provide and rule on the play exactly as it was seen.

Every umpire must realize that he will at some time err in his judgment no matter how conscientious and efficient he is and regardless of his position and rules knowledge. When the most respected umpire "boot one", they continue to work to the best of their ability. The fact that an umpire makes a mistake need not cause him to drop his head or be unduly humble nor to be embarrassed. After an error, the umpire must never attempt to even it up. Each call is made on its own merits. Frequent errors in rule interpretation or in judgment quickly cause the players, coaches and spectators to lose confidence, but no one wants the umpire to attempt to even things out.

 

Special thanks to the and Merle O. Butler for this article.

 

 

Softball Mechanics

The Plate

 

    

 

Hints and Tips

1.       Hustle.

2.       Obtain the batting order from both managers at the pre-game meeting, review it making sure there are no errors in names, numbers, or positions. Discuss the Ground Rules at this time so both managers and the umpires are all in agreement.

  1. The plate umpire should always handle introductions of all umpires to the managers during the pre-game conference.
  2. Keep the plate clean and when dusting the plate, turn your back toward the pitcher. Always brush the plate with a lot of pep and snap.
  3. Take the time spent in brushing the plate to warn the catcher or batter when necessary.
  4. Say ball only. If it is ball four, then emphasis should be placed on the four.
  5. Never say, "Ball four, take your base", and don't point to first base.
  6. Say strike only. If it is strike three, then emphasis should be placed on the three.
  7. Never say, "Strike three, you're out".
  8. A verbal or silent delayed strike signal is permissible when a batter swings at a pitch and misses.
  9. Really emphasize the call when calling a half-swing or if a batter takes a called third strike at a crucial time in the game.
  10. A big third strike call is important but don't intimidate or embarrass the batters with the call. Use a signal and voice that reflects the importance, difficulty, and/or closeness of the play.
  11. Do not verbally describe a pitch, or use a hand signal. Use only a slight body motion toward the location of the pitch.

Set Position

Position yourself in the slot behind the catcher and slightly inside the inside corner of home plate so that your eyes are lined up slightly inside the inside corner and at the top of the strike zone. This position allows the catcher free movement up and down without obstructing the umpire's view and enables you to see all of home plate and the batter's strike zone.

 

This position will be referred to as working the "SLOT". Your feet should be placed approximately shoulder width apart with your inside foot slightly forward. It is important that you remain in balance and comfortable.

 

Prior to assuming the set position, the umpire should assume a ready position by properly placing the feet while waiting in a relaxed full upright stance. The proper time to drop to the "set" position is immediately after the pitcher has taken the sign and has started the wind-up, but prior to the release of the ball. The umpire should never be moving to the set position while the ball is in flight toward the plate. It's important to know one can set too early, as well as too late. The set position requires additional energy that should not be wasted. You may need that extra strength in later innings!

 

To assume the set position, bend your knees while keeping your back as straight as possible. Shoulders should be square with the pitch. Your eyes should be lined up at the top of the strike zone. By lining up slightly inside the inside corner and at the top of the strike zone, the umpire has eliminated two difficult pitches to judge. Always be able to see the plate and the batter's feet and hands.

 

The eyes are usually at the batter's arm pits in a definite crouched position looking from slightly outside the strike zone, through the entire strike zone.

 

In calling balls and strikes, it is generally most accepted to bring the pitch down or up into the strike zone, and widen it out, making sure to give a good corner. The bench and spectators can see whether the pitch is too high or too low, however, they can not tell whether it passed over the plate.

Some times a catcher can be a useful help. If a pitched ball is around the knees the catcher will tell you some times if it is low. In this case the catcher might turn his glove upside down. So the better a catcher catches the ball the more strike calls he will get.

 

Make sure that you can see the ball the entire way. From the release point all the way to the plate. If you cannot see the release point, the ball seems to explode if it crosses home plate and the strike zone. So you deflect a moment your concentration and maybe you loose your strike zone.

 

Timing

It is important that an umpire develop proper timing and rhythm in making decisions. It is not only important to know when to drop to the set position but it is equally important to develop a definite rhythm in making ALL calls and that rhythm should not vary. Only the emphasis of various calls will change.

 

It is said that the plate umpire sets the tempo and controls the game. If an umpire is going to control and set the tempo of the game, he MUST first be on control of himself.

 

The first step to do this is to develop a sense of timing and rhythm. An umpire who makes calls quickly on every pitch, will appear to be guessing. Timing must be slow enough, yet deliberate and consistent.

 

Try to make a picture of every pitch. And remember: "Don't move while taking a picture. It should be sharp!". Develop it, watch it again and make your decision. Do that every time in the same rhythm. So should you be in doubt no one (or at least almost no one) will notice your little hesitation. But if you are used to call quickly and you are in doubt one time and you hesitate a little bit, than everybody will notice your hesitation and the next time they will be all over you!

 

Allow the pitch to cross home plate. Do not make a call until the pitch has been caught by the catcher. Even though your decision is made as the ball crosses home plate, DO NOT make your call until the ball is in the catcher's glove.

 

In making the call, you first move may be back with the lead foot while coming up to a standing upright position. This gives a little distance between you and the catcher should he suddenly throw to a base.

 

Make the proper mechanic procedure for showing every body that it is a strike.

 

Should it be a ball, move than slightly toward the pitch to indicate where the pitch was located. Make a crisp verbal call, "BALL".

 

Step back with your lead foot while assuming an upright position. Drop your arms to your sides, relax and wait for your next call.

 

Balls should always be called from the down or set position and before any move is made toward the upright position.

 

Count

The plate umpire is responsible for keeping the proper count. Relay the count periodically by giving the number of balls on the batter with the left hand and the number of strikes with the right hand. In addition, give the count verbally. ALWAYS with the number of balls first.

 

How often the count is given depends on a number of situations.

 

1.       When requested.

2.       After a delay in the normal flow of the game.

3.       Whenever the plate umpire feels the next pitch would create a change (i.e. three balls and/or two strikes on the batter). The next pitch might result in a base on balls or maybe a strike-out.

 

The better caliber of ball being played will dictate the count being given less often.

 

Fly Balls

The plate umpire calls ALL fly balls; FAIR or FOUL, OUT or SAFE, except when the base umpire TURNS HIS BACK to the infield and goes to the outfield to make the call. Once the base umpire turns his back to the infield, it is HIS CALL, fair or foul, out or safe. The base umpire SHOULD NOT RETURN to the infield until all actions are over. If the base umpire does not turn to go to the outfield, he SHOULD NOT MAKE A CALL.

 

If an umpire goes out, do NOT go directly to the play. Work for A GOOD ANGLE. Loop around to get a good sideview of the ball coming down so you can see if a good catch is made. Give a clear sign and use a loud voice to indicate safe or out.

 

Fair and Foul Balls

On fly balls near the base lines, the priority call is ALWAYS "fair or foul", then "out or safe". If you do not think in terms of this priorities, on the routine fly ball near the line that everyone expects to be caught is DROPPED, everyone knows that the batter is SAFE but no one, including the umpire will know whether or not the ball was FAIR or FOUL. Batted balls that are obviously foul or fair need only be called out or safe.

 

The plate umpire must go out as far as possible and get the best look at the ball. Maybe go half way to first base and come to a stop slightly inside the foul line.

 

Batted balls hit down the foul lines should be called in a very decisive manner as follows: on all foul balls, except a caught foul fly ball, the DEAD BALL signal should precede the foul ball signal. The foul ball signal is an extension of either arm away from the foul line. On all caught foul fly balls, the ball remains alive and the extension of the arm toward foul territory with a verbal call is all that is necessary.

 

Remember the voice is used only on foul balls and out calls!

 

Batted balls hit out of the park near the foul lines should also be called very decisively, so there can be no question about the umpire's decision on the play.

 

Leave the plate area from the left of the catcher. The catcher normally leaves the plate area to the right side. That s the priority of the catcher to back up. And in this situation you avoid a collision with the catcher.

 

With no runners on base or a runner on first base only, leave the plate area on the left side and follow the base runner toward first base in fair ground. Ideally you should go about half way to first base and come to a stop slightly inside the foul line and observe the play at first.

 

This will enable you either make or assist the base umpire in administration of:

 

·         Collisions by the catcher and batter-runner.

·         Tags made by the catcher or any infielder on the batter-runner. This play is the responsibility of the plate umpire when it occurs prior to the three foot running lane and from that point to first base, it is the responsibility of the first base umpire.

·         Assisting on possible "swipe" tags by the first baseman.

·         Violations of the THREE-FOOT lane.

·         Overthrows and blocked balls.

·         A pulled foot.

·         A juggled catch.

·         If the base umpire turns to go to the outfield, you are already in position to make any calls on the bases that might develop.

 

After moving to first base with a runner on first base, be aware of a possible play at third base with the lead runner, as that is the plate umpire's responsibility also. After going one-third of the way down the first base line the plate umpire should move directly toward third base for the possible play there.

 

Special thanks to the and Merle O. Butler for this article.

 

Softball Mechanics

The Bases

 

    

 

Hints and Tips

1.                  Hustle.

2.                  When stationed at first or third base, the umpire should stand 18 to 21 feet beyond the base and in foul territory and deeper than the first baseman in a normal position.

3.                  Move on all pitched, batted and thrown balls.

4.                  Call all your plays in fair territory except when the play dictates for you to be in foul territory.

5.                  On a double play, take two steps toward second base (leading with the left foot and pushing off with the right foot) then quickly run parallel to, first base-second base line. Don't take your head and eyes off the ball and let the flight of the ball turn your head and body into the play at first base.

6.                  Don't make a call until the catch or play is completed.

7.                  Always keep your eye on the ball.

8.                  Don't let players or coaches call plays for you.

9.                  Check to make certain the bases are secured and keep the pitcher's rubber clean.

10.              With no runners on base, move forward one or two steps with each pitch, then return.

11.              Do not make a big call on obvious out, safe, fair or foul calls.

12.              A "safe" signal or verbal call is not necessary when the thrown ball gets by the defensive player.

13.              Do not help or console an injured player; if someone is hurt, walk away and let the manager handle it.

14.              Line-up runners on all fly balls to the outfield, as outlined in tag up procedures.

15.              Slow up runners when the ball becomes dead because of fouls, etc.

16.              Keep the game moving.

17.              Be on top of your plays and hustle.

18.              Take positions that will keep you out of the player's way. Check with the fielders every time you move to see that you are not obstructing their view.

19.              Hustle out on fly balls and stay out until play is concluded.

20.              Never walk from one position to another. Hustle and the ball players will follow your example.

21.              Make your close calls with a lot of voice and enthusiasm.

22.              When a base umpire is at second base, be aware who will take a throw for a force out or a tag at second base.

23.              Any time there are runners on base, field umpires should be in a set position.

24.              First base umpire should not automatically rotate home if there is a possible play at first base. Go to a holding zone at the beginning of the three foot line extension.

25.              On rundowns, the responsibility of the call is determined by the direction the runner is running towards.

26.              Don't touch balls thrown to you by the defensive team, as there may not be three outs.

Technique on Bases

1.                  Be ready on every pitch and every play.

2.                  Watch for illegal pitches.

3.                  Should a foul fly be hit in territory not adjacent to the plate, cover the fielder as closely as the bases situation permits.

4.                  Be alert for check-swings or hit batsman.

5.                  Umpiring at the plate or on the bases demands complete concentration, undivided attention and full energies until the final out.

6.                  Be on the play at all times, work your angles on the bases.

7.                  Do not leave yourself open on a play and above all, do not let the coach call them for you!

8.                  On a close play: SELL the call!

9.                  On a wide open play, a routine signal is all that is necessary.

10.              Be on your toes at all times.

11.              Call your plays from a set position and be emphatic.

12.              Follow the ball at all times. Know where the ball is and who had it last.

13.              If the ball is hit to the outfield and there appears to be trouble, go out on it!

14.               If a ball goes out of the park, to the best of your judgment be sure you know where and when the ball leaves the park.

Decisions on Bases

The base umpire indicates decisions by simultaneously vocal and manual expression.

 

Umpires signal SAFE when a runner has beaten a play!

 

They punctuate a vigorous SAFE signal with a verbal SAFE call.

 

In calling a runner OUT, the motion of the arm is combined with the word OUT.

 

The volume of voice and force of gesture employed should fit the importance of the play. It may be close or easy. A close decision deserves all the vocal force and power of gesture at hand: "Let it out on a close play"!

 

An easy decision is merely an acknowledgement or announcement of the safe or out.

 

Attempted steals, base stretching on hits, close force plays, most rundowns, almost all tag plays are close plays and the ruling should be rendered accordingly.

 

For fairly close plays, wide open tag plays and run-downs, the easy decision call, with medium emphasis as to voice and gesture is called for.

 

Keep full power in reserve for the really close ones.

 

Timing is important in these situations. A "out-safe" or "safe-out" call, are a result of poor timing. If you give it a slight hesitation and allow the mental image or "instant replay" to take place, you will have the right call.

 

"HOLD IT, SELL IT!"

 

You cannot have good judgment without good timing. They go hand-in-hand.

 

An obvious easy decision that could be routine must be handled as a close sell call if something unusual happens (i.e. failing to touch a base for a force out, failing to tag a runner sliding into a base, or missing a swipe tag).

 

Also attempts to pick a runner off the base, if it's close, needs more emphasis.

 

Any time the base umpire's back is turned on the plate umpire on a deep fly ball or possible trapped ball, the base umpire has all responsibility for "fair and foul" and "out and safe" decisions on that ball.

 

A base umpire that goes out, must stay "out" and never "drift" back to the infield for a play on the bases.

 

The proper angle will have the ball, the base, the defensive player and the runner in view.

 

When watching a tag on a slide, make sure the base is in view.

 

In watching force outs, keep your eyes on the base and watch for the ball to hit the glove or let the ball take you into the play.

 

Make sure you know from where the ball is being thrown. Never take your eyes off the thrower until the ball is released and let the ball take you into the play.

 

Hustle is an integral part of good umpiring. In essence, it is the alert application of the principles of good umpiring. Aimless running about is not hustle-at least, not productive hustle.

 

The polished base umpire quickly finds the position for the best angle of play, yet the umpire's whereabouts is overlooked by the spectators until the decision is rendered.

 

Base Calls

There are two basic calls an umpire MUST master if he is going to establish himself as a top notch umpire:

1.                  The force play

2.                  The tag play

Force Play

As the fielder is getting into position to field the ground ball, the base umpire should be moving into one of the recommended positions.

 

As the fielder fields the ball, the umpire should stop (minimum of 6 meters of first base). As the fielder releases the throw, then and only then does the umpire turn into the base: "Let the ball take you into the play..... a play cannot be made without a ball!"

 

At this time the umpire should concentrate on the BASE, where a) the runner touches it, b) the first baseman is on it when the ball is caught, and c) the ball is not juggled by the fielder.

 

An important consideration for the umpire at this point is if proper positioning has been maintained, while concentrating on the base, watch the runner coming down the line and at the same time actually see the ball being caught by the first baseman.

 

A position too close to the base restricts the angle, closes the range of vision, and may cause the umpire to get caught in the action.

 

If proper mechanics are followed, the only consideration left to insure proper timing is a slight hesitation to allow a clear and mental picture to develop, insuring the proper call.

 

Remember, we are talking about a hesitation, not a delay. This way your in control of yourself and it is the manner in which you handle yourself that is more convincing.

 

Slow your timing down and don't make a call until the play is completed, but be consistent with your timing.

 

There are two basic positions for calling force plays at first base:

1.                  On all ground balls hit into the infield, the base umpire should move inside the diamond, about 2-3 steps from the foul line (22,50).

2.                  The Foul ground theory. Should be used as an exception when you can't get to fair territory. Only on balls hit to the first baseman, extremely left of second baseman or on short hit to right field (i.e. because of a possible throw to first). Disadvantage: determination of juggling the ball, pulled foot, position too close, interference of view because of coaches, might get hit by an overthrow, puts the umpire behind a runner who may advance.

  1.  Remember if there is an errant throw it is your responsibility to quickly get inside the diamond.

Tag Play

Many of the discussed elements on force plays also apply to tag plays (position, angle and peripheral vision, especially as the play develops).

 

But this time we want you to complete the call with your nose right on the tag.

 

As the play develops, stay back, keep ALL the elements in front of you (the ball, the defense, the runner, and the base, as well as the area where they all come together).

 

Now as the runner and the ball near that tag area, move in. Get about 3-4 meters and let the play carry you into the tag. Normally the best angle on tag plays is 900 from the path of the runner just short of the base at the point of contact.

 

When we speak of unobstructed angle we mean: never position yourself, so that the defensive player or runner is between you and the actual tag. The angle may move as the tag and slide are made. The umpire must also move to keep an unobstructed view.

 

Once you have allowed the play to develop, move in on the play, concentrate on whether the tag was made prior to the runner reaching the base or the runner beat the tag to the base.

 

If the runner is in before the tag, the play is over, providing he doesn't slide past the base. Hesitate slightly then make your call, SAFE.

 

On the other hand the out call is more critical. Nothing can be more embarrassing then to have the tag beat the runner on a close play, have the umpire comes up with a good strong OUT, only to have the ball roll out from under the pile.

 

If the tag is made prior to the runner reaching the base, hesitate, make certain the fielder has the ball, point at the ball with the left hand, and call him OUT with the "overhead" out call. Making certain, you SELL IT.

 

If you cannot find the ball after the tag, continue looking for the ball and ask in a good crisp voice: "Show me the ball". be sure to be pointing at the defensive player with your left hand while you are moving around the play trying to find the ball.

 

When you see the ball, make the call.

 

Remember, you must find the ball FIRST!

 

Pulled Foot

It might be obvious that the ball arrived in plenty of time to retire a runner. However, the first baseman pulled his foot of the bag before the catch.

 

In this case you should think in terms of priorities.

You do NOT want anyone to think that the runner was called safe because he beat the throw. Thinking in terms of priorities, your first move should be toward the play, POINTING with your left hand at the base indicating that the fielder did in fact pulled the foot followed with a vigorous vocal and demonstrative "NNNOOO! You pulled your foot" and follow with the proper "safe" signal-selling it.

If you give the safe signal and nonchalantly point at the base, it will appear as though you "blew" the call and are looking for an excuse.

 

Swipe Tag

Similarly with the play where an errant throw goes up the line toward home plate and the first baseman makes an excellent catch and "swipe tags" the runner prior to reaching first base.

Think in terms of priorities, how was the out made.

 

Never guess an out. This is similar to never guessing a strike. If the runner beat the ball, never go for help. If you do request for help, make the request before making the call and let the plate umpire make the call.

 

If you do request for help, the ball beat the runner and now it must be determined if the foot was off the base or the tag made and you were blocked out and could not see the tag.  Otherwise move up and toward the foul line in the direction of the play, point with the left hand, let everyone know the runner was tagged: "Yes, on the tag". Now follow through with a good overhand out call.

 

Inside-Outside Theory

This is simple. If the ball is hit inside the diamond, meaning at his point anything on the dirt infield, stay OUTSIDE the diamond. If the ball is hit in any way outside the diamond, on the grass, move INSIDE the bases.

 

The purpose is equally as simple, ALL four elements are in front of you: the ball, the runner, the defensive player(s) and the base where it all come together.

 

Button Hook

The key to the inside-outside theory is movement and the key to movement regarding the inside-outside theory is the button-hook (term used for the method of moving from outside the diamond to the inside).

 

If you move inside, you should be concentrating on the runner(s) you're responsible for, making sure you do NOT interfere with anyone, checking for the tag of the base(s), obstruction or interference glancing to pick up the ball in the outfield.

 

As you are moving in, you should be: watching the runner, glancing to pick up the ball, watching the runner, glancing to pick up the ball.

 

Once inside the diamond (about 3-4 meters), pivot (button-hook) into the play, let the runner "turn you around" (counter clock-wise). Make sure the runner touches the base, check for obstruction and proceed with the play.

 

Three Foot Lane

A violation of the three foot lane is an example of an interference call and calls for the umpire to take charge.

 

The umpire should step into the play throwing arms high above the head shouting DEAD BALL. Step toward the point of interference, point at the spot of interference with the left hand and give a strong overhand out signal.

 

At this time, the runners must be instructed to return to the last base legally touced at the time of interference.

 

Running Outside the Base Line

Running out of the base line to avoid a tag is also a violation but does NOT result in a dead ball. The umpire should point with the left hand indicating that the runner did, in fact, violate the rules by running out of the base line and follow with a strong overhand out signal id needed.

 

Other runners may continue to advance at their own risk and the umpire should react accordingly.

 

Interference

For interference calls, a vigorous dead ball signal should be given with both arms extended high in the air above your head and with a roaring vocal call of DEAD BALL.

 

It is important that you step in with authority and take charge. Halt any further play as soon as possible on a interference call:

1.                  The ball is dead

2.                  An out is called

3.                  All runners must return to the base they occupied at the time of the interference.

Obstruction – Fake Tag

Obstruction is the act of a fielder who is in the base path not in the possession of the ball and who impedes the progress of a runner or batter-runner that is legally running bases.

 

All obstruction calls require a delayed dead ball signal, allowing a runner played on or not played on, the same ability to advance.

 

The umpire will protect the runner only to the base he feels the runner would have made had there been not been obstruction.

 

If the runner is played on prior to this base and the ball is in control of the defender, a dead ball is called and the award of base(s) made.

 

If the runner advances beyond the base he was protected and is tagged out, he is out and the ball remains live.

 

It should also be clear that when saying "a runner cannot be called out between the two bases he was obstructed" does not pertain when another violation is being played on (leaving to soon and while returning obstruction is made, or missing a base).

 

Remember an obstructed runner cannot be called out between the two bases he is obstructed, therefore, if the umpire does not feel the runner would have made the advance base, he is returned to the previous base.

 

A fielder may not make a fake tag (a tag without a ball) on a runner advancing or returning to a base.

 

This is a form of obstruction. The runner is awarded the base he would have made had the fake tag not occurred. A fake tag could result in ejection.

 

If a catcher obstructs a batter by tipping the bat or holding his glove over home plate, the batter is awarded first base.

 

EXCEPTION: this a delayed dead ball call and if the batter hits the ball, reaches first base safely and all other runners advance at least one base, the obstruction is ignored.  It is also ignored if the above doesn't happen and the offended team takes the result of the play.

 

Collision

Simply because there is contact between the defensive and offensive player, does not mean that obstruction or interference has occurred. This definitely NOT the case.

 

The field is laid out in such a manner that if, in itself, puts the defensive and offensive player in a collision course.

 

The right-handed batter, for example, who lays down a bunt in front of home plate is on a collision course with the catcher if he runs in a direct line to first base.

 

Each player at this point is within legal rights: the batter taking a path in a direct line to first base and the catcher coming out from behind home plate to field the ball.

 

The questions that have to be answered are:

1.                  Did the batter alter direction in any way drawing contact, in an attempt to receive an obstruction call?

2.                  Did the catcher alter his attempt to field the ball in any way so as to draw the interference?

3.                  Could the catcher actually make an out on the play?

What really adds to the confusion is that your decision has to be made immediately. You don't have time to think about it; YOU HAVE TO REACT!

 

That is why you have to have a thorough understanding of the situation so that a prompt evaluation and decision can be made, with authority and decisiveness.

 

Another example is the errant throw up the line (towards home plate) at first base. The batter-runner collides with the first baseman while attempting to make the play on an errant throw up the line. The runner certainly has a right to the base line in this case and equally so, the first baseman should have the right to field an errant thrown ball. It is the result of the "normal" flow of the game. The play should be ruled incidental contact with no effect or penalty.

 

Illegal Pitches

Concern here is that the base umpire be aware of illegal pitch responsibilities. Because the base umpire has the side view on the points, first and third base.

 

Meaning the base umpire is responsible for any action behind and in front of the pitching plate. Feet on the rubber, front and back, as well as the crow hop and/or leap.

 

It requires a delayed dead ball signal.

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