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British Columbia Umpire's Association

British Columbia Umpire's Association. British Columbia Umpire's Association Clinic Overview Level 1-2. 8:30 – 9:45 Introductions, Basic Rules 9:45 – 9:55 Break 9:55 – 11:05 Basic Field Mechanics 11: 30 – 11:45 Break 11:45 – 12:30 2 man mechanics (field or Classroom)

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British Columbia Umpire's Association

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  1. British Columbia Umpire's Association

  2. British Columbia Umpire's Association Clinic Overview Level 1-2 8:30 – 9:45 Introductions, Basic Rules 9:45 – 9:55 Break 9:55 – 11:05 Basic Field Mechanics 11: 30 – 11:45 Break 11:45 – 12:30 2 man mechanics (field or Classroom) 12:30 – 1:15 Lunch (Level 1’s go home) 1:15 – 3:30 2 Man System Mechanics (field or gym) 3:30 – 3:45 Break 3:45 – 4:15 Questions and Wrap Up, Exam Information

  3. Brian Cargnelli Box 447 Merritt, BC V1K 1B8 Home Phone: 250-378-6448 email: bcargnel@telus.net Web Site: www.bcbua.ca Great source of information Online forums, rules, tough situations, rotations, ejection reports

  4. Philosophy of Officiating

  5. Philosophy of Officiating • Judges, fair and impartial • Must keep our wits while all others are losing theirs • We are not the center of attention, the players are • Umpires are reporters • Timing of calls • Replay calls in your mind’s eye then make the call

  6. BCBUA Dress Code • Shoes: Black • Socks: Black or Navy • Pants: Heather Gray • Shirt: Navy, Powder Blue or Black MLB style • Undershirt: Red (Navy or Black), Navy (Powder) • Hat: Dark Blue or Black Umpire Style • Ball Bag: Black or Navy • Go to Value Village for most of this stuff (less than $20.00)

  7. Basic Rules

  8. Basic Rules - Strike • Swing and a miss • Ball passes through the strike zone and batter does not offer at it • Fouled with less than 2 strikes • Bunted foul (even with 2 strikes) • Touches batter in strike zone • Touches batter as he swings at pitch • Foul tip

  9. Basic Rules - Strike Zone

  10. Basic Rules - Strike Zone

  11. Basic Rules • StrikeZone • Use the plate as a guide, at least 1 ball width off the corners • Use under the elbows (catchers head) • Use the catchers knees as a guide • Catch • only defensive players • Must have control of their body • Voluntary release • The act of trying to throw the ball is voluntary release • forget the myths

  12. Basic Rules • Fair – Foul Balls

  13. Basic Rules • Fair – Foul Balls • In the infield, a ball is fair or foul the moment it stops moving or is touched • If a ball leaves the infield on the ground, it is judged fair or foul by its position when it leaves the infield • A ball hit directly to the outfield is fair or foul the moment it touches anything • Foul Tip (bat) • Still looks like a pitch • Sharp and direct from the bat to the catcher’s hand or glove 1st, then caught by the catcher • Ball is “live”, runners may advance

  14. Basic Rules • Force Play • Runner must go to next base because Batter has become a runner and must go to 1st

  15. Basic Rules • Force Play • Runner must go to next base because Batter has become a runner and must go to 1st • Can touch the base with any part of the body • Can also “tag” the runner with the ball in hand or glove • No runs if 3rd out is a force • Tag Play • Must touch runner with the ball in hand or glove when runner is off the base

  16. Basic Rules • Infield Fly • Runners at 1st, 2ndor 1st, 2nd, 3rd • Less than two out • Must be easily caught by an infielder • Can be caught by an outfielder

  17. Basic Rules • Infield Fly • Runners at 1st, 2ndor 1st, 2nd, 3rd • Less than two out • Must be easily caught by an infielder • Can be caught by an outfielder • Overthrows

  18. Basic Rules • Infield Fly • Runners at 1st, 2ndor 1st, 2nd, 3rd • Less than two out • Must be easily caught by an infielder • Can be caught by an outfielder • Overthrows • Pitcher (must be on rubber) - 1 base • Infielder 1st play - 2 bases from TOP base • exception when BR and all other runners are at least one base beyond TOP base when 1st play happens • Outfielder - 2 bases from time of throw (when the ball is released) not when the ball goes out of play

  19. Basic Rules • If a ball becomes lodged in the umpire’s or catchers equipment

  20. Basic Rules • If a ball becomes lodged in the umpire’s or catchers equipment • 1 base if a pitched ball • 2 bases if thrown • Batter hit by pitch • Batter goes to first • All other runners return unless forced

  21. Handling the Tough Situations

  22. Handling the Tough Situations • No abuse no excuses • Coaches are responsible for the actions of fans and players • profanity, touching, threats or personal comments are grounds for immediate ejections • You must write an ejection report • Don’t take the situation too seriously • Do phone your UIC for help

  23. Level 1 Finished

  24. Basic Rules - be Aware of what's going on around you!

  25. Basic Rules - Running the Bases • Touching bases in order (1-2-3-home) • missed bases (appeals) • Can be a force out, runs???? • runners passing other runners • Signal interference, see what happens, runner who passed is out and all other runners return to TOP base unless forced • Runner leaves to early or fails to retouch after a fly ball caught • Not a running start • Can not retouch if touches the next base and the ball becomes dead • Appeal must be obvious • is a time play, not a force • Runs may score ahead of the appealed runner

  26. Basic Rules - Interference Four types: • Offensive • runner being hit by a fair batted ball • batter interference • runner breaking up a double play • Defensive • catcher’s interference • Umpire • being hit by fair batted ball • getting in way of catcher’s throw • Spectator • Spectator Land vs. Player Land

  27. Basic Rules - Interference • Offensive • Runner hit by fair batted ball before infielder has a chance to play it • Signal interference • call time • runner is out • all other runners return unless forced due to B-R going to first • If interference was to break up double play, call B-R out too

  28. Basic Rules - Interference • Offensive • Double play ball, R1 intentionally tries to break up the double play at second

  29. Basic Rules - Interference • Offensive • Double play ball, R1 intentionally tries to break up the double play at second • Time is called immediately • R1 is out and call B-R out for actions of R1

  30. Basic Rules - Interference • Batter Interference

  31. Basic Rules - Interference • Batter Interference • Signal interference • wait and see what happens • if runner is thrown out then ignore the interference • otherwise call batter out and return all runners to TOP base

  32. Basic Rules - Interference • Defensive (Catcher’s) Interference

  33. Basic Rules - Interference • Defensive (Catcher’s) Interference • Signal the interference • Let the play continue • If all runners including the Batter-Runner reach 1 base safely beyond TOP base, ignore the interference • If not, place BR at 1st and all other runners return unless forced or they were stealing on the play • Offense has the option on this play

  34. Basic Rules - Interference • Umpire Interference • Umpire is hit by fair batted ball before infielder has a chance to play the ball • Call Time, signal interference, place B-R at 1st and return all other runners to TOP base unless forced • Plate umpire interferes with catchers throw • Signal interference, wait to see what happens, if runner is out ignore, if not call time and return all runners to TOP base

  35. Basic Rules - Interference • Spectator Interference • Two areas: Player land, Spectator land • If player goes into Spectator land, then they are on their own • If a spectator goes into Player Land and interferes with a play then we have Spectator interference • Signal Spectator Interference • Call time • Position runners where you think they would have gone if no interference occurred

  36. Basic Rules - Obstruction • The defense gets in the way of the offense, usually when they are running • On all types of obstruction, signal obstruction right away • Play being made on runner • Call time right away • Position runners where you think they would have gotten to • No play being made on runner • Time delayed • Protect runner to base where you think they should have gotten if no obstruction • Runner is on their own if they try to go beyond this base

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