SCAA Machine Pitch Rules
The Little League Rule Book shall govern play with the exception of the Machine Pitch rules states in this document.
Game and Length
1. Games will start at the scheduled time (6:30). Any team without 8 players ten (10) minutes after the scheduled game time, it will be considered a forfeit (game can/will still be played). If knowing in advance that you will have less than 8 players please reach out to the Commissioner and opposing Coach to work on rescheduling the game.
2. All games must be played as scheduled. In case of rain, darkness, etc., 3 ½ innings (if Home team is ahead) will constitute a game. Games called because of rain, darkness, or other reasons, and have not reached, 3 ½ innings (if Home team is ahead) in length, will be rescheduled at both teams’ earliest availability and resumed from the point they were stopped. Unavailable players will be removed from the batting order. New players will be added to the bottom of the batting order.
3. All games will be 6-innings or 90 minute time limit. No new inning may begin after 1 hour and 20 minutes from the official start time. For the purpose of enforcing the time limit, the beginning of an inning will be immediately after the third out in the bottom of the previous inning. If after 6-innings or the expiration of the time limit and the game is tied, a tie will be allowed.
4. There will be a mercy rule in effect if a Team is ahead by 10 runs after 4 innings or 3 ½ innings by the Home Team.
5. Home team occupies the first base dugout and the Visitors will occupy the third base dugout. Home team will have the field until 15 minutes prior to the scheduled start time, visitors from 15 minutes before the scheduled start time until the start of the game.
6. The home team shall supply (2) new games ball for use each game.
7. Home team manager is responsible for getting the diamond ready for play, (setting up bases, lining field, chalking the batters box) official score keeping and trash removal.
1. Pitching will be done by a spring-release pitching machine (Louisville Slugger Blue Flame) set on Pitching Height = 4 and Speed = 8. The pitching machine will be set up on the first pitching rubber (approximately 40’). The coach releasing the pitch must ensure everyone is ready before starting the ball in play. The coach must be in a direct line between home plate and second base and within a width from one side of the pitching rubber to the other.
2. The player playing the pitcher position on defense must be in-line with the rubber and within 3 feet of the rubber either side.
- Each batter will have 3 strikes or 5 pitches. If on the 5th pitch they hit a foul ball, they will receive another pitch from the machine.
- If the 5th pitch and only 5th pitch is not swung by the batter and deemed "unhittable" by the umpire, the batter will receive one additional pitch. No additional pitches will be granted. This rule will be at the umpires discretion.
- If the pitching machine or coach is hit by a batted ball, the ball will be considered “dead”, the batter and runner(s) will advance 1 base.
- No bunting or walks allowed.
- All players bat in a continuous order.
- 5-run max per inning, except the last inning, which will be unlimited. All runs will be scored on an over-the-fence homerun.
- All bats must be Little League approved and either have a USA Baseball stamp or made of wood.
- If a batter throws the bat, a TEAM warning will be issued. If the team that has been warned has this happen again, the player will be automatically out.
1. Helmets must be worn from the time a player leaves the dugout until they return. Warnings will be issued to a runner that intentionally removes his/her helmet during this time.
2. Base runners may not leadoff until the ball is hit. There will be one warning. Second time the runner is out.
3. "Time" called by a player does not stop play. Machine Pitch is a developmental process and calling time does not teach the game. Umpires are expected to control the game and if the ball is in the infield and player has control of the game and showing awareness, the umpire should call time.
4. Coaches should respect the developmental process. Running bases because you can, is not the best course of action. Getting base runners to listen to coaches instruction and signals will help develop skills related to base running.
5. On an overthrow that lands in foul or fair territory, all runners gets the base they are advancing to plus one.
6. Any ball in the outfield is considered live and the runners may advance as many bases as the defense will allow.
7. Runners do not need to slide, but must not show ill intent to draw/make contact with the fielder. We encourage a base runner to slide if there is a possible play at the base the runner(s) are advancing to.
8. No head first slides except going back to a base that was previously earned.
9. A base runner must turn right or maintain the course of the base path after crossing 1st base. As long as the base runner does not make an attempt to continue onto 2nd base, they will be considered safe if fielder attempts a tag. This rule will be at the umpires discretion.
1. Teams will have no more than 10 players on the field, Six (6) in the infield, and the rest of the players in the outfield. Outfielders must be standing in the outfield grass before the ball is hit.
2. Teams with 8 or fewer players may choose not to play a catcher. Teams with 9 or more players must play a catcher.
3. Players may not play the same position for more than 2 innings per game. Encouraging player development by allowing the players to learn each position.
4. Players must stay in the same position for the entire inning, unless injury.
5. Not all players are required to play in the infield, but to encourage participation, it is recommended.
6. No infield fly rule will be used.