WBSC UmpireManual
WBSC UmpireManual
WBSC UmpireManual
Umpires are there to apply the rules without favour, bias or emotion. Umpires are the
judges of whether the game is played fairly. Umpires take pride in their judgement and
mechanics. Included in mechanics are the umpire’s positioning, the umpire’s signals,
umpire’s hustle, the umpire’s game management and the umpire’s attitude. Mechanics
are all about the umpire.
This manual assumes that you have some basic knowledge of the fundamentals of the
game, and of umpiring, and is written to provide guidelines to the WBSC preferred method
of umpiring and the expectations of a WBSC umpire.
Umpiring has existed for many, many years and it is not the intention of the WBSC to re-
invent the wheel. The standard signals and mechanics used in umpiring are adopted here
with variations offered to some accepted practices to improve an umpire’s view of a play.
This manual would not exist without the assistance of many, many people. Many
organizations have contributed to the development of umpiring and we must acknowledge
the following for their contributions to this manual: Softball USA (the ASA – Craig Cress
and Kevin Ryan); Softball Australia (Alan McAuliffe, Kevin Broomhall and Margo
Koskelainen); Softball Canada
(Randy Souliers, Bob Henning, Brian Van Os); NCAA Softball (Emily Alexander and Jeff
Hansen)
Special thanks and acknowledgement to Henry Pollard, former Deputy Director of ISF
Umpiring, for his many ideas and hard work. The various members of the Regional
Umpires Committee have contributed greatly to the improvements to the umpire manual.
Current members are; Wayne Saunders, Oceania; Haruhi Goto, Asia; Vincent Maoeng,
Africa; Carolien Stadhouders, Europe; Santos Vasquez Ortiz, Latin America and Christina
Drumm, North America.
This manual would not have been possible without the vision, hard work, dedication and
love of umpiring of one man, Mr. Merle O. Butler. The WBSC dedicates this manual to the
memory of our dear friend Merle.
Bob Stanton
WBSC Director of Umpires
Table of Contents
SECTION 4 SIGNALS 50
4.1 Standard Umpire Signals 51
Out 51
Overhand Out 52
Punch Out 53
Safe – No Catch – No Tag – No Infraction – Trapped Ball 54
Sell Safe 55
Dead Ball – Foul Ball – No Pitch 55
Time 56
Fair Ball 56
Fair/Foul Indicator 57
Delayed Dead Ball 58
Infield Fly 59
Point 59
Home Run 60
Ground Rule Double 60
Ejection 61
Play Ball 62
Do Not Pitch 62
Strike 63
Foul Tip 64
Count 64
4.2 Umpire-to-Umpire Signals 65
Infield Fly 65
How Many Outs? 66
What’s the Count? 67
SECTION 8 MECHANICS 88
8.1 General Mechanics 89
8.1.1 Choosing a position, angles and distance 91
8.1.2 Guidelines for Umpires 92
8.2 Plate Mechanics 93
8.2.1 At the Plate 93
8.2.2 Being Ready for the First Pitch 94
8.2.3 Stepping into the Stance 94
8.2.4 Working the Slot Position 95
8.2.5 Moving to the Down (Set) Position 96
8.2.6 Footwork 96
8.2.7 Tracking the Pitch 97
8.2.8 Timing and Rhythm 97
8.2.9 The Count 97
8.2.10 Ball Rotation 98
8.2.11 Decision Time 98
8.2.12 Check Swings 100
8.2.13 ‘Not to Pitch’ Signal 100
8.2.14 Leaving the Plate Area 101
8.2.15 Catch and Call Responsibilities 102
8.2.16 Hitting the Ball a Second Time 102
8.2.17 Batter Hit by the Pitch 103
8.2.18 Strike Zone – Mind Set Theory 104
8.2.19 Consistency is the Umpire’s Ultimate Goal 105
8.2.20 Third Base Calls 105
8.2.21 Run-downs 106
8.2.22 Run Count (Time Play) 106
8.2.23 Tag Plays at the Plate 107
8.2.24 Appeal at the Plate 107
8.2.26 Helpful Hints for Plate Umpires 109
8.3 Base Mechanics 111
8.3.1 Techniques on the Bases 111
8.3.2 Decisions on Bases 111
8.3.3 Base Calls 113
8.3.4 The Force Play 113
8.3.5 Tag Plays 115
8.3.6 Pulled Foot 116
8.3.7 Swipe Tag 117
8.3.8 One Word Descriptions 117
8.3.9 Inside-Outside Theory 118
8.3.10 Button-Hook 118
8.3.11 Three Foot Line 118
8.3.12 Running Out of the Base Line 119
8.3.13 Interference 119
8.3.14 Obstruction 119
8.3.15 Catcher obstruction 120
8.3.16 Collisions 121
8.3.17 Illegal Pitches 121
8.3.18 Helpful Hints for Base Umpires 121
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1.1 WHY BE AN UMPIRE
Why do you want to umpire? There are many reasons why people umpire:
• Financial
• Give back to the game
• Exercise authority
• Earn respect of players, coaches, fans, friend and colleagues
• Be in a national or international game as an official
When setting goals, ensure that they are attainable, are realistic and are
measurable, i.e., you can tell when you are getting closer to attaining what
you desire. Work on your improvement in small steps, improve one thing
and then go on to the next.
“Umpiring is the only job where a person must be perfect the first time, and
THEN improve over the years!”
This Manual has been prepared on an assumption that the umpire has a
basic knowledge of the game of softball, including rule knowledge and an
understanding of the signals and mechanics used.
This is only one minor part of the whole picture, when we are taking a total
approach to officiating. The goals, the mechanics, the positioning, the rules
and, most importantly, the ATTITUDE of the umpire, are all part of the total
approach. No one part is the answer, just as not one source has all the
answers – nor should we expect it.
The Manual is not complete, nor will it ever be, as there is always more to
learn and to be added.
USE THE MANUAL AS IT WAS MEANT TO BE USED…. which is only one (1)
part of the total approach to becoming the best umpire that you can be.
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Enjoy reading this Manual and remember, focus on YOUR VISION, and never
lose sight of it.
The mission of the WBSC. Umpire Program is to improve the overall quality
of umpiring throughout the world by:
Every umpire is performing a service to their fellow umpires, the leagues that
they serve and to the managers, players and spectators of Softball. In
performing their duties, a competent umpire will take on a number of roles.
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• Firstly, an umpire is the Brand or Image representing their league,
State/Provincial body, National body, the umpiring fraternity, and the
sport of Softball. From the moment umpires enter the ballpark,
people will judge them, and all the organizations they represent based
on their appearance and behavior. First impressions are always very
important.
• Secondly, an umpire is a Decision Maker. At the very core of umpiring
is the ability to observe the game and make timely decisions based on
those observations and the rules of Softball. Your decisions must be
made fairly, impartially, without emotion or bias and within the spirit
of the rules.
• Thirdly, an umpire must be a Communicator. They must be able to
talk and listen effectively to their partner(s), players and coaches.
Umpires must also use proper and easily recognized signals.
• Finally, umpires are Team Players. They must support their partners
by always being in position to help them and not submit any
suggestions or opinions concerning the other umpires’ decisions until
requested by those umpires. As with any good team player, try to help
your other team members. Lead by example…. Do it right!
To effectively carry out these roles, a good umpire must have a sound set of
skills and attitudes as detailed throughout this manual.
DO:
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• Keep your eyes on the ball
• Be on top of the play
• Stay focused whenever necessary
• Be clear, crisp, and meaningful when making calls
• Work with and back-up your partner(s)
• Keep your cap, shoes, ball bag, and uniform items clean
• Keep your hands off the players or coaches at all times
• Use the energy necessary to make a call believable, but never
embarrass a player.
DO NOT:
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A FEW WISE WORDS
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SECTION 2
WHAT IT MEANS TO BE A WBSC UMPIRE
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2.1 WBSC UMPIRE CODE OF ETHICS
The Umpire Program of the WBSC places responsibility for ethical conduct
in softball on the following:
• Umpires
• Team members
• Administrators
• Spectators
• The media
• Educators
• Parents
• Sponsors
2.2 ETHICS
1) Respect the rights, dignity and worth of every human being regardless
of age, gender, ethnic origin, religion or ability.
• Refrain from any discriminatory practices on the basis of age,
gender, ethnic origin, religion, or ability.
• Cooperate and be professional in your association with your
fellow officials on and off the field and do nothing to cause them
embarrassment.
• Refrain from negatively criticizing the on-field performance and
conduct of any umpire.
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2) Be professional in your appearance and manner and accept
responsibility for all actions taken.
• Display high standards in language, manner, punctuality,
preparation and presentation.
Display control, respect, dignity and professionalism to all
involved with softball (including athletes, coaches, officials,
scorers, administrators, the media, parents, and spectators) and
encourage other umpires to demonstrate the same qualities.
• Be courteous, respectful and open to discussion and
interaction.
• Honor all assignments and report to the playing field at least 60
minutes prior to the scheduled game time.
• Be prepared both physically and mentally.
• Refrain from making any comments or committing any action
that undermines the WBSC and its officers.
• Do not smoke or chew tobacco on or in the vicinity of the
playing field nor drink any alcohol beverages on the day of the
game.
• Refrain from the use of banned or illegal substances.
7) Place the safety and welfare of the participants above all else.
• Ensure that equipment and facilities meet rule requirements
and safety standards.
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• Observe the work of other umpires so you may gain knowledge
and new skills or successful mechanics.
• Study the rules through rule books and case books diligently
and ask questions when in doubt. Always remember, “no
question is a stupid question.”
9) Be impartial.
• Be fair and unbiased in your decisions, rendering them without
regard to the score.
10) Show concern and caution towards sick and/or injured athletes. Call
the medical staff onto the field immediately.
12) Be a positive role model for softball and umpiring, and always be
aware that you are a representative of your country and the WBSC
Umpire Program.
• Personal conduct on the field, around the ballparks and at
softball events and meetings should be above reproach.
• Keep in mind that the game is more important than the wishes
of any individual player or coach, or the ambitions of any
individual umpire.
• Dress and maintain your appearance in a manner befitting the
dignity and importance of the game and the WBSC.
• Be fair, but not overbearing; courteous, but not ingratiating;
positive, but never rude; dignified, but never “cocky”; friendly,
but not companionable; and calm, but ever alert.
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Umpires have to keep up with the way the game is being played, what new
strategies are being adopted, what new skill sets are being used and the
tendencies of the players.
Umpires need to know the rules, the intent of the rules, the spirit in which
they are to be enforced and the fairness to be adopted in the application of
the rules.
Umpiring is a combination of science and art; angles and distances and set
positions are all science; signals however, while maintaining the basic
elements can employ an individual artistic touch that allows an umpire’s
personality to be displayed. Umpires are not meant to be robots.
Umpires must always put their best foot forward and present themselves as
professional, courteous, approachable while also being a firm decision maker
without displaying arrogance.
An umpire is part of the umpiring team and part of the game. Umpires must
ensure that they:
• Support their partners
• Allow the game to be played safely and fairly
• Not allow any player, coach or administrator to unfairly
influence a game or any of its participants
• Handle conflicts quickly and with dignity for all involved.
As an umpire you will make errors from time to time. This should not cause
you to feel shame or to seek forgiveness. It is a human trait to err in
judgment from time to time. We must learn from our mistakes and work
harder to lessen them.
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Likewise with mechanics. Diagrams encourage us to assume that X marks
the best spot where we should be. X is merely an indicator of where to be
in an ideal situation. Ideal situations rarely happen so you must adapt to
where the ball is, where the fielders are and where the runner might be. If
you know the theory and keep the four essential elements in front of you, the
ball, the defensive player, the offensive player and the base or area of play,
you will be in be in good position to see the play. Think in terms of an oval
area rather than an X. Imagine you are viewing the four essential through a
window frame, move to keep the four essentials within the window and watch
how they interact,
Before each game, visualize how you will umpire the game; prepare a
strategy using your knowledge of the teams, players, level of play, past
history, what is at stake (play off, National or World Championship) and who
your partners are. Think about how you will handle certain situations like
obstruction, interference, confrontation and close plays.
Clear your mind of personal problems, leave them behind. Forget about
personal biases. If problems have occurred in the past between you, a player
or coach, forget it and start with a fresh page.
Be prepared. Visualize yourself being the umpire you want to be. See
yourself in the tough situation. See yourself taking charge, managing and
resolving. See yourself hustling, getting in perfect position and making a
good, crisp signal. When situations arise, you have “been theredone that” in
your mind and you will know just how to act.
Always control the things you can control. Do not create your own
distractions. If it is hot, begin hydrating a few hours before. If umpiring in a
tournament, begin hydrating days before the start of the tournament. Plan
to eat when it is most comfortable for you. Do not allow being physically
unprepared to destroy your mental preparation.
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• Be respectful, treat others as you would want to be treated
yourself
• Set aside prejudices and biases
• Work together, communicate and maintain a united front
• Support one another – work at understanding cultural and
language differences
2.5.2 Coaches
Umpires and coaches have a role to play in any game. Understanding how
those roles interrelate can give you an appreciation of the coach’s role and
how you can better work together. Always make an effort to:
• Forget any negative comments you may have heard about a coach
• Bear in mind where the coach may be coming from, his job is to
defend and motivate his players
• Be professional and you will be treated professionally
• See the coach as a professional, he will do likewise
• Use all your communications skills, be a good listener
• Acknowledge the coach’s efforts
• Show empathy
• Remain calm
• Stay in charge, manage the situation
• Keep conversations one on one
2.5.3 Players
The game needs umpires and players so they need to find a way to get along;
some things you can do to get along with players:
2.5.4 Fans
Fans are there to cheer for and support their team. They will see things with
their heart, not their eyes. If there are problems with the fans let the home
team or tournament officials deal with it. Umpires cannot win at trying to
manage fans.
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Enter and leave the field as a crew, ignore comments from the fans and if
amongst the fans do not make comments about the game.
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2.6 BEHAVIOUR
As an official you must behave in a professional manner both on and off the
field. You are seen as a representative of the organization to which you
belong. Dress and speak in an appropriate manner at all times.
You set an example for others to follow. You may be the first official that
someone sees at the park. Make a good, lasting first impression.
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SECTION 3
UMPIRE TERMINOLOGY AND CONCEPTS
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3.1 TERMS
B1
The batter or batter-runner. The batter-runner may also be referred to
as the BR.
Example: With a runner at 2nd or 3rd base or runner at 2nd and 3rd
base and either U2 or U3 goes out to cover a fly ball to the outfield
and the PU stays or moves back to home for a play. Depending on
the development of the play, the BU at 2nd base may need to backfill
to provide coverage at 3rd base.
Base Line
The imaginary straight line between home and first, first and second,
second and third, and third and home.
Base Path
An imaginary straight line between the base and a runner (advancing
or returning to the base), when a play is being made on the runner.
Batter Runner
A batter who has finished a turn at bat but has not yet been put put
or reached first basethe.
BU
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The base umpire. When more than two umpires work together, U1 is
the first base umpire. U2 is the second base umpire, and U3 is the
third base umpire.
Calling Depth
• A force play should be viewed from an approximate distance of 5-
6 meters (18 feet), allowing the umpire to see the four essential
elements; the ball, the defensive player, the runner (offensive
player), base within their field of vision.
• A tag play should be viewed from an approximate distance of 3-4
meters (12 feet) allowing the umpire to see the four essential
elements; the ball, the defensive player, the runner (offensive
player), base or area of play within their field of vision.
• There may be times when, because of the position of the player’s
body, the umpire may need to move closer or look over the top to
clearly see the play.
While in the set position, the umpire must see the interaction of the
four essential elements. Track the ball with the eyes allowing the ball
to turn the head into the play.
On force plays, just prior to the thrown ball reaching the receiver,
change your focus to the ball, fielder and runner, watching all the
elements come together. Once you have made your decision on the
play, rise from the set position and signal and verbalize your call, using
appropriate emphasis and voice.
On tag plays, watch the thrown ball into the fielder’s glove and follow
the ball and glove to the area of the tag, while always having the runner
in your field of vision as the fielder begins to move towards the area
where the tag will happen. With the Four Essential Elements in front
of you judge whether the runner was obstructed and that the tag was
made prior to the runner touching the base. Stop, set, see the play
and make the signal and verbal call, using the appropriate emphasis
and voice. If required, you must adjust your position to best see all the
Four Essential Elements.
Calling Position
The subsequent movement or adjustment, usually one or two steps
from the Primary Position to physically see the tag (or what needs to
be seen dictated by the play) and to make an informed judgment.
Remember on tag plays, never have (a) a fielder between you and the
tag; (b) a runner between you and the tag; or (c) a base between you
and the tag.
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Clear the Catcher
The plate umpire will clear the catcher whenever a play follows a pitch
e.g., passed ball or pop foul fly ball back to screen. To clear the catcher,
step back with the foot away from the catcher’s turn (with a right-
handed batter and the catcher turning to the right, step back with your
right foot; if the catcher turns left, step back with the left foot). The
same is true with a left handed batter. This will increase the distance
between your body and the catcher. When properly executed, the
movement prevents contact between the plate umpire and the catcher
and allows the umpire to move to observe the developing play. Do not
remove your mask until you have cleared the catcher.
Dead-ball Signal
To indicate that time is out and the ball is no longer in play, an umpire
will raise both hands above his/her head, arms extended, palms
forward and call “Dead Ball!”
Fielders
The defensive players are routinely designated by their numerical
scorekeeping identifying numbers: F1 is the pitcher, F2 is the catcher,
F3 is the first baseman, F4 is the second baseman, F5 is the third
baseman, F6 is the shortstop, F7 is the left fielder, F8 the center fielder,
and F9 the right fielder.
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Four Essential Element Theory
(FEET) The Four Essential
Elements are:
1. The Ball.
2. The Defensive player.
3. The Offensive players.
4. The base or the area of the play.
Hammer
The final position of the strike or out signal. It is holding the right arm
up to the side and away from the body at an angle of 90 degrees, and
the hand closed. The hammer is held long enough to convey the
decision with conviction. The arm is brought down prior to moving
the feet.
Holding Position
A position in foul territory, halfway between home plate and 3rd base
or home plate and 1st base, 4 - 5 meters (12-15 feet) off the foul line
or to an area where the umpire can observe all Four Essential
Elements and be ready to move to their next position. Umpires use
the holding position while watching the play develop to determine
which base they are required. U1 shall use the holding zone before
rotating to home plate. If no immediate play at home and with U3
abandoning his position, move to home plate and push the PU up to
3rd base.
Hustle
Brisk, purposeful and appropriate movement at all times during a
game.
In/Out Theory
On hit balls to the infield, base umpires should stay on the outside of
the base paths and either stay at their starting position or move to
the correct calling position.
On balls to the outfield, base umpires not going out on a fly ball
should rotate into the inside of the diamond. With no runners on
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base, U2 may stay outside only if it will keep U2 out of a possible
throwing lane.
Once the ball returns to the infield, the base umpires having rotated
to their proper coverages may move back out beyond the base path
when it is clear that there will no play at an umpire’s area of coverage
and there is time to move out while keeping all the Four Essential
Elements in front.
On hits to right field or right center field, U3, if not rotating to 2nd
base, may come down the line in foul territory, to a point even with
the bag and allow the Four Essential Elements dictate whether U3
should rotate inside or go back out beyond the baseline. If there is a
possibility of a play at 3rd base on the throwback, rotate inside. If the
throw is to home with no immediate play at 3rd base, move back out
beyond the baseline in fair territory.
Overhand Out
One of the “sell” calls referred to later, with the umpire using emphasis
to make the call by using a similar movement as a ball player throwing
a ball. The right arm comes up and over as the umpire steps towards
the play and ends up with the feet square to the play and the right
arm ending at the waist. Some umpires use a “punch” to emphasize
their “sell” call.
Overthrow
A thrown ball, from one fielder to another that goes beyond the
boundary lines of the playing field or becomes a blocked ball.
Pre-Pitch Preparations
The thought process umpires should use to anticipate a play prior to
each pitch to better understand where they may or may not need to
move. This includes but is not limited to: the count, position of the
runners, defensive positioning, and recognition of any situations that
may occur.
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Primary Position
The initial location assumed by an umpire to rule on a play as a runner
approaches a base or as a play develops. The umpire’s line of vision
forms a 90-degree angle to:
1. The path of the runner on a tag play into a base.
2. The application of the tag on a tag play not involving a base.
3. The throw on force plays.
As the pitcher assumes the pause position, (hands together), the umpire
should take the ready position by placing the feet at a comfortable
distance apart, (normally shoulder width) staying relaxed but still. As the
pitcher releases the pitch, soften the knees (slightly bend), adjust body
weight to the balls of the feet and draw the hands in, close to the body
at belt level.
If the ball is hit, push off the ball of the outer foot and move to the
appropriate position for a possible play. If the ball is not hit, relax until
the start of the next pitch but always be aware of pick off plays, passed
balls, etc. that may cause the umpire to move to a position to call a play.
Rotations
Umpire infield rotations shall be clockwise.
Secondary Position
The subsequent location assumed by the umpire after the initial play,
or after a runner has obtained a base.
Sell call
A movement similar or identical to an umpire’s basic signal, but
delivered with added flair or emphasis in an effort to convince all
players, coaches, and fans in attendance of the importance and/or
correctness of the umpire’s decision.
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On a force play, the umpire moves to a position to see the play; 5-6
meters (18 feet) back, 90 degrees to the throw; on plays at 1st base,
do not go beyond 45 degrees to the base. Once at this position the
umpire should stop, set, see the play and then make the call.
On a tag play, the umpire moves to a position that allows the umpire
to see the four essential elements and their interaction, 3-4 meters
(12 feet) back and not in line with the throw, begin at 90 degrees to
the runner’s base path and just short of the leading edge of the base
or home plate and then adjust to see the four essential elements
interact. Remember you may have to move to see these four essential
elements and then adjust come together as the tag is being made. If
the defensive player is positioned so as to block the base/home plate
or base path without possession of the ball, the umpire should adjust
by moving back up to a 45-degree line through the base to watch and
determine if the runner has adjusted their running path due to the
defensive player blocking the base path or base/home plate. Once
in position the umpire should stop, open up, set, see the play develop
and then make the call.
On a pick off (throw back) at 1st base U1 moves forward from the
starting position keeping all Four Essential Elements in front.
Depending on the umpires reading of the play, the umpire should
move to a position 3-4 meters (12 feet) back from the play by stepping
inside to fair territory or by moving forward in foul territory provided
the umpire does not move beyond a 45-degree line though 1st base.
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Slot
The area between the catcher and the batter when the batter is in their
natural stance and the catcher is in their normal crouched position.
For right-handed batters, the umpire’s right ear is on a line with the
left edge of the plate. For left-handed batters, the umpire’s left ear is
on a line with the right edge of the plate.
Stance
The position the plate umpire establishes behind the catcher. A
heel/toe stance is recommended. The legs are at least shoulder width
apart or wider. The pelvic area (belt buckle) aligned with a spot
between the top middle and the outside corner of the plate. For the
heel/toe, the slot foot should be in the slot pointing directly at the
pitching plate and in line with or slightly in front of an imaginary line
extended from the catcher’s heels. The non-slot foot is behind the
catcher in line with or slightly in front of an imaginary line extending
from the heel of the slot foot. This foot may angle up to 45 degrees.
With any runner on base, the U1, U2 and U3 should be in their original
starting position but only 4-5 meters (15 feet) behind the base.
With a runner at 3rd base, U3 should take a position 4-5 meters (15
feet) behind 3rd base in foul territory so the umpire’s view of the
pitcher, runner and home plate is not obstructed by the runner leaving
3rd base on the release of the pitch.
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On a pick off (throw back) at 1st base U1 moves forward from the
starting position keeping all Four Essential Elements in front.
Depending on the umpires reading of the play, the umpire should
move to a position 3-4 meters (12 feet) back from the play by stepping
inside to fair territory or by moving forward in foul territory provided
the umpire does not move beyond a 45-degree line though 1st base.
Subsequent Play
The action that follows the defensive team’s first attempt to retire a
runner, but is not reasonably predictable. For example, when there is
a squeeze bunt and collision at the plate, the tag play at home is the
initial play; if after the play at home B1 advances toward 2nd base, the
ensuing play at 2nd base is a subsequent play. (See “secondary
position”)
Tag Play
A legal tag is the action of a fielder in touching:
a) a batter-runner or runner who is not in contact with a base, with
the ball securely held in their hand(s) or glove. The ball is not
considered as having been securely held if it is juggled or dropped
by the fielder after tagging the batter-runner or runner, unless that
player deliberately knocks the ball from the hand(s) or glove of the
fielder. The runner must be tagged with the hand(s) or glove with
which the ball is held; or
a base with the ball securely held in their hand(s) or glove. The base
may be touched with any part of the body to be a legal tag, (e.g., the
fielder could touch the base with the ball securely held in their
hand(s) or glove. The base may be touched with any part of the body
to be a legal tag, (e.g., the fielder could touch the base with a foot,
with a hand, sit on the base, etc.) This would apply to any force out
or appeal situation.
Timing on Bases
Reading the play, choosing a primary position, allowing the play to be
completed (adjusting if needed), locating the ball, watching for control of
the ball, making a decision and only then signalling the decision. Reading
the play, the signal is held long enough to communicate complete
understanding and strength of the message.
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Timing at the Plate
Take the time to accurately assess the merits of each pitch by ensuring
the ball has completely passed over the plate and into the catcher’s
glove before making a decision. Making the decision first, and then
making the call. The verbal call is in the down position and signal is
in the “up” position. The signal should be given immediately after the
verbal call. The hammer is strong with an angle of 90-degrees to the
side and the signal is held long enough to convey the decision with
conviction. The feet do not move until the signal is complete.
Tracking
Following the ball with your nose. Letting the ball bring you to the
play. See “Tracking the ball on the Bases” and “Tracking the ball at
the Plate” below.
Umpires
PU is the plate umpire. BU is the base umpire. When more than two
umpires work together, U1 is the first base umpire; U2 is the second
base umpire; in the 4-umpire system and U3 is the third base umpire.
In the six (6) umpire system, ULF is the left field umpire and URF is
the right field umpire.
Wild Throw
A thrown in which the ball thrown from one fielder to another cannot
be caught or controlled and remains in play.
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3.2 UNIFORM AND APPEARANCE
You only get one chance to make a first impression. Your appearance
will make a lasting impression on those who see you. It will make a
statement about who you are and what you are about.
If you wear your umpire uniform properly, that is, your uniform is:
• Proper shirt – powder blue color with insignia or other
approved color
• Pants – navy blue - pressed and creased
• Shoes – cleaned and shined/polished
• All clothing should be clean and properly worn
• Cap should be neat and fit properly
If your first impression is that of a person who cares about yourself and
what you are doing you will also send the following messages:
• I am a professional
• I am here because I want to be
• I care about my umpiring
• I care about the game, the players and the coaches
These are strong messages to send to players, coaches and fans alike. If
you look the part, they will give you the benefit of the doubt and assume
that you are knowledgeable and able to umpire.
Wearing the uniform proudly and correctly makes you a member of the
large umpire family. We never add to our uniform so as to call attention
to ourselves. The umpire uniform is our business suit.
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The umpiring crew shall be dressed alike except the plate umpire does
not have to wear a jacket even if the base umpires do. If one base umpire
wears a jacket, all base umpires must wear a jacket.
Equipment
Umpires must not wear exposed jewellery (with the exception of Medical
Alert Bracelets and/or necklaces). While the umpiring uniform for some
leagues or tournaments may differ from that described here, the pride with
which it is worn and the standard of its appearance should never change.
All umpires should be physically fit at the start of each season and then make
certain that they keep themselves in good condition.
Umpires must be able to keep pace with the players and the game.
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Physical conditioning is a prime requisite of umpiring and requires a certain
amount of discipline. Pre-season conditioning should include exercises
designed to strengthen the legs, such as jogging, running in place, etc.
Conditioning during the season itself boils down to a matter of weight control
and water level balance. Fluids must be replaced during and between games
to prevent even the best umpires from dehydrating during the season.
Keep the game moving. Good players usually hustle. Good umpires always
hustle. After a rotation on a play, back to the next starting position; to the
pitching plate to sweep it off after the third out of an inning; back to the
starting positions after the team has completed warming up between
innings; when running to the outfield on a fly ball, run back into the infield
as well. These are just a few of the “hustle” situations, which are observed
by the players and coaches. Fans gain more respect of your work when this
hustle is demonstrated. YOU MUST LEAD BY EXAMPLE! And it all begins
with conditioning.
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• Check if you have biases. - The coaches you ejected, a player
embarrassed you, or the game where you had a bad call?
Admit these prejudice if you have. Decide right now that it is
more important for you to be just than to be vengeful. Feel self-
righteous about it.
• Check if the game is a rivalry or if there is ‘bad blood’ among
the teams. Remind yourself to look for signs. Plan your action
for issuing warnings or imposing sanctions. Define what you
will or will not tolerate.
• Make choices before you encounters a situation in the game. -
How you will think, how you will feel, and how you will act. Be
prepared.
• Visualize yourself being the umpire you want to be. See
yourself in the tough situation. See yourself taking charge,
managing and resolving. See yourself hustling, getting in
perfect position and making a good, crisp signal. - When
situations arise, you have “been there - done that” in your
mind, and you will know just how to act.
• Always control the things you can control. – Do not create your
own distractions. All your preparation will be naught if you are
hungry, thirsty, tired, or worried. Do not allow being physically
unprepared to destroy your mental preparation.
• For an umpire, it’s not about winning, it’s not about losing; it’s
about staying in control.
• Review and Be Sure of the WBSC Rules, Mechanics and
Umpire Manual.
• Review the WBSC Official Rules. - With a good working
knowledge of the rules, you have one less things to worry about
when you step out on the diamond. You need to continually
study the WBSC Rules and WBSC Case Book. Talk through
unusual plays with your colleagues.
• Review the WBSC Umpire Field Mechanics / 3 & 4 Umpire
System. – Mechanics are the backbone of umpiring. The WBSC
Umpire Committee spends a large amount of time to give
every umpire the best opportunity to judge each play at WBSC
events.
• Review the WBSC Umpire Manual. – In this, you can find
everything you need to know and practice when you work as
WBSC Certified Umpire. You will understand the Sprit and
Philosophy of Umpiring as WBSC Umpire. The WBSC Umpire
Committee spends a large amount of time to give every umpire
the best current information to judge each play at WBSC
events.
Leave your daily problem behind you.
• Leave any business or personal problems behind you. – There
is little you can do about them while you are umpiring a
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ballgame. Thinking about your daily problem will affect your
concentration and distract the pleasure you will get from
umpiring a good game.
• When we allow our brains to fill with thoughts anything other
than the present, we lose our ability to live in the moment.
• If you are experiencing personal problem or issues that will
distract you, consciously acknowledge this and promise
yourself that you will think about that issue at another time,
after the game. Then, make sure you keep your promise to
yourself.
• When you arrive on site, you need to dedicate 100 percent of
your mental faculties to umpiring. Give the game your quality
time, free from outside worries and concerns.
Establish A Pre-Game Routine.
• Establish a pre-game routine. – Before every game, wearing
the same socks, putting on your equipment in the same order,
having your equipment arranged in a particular manner,
dressing in a specific order …….. They are not simply
superstition. They help to bring the game into focus from the
beginning. Establishing and practicing a pre-game will help
you take the field in the right frame of the mind, free of mental
distractions.
• By establishing and practicing a pre-game routine, you are
sure that you will not forget anything, and your mind are free
to focus on games issues.
Your pre-game routine should include both physical and mental items. –
i.e. arriving at the site the same amount of time before each game,
dressing in the same order, making sure your pre-game with your
partners covers the same items each time. – Put your thoughts in
order before walking onto the field. Get into the right frame of
mind. Be confident before walking onto the field that you can now
give 100 percent of your attention to the game.
• Pre-game routines are different for each umpire and have to suit
your personality but here are some general guidelines for a good
game strategy.
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〇Ball Count
〇 Position of the Runners / Where the
Runners Are 〇The Score
〇 Position of the Defensive Players / Where the
Fielders Are 〇Every Possible Play / Any Situation
that May Occur:
・ Offensive; Object/Strategy, ・ Defensive Object/Strategy ・ Batter’s
Tendancy/History 〇Potential for Obstruction by a Fielders or Interference
by a Runner 〇Possible Umpire’s Movements depending on Where the Ball
Is Hit.
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Use Positive Self-Talk and Triggers:
• Use Positive Self-Talk and Triggers to get you into your routine
and keep you focused
• Talk to yourself in positive ways. Positive Self-Talk is telling
yourself what to do, instead what not to do. Examples of positive
self-talk might be: “Be alert for obstruction,” “Ready, set,” “Focus
now,” “Get the big picture,” “See it all, be ready to help out.”
Negative talk usually begins with “Don’t.” “Don’t blow it,” “Don’t
screw this up,” “Don’t be late to second base,” “Don’t forget
about….”
• A Trigger is a word or action that automatically takes you to your
zone of mental focus. For example, as the pitcher first steps on the
pitching plate, say to yourself, “Focus” or “Be alert” or “Ready, set.”
You can use physical triggers. For example, tapping your thigh or
making and relaxing a fist. Once you said the trigger word or
completed the action, you are focused and ready for the pitch.
• One simple act for recovering after missing a call or simply getting
your focus back when you realize it’s gone – Bring yourself
immediately into the present. Right here, right now.
• 〇Immediately take note of the present. – Use all your
senses. 〇Use your triggers to bring you and keep you
in the present.
• 〇Make a mental promise to think about your error or distraction after
the game. – Thinking about the missed call now or kicking yourself
mentally for the error guarantees that you will soon make another one.
〇Consciously decide to work one pitch at a time.
• 〇Use positive self-talk. 〇Before the next pitch, run through your
mind all the possible scenarios that could occur on the next pitch. 〇
Break your umpiring mechanics down into the basic steps.
• 〇When working the plate, get set sooner. Be set and solid well before
the pitcher release the ball. Focus only on the strike zone.
• Take the time to unwind and relax both mentally and physically after
each game.
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• It is important to have the game analysis when you still recall many
situations that you want to reflect on and discuss.
• Self-evaluation helps you to learn from experience and improve for
your next games. Be honest in your evaluation.
• Have a post-game meeting with your partners. Be receptive to
constructive criticism.
The discussion should cover these topics in this order:
〇Things that well or we did well in the game. 〇Anything unusual, vague
or confusing that happened. 〇Look up any questions concerning rules
that arose during the game. 〇How well did we follow what we pre-
gamed? 〇Where could we improve or do things differently?
〇Where did we really screw up?
Every umpire has a bad game once in a while. If this happens,
acknowledge the feeling, do not try and digest all by yourself. Seek
the advice of partners or evaluators to discuss the game. Ask for
constructive feedback and advice. This will help you in getting ready
for the next game.
• Talk with someone knowledgeable whom you trust. - Get a second
opinion. Have a postgame conversation.
• Acknowledge where you could improve as an incentive. If you had
any specific goals, did you meet them? Take from each game the
things that will strengthen your personal umpiring.
• Reward yourself after a tough game that you’ve done well. - This
reinforces the idea that pressure is temporary and worth the feeling
of a job well done.
• ” What made you feel good? Look at it.” - Balance reduces stress.
• Think about how to handle pressure, not avoid it.: Do not avoid
pressure. It’s an integral part of the game.
• Identify the Pressure. - Pinpoint the specific cause.
• Minimize the Pressure. - Be mentally prepared for the game. Relax
and pace yourself. Don’t avoid situations for fear of confrontation.
Leave your personal problems at home. Focus on the obvious and
take action.
• Accept the Pressure. - There may be situations we have no control
over. Go with the flow. Don’t buy into situations by fighting it.
Remember nothing goes on forever.
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• Keep a clear perspective. - Don’t let individual games overwhelm
you. Remember the big picture. Focus on what you want out of the
game. If you cannot see the forest for the trees, find out what is
wrong. Re-evaluate your perspective as to its proper priority.
Self:
Prior to your game you should:
Partner(s):
After the pre-game with your partners, you should enter the field 20 minutes
prior to the start of the game. Your duties here include:
• Always enter the field together with your partners.
• Check bats, helmets and other equipment for legality and safety
• Check field for holes in the fencing, etc.
• Give the field a good look to see if anything looks out of place, base
distances, pitching distance, etc.
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• Infields - 15 minutes before – home team; 10 minutes before visiting
team; 5 minutes before Plate meeting with coaches.
Bats should be checked for any dents (metal bats) or any obvious damage
as well as weight, length, grip, knob and required certification provided by
the WBSC. To determine whether a bat with dents (or a flat spot) is legal, a
bat ring must slide over the barrel without significant force. Only WBSC
approved attachments to a bat are allowed in the on-deck circle.
Helmets must have double earflaps, and should be checked for cracks and
missing padding.
3.7.1 Forfeits
A forfeited game shall be declared in favor of the team not at fault in the
following cases:
• A team fails to appear on the field. Suggestion: Rule 1.2.2.a)
• If a team is on the field refuses to begin a game for which a time set
for forfeitures by the organisation in which the team is playing.
Suggestion: Rule 1.2.2. b) ……
3.7.2 Protests
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II. The misapplication of a Rule;
III. The failure to impose the correct penalty for a given violation
IV. The eligibility of a team roster member (Participation of an ineligible
player or coach). A protest may involve both a matter of judgement
and the interpretation of a rule. i), ii), iii): Notice to protest must be
given clearly ot the Plate Umpire:
• Immediately before next pitch (legal or illegal).
• If at the end of an inning, before all fielders leave fair territory
on their way to the bench or dugout area.
• If the last play of the game, before the Umpires have left the
field of play. ⅳ):
At any time, a protest may be submitted to the appropriate authority
other than plate Umpire for the eligibility of a team roster member.
Suggestion: Use terms from Official Rules 1.2.8, 1.2.9 and 1.2.11
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§ All interested parties must take notice of the conditions
surrounding the making of the decision that will aid in the correct
determination of the issue.
Suggestion: The protest system might be changed in the future (for
example, replay). However, the protest is crucial issue today and umpires
should have correct knowledge about valid protests and invalid protests
on the rules. Rule 1.2.11.
Result of protest:
The decision made on a protested game must result in one of the following.
a) The protest is found invalid, and the game score as played remains
unaltered.
b) When a protest is allowed for misinterpretation or misapplication of a
Rule or the failure to impose the correct penalty for a given violation,
the game is replayed from the point at which the incorrect decision
was made, with the decision corrected.
c) When a protest for ineligibility of a team roster member is allowed, the
game is forfeited by the offending team.
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Suggestion: The protest system might be changed in the future (for example,
replay). However, the protest is crucial issue today and umpires should have
correct knowledge about valid protests and invalid protests on the rules.
3.7.3 Ejections
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and then the dugout as quickly as possible. Partners need to be alert
to the situation and be ready to help. Once you have ejected, walk
away and let your partners handle it.
Points to remember:
1. Umpires should not call time to eject a player until all play
has been completed. If an act of interference, obstruction or
fighting occurs after the action warranting ejection, the
umpire should deal with those situations as set out in the
rules.
2. If the umpire prematurely calls time immediately and the
player to be ejected is a BR, then:
a. if the BR has not yet touched 1B then the BR is out
and all runners return to the base last touched when
Time was called.
b. If the BR had touched 1B prior to Time being called,
then allow a substitute to take the place of the BR on
the base last touched by the BR. All other runners
return to the base last touched when time was called.
c. The BR is ejected in both situations.
3. If the umpire prematurely calls time immediately and the
player to be ejected is an offensive player, who is not a BR,
the player is ejected and all runners are returned to the base
last touched with the ejected player being replaced by a
substitute. The BR is awarded first base and all runners
would only advance if forced by the BR being awarded first
base.
4. If the umpire prematurely calls time immediately and the
player to be ejected is a defensive player, then the BR is
awarded first base and al runners are awarded the base, in
the umpire’s judgment they would have reached had the
umpire not called Time.
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with his/her partners. In World Championships, the decision to suspend a
game will rest with the Championship UIC.
3.9 LIGHTNING
When lightning occurs, safety is the most important thing in determining the
suspension and resumption of play. If lightning is seen or thunder is heard,
the game should be suspended. Look for direction from the Tournament or
World Championship UIC. All players should be asked to leave the playing
area including metal dugouts.
Check with the local host committee, just thunder itself may be an indication
that a storm is too near to continue play.
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if approached properly. During the post-game debrief, it is highly
recommended that you take notes concerning crew and individual feedback.
Discuss:
• Unusual plays
• Missed rotations
• Confusing rule interpretations
• Lessons learned and areas for improvement
• Be sure to address inconsistent feedback from UIC/AUIC to ensure
umpire understanding.
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SECTION 4
SIGNALS
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Communication is essential to umpiring and the first line of communication
is the umpire’s signals. These signs enable one umpire to let a fellow umpire
know the game situation on a specific play. These decisions are also relayed
to the players, coaches, and spectators by their usage.
You must have good signals to be a good umpire. Every signal initiates from
a set or ready position. The feet are planted in a solid, wide base at least
shoulder width apart. In order for a signal to convey its message, it must be
seen. The first move before giving any signal is, without moving your feet, to
come to a full standing position. Nearly all signals are given up or away from
the body for the express purpose of being seen
Once a signal is seen, everyone who sees it must understand what it means.
Signals must always be informative, precise, structured and meaningful.
They are designed to convey strength, confidence and authority. The manner
in which a signal is given determines, at least to a degree, its acceptance by
players, coaches and spectators. Any movement while giving a signal is
always forward toward the play. The signal is held long enough to convey
conviction, then the arms and hands are brought back into the body, thus
completing the signal, before moving to the next position.
Do not echo a partner’s call (except for illegal pitches or foul balls with
runners on). If there is no play, a call or signal is not needed. Some examples
of when a signal is not needed are (but not limited to):
• The ball clearly going over the fielder’s head, or bouncing in
front of him/her.
• A pitch is fouled directly back to the backstop or fouled over the
backstop, or over the sides of the backstop.
• The ball is overthrown or completely missed by the intended
receiver.
• A runner clearly obtains a base or home before the ball arrives
or the ball is clearly dropped.
OUT
From a standing position with feet shoulder width apart, pull the left
hand/arm into the midsection of the body. Extend the right arm straight up
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with the palm of the hand facing the ear. Bring the right forearm slightly
forward while clenching it into a fist (this is the Hammer). The right upper
arm and forearm should be at a 90-degree angle. Verbally call “Out”. Bring
the right arm back into the body before moving the feet or moving to the
next position.
1.
OVERHAND OUT
With feet at least shoulder width apart, step toward the play with the left foot.
Bring the right foot over and behind the left foot while raising the right arm
high in the air. Plant the right foot and step forward again with the left foot
while bringing the right arm over the top of the head in a throwing motion
with a closed fist. Just as the throwing motion is completed, bring the right
foot forward, in line with the left foot and end in a set position. A verbal call
of “Out” (usually drawn out – “oouutt”) accompanies the signal usually
starting when the arm is directly overhead and finishing with the thrown fist.
1. 2. 3.
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4. 5.
PUNCH OUT
Use this signal as a sell out when you are too close to the play to do a full
overhand out. It can also be used if a play warrants more than a routine
out but less than a full overhand out.
From a standing position with feet shoulder width apart, step back with the
right foot and punch forward with the right arm at about shoulder height.
The hand is in a fist. The technique brings you no closer to the play than
when you started. The initial stepping back is overshadowed and
compensated for by the strength and forward trust of the punch.
1 2 3.
. .
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SAFE – NO CATCH – NO TAG – NO INFRACTION – TRAPPED BALL
From a standing position with feet shoulder width apart, bring both arms into
the chest at shoulder level with the palms of the hands facing down. Extend
both arms straight out horizontally with the palms down. Do not have your
hands in fists. Verbally call “Safe”, “No Catch”, or, “No Tag”. Bring both
arms back into the body (similar to a Ready Set position) before moving the
feet or moving to the next position.
2.
1.
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SELL SAFE
From a standing position with feet shoulder width apart, bring both arms into
the chest at shoulder level, parallel to the ground, with the palms of the hands
facing down. Take a step toward the play with the left foot while extending both
arms straight out horizontally with the palms down. Loudly call “Safe”.
Complete the signal by bringing the right foot forward on a line with the left
foot. Bring both arms back in the body (similar to a Ready Set position) before
moving the feet or moving to the next position.
1. 2.
From a standing position with feet shoulder width apart, raise both arms
straight up with palms forward. Arms should be at about a 35- to 40-degree
angle from the body. Verbally call: “Dead Ball”, “Foul Ball”, or “No Pitch”. If
the ball is close to the line, the feet should be straddling the line. When the
plate umpire signals “No Pitch”, the signal may be accompanied by
movement to the open side of the plate for better visibility.
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1.
TIME
From a standing position with feet shoulder width apart, raise both
arms straight up with palms forward. Arms should be at about a 35-
to 40-degree angle from the body. Verbally call: “Time”.
1.
FAIR BALL
From a standing position with feet shoulder width apart, extend the arm
closest to the field horizontally at shoulder height and point, with either open
hand palm forward, to fair ground. Do not make a verbal call. If the ball is
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close to the line, the feet should be straddling the line and use a pumping
motion with the arm closes to the line.
1.
FAIR/FOUL INDICATOR
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1.
2.
3.
Extend the left arm straight out at shoulder height, parallel to the ground.
The hand is in a fist with the fingers of the fist facing forward.
Display the signal continuously while the runner is between the bases where
the obstruction occurred unless a rundown develops or you have to move,
resume signal once you rest. Hold during illegal pitch except the plate umpire
who should drop the arm after the initial signal.
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INFIELD FLY
Fully extend the right arm above the head with the hand in a clenched fist.
Verbalize: “Infield fly – the batter is out”. If the ball is close to a line say:
“Infield fly – the batter is out, if fair”.
Either the plate or base umpire may make this call. Once the plate umpire
makes the call, it should be echoed by the bases umpires using the same
signal but verbalizing only: “Infield fly”.
If the plate umpire does not make the call (forgets or is not certain of the
call) and a base umpire, after eye contact communication with the plate
umpire, is certain the ball is an infield fly; the base umpire may make the
call.
1.
POINT
The right or left arm extended straight out at the play or player. All fingers
should be extended on the hand. The other arm should be under control in
close to the body.
Use the Point to indicate an abnormality in a play (e.g. a tag, a missed tag, a
pulled foot) or to reference a player who committed some act. This signal is
followed by another signal, usually ‘out’ or ‘safe’. The Point signal must be
finished (bring the arm into the body) before another signal is started.
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1.
HOME RUN
Fully extend the right or left arm above the head with the index finger pointed
skyward and make a clockwise circle motion with the hand and arm.
Fully extend the right arm above the head with the index and middle finger
showing on the hand verbally say “Two Bases”. Do not circle the arm.
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EJECTION
1. 2.
While facing the person to be ejected, step back with the right foot (this opens
the body and will allow it to turn/open to your right as you make the arm
signal). Bring the right arm with the index finger extended, up, across the
body and point skyward to your left. Your arm should be at a 45-degree
angle to your body. You will be facing away from the ejected person now
and the right side of your body will be facing him/her.
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1. 2. 3.
PLAY BALL
Any of a variety of hand motions used by the plate umpire to indicate the
ball is in play. With arm extended toward the pitcher, the umpire may use a
beckoning motion with an open hand, a pointing motion with an open hand
or a pointing motion with one or two fingers extended. The signal may be
accompanied with the verbal call: “Play!” The verbal call may be used
without any signal.
If 20 Second Clock is used. “Play Ball” signal by the Plate Umpire becomes
the signal to start the clock. The Plate Umpire gives “Play Ball” signal with a
chopping motion, not a beckoning motion, so that the signal can be seen
clearly by the Clock Person.
DO NOT PITCH
Either arm of the plate umpire extended straight out directly at the pitcher
with the hand open and the palm of the hand facing the pitcher. Using the
hand opposite the batter gives this signal better visibility.
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1. 2.
STRIKE
The verbal call of “Strike” is made in the down/set position. The signal is made
in the “up” or “going to the up” position. The feet do not move during the signal.
The left hand/arm is pulled into the midsection of the body. The right arm is 1)
extended straight up with the palm of the hand facing the ear then followed by
bringing the right forearm slightly forward while clenching it into a fist (this is the
Hammer), 2) extended up and forward as the hand closes in a fist. In either style,
the right upper arm and forearm should be at a 90-degree angle. The signal is
held long enough to convey the decision with conviction. The signal is finished
by bringing the right arm back into the body before stepping back or moving the
feet.
1.
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FOUL TIP
This is an optional signal. It may be used every time the ball is a foul tip or
used only at times when the ball being a tip is not completely obvious. Bring
the left hand in front of your body, mid-chest or higher, with the palm or back
of the hand facing you. With an upward motion, brush the fingers of the left
hand with the fingers of the right hand. This signal is always followed by a
strike signal.
1. 2.
COUNT
Raise both arms up and in front of the body. Each arm/hand should be seen
peripherally when the umpire is looking at the pitcher. Balls are shown with
the fingers of the left hand. Strikes are shown with the fingers of the right hand.
Consecutive fingers should be used in displaying the count. A verbal call may
accompany the signal and, if used, should be as follows: “2 balls and 2 strikes”.
The count is given to the pitcher and held long enough for any other player to
see it. The hands should be turned to increase visibility.
1.
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4.2 UMPIRE – TO – UMPIRE SIGNALS
Umpire to umpire signals are exactly that. umpire to umpire. There is a need
for umpires to communicate amongst themselves and this can be done at
times verbally and at other times by the use of signals. While these signals
are only intended for umpires, there is no need to try and hide them or keep
them so subtle that umpires will miss them.
Because of this difference, unlike most signals that are given up and away
from the body, umpire-to-umpire signals are given lower and closer into the
body.
Like all signals, these signals are vital to good communication within the
crew. These signals should be precise, dignified and used consistently. To
enhance visibility and recognition the signals should always be given against
a contrasting background such as the shirt or pant leg.
The right hand, palm open, on the left chest indicates the infield fly situation
is in effect.
The infield fly signal should be initiated by the plate umpire just prior to the
batter stepping in the box. Each base umpire should acknowledge, to the
plate umpire, by returning the same signal. The signal should be given before
every batter when an infield fly situation is possible.
1.
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INFIELD FLY SITUATION OFF
The right hand used in wiping motion from the left elbow to the left wrist
indicates the infield fly situation is no longer in effect.
1. 2.
To verify or determine how many outs there are, the umpire looks to a
partner and clenches the right fist against the right thigh.
There is nothing wrong with verbalizing the request: “Partner, how many
outs do you have?” This, however, draws attention to the umpire and, if it
is not necessary, umpires should avoid drawing attention to themselves. If
such a request needs to be made more than once during a game, it gives
the impression that the umpire is not concentrating.
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HOW MANY OUTS? – RESPONSE
The responding umpire should indicate the number of outs by putting the
appropriate number of fingers against the right thigh.
To request the count from a partner, place both opened hands against the
chest.
There is nothing wrong with verbalizing the request: “Partner, what count
do you have?” This, however, draws attention to the umpire and, if it is not
necessary, umpires should avoid drawing attention to themselves. Also, if
the count is being lost on a regular basis, it gives the impression that the
umpire is not concentrating.
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WHAT’S THE COUNT? – RESPONSE
The responding umpire should indicate the correct count by the fingers on the chest.
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SECTION 5
HANDLING EVERY GAME SITUATION
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5.1 Appeal Plays
Appeal plays are plays on which an umpire may not make a decision unless
requested to do so by a player or coach. Appeals may be made while the
ball is alive or dead.
Runners may attempt to advance during a live ball appeal and if the appeal
is abandoned to make a play on another runner, the appeal may still be
made after the play.
All appeals must be made before the next pitch and before all defensive
players have left fair territory on their way to their bench or dugout area or
in the case of the catcher, the catcher has left the catching position. Any
fielder may make an appeal, provided they are in the infield when doing
so. In case of the last play of the game, before the umpires have left the
playing field.
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Fourth out appeals are allowed in cases where the third out is obtained by
playing action or a previous appeal and a successful fourth out appeal would
nullify a run.
An appeal for runners switching positions on the bases may be made any
time until all runners, who switched positions are in the dugout or the inning
is over.
5.2 CATCH
If the fielder drops the ball while transferring the ball from the glove to the
hand for a throw, it is still considered a legal catch provided all the elements
of a legal catch were established before the transfer began.
To be ruled a catch, a fielder must have secure possession of the ball before
stepping or falling into dead ball territory. A fielder may be stepping on
the dead ball line or in the air and make a legal catch, but no foot may be
touching the ground or an object completely in dead ball territory at the
time of the catch.
The plate umpire should step out from behind the catcher, remove the
mask, point to his open umpire partner, (U1 on a right handed batter and
U3 on a left handed batter) say their name and ask – “Swing”. The
response should be Yes, with a strike signal or No with a safe signal.
The umpire being asked should be sure if the batter attempted at the pitch
or not. Things to consider are bat location, (Over the plate); wrist action
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(wrists bent); and location of the ball, (was the batter merely trying to get
out of the way of the pitch).
The Plate umpire should give the count after any check swing situation.
5.4 CONFERENCES
Move up on the line nearest the team having the conference. Advise the
coach that the conference was charged.
If you the umpire is the cause of a delay in the game, do not charge a
conference if the coach is talking to a player. Get the game going as soon
as you are ready. It is not an offensive conference when a coach and batter
talk while you are sweeping the plate or retrieving game balls. Nor is it a
defensive conference if a coach stands with the pitcher in the pitching circle
during the time between innings.
The plate umpire has primary responsibilities for determining if the ball has
entered dead ball territory. If a base umpire is chasing the ball, it is then the
base umpire’s responsibility.
Once the ball enters dead ball territory the umpire should call “Dead Ball”
and signal with both arms up and palms extended forward. The umpire
should get as close as possible to the area where the ball is about to enter
deal ball territory
Umpires not involved in calling the dead ball should mentally note the
location of the runners at the time of the pitch, or throw or when the ball
became dead.
Base umpires should only mirror the dead ball call if necessary to stop the
runners.
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When awarding bases, the umpire should indicate the bases awarded, i.e.,
Number 18, awarded 2nd base and 3rd base. This should help prevent
runners skipping awarded bases.
Hitting the pitch while out of the box or on the plate - Elements
• Plate umpires call
• Dead ball
• Out
• Entire foot out of box, on the ground at time of contact
• Ball can be fair or foul Part of foot touching the plate.
This call belongs solely to the plate umpire. It is a dead ball and an out.
The bat must have contacted the ball and it does not matter whether the
ball goes fair or foul because it is dead at the moment of contact. For the
dead ball and an out, the batter’s foot must be touching the ground
completely outside the lines of the batter’s box or some part of the foot
must be touching the plate even if part of that foot is still on the line of the
batter’s box.
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5.6 ILLEGAL PITCH
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• If the responsible umpire is involved with another play then
another umpire can make the call. Be sure the responsible
umpire has not already made a judgment on the play.
• Interference is a dead ball (arms up and palms extended) and
an out.
• Obstruction is a delayed dead ball (left arm out) and an award
of bases to the base that would have been obtained had there
not been obstruction. Other runners only advance if forced.
Collisions that are neither interference nor obstruction will occur from time
to time. All three elements have to be at the same place at the same time,
ball, defensive player and offensive player. If nothing more than the three
elements coming together at the same time happens, you have a collision
without either interference or obstruction. A safe signal at this point will
show everyone that you saw the play and judged that no rule violation
occurred.
Crashing into a catcher or fielder who has the ball is an act of interference
and if flagrant, should result in an out and an ejection.
At the end of seven innings, the Tie-Breaker rule is enforced in order to help
determine a winner. The player scheduled to bat ninth in the inning (top of
eighth and every half inning thereafter) begins at second base. (i.e. if the
number 8 batter is scheduled to bat, number 7 begins on second; if the
number 2 batter is scheduled to bat, number 1 begins on second base.)
The pitching circle was added to the game to speed up play. It was not
designed to create a play for either the offense or defense, but it has evolved
into a major play for both. The defense does things in the circle to try to get
an out. The offense runs the bases in a fashion to try to score a run.
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The simple intent of the rule is: once the pitcher has the ball in the circle,
the runners must immediately proceed or retreat. The pitcher is under no
obligation to do anything. Compliance is on the runners.
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SECTION 6
LINE UP CARD MANAGEMENT
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6.1 LINE-UP CARD MANAGEMENT
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▪ Declare that the Line-up Card is official after ensuring if there is any
legal starting player’s change. Report that to the scorers.
▪ Ensure if there is any substitution (not starting player’s change due
to emergent injury or sickness). Report any substitution to the
scorers.
3) During the game
Take your mask off. A coach reporting a change deserves this common
courtesy.
▪ Do not put your mask between your legs. Put it under your arm.
▪ Do not bend over and write changes on your leg. A coach standing
above a bent-over umpire conveys a subtle but undesired message.
▪ Do not put your pencil in your mouth. This does not look professional.
▪ Record what is necessary when it happens even though this may slow
the momentum of the game. Do not burden yourself with having to
remember to do something at the next break.
▪ Make sure if the scorers can get all information on changes.
▪ Step away from the plate to record all changes. Do not step back in
behind the catcher until your line-up cards and pencil are put away
and your mask is on your face.
4) To prevent trouble:
§ Do not accept changes that you know are illegal.
§ Try to use numbers, not names.
§ Track all changes and re-entries clearly – Matching marks for the
player going OUT and the player going IN. Put a pencil line through
the names no longer eligible to play.
§ Take one change at time from the coach, go over the changes with the
coach before giving to the scorekeeper.
§ Accept changes from the coach only right before the
player/substitution (re-)enters the game (except Temporary Runner).
Do not accept change like the following “Number 8 OUT, Number 18
IN. Number 8 will re-entry.”
§ Adopt a system and use it consistently. Most umpires use a letter
system for substitutes.
Check List of what Umpires need to record when Line-up Change occur
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Defensive Position Changes:
▪ Write “the Number of New Defensive Position” next to “the Number
of Previous Defensive Position.”
DP/FP/OPO Changes:
1) If FP is OUT and DP plays defense for FP:
▪ Put a mark indicating the FP left the game next to “Uniform Number
of the FP who is OUT”.
▪ Write “the Number of New Defensive Position of the DP” next to “DP
as (Defensive) Position of the DP.”
2) If DP is OUT and FP bats for DP:
▪ Put a mark indicating the DP left the game next to “Uniform Number
of the DP who is OUT.”
▪ Put a mark indicating the FP bats for DP next to “the Number of
Defensive Position of the FP.”
3) If DP plays defense for a player other than FP, and that player becomes
OPO (FP stays in the game):
• Write “the Number of New Defensive Position of the DP” next to “DP
as (Defensive) Position of the DP.”
• Write “OPO” next to “the Number of Defensive Position of the player
who becomes OPO.”
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Number 1 OUT, Number 11 IN, (position) Pitcher. Number 9 OUT,
Number 99 IN, (position) Third Base.”
DP/FP/OPO Changes:
1) If FP is OUT and DP plays defense for FP:
▪ “Team C. Number 4, FP, OUT. Number 5, DP, Pitcher.”
▪ “Team C. Number 4, FP, OUT. Number 5, DP, plays Pitcher.”
▪ “Now Team C, 9
players.” 2) If DP is OUT
and FP bats for DP:
▪ “Team D. Number 6, DP, OUT. Number 7, FP bats for DP.”
▪ “Now Team D, 9 players.”
3) If DP plays defense for a player other than FP, and that player becomes
OPO (FP stays in the game):
§ “Team E. Number 8, DP, defense for Number 9, Pitcher. Number
9 becomes OPO.
§ “Team E. Number 10, DP, defense for Number 13, (plays)
Shortstop/Position 6. Number 13 becomes OPO.”
§ “Team E., still 10 players.”
Temporary Runner:
No need to report the scorers. Need to check if the Uniform Number of the
Temporary Runner is correct by Line-up Card.
Replacement Player:
§ “Team F. Number 20, Withdrawn Player. Number 30, Replacement
Player.”
§ “Team F. Number 20 becomes Withdrawn Player. Number 30 becomes
Replacement Player.”
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including substitutions. The following guidelines will apply to the off-field
umpire:
1) The off-field umpire will be dressed in umpire uniform and at the pre-
game plate meeting will stand beside the plate-umpire. During this
meeting the plate umpire will introduce the off-field umpire as the
umpire who will take substitutions. After the plate umpire verifies the
line-ups, the plate umpire will keep the original line-ups and the off-
field umpire will work with an exact copy of the line-up.
2) The off-field umpire will locate her/himself in a visible area behind the
backstop. Line-up changes should be taken from team
coaches/managers at the closest gateway. Once the changes have
been given to the off-field umpire, the off-field umpire shall signal the
plate umpire to resume the game.
4) The off-field umpire will immediately inform the scorekeepers and the
opposing team of all changes reported. Between innings, if time allows,
the off-field umpire will advise the plate umpire of the substitution(s)
that have occurred. The plate umpire will keep a record of all
conferences.
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SECTION 7
BEING IN CONTROL
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7.1 COMMUNICATION
Communication skills are one of the greatest assets that an umpire can have.
The greatest communication skill is the ability to listen. Other
communication skills we use are:
1. Words – choose your words carefully
2. Tone – the pitch of your voice will add much to your message
3. Volume – the strength of voice, loud or low also carries a
message
4. Body positioning – is your message confrontational or calmness
5. Gestures – hand movements can express much about how we
feel
Any time you have someone making a decision based on the action of others
or two people or group competing for the same prize, there is potential for
conflict and confrontation. It is the nature of the game and one of the aspects
of the games we have to accept. We can never be afraid to enforce a rule for
fear that it may cause a conflict. The mere fact that we do not enforce a rule
may cause conflict and confrontation.
If you can determine why the coach or player is coming to question a call,
you can quickly form a strategy on how to handle it. If legitimate or
situational, you can have more tolerance for the coach. If intimidation or a
personality conflict, you can use different skills to handle it. Be sure it is not
your personality that is causing the problem.
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• Remain calm
• Use an appropriate tone of voice for the situation. If you keep
your voice low, others will soon lower their voice to match yours
• If a coach or player starts to approach you, walk toward them
and meet them in the middle.
• Establish eye contact, (remove sunglasses) however avoid face
to face discussions, turn to the side a bit so that you have
created some space between you and the coach and player
• Use calming body language, hands at the sides, not on the hips;
body erect but relaxed, not tight and tense, wear an expression
of interest on your face, not a scowl or smirk.
• Let the coach or player have their say but do not let them
dispute, balls and strikes, safes and outs or fair and foul balls.
• Once the coach or player has finished, repeat the question to
ensure that you have understood what the coach or player is
asking, then give your explanation of what you saw and what
your call was.
• Once the coach or player begins to repeat themselves, you
should tell the coach that the conversation is over and start
walking the coach back to their coaching box or dugout area.
• Keep your hand gestures to a minimum. Swinging of the arms
hands or large gestures indicates that you may be losing control
or becoming emotional
• Let a coach save his player. If a coach comes to take a player’s
place in a discussion, let him as that is the role of a coach.
• Never threaten to eject.
Self-Control:
Control is set by the way you handle yourself on the field. Control not only
means of yourself, but also of others (players, coaches, spectators).
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• Know the rules
• Make a good first impression – wear the uniform proudly
• Remain calm
• Develop a rapport with the players and coaches
• Keep conversations between an umpire and coach or player
one on one. Partners must move all other players and
coaches away from the discussion.
• Do not have “rabbit ears.” Do not always react to everything
you hear. Remember in the heat of competition things will
be said but it is not personal, it is said towards the uniform,
not you.
• Use the coach or other player with whom you have a rapport
with to deal with players who are causing a problem.
• Do not ask a player to repeat what they said. If you did not
hear it the first time, let it go.
• Make your call and move to your next position. Do not hang
around for a dispute.
• Never touch players, coaches, other team personnel;
do not permit them to touch you.
Umpire should only go for help when they believe that another umpire has
different information on a play than they themselves have. Umpires must be
aware that some coaches will ask umpires to check continually to cast doubt
in the umpires mind so that calls will start to go in favor of the coach’s team.
Only check if you feel another umpire has different or better information,
otherwise stick with your call.
Preventive umpiring means being aware of what is going on around you and
taking whatever steps are necessary to ensure that a situation or the game does
not get beyond your control. Here are some preventive umpiring tips that can
assist you in keeping things under control:
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• Keep players in their dugouts
• Keep gates closed
• Keep unused equipment off the field
• Keep an ear attuned for player comments to one another – deal
with player who try to goad or intimidate other players
immediately
• Watch for hard tags and hard slides – deal with it
• Home run – watch for inflammatory actions or comments –
watch for retaliation pitches
• Hit batter – get out in front – take Batter-runner half way down
the line, 1st base umpire meets at halfway and takes BR the rest
of the way to 1st base. - watch for retaliation
• If something happens between players, closest umpire goes to
control confrontation; others control dugouts and other players.
Get coaches to assist.
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SECTION 8
MECHANICS
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8.1 GENERAL MECHANICS
Always know what the body is saying. Learn to send the message you want
to send. Always move with briskness and purpose. Never stroll or walk. Make
all signals crisp and strong.
Because of this, umpires should not try to memorize the manual, but instead
use it as a guide and starting place for applying the guidelines that have
proven to be reliable in umpiring. Know the reason why one position is more
desirable than another. Understand what advantages you are seeking, or risks
you are taking, as you choose a position. Have purpose and direction as you
move about the diamond. If you do not know where you want to be, it is
guaranteed you will never get there.
Mechanics is being in the right place, or the best place, at the right time. If
we are at the right place at the right time, we vastly increase the odds of having
good judgment because we can see what happened from the best possible
view.
You cannot be in the right place at the right time if you do not hustle. We
have a huge area to cover. Hustle does not mean fast; hustle means moving
efficiently and with purpose.
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• Must know where the ball is so you can move without getting
in the way of a thrown ball
• Must find the optimum route to travel
• Must be thinking three steps and one play ahead.
Once you get to where you need to be, the job is only beginning. You have to
see the play, use your judgement, give the proper signal using the right amount
of emphasis and you have to do all of this in what appears to be a well-
rehearsed set of actions. Make sure your calls are correct and your signals
strong.
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8.1.1 The things you look for in choosing a position are:
With this knowledge you will be able to figure out the ideal spot you
would like to be in on any play that happens. Arrive at the play before
it happens. It is far better to be in position for a possible play and not
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have a play develop, than to have a play happen and not be there.
Commit to your position.
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8.2 PLATE MECHANICS
The most crucial officiating position in any ball game is that of the Plate
Umpire. Coaches, players and spectators all focus their attention on the area
around home plate and the plate umpire. They are constantly observing
every action, sound, expression, movement and judgment the plate umpire
makes. Once you have developed solid plate mechanics you should
constantly work at improving and fine-tuning your skills. The use of video
cameras and your own self-evaluation of those films will greatly assist your
style, positioning, mannerisms, body language, demeanor and eventual
success.
• Work the slot – be sure you can see the outside corner at the
knee.
• Use a heel/toe stance. The box can be used if you can see that
you need to see. The scissors stance is not acceptable. It is not
a softball mechanic and restricts mobility.
• Use the same stance on both sides of the plate.
• Be set before the pitch is released.
• Be no deeper behind the catcher than a closed fist between your
non-slot knee and the catcher’s back.
• If the catcher blocks your view, obtain an unobstructed view of
the strike zone/pitchers release point, by setting your head
above the catcher’s helmet even if it is above the top of the
batter’s strike zone.
• It is important that the catcher does not block your view. Once
set do not move your body.
• Track the ball with your nose.
• Use the strike zone defined in the Rule Book. Don’t call, “My
zone.” or the pitch is in “my strike zone.”
• Use the strike zone defined in the Rule Book. Do not call.
• Use the strike zone defined in the Rule Book.
• Being consistent is not good enough. You must call an accurate
strike zone
For strikes
• The verbal call is in the down position. The signal is in the up
position. The signal should be immediately after the verbal call.
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• Use a strong hammer – it may be up and into a hammer or
slightly forward into a hammer. Angles must be 90-degrees.
Hold it long enough to show conviction.
Do not move the feet until the conclusion on the hammer.
• A called third strike must have a strong “sell” signal.
• A swinging third strike is a slightly delayed, routine – not causal
– signal. Be aggressive; call borderline pitches strikes.
For balls
While waiting for the pre-game conference to begin, take time to watch
both pitchers during their warm-ups on the side-lines. This tip will
allow you to quickly evaluate each different pitcher’s rhythm, tempo,
technique, demeanour and delivery style.
You may also want to observe a few warm-up pitches from each
pitcher when they take the pitching plate for their warm-up pitches
before the inning begins. Now is the time to adjust your footwork,
balance and body position. This valuable time allows you to work on
your own timing and rhythm, movement of the ball, type of pitches,
speed of delivery, release point and time to make sure you can see the
entire strike zone. Inform the catcher that you are going to look at
some warm-up pitches. This mechanic demonstrates a commitment
to your strike zone and their game.
From with your inside foot (non-slot foot). Once set behind the catcher’s your
outside foot (closest to the batter/ slot foot), relaxed position, step in behind
the catcher foot, step into the staggered stance with.
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If it is more comfortable for you, then use a few small steps to position
yourself in the slot by using an offset square stance, where your outside foot
(closest to the batter / slot foot) is a bit more forward than your inside foot
(behind the catcher / non-slot foot) - referred to as heel/toe. Line up your
pelvis or belt buckle with a point between the top middle of the plate and
the top outside corner of the plate.
You must always feel balanced with most of your weight distributed equally
between the balls of your feet and your heels. Keeping your feet spread at
least as much as double the width of your shoulders will put you in perfect
position. Having your feet too close together can cause more movement of
the upper body. Dig in, get balanced and feel comfortable. Relax before the
pitcher steps on the pitcher’s plate. Step into your stance when the pitcher
steps onto the pitcher’s plate. Always remain upright until the pitcher begins
the pitching motion. Next drop into your slot set position while maintaining
your stance balance and upper body control.
The “slot” is the area between the batter and the catcher. It is one in which
the umpire’s inside ear (next to catcher) and the inside edge of the plate are
in alignment. It is at best something that may vary and drift marginally to
accommodate the stance of the catcher and batter, but it remains on the
inside edge of the plate. Make sure you can have an unobstructed view of
the entire plate with both eyes when in your slot set-up stance.
The slot also affords the umpire the maximum visibility to complete strike
coverage and the ability to see the ball in the entire zone. Foul balls will tend
to deflect away from the slot or directly over the plate. You must always
strive to see the release of the ball from the pitcher’s hip to the arrival in the
glove. Remember to track the ball with the nose between these two areas.
If the catcher blocks your view obtain an unobstructed view of the strike
zone/ pitchers release point, by setting your head above the catcher’s helmet
even if it is above the top of the batter’s strike zone. It is important that the
catcher does not block your view. If the catchers do move, you can adjust as
necessary, but never let the catchers work you. Work with them to attain the
best look you can. If the catchers take away the inside corner, let them know.
If it is the catcher’s glove that is blocking the view, inform them to give the
target, then drop the glove, so you can see the ball coming. If they fail to
drop the glove, say something to the coach between innings and have him
pass the word to the catcher. If the batters take away the inside corner, make
a small adjustment to your stance. If you can’t see the corner, any pitch that
is inside must have crossed the plate. More strikes lead to more cooperation
from the batter.
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8.2.5 Moving to the Down (Set) Position
Try using a smooth and brisk motion to drop into your set position.
This technique will include doing a multitude of things all at once.
Keep your head square to the plate. Your back should feel a bit straight
and stiff, although it never really is completely. Use your legs to go up
and down. Bend at the knees and only slightly at the waist. Timing is
very important in dropping to the set position. You should never drop
too soon (you often anticipate the pitch while you are waiting) or too
late (you will be moving on the pitch and this changes the strike zone.
Remember the body must not move once you drop to the set position).
Always remember, your eyes should never be in the strike zone, but
they will be set at the top and inside corner of it – looking down
through the strike zone. A pitch delivered at your eyes and your nose
is a ‘strike’ on the inside and at the top. If you have to look up or
inside, you probably have a ‘ball.’ Lock and hold your position.
Remain absolutely still during the entire pitch. Your shoulders might
be a bit offset, due to your footwork, but could be square if you prefer.
This may give you the feeling that you are just about to sit in a chair,
but it is much more effective than bending your back and trying to
look up.
The hands should be placed where they are ‘most likely’ not to get
injured. Most officials place them in front, between the legs which
helps relax you and also protects. Some place them behind their back.
Keep your entire body still while preparing to judge the pitch, even if
the catcher moves in front of you after you are set. Your head should
not move until just before the pitch arrives in the glove. Track the ball
with your nose and then use a slight head tilt to see the ball into the
glove. This may be the most critical mechanic that you can use to
improve your consistency.
8.2.6 Footwork
Always set your foot behind the catcher first then your outside foot. It
is recommended that your feet be apart at least double your shoulder
width. The taller you are the more important it is to widen your stance.
A good wide stance by a taller plate umpire, requires less drop and
bending of the knees, when moving to the set position for batters –
particularly shorter batters.
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8.2.7 Tracking the Pitch
This is probably the most critical aspect in improving your strike zone.
Begin to pick up the ball from the pitcher’s hip. Next you should lock
in the batter’s normal zone when they are actually swinging the bat.
Follow the ball through the zone and watch the ball all the way into
the catcher’s glove, using the pop of the glove as a timing too. This
technique is a great way to double check the location of the ball, create
a natural delay in your timing and ensure that you have seen the ball
all the way to the catcher’s glove. Never blink your eyes during the
pitch as you could miss a number of important actions taking place
around the plate.
It is said that the plate umpire sets the tempo and control the game,
but to do this the umpires must first be in control of themselves.
Umpires who make calls quickly on every pitch will appear to be
guessing. Slightly delay your call somewhat after the ‘pop.’ Timing
after the ‘pop’ should be deliberate, repetitive and consistent.
Concentrate!!! You verbally call the ‘strike’ while in the set position
and the signal starts as you immediately rise up. This rising up should
not be delayed after the call.
• When requested.
• After a delay in the normal flow of the game.
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• After all dead ball situations.
• Whenever the next pitch would create a change (i.e., three
balls and/or two strikes on the batter). It is a situation where
on the next pitch there will be a base on balls or a strike out.
This simply alerts the defensive and offensive teams of the
game situation as well as alerting all umpires to be ready.
The count should be given above your head with the number of balls
on the batter with the left hand and the number of strikes on the right.
In addition, give the count verbally. ALWAYS with the number of balls
first. It is recommended to give the count towards center field and
rotate the wrists. The plate umpire can help keep the crew in the game
by sending and/or acknowledging the number of outs whenever
another out is added.
If both balls do not get into play in the first half of the first inning, the
pitcher in the bottom half of the first inning MUST throw the unused
ball. No choice is offered. Each half inning after the first, the pitcher
does have a choice of which ball he/she wants to use.
If you have a called strike, verbalize it while you are down, then start
the signal as you stand up and complete the sharp, crisp hammer as
you are standing. Always face the diamond when you are selling strike
three. You may use whatever signal, style and actions that you deem
appropriate, but be certain that you are facing the batter’s box area
so you can see if the ball has fallen out of the catcher’s glove.
Never sell a swinging strike three call. Simply give an easy hammer.
Other helpful hints:
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• In all of the above verbalizations, let the closeness of the pitch
and its relevant importance dictate the required volume of your
verbal calls.
• Foul tips – give the fingertip-to-fingertip brush away signal,
followed by the hammer.
• Balls touched in foul territory – foul ball signal with the verbal
call “Foul.”
• Ground balls that are hit foul – if past a base or hitting anything
– foul ball signal with the verbal call “Foul.”
• Ground balls hit fair beyond a base – signal by pointing
repeatedly towards fair territory – NO VERBAL.
• Fly balls that are hit close to a foul line:
✓ On first base line, use left arm to indicate fair and right
arm to indicate foul
✓ On third base line, use right arm to indicate fair and left
arm to indicate foul
✓ Slightly move the arm away from the hip to indicate to
yourself the status of the ball while in flight, once status
is confirmed:
• If fair and caught – point fair, give the hammer, and verbally call
‘out.’ If fair and dropped – point fair, repeat pointing and sell if
required.
• If foul and caught – point foul, give the hammer and verbally
call ‘out.’
• If foul and dropped – point foul, give foul ball signal and verbal
call “Foul.”
• Pop-ups to the catcher near the line – get a proper look and do
as stated on fly balls.
• Pop-ups to the catcher when you must vacate – do not watch
the ball – watch the catcher’s shoulders. Once the catcher turns
use that foot to pivot and keep out of their way. Then remove
your mask.
• Foul balls that are hit close to the screen or towards a dugout –
HUSTLE – get in position and look at your partner to see who
got the best look. If you have the best look, delay and make a
call. Make sure you get to the screen to see about a trapped
ball or the ball touching the screen before the catch.
• On all fly balls hustle out to get a good look for possible traps if
a base umpire does not turn his/her back and go out. If you
make the call, come to a stop, delay, and then make your call
with a crisp hammer when out. If there are any runners on
base, or if the out is not obvious, add a verbal “out” with your
hammer. If you have a trap situation, give the ‘no catch or safe
signal’ and add a strong “safe” call.
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8.2.12 Check Swings
If you are going to call it, point with your left hand and say - “Yes.”
Then give the hammer with the right hand. If you are not sure, call a
‘ball.’ And when the catcher requests you to check with your partner,
take off your mask, step to the umpire away from the batter and ask
him/her - “Swing?”
Some umpires are reluctant to ask for help, however, the bottom line
is being correct, so do not hesitate to check with your partner if
requested to do so. And only go for help if you called the pitch a ‘ball.’
One point is that if you concentrate too hard on a check swing, you
may forget about the pitch itself and end up calling a no swing, a ‘ball’
and the pitch could have been in the strike zone. Checking with your
partner is always advised.
Once you have called the pitch a strike, you must never check with
your partner. You called it, so you have to live with it.
There are a few points of emphasis governing these signals. The first
signal of ‘not to pitch’ is conveyed to the pitcher only if he/she is on
the pitching plate and about to quick pitch the batter. The signal is
an open hand aimed at the pitcher’s face with the fingers spread wide.
You MUST always use the hand that is FURTHEST away from the
batter (towards the empty batter’s box). If a pitcher constantly rushes
you or the batter, advise the catcher to please slow down the sign to
the pitcher. If that doesn’t work, step forward and explain to the
pitcher that they are rushing the batter.
The second example for the ‘not to pitch’ signal is used if you are not
ready to work or if you have granted “TIME” to the batter before the
pitcher has broken the pause. Remember a batter can request time,
but the plate umpire does not have to grant it. This request should
never be granted if the pitcher has separated his/her hands in starting
the pitch. Call the pitch a strike or ball depending on whether it passed
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through the strike zone or not. If the ‘not to pitch’ signal is up and the
pitcher throws anyway (or throws while “TIME” has been called), leave
from behind the catcher towards the open batter’s box and call “TIME
– NO PITCH”. Two hands are up in the air for the dead ball signal.
Wait until it is safe to return, put on your mask and go behind the
catcher once again.
Develop the habit of leaving the plate area from the left side of the
catcher. This fits into one of the umpire’s priorities that should include
avoiding a collision with the catcher and/or allowing catcher’s their
freedom to roam. With no runners on base or a runner on first base
only, leave the plate area on the left side and trail the batter-runner
toward first base in fair ground down approximately 9 meters (30 feet)
(where the 1 metre (3foot line) begins). Stop close to the line and
observe the play at first. You should look for:
After moving toward first base with a runner on first base only, be
aware of a possible play at third base with the lead runner, since that
would be the responsibility of the plate umpire in the two or three
umpire systems.
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If there is a runner starting at second or third base, the plate umpire
must view the actions up the first base line from a position that will
not impede any base runners, a position in foul territory on the third
base side (called a holding zone) which allows the plate umpire to
move to third or home, if a throw is being made to either.
You must watch home plate for the touch, glance up the first base line
for action and then proceed to the next potential call. In a two or
three-umpire system, the plate umpire must observe a variety of
things that would include missed bases, obstruction, interference, tag-
ups, and pure no-fault unintentional collisions that occasionally occur.
The plate umpire is responsible for all fly balls, except when a base
umpire TURNS HIS/HER BACK to the infield, and goes to the outfield
to make the call. If the base umpire does not turn to go to the outfield,
he/she should not make a call. It is imperative that you release left of
the catcher, and hustle out as far as you can to see the attempted play or
call. It might require a ruling on a potential trap, line drive, fair/foul,
spectator interference, home run, ground-rule double or a ball that
becomes dead before being caught. An example of this, is a ball
touching the fence before it was caught (or trapped against the fence).
Make sure you always come to a complete stop as the play is being
made. Then after a slight delay, make your call. If you have a ‘No
Catch or Trap’, be sure to verbalize it and be prepared to sell the call
where required. Always be aware of the position of all the other base
runners. You must always keep the four ‘Elements’ in front of you at
all times. Never allow a base runner to score behind you.
Make sure you have a catch before calling the play. Often times you
see the ball in the glove and turn to pick up other runners, only to turn
back at the fielder and he/she is picking up the ball from the ground.
Do not rush these calls. If you are not sure, often the actions by the
players involved can ‘tip you off’ to the correct decision.
The problem that most umpires have is that double hits can be
extremely tough to see. It occurs most often on bunts and slaps, but
it can also happen when the bat, after it is dropped by the batter and
still moving, contacts the ball a second time. Remember if the ball
hits a dropped bat that is stationary, we have no call. If the bat is out
of the batter’s hands and hits the ball, this is ruled intentional and the
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batter is out. If the bat is still in the batter’s hands and the batted ball
hits the bat, the position of the batter’s feet determines the call:
• If both feet are in the batter’s box and the batted ball hits the
bat or feet of the batter, it is a foul ball.
• If one foot is out of the batter’s box over fair territory and the
batted ball hits this leg, the batter is out.
• If one foot is in the batter’s box and the batted ball hits this leg,
the ball should be ruled foul, even if the other foot was over fair
territory.
• If one foot is over foul territory and the batted ball hits the foot,
it is a foul ball.
• If a ball rolls against a bat laying stationary over fairground it is
a fair ball, but if the ball then rolls onto foul territory and is
touched or comes to rest, it should be ruled foul.
• If a ball rolls against a bat laying stationary over foul ground, it
is a foul ball immediately and this will not change if the ball
then rolls onto fair ground.
Note, a base umpire will not call a batter-runner out from his position
23 meters (75 feet) from home plate. The base umpire only signals
dead ball. It is up to the plate umpire to make the decision, and
chances are if you did not see it, the call will be a foul ball. An umpire
should never guess an offensive player ‘out.’
Batters are awarded first base anytime they are hit by a pitch (unless
of course, the batter made NO attempt to avoid the pitch), and the call
is valid even if the ball only contacts their uniform. Do not let batters
wear sweat shirts, jackets, or loose sweaters to the plate, although it is
up to you what they wear when on defense. NOTE: Preventive
umpiring dictates that you must ‘Sell’ this call when necessary. You
should immediately call “Time”.
A batter cannot be awarded a base when hit by a pitch if the ball was
in the strike zone. This occurs when the batter is crowding the plate,
leaning over to try and force the pitcher to pitch outside. If the batter
swings at a pitch and the pitch hits him/her, that too is a strike, and if
on the third strike it is a ‘dead ball’ and ‘strike three.’
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8.2.18 Strike Zone – Mind Set Theory
To survive in the game of fast pitch, the plate umpire must determine
the width of the strike zone. Everyone knows the width of home plate
is 43.20 cm (17-inches).
Remember some part of the ball crossing over some part of the plate
is a strike, therefore, widen the plate to 63,5 cm (25 inches) – the size
of the width of the plate 43.20 cm (17-inches), the width of each
softball is approximately 10,16 cm (4-inches) (20.32 cm - 8-inches).
The point here is to go into your game Looking for Strikes. When calling
more strikes, more often than not, the batters will begin to swing more,
rather than sit on pitches that are close. You will have more strikes,
fewer walks and the entire rhythm and tempo of your game will
improve.
The WBSC teaches umpires to judge the natural stance of the batter,
as the stance taken by the batter at the time the pitcher releases the
ball and as the batter prepares to take or swing at the pitch.
Some batters may take an exaggerated low stance when they first
enter the batter’s box but umpires should anticipate the stance the
batter will assume when they are putting themselves in a position to
judge the location of the pitched ball and deciding whether to take or
swing at the pitch.
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is true on a low pitch umpire. To be consistent, call every pitch thrown
in the same location the same.
There is no better compliment that will ever come our way than to
hear from our UIC’s and supervisors, “Great job, you were really
consistent today.” Then to hear comments from tournament
directors, coaches, players, spectators and others “Thanks Blue, great
job……. Very consistent work.”
Whenever you ask anyone involved in our game his or her opinion
about the following question, you will always hear the same answer.
“What is the most important quality that you look for in an umpire?”
In making calls at third base the plate umpire should stay in foul
territory halfway between home and third base, while watching the
play develop. If there is in fact a call to be made on a tag play at third
base, cut inside the diamond about two-thirds of the way down to
third, move in to 3-4 meters (12 feet) from the base and make the
call.
The reason the umpire should be inside at this point, is that it is the
best position to make the call. If the ball should get away from the
third baseman, it is normally going into foul territory and any
interference by the umpire will be avoided by being in this position.
Here again, we are using the inside-outside theory.
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8.2.21 Run-downs
• Between first and second – the plate umpire should take the
trail position closest to first base, inside the diamond and the
base umpire should take the lead position closest to second
base on the outfield side of the diamond.
• Between second and third – the plate umpire should take the
lead position closest to third base, inside the diamond, and the
base umpire should take the trail position, closest to second
base on the outfield side.
• Between third and home – the plate umpire will take the lead
position nearest home plate outside the diamond, while the
base umpire takes the trail position nearest third base, inside
the diamond.
In all cases, the umpire should communicate, “I’ve got the lead,” “I’ve
got this end,” etc. This communication is critical to being able to team
on the call, rather than making a possible double call. When two
umpires are covering a rundown, the direction in which this runner is
moving at the time of the tag will dictate which umpire will make the
call. Two umpires should not make the call, even if they are the same
call.
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situation when the out call on the bases must be made without any
unnecessary delay.
Basically, there are two positions for making calls on tag plays at the
plate:
1) When returning from third base to make a call from inside the
diamond and
2) when the play is coming from fair territory or a throw from the
outfield to make a call from the outside.
In returning from third base, the plate umpire should stay inside the
diamond, moving parallel to the base line and at a depth allowing
them an unobstructed view of the Four Essential Elements. Assume
A final calling position 3-4 meters (12 feet) from home plate and 90
degrees from the path of the runner. Keep your weight distributed
on the balls of your feet, move in on the play as it develops, find the
ball and make the call.
On plays at the plate where the ball is coming from fair territory or a
throw from the outfield, the plate umpire should assume a position
in foul territory, deep enough to see all Four Essential Elements
keeping in mind obstruction/interference. An umpire should not be
closer than 3-4 meters (12 feet) and initially may be further back
than 4 meters to have an unobstructed view of all Four Essential
Elements. As the play develops and the interaction of the Four
Essential Elements come closer, you should adjust your positioning
achieving the best angle based on the interaction of the Four
Elements, being no closer than 3-4 meters (12 feet) back. The final
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calling position is 3-4 meters (12 feet) back, 90 degrees from the
path of the runner and just short of the leading edge of home plate.
After making this call the umpire should move away while continuing
to watch the ball, remaining in foul territory.
Assume the basic position. Keep your weight distributed on the balls
of your feet, moving as the play continues to develop, find the ball
and make the call accordingly. Note, that your starting position may
not be your final position. It is the umpire’s responsibility to move
their position as the Four Essential Elements continue to move. Lastly,
stop, see the play, make the call.
Due to the critical nature of the play at home, move in to find the ball.
If you can’t find it, ask the player to “Show me the ball,” point at it
with your left hand and “SELL IT” accordingly. Never, never ask “show
me the ball” and then call the runner safe.
If a runner misses home plate and the catcher misses the tag, the
umpire should hesitate slightly to allow the players to finish the play,
either the runner reaches to touch the plate or the catcher reaches to
tag the runner. If no tag is made, the umpire should declare the
runner SAFE. If a proper appeal play is made, the umpire should then
declare the runner OUT.
There are three reasons why the WBSC-SD advocates this procedure:
1) The umpire does not want to alert either team that the play may
not be over, and
2) A runner is assumed SAFE until put out. If a proper appeal is
NOT made, the runner is SAFE.
3) If a proper appeal is made, this is another play and deserves
another decision, therefore if the base or the runner is touched,
the runner would be OUT.
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• Don’t allow the pitcher to walk around the mound, point to
fielders, and generally just waste time after receiving the ball
from the catcher, the umpire or fielders.
• Make sure the pitcher delivers the pitch in 20 seconds.
• Get the batter in the box within ten seconds.
• Don’t let the batters delay the game; one foot must remain in
the box.
• Speak to a coach if he/she is too slow sending signals (pitches
to be called by the catcher).
• Hustle players when necessary, throughout the entire game.
• Encourage a team to have another person not in the game
receive warm-up pitches until the catcher (who is not wasting
time) is dressed and ready.
• Don’t allow lengthy conferences.
• Make sure a player is in the on-deck circle waiting to bat.
• Work with your partners to achieve success.
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• Always go for help on a check swing (to the open side umpire–
even if rotated) when asked by the catcher.
• Make sure you have a good angle to see the play and a runner
crossing home plate, if the next out is a third out. Report run
scores or does not score to the official scorer immediately.
• On an out-of-the-park home run when teammates converge at
or around home plate to congratulate the hitter, the umpire
should stay outside the diamond, keeping the hitter’s
teammates away from the plate, to see the runner touch home
and watch for any touching of the runner by her teammates.
When the runner has touched home plate, give a new ball to
the pitcher and prepare to resume play.
• Just give the signal when an out is obvious on a fly ball with
no runners on base.
• Do not needlessly ‘hold the pitcher.’ Most pitchers wait until
the batter is ready. Use the "Hold" signal to control a situation
that needs controlling.
• Watch for touched bases.
• Write down all conferences on the “Line-up” card.
• Report changes to the official scorer and to each dugout.
• Do not point at your partners to see if they are ready prior to
starting the game or an inning. Look at them. If they are in
position, then play ball.
• Communicate on a continual basis with your partner (s).
• Always know the count, the number of outs and where the
runners are.
• Plate umpire initiates or wipes off the infield fly signal each
time a new batter steps into the box.
• Anticipate, but do not assume.
Success is 1% Inspiration
And
99% Preparation
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8.3 BASE MECHANICS
Like the plate umpire, the base umpire(s) must focus on every pitch
and be ready for any play. Watch for illegal pitches. Should a foul fly
be hit in territory not adjacent to the plate, cover the fielder as closely
as the base situation permits. Be alert for check swings or hit
batsman. Be ready to cover the catcher’s attempts to pick runners off
bases. Between plays, in fact, between pitches, the base umpire must
remain alert for any of these possibilities. The umpire must always
keep in mind that umpiring – at the plate or on the bases – demands
complete concentration, undivided attention and full energies until the
final out.
Be alert at all times; work your angles on the bases. Do not leave
yourself open on a play and above all do not let the coach call them
for you. On a close play, sell the call; but on a wide-open play, a
routine signal is all that is necessary.
Be on your toes at all times. Think like a ball player thinks and you will
not be surprised on certain plays. Whenever possible make all your
decisions from the set or ready position. Do not give a vocal call or
arm signal until you know that the runner is out or safe and the fielder
has control of the ball. This will help your timing and eliminate double
calls or the dreaded “Out/Safe” call. Follow the ball at all times. Know
where the ball is, and who had it last.
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Attempted steals in fast pitch; attempted base stretching on hits, close
force plays, most rundowns, almost all tag plays are close plays and
the ruling should be rendered accordingly. Should an umpire, after
an appeal, rule a runner out, the overhand out call is in order.
For fairly close force-plays, wide open tag plays, and run-downs the
easy decision call, with medium emphasis as to voice and signal is
called for. Keep full power in reserve for the really close ones.
The ‘out-safe’ or ‘safe-out’ calls are a result of poor timing. If you give
it that slight hesitation and allow the mental image or ’instant replay’
to take place, you will never have another ‘out-safe’ call in your career.
HOLD IT-SELL IT! (You can’t have good judgment without good timing.
They go hand-in-hand.)
Should the batter of a ground ball be thrown out at first base by five
feet or the leading runner be forced out by a wide margin on potential
double-plays, only a routine out is necessary.
Any time the base umpire’s back is turned on the plate umpire on a
deep fly ball or a possible trapped ball, the base umpire has all
responsibility for ‘fair or foul’ and ‘out and safe’ decisions on that ball.
A base umpire that goes out, must stay in the outfield and never drift
back to the infield for a play on the bases. This could cause two
umpires to make a decision on the same play. Even if both decisions
are the same, it looks bad.
The proper angle angle will have the Four Essential Elements (the ball,
the defensive players, the offensive players, and the base or the area
of the play) in front. When watching the tag play, ensure you are not
too close, in order to see all Four Essential Elements in your peripheral
view. Move with the tag play as the play develops and the interaction
of the Four Essential Elements changes.
In watching force outs, keep your eye on the base and watch for the
ball to hit the glove or let the ball take you into the play.
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Note: 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.
There are two basic calls an umpire MUST master before being
considered as a good umpire: 1) The force play, and 2) the tag play.
For the purposes of this manual, the force play at 1st base is described,
however the principles involved apply to ALL force plays.
Again, the play at first base. As the fielder is getting into position to
field the ground ball, the base umpire should be moving into one of
the recommended positions described earlier. 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 the
ball.) At this time, the umpire should concentrate on the BASE, where
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determine which arrived first, the ball or the player’s foot hitting the
base. Never take your eye off the ball or depend entirely on the sound
of the ball hitting the glove for crowd noise could distract you or drown
out the sound of the ball hitting the glove.
Once the umpire has observed the play come to its completion, has
made a slight hesitation and knows the outcome of the play, it is time
to make the decision that will be made known by the ‘out’ or ‘safe’
signal.
There are two basic positions for calling force plays at first base:
1) On all grounds balls hit into the infield, the umpire should move to
a proper position in fair territory to see the play; 5-6 meters (18
feet) back, 90 degrees to the throw; on plays at 1st base, do not
go beyond 4- degrees to the base. Once at this position, the
umpire should stop, set, see the play and then make the call.
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2) The ‘foul ground theory’ should be used as an exception when you
can’t get to fair territory. Only the second baseman’s extreme left,
or to a short right field, where the throw is coming to the first
baseman from near the foul line, the umpire should stay outside
the diamond in foul territory. Move no further than a line 45-
degrees through first base and 5-6 meters (18 feet) back from the
base. As the outside position is very vulnerable it is preferred,
whenever possible, that the umpire moves inside the diamond
unless forced to stay outside by the throw to the first baseman or
another fielder coming from near the first base foul line.
As the play develops, stay back, further than 3-4 meters (12 feet)
initially, keeping ALL Four Essential Elements in front of you – the
ball, the defensive player, the offensive players, 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 achieving
the best angle to have an unobstructed view of the Four Essential
Elements. Final calling position should be no closer than 3-4
meters (12 feet) away and let the play carry you into the tag.
Normally the best angle on tag plays is 90 degrees from the path
of the runner just short of the leading edge of the base or home
plate at the point of contact.
On a tag play, the umpire moves to proper position to see the play, 3-
4 meters (12 feet) back and not in line with the throw, 90-degrees to
the runner’s base path and just short of the leading edge of the base
or home plate. Once at this position the umpire should stop, set, see
the play and then make the call.
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Various primary positions exist around each base. You should try to
obtain a primary position for every play and should always end a play
in your next primary position.
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 the runner 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 any
more embarrassing than to have the tag beat the runner on a close
play, have the umpire come 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 control of the ball, point at the ball with the left
hand, and call OUT with the “overhand” out call, making certain you
SELL IT.
On the same play where a good hard slide causes a collision and you
CANNOT find the ball after the tag, continue looking for the ball and
ask in a good crisp voice to, “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 with a good overhand signal, of course, be certain you don’t
turn your head away from the play when making the call. Remember,
you must FIND THE BALL.
Quite often the play itself will dictate your actions as to ‘selling the
call’. For example, the pulled foot at first base. It might be obvious
that the ball arrived in plenty of time to retire the runner, however, the
first baseman pulled the foot off the bag before the catch. In this case
you should think in terms of priorities. You do NOT want anyone to
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think that the runner was called safe because the runner 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 pull the foot followed with a vigorous vocal and
demonstrative – OFFFFFFF!’ (OFF) 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’ (missed) the call and
are looking for an excuse.
Similarly, with the play where a wild 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.
Move up and toward the foul line in the direction of the play. You may
have to get low and lean one way or the other to see the tag. These
movements will not only give you a better view, they will help sell the
call. If you have no doubt that the tag was made, point with the left
hand, and with a one-word verbal description, strong verbal call
‘TAGGGGG,’ (TAG) followed with a good ‘sell out’ arm signal. If you
have doubt or think the tag was missed, the point should be
accompanied with a strong verbal call ‘NOOOOOO TAG’ (NO TAG)
followed with a good ‘sell safe’ signal.
Whenever an umpire POINTS to help ‘sell’ the call and uses a vocal
description, it is recommended using one word only, such as:
• “YESSS” (YES) for calling a check swing on your own pointing
the batter by the batter’s-side hand, followed with a strong
hammer for a strike with verbal call “STRIKE.”
• “SWINGGG” (SWING) when asking partner for help on check
swing. Do not echo the signal. Only give the new count before
signalling the pitcher to pitch.
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• “NOOOO” (NO) when there is a missed tag, and a strong sell-
safe signal, or on a check swing request it was felt the batter did
not swing.
• “TAGGGG” (TAG) when the fielder tags a runner, with a strong
overhand out.
• “OFFFF” (OFF) when the fielder pulls a foot and the runner is
safe. Use sell-safe signal.
• “BALLLLL” (BALL) when you can’t find the ball and you want
the fielder to show it to you. As soon as you see the ball, give a
strong overhand out signal with verbal call ‘OUT.’
8.3.10 Button-Hook
As you are moving inside the diamond, 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 3-4 meters (12 feet), pivot
(or button-hook) into the play, make sure the runner touches the base,
check for obstruction and proceed with the play.
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8.3.11 Three-Foot Line
Running out of the base path 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 violate the rules, (by running out of the
base path) and follow with a strong overhand out signal if needed and
verbal call ‘OUT.’ Other runners may continue to advance at their own
risk and the umpire should react accordingly.
8.3.13 Interference
For interference calls, a vigorous dead ball signal should be given with
both arms extended high above your head, and with a strong vocal
call of “DEAD BALL”. It is important that you step in with authority
and take charge. Stop any further play as soon as possible, as
continued play simply leads to confusion. Step toward the violation
area, point at the spot of interference with the left hand and give a
strong out signal with verbal call ‘INTERFERENCE, RUNNER/BATTER-
RUNNER/BATTER OUT.’ Three things must always occur on an
interference call: 1) The ball is dead, 2) an out is called, and 3) all
runners must return to the base they occupied at the time of the
interference. Note: If the batter-runner causes interference, the ball is
dead from the time of the pitch.
8.3.14 Obstruction
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2. Not in the act of fielding a batted ball, or
3. Making a fake tag without the ball, or
4. In possession of the ball and who pushes a runner off a
base, or
5. In possession of the ball, but not in the act of making a
play on the runner, impedes the progress of that runner,
while he is legally running the bases.
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 that he/she would have made if the fake
tag had not occurred. A fake tag could result in ejection.
Exception: This is a delayed call and if the batter hits the ball, reaches
first base safely and all other runners advance at least one
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base, the obstruction is ignored. It is also ignored if the
above does not happen, but the offensive manager wants to
take the result of the play on the batted ball. Refer to the
section on plate mechanics for further discussion on
‘catcher obstruction’ options and proper mechanics.
8.3.16 Collisions
• Hustle.
• When stationed at first or third base, the umpire should stand
at the correct distance depending on whether there are runners
on or not.
• Move on all pitched, batted and thrown balls.
• Call all your plays in fair territory except when the play dictates
for you to be in foul territory.
• Don’t make a call until the catch or play is completed.
• Don’t let players or coaches call plays for you.
• Check to make certain all bases are secure and clean and the
pitcher’s plate is clean.
• Do not make a sell call on obvious out, safe, fair or foul calls.
• Line-up runners on all fly balls to the outfield, as outlined in tag
up procedures in this manual.
• Watch runners touch all bases.
• Slow up runners when the ball becomes dead because of foul
balls, etc.
• 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.
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• Hustle out on fly balls and stay out until play is concluded.
• Never walk from one position to another; hustle and the ball
players will follow your example.
• Whether there are runners or not, base umpires should always
start in the ‘ready’ position.
• Make your close calls with a strong enthusiastic voice.
• On run-downs, the responsibility of the call is determined by
the direction the runner is running towards.
• Don’t touch balls thrown to you by the defensive team, as there
may not be three outs.
• Recognize your next play and prepare for it.
• When calling, “TIME” for an injured player, stay nearby until the
coach or trainer comes out. Then leave the area.
• Do not signal/echo foul balls from the bases, (Unless the batter
is hit by a batted ball and the plate umpire does not see it or if
runners are on base and are running towards you.) This would
be a foul ball signal – never an out.
• Be ready to call illegal pitches.
• Watch for the position of all runners at the time of throw on
overthrows.
• Watch for a pitched ball swung at (assist if requested by the
plate umpire).
• Watch for batter hit by pitch in the batter’s box (immediately
signal dead ball)
• Watch for batter hit by ball out of the batter’s box (signal dead
ball)
• Watch for runners leaving base before the pitched ball leaves
the pitcher’s hand.
• Watch for interference.
• Watch for obstruction.
• Back up the plate umpire.
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SECTION 9
PITCHING RULE AND STRIKE ZONE
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9.1 FP PITCHING RULE – Points of emphasis
• Upon the ball being returned to the pitcher (ball in the air on the way
back to the pitcher or the catcher in a position to return the ball), the
pitcher has 20 seconds to start the pitch.
• Upon the ball being returned.
• Prior to starting the pitcher, the pitcher, must place one or both feet
on the pitching plate, and with the hands apart, take a signal or
appear to take a signal from the catcher.
• Upon the ball being returned.
• The pitcher must then maintain contact with the pitching plate with
the pivot foot and must place the stepping in contact with the pitching
plate or behind the pitching plate within the 60 cm (24 in) of the
pitching plate before starting the pause.
• Once the pause has begun, the pivot foot and stepping foot must
remain stationary until the start of the pitch. The heel or toe of the
pivot foot or the stepping foot may be lifted and then lowered provided
the foot does not move forward or backwards.
• The pause must be held for a minimum of 2 seconds and a maximum
of 5 seconds. The pitcher may ask for time during the pause provided
the hand remain together or the pitcher steps back off the pitching
plate with the hands together.
• The pitch starts when the pitcher separates the hands or begins any
movement that is part of the pitching motion. The pitcher’s feet may
only move forward once the pitch starts.
• The pitcher may step forward with the stepping foot while pushing off
from the pitcher’s plate with the pivot feet resulting in a drag or a
leap. The pitcher’s hands must be separated and the pitching arm in
motion prior to the pivot foot stopping or if a leap, landing. The pitcher
may only puh off from the pitcher’s plate.
• Upon the pivot foot stopping or if a leap, landing, the pitcher must
continue the pitching motion and release the ball towards home plate.
The pivot foot may follow through when it lands however the pivot
foot may not push off a second time.
STRIKE ZONE
The space over over any part of home plate between the bottom of the batter’s
sternum (chest plate) and the bottom of the batter’s knee cap, when they assume
their natural batting stance. (MP Only – The space over home plate between the
batter’s armpits and the top of the knees when they assume their natural batting
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stance.) The natural batting stance is the stance the batter takes after the release
of the pitch when deciding to swing or not swing at the pitch.
A strike is called the ball is live and runners may advance with liability to be
put out:
when any part of a pitched ball enters the strike zone before touching the
ground and the batter does not swing, (FP Only - Provided the top of the ball
is at or below the sternum or the bottom of the ball is at or above the bottom
of the knee cap);
1 BALL; 2 STRIKE; 3
BALL; 4 BALL; 5 STRIKE;
6 STRIKE 7 BALL; 8
BALL.
AND MOST IMPORTANTLY, “KEEP YOUR EYE ON THE BALL” AND KNOW
WHERE IT IS AT ALL TIMES!
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SECTION 10
GUIDELINES FOR THE ADMINISTRATION
OF THE TWENTY (20) SECOND CLOCK
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10.1 CLOCK
The twenty (20) second clock will begin:
a) When the Plate Umpire gives “Play Ball” signal to start the clock.
The Plate Umpire gives “Play Ball” signal with a chopping motion to
start the clock:
When a new batter is near the batter’s box and the pitcher has
possession of the ball in the pitching circle and the catcher is near
the catcher’s box.
1) After a foul ball is called, when the batter is near the batter’s box,
the pitcher has possession of the ball in the pitching circle and
the catcher is near the catcher’s box.
2) The catcher is near the catcher’s box.
3) After a dead ball is called, when the batter is near the batter’s
box, the pitcher has possession of the ball in the pitching circle
and the catcher is near the catcher’s box.
4) After “Time” is called, when the batter is near the batter’s box,
the pitcher has possession of the ball in the pitching circle and
the catcher is near the catcher’s box.
5) On a checked swing, once all play has ceased, and when the
batter is near the batter’s box, the pitcher has possession of the
ball in the pitching circle or the catcher is in a position to return
the ball to the pitcher.
6) On a passed ball, once all play has ceased, and when the batter
is near the batter’s box, the pitcher has possession of the ball in
the pitching circle or the catcher is in a position to return the
ball to the pitcher.
7) When there is no longer an opportunity for a play or attempted
play by the catcher, and all runners returned to their base, and
when the batter is near the batter’s box, the pitcher has
possession of the ball in the pitching circle or the catcher is in a
position to return the ball to the pitcher.
8) After the batter leaves the batter’s box as a result of one of the
Exceptions listed below, and once all play has ceased, and when
the batter is near the batter’s box, the pitcher has possession of
the ball in the pitching circle or the catcher is in a position to
return the ball to the pitcher.
b) When after a pitch, the catcher is in a position to return the ball to the
pitcher.
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10.2 PITCHER
a) The pitcher has twenty (20) seconds to begin his wind up after the
twenty (20) second clock begins. The pitch starts when the pitcher
begins any motion that is part of the wind-up.
b) If the twenty (20) second clock expires prior to the pitcher starting the
pitch/their wind-up, dead ball shall be declared and a ball award to the
batter.
c) Normally the 2nd base umpire is responsible for pitcher clock violation
administration, and call and signal “dead ball”, point to the pitcher with
an open hand and say “clock violation”.
d) The plate umpire shall award the batter a ball and give the new count.
10.3 BATTER
a) Once the twenty (20) second clock has started, the batter has ten (10)
seconds to enter the batter’s box and must keep one foot in the batter’s
box between pitches.
b) If the batter fails to enter the batter’s box within ten (10) seconds, dead
ball shall be declared and a strike being called on the batter.
c) If the batter fails to keep one foot in the batter’s box, dead ball shall be
declared and a strike being called on the batter
d) The Plate umpire is responsible for batter’s box violation administration,
and call and signal “dead ball”, point to the batter’s box with an open
hand and say “batter’s box violation” and award a strike on the batter
and give the new count.
e) The batter may only step out of the batter’s box with both feet in the
following circumstance:
1) When the ball is hit;
2) On a swing, provided it is the momentum of the swing that takes them
out of the batter’s box;
3) If forced out of the batter’s box to avoid a pitch;
4) On a wild pitch;
5) On an attempted play at the plate or by the catcher on an advancing
runner or by any player;
6) If time has been called, or the plate umpire leaves his position to
perform other duties not directly connected with the calling of plays;
7) If the pitcher leaves the pitching circle;
8) On a 3-ball count that the batter thinks the pitch was a ball.
f) If there is, in the Umpire’s judgement, no delay in the game by the batter’s
failing to keep one foot in the batter’s box between pitches, no penalty
will be given.
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g) If there is, in the Umpire’s judgement, no delay in the game by the
batter’s failing:
1) It is not a delay of the game if:
a. the batter steps out of the batter’s box, and steps back in
immediately.
b. the batter steps out of the batter’s box, takes a swing and steps
back in immediately.
2) It is a delay of the game if:
a. the batter steps out of the batter’s box, and turns to take a
signal from the coach.
b. the batter steps out of the batter’s box, and walks away from
the home plate (4 or 5 steps)
c. the batter steps out of the batter’s box and does not
immediately return to the batter’s box when requested by the
umpire.
10.4 Calling “Time”
a) If “Time” is called by the umpire during the twenty (20) second time
period, the clock will pause (not reset).
b) After making sure the batter and pitcher are ready, the plate umpire
gives “play ball” signal with a chopping motion to start the clock, and
the clock will continue where it was paused.
c) No “Time” shall be granted in the last five (5) seconds of the twenty
(20) second clock run down. If “Time” is mistakenly granted by the
umpire in the last five (5) seconds, the clock shall be reset to twenty (20)
seconds.
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SECTION 11
CRITERIA OF UMPIRE ELIGIBILITY AND SELECTION FOR WBSC
SOFTBALL WORLD CUPS
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To be considered for a WBSC World Cup Appointment you must be:
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2. LICENSED UMPIRE – REQUIRES RENEWAL, umpires must renew
their eligibility to be selected to a world cup every 4-year rule period
by following the above protocol
3. LICENSING LEVELS:
Level I Umpire
Criteria to reach Level I Umpire:
• Must have completed the official WBSC Softball Umpire Licensing
Course successfully.
• Must score a strong performance rating at an intermediate-level
competition or an acceptable performance at a high-level
competition
• WBSC Umpire Director will make licensing decisions in consultation
with the Umpiring Commission. The WBSC Executive Director shall
ratify the final decision.
Criteria of eligibility for WBSC Softball World Cups:
• Level I umpires shall be eligible to be appointed to any Level I WBSC
softball tournaments: U15 Women’s and U12 Mixed.
• If, after any WBSC tournament, an umpire in Level I obtains a poor
evaluation (84 or below) from the Umpire Director at the
tournament, said umpire shall be removed from eligibility for the
World Cups list until such time as they are able to prove through
their federation that they have improved their umpire ability and
skill.
• Level I umpires appointments shall be nominated by the National
Federation, reviewed by the Regional Umpire Directors based on
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previous evaluations for a recommendation, appointed by WBSC
Umpire Director and confirmed by the WBSC Softball Chairman.
Level II Umpire
Criteria to reach Level II Umpire:
• Must have completed the official WBSC Softball Umpire Licensing
Course successfully.
• Must score a strong performance rating at a high-level licensing
competition, at a U12 Mixed World Cup or a U15 Women’s World
Cup
• WBSC Umpire Director will make certification decisions in
consultation with the Umpiring Commission. The WBSC Executive
Director shall ratify the final decision.
Criteria of eligibility for WBSC Softball World Cups:
• Level II umpires shall be eligible to be appointed to any Level II
WBSC softball tournaments: U23 Men’s, U18 Men’s, U18 Women’s,
U15 Women’s and U12 Mixed
• If, after any WBSC tournament, an umpire in Level II obtains a poor
evaluation (84 or below) from the Umpire Director at the
tournament, it may be recommended that the umpire return to Level
I.
• Level II umpire appointments shall be nominated by the National
Federation, reviewed by the Regional Umpire Directors based on
previous evaluations for a recommendation, and appointed by WBSC
Umpire Director.
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tournament, it may be recommended that the umpire return to Level
II.
• Level III umpire appointments shall be nominated by the National
Federation, reviewed by the Regional Umpire Directors based on
previous evaluations for a recommendation, appointed by WBSC
Umpire Director and confirmed by the WBSC Executive Director.
For World Cups, we always place the ability to perform at the level of
the World Cup however we also give some consideration to regional and
federation representation
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