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National Little League

CA District 52

AA Rules

 

The AA League is an instructional league for 8, 9 and 10 year olds with emphasis on the continued development of hitting, fielding skills and an introduction to pitching.  A pitching machine will be used for the majority of the season with a 2 game period where player pitching will be substituted.  The machine will be reintroduced for the playoffs.  Competitiveness will be minimized and the primary focus will be on instruction and skill improvement.

  • The schedule of games will be prepared by the Scheduler of the league and approved by the board.
  • Field dimensions (other then the infield dimensions and layout), heights of the pitchers plate, and locations of structures such as fences and dugouts will not be specified.
  • The on-deck position is not permitted. The on-deck circle was eliminated in 1996. The only player allowed to swing a bat anywhere is the batter. Other players may not practice swing anywhere on or off the field. Only the batter may swing the bat.
  • Traditional batting donuts or other weighted devices are not permissible.
  • Both base coaches may be adult coaches or one coach/manager and one player. Players acting as base coaches must wear a batting helmet.
  • All visits by a manager or coach with the pitcher must be at the foul line since managers and coaches are not allowed on the field during the game.

General Rules:

  • No inning shall start more than 1 hour and 50 minutes from the time the game begins.  A new inning starts the moment the third out is made in the preceding inning. 
  • All games (except playoffs) will be “self umpiring”.   At each game, each team will pick a coach to umpire and or rotate by inning.
  • A runner may steal only one base per pitch.
  • Only two steals are allowed in any one inning.
  • Steals may not be initiated after the catcher has thrown the ball back to the pitcher, whether or not the pitcher catches the ball.
  • A runner may not steal home or advance to home on any passed ball regardless of the score.
  • There is no “kill the ball rule”, but the ball is dead when the pitcher has control of the ball.
  • A maximum of five (5) runs may be scored in the first five innings of play.  An unlimited number of runs may be scored in a team’s final at bat.  If a game is limited in length due to darkness or time, then if both teams agree the next inning is the last inning then an unlimited amount of runs may be scored.
  • When a team batting gets ahead by 10 or more runs, all runners are “frozen”. No steals will be allowed and a runner may only advance the number of bases advanced by the runner behind them. No extra base will be allowed on an overthrow.
  • No player may spend more than one inning on the bench per game (unless due to injury) until all other players have spent at least one inning on the bench during the same game.  Similarly, no player may spend more than 2 innings on the bench until all other players have spent at least two innings on the bench in the same game.
  • No player shall play more than two innings in the same position in the same game. Every player must play the infield (third, short, second, first, catcher or pitcher) a minimum of two innings per game.
  • You must keep score (use of a scorebook). However, we do not keep formal standings.  We do ask that you keep track of your record during the year and you may be asked to report to the AA Coordinator if needed. 

Field set up when playing on a standard grass/dirt field (not highlands turf)--and when runners advance/play is stopped.

  1. Please have your set up crew chalk a small (2 ft) line half way between 1st and 2nd, 2nd and 3rd, 3rd and Home.  
  2. There is also a chalked circle surrounding the pitchers mound 6' from the center of the mound.  
  3. Advancing to the next base when defensive player is throwing ball to the pitcher position--
    1.    If the pitcher catches the ball in the circle before the player passes the halfway line, then the runner must return to the previous base and the play is dead.  Umpire will make the final determination as to the location of the runner.
    2.    If the pitcher chooses to make a play on said runner then the play continues and the runner may advance return to the previous base or be tagged out by the defensive team.  Once the pitcher attempts to make a play by either throwing the ball or running out of the circle the play continues.  In other words no "oops I changed my mind"....from the pitcher-
    3.    Once players are about half way, they should advance to the next base, then the umpire will tell them to return, rather than stop in the middle and have the defensive team be able to tag them out.  

Rules Specific to Machine Use:

  • Each batter gets 6 pitches from the machine.  (There are no walks).  If the sixth pitch is fouled off the batter continues to get pitches until he swings and misses, takes a pitch or hits the ball fair.  If the player swings and misses or takes the sixth pitch, the batter is out.
  • If the machine delivers a truly unhittable pitch, as determined by an umpire or mutual agreement of the managers, the pitch is taken over.
  • Any batted ball that hits the machine, a generator or the coach on the mound is dead. Pitch shall be taken over.
  • Any thrown ball that hits the machine, generator or coach on the mound is dead. Players shall proceed to the base at which they would have advanced next and are frozen there
  • The coach that operates the machine may not coach his or her team’s base runners.  A coach that cannot abide by this rule will be asked by the AA Coordinator to cease operating the machine in games.
  • If the machine fails to operate for any reason the game is played with coach pitching. (rule # 1 applies)
  • The player/pitcher must be positioned, prior to the pitch, even with the pitching machine, within 3 feet of either side of the pitcher’s mound. The player/pitcher may not “charge home” until the pitch crosses the plate or contact is made.
  • The machine shall be set at the same speed throughout the game unless the teams agree to increase (ball not getting to plate on level line) or decrease (pitch too fast).  These changes are made at the top of the inning.
  • Adjusting the machine is allowed within reason.  It does, after a few innings, get off line.  Do not adjust for a pitch that is not a perfect strike.  Fix the machine and continue with play. Avoid delay of the game by adjusting on every pitch. Avoid becoming a machine nerd.

Rules Specific to Live Pitching:

  • The six pitch rule is replaced by a three strike (just like regular baseball) and a three ball rule. There are no walks.  Once a batter gets three balls a coach from his or her team will come to the mound to finish the at bat. The coach will pitch to the batter until the batter strikes our or puts the ball in play.
  • Any pitcher that hits 2 batters in a game shall be removed at that time and replaced by another pitcher.
  • The following limitations apply to all pitchers:  40 pitches a game maximum, no more than 2 innings in any one game and no more than 3 innings in any one week.
  • Any pitch that “breaks” is not allowed. If a pitcher throws a ball that “breaks” that is not hit, the umpire will call “no pitch” and instruct the pitcher to correct his technique.

All other rules shall be in accordance with the 2008 Official Regulations And Playing Rules of Little League Baseball, as modified by San Carlos “Local Rules”, San Carlos Little League Local Rules for MAJORS,AAA, and AA and General ground Rules for MAJORS, AAA and AA.

AA PLAYOFFS

No regular season standings will be kept in AA.  The playoffs will be determined by a blind draw of all teams who will play a single elimination tournament.  Home field will be determined by a coin toss prior to the game. 

 

 

 


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