AA Rules and Guidelines
- AA is a transitional league intended to prepare players to advance to the AAA-level which requires a command of fundamental skills and game-play strategies.
- A successful coach will reinforce fundamental skills while cultivating a more sophisticated knowledge of the game.
Game Scoring :
- Run Limit: A half-inning is over when a team records 3 outs or scores five (5) runs.
- Time Limit: No inning can start after an hour and 45 minutes have elapsed from the game's start.
- The game ends when no innings can be started because of the Time Limit or 6 innings have been completed.
- No official game score will be maintained - coaches will only keep track of runs to enforce the 5-run rule.
- Coaches are strongly encouraged not to maintain a scorebook so that they can focus on actively coaching their players instead.
- Scoring in some games may be lopsided - that's OK. Coaches can motivate players by treating each inning as a new game.
- Following the season, an in-town All Star game may be played by two equally divided teams chosen by the coaches and Division Director.
Pitching & Catching:
- Pitching and catching instruction should be a central part of every practice.
- Catchers will routinely have to work hard to block bad pitches and to hustle after passed balls.
- Pitchers will work to develop control and increased velocity.
- Please refer to official Little League International rules for all pitching requirements.
- Pitch counts should be kept according to Little League regulations, although coaches should use as many qualified pitchers as they can. It should be rare for a pitcher to throw three innings in one game. NOTE: only 10+ yr olds can throw more than 50 pitches a game.
|66-75pitches in a game||4calendar days rest before pitching again|
|1-20"||No rest days required|
- Players should only be brought in to pitch or catch after they have developed a reasonable ability to throw with control and catch the ball. Coaches should make every effort to cultivate these skills in all players.
- Each player on the team will be included in the batting order regardless of playing a field position (continuous batting order).
- Unlike Single A, coaches may set batting orders loosely based on ability. However, the batting order should not be the same every game, and weaker hitters should be given an occasional opportunity to bat up in the order.
- All batters must wear a helmet with a facemask.
- Players must remain in the dugout without a bat until they are up. Only the batter should be holding a bat.
- Bunting is allowed and should be encouraged. NOTE: when a player squares to bunt, they can pull their bat back, but they cannot then attempt to hit the ball (a slash bunt).
- Players should not expect to get equal time at all positions. For example, players with weak arms should play 2nd or 1st base and players who struggle to catch the ball should not play first.
- Coaches should make every attempt to have all players play at least two (2) innings in the infield.
- The Infield Fly rule is used.
- No player should sit out two innings in a row.
- Four outfielders are used
- When a fielder obstructs a runner (e.g., a first basemen who blocks the bag, a 2nd basemen who stands on the bag without the ball), the umpire uses their judgment to award the runner whichever base they think the runner would have safely gotten to had there been no obstruction.
- The ball is in play until controlled by the pitcher. (See stealing overthrows below).
- Runners must avoid contact with fielders. Sliding is always okay, although runners can simply avoid the tag as well. If contact is made and the runner does not slide, the runner is automatically out. Head-first slides are not allowed, except when returning to a base.
- After a walk, the ball is live. This means that a hustling batter can run to first base and keep going to second if the catcher has not returned the ball to the pitcher.
- Runners who turn to their left after over-running first are not automatically eligible to be tagged. They must also make an attempt, in the umpire's judgment, to advance to second.
- Unlimited steals are permitted per inning, including steals of home. We want all players to learn to do the right thing which has the added benefit of keeping fielders focused on the game. Without opportunities to run, players get bored very quickly.
- Coaches, players, and parents should not be surprised when players easily steal 2nd, 3rd, and home. Double A is about both learning how to steal and learning how to prevent stealing.
- Runners cannot leave the base until the pitch reaches home plate.
- Runners cannot advance more than one base from their starting base on a steal. (e.g., on an overthrow, runners cannot continue to advance to the next base).
- Catchers should always throw the ball when a runner steals since there is no penalty for an overthrow (i.e., runners cannot advance). Throwing the ball develops an important skill and keeps the fielding team alert.
- Delayed steals are allowed. Every coach has the responsibility of teaching a proper way to defend against delayed steals.
Umpiring, balls & strikes:
- Coaches should not contest judgment calls by the umpire. Umpires will make mistakes, but that is part of the game. It is critical for coaches to model the best possible sportsmanship for their players.
- Whenever a strike is thrown (or a foul ball hit), the count of balls is erased. This strikes-reset-balls rules does not apply when the batter has two strikes.
- A coach may approach an umpire if a rule has been overlooked. However, any interpretation of such rule must be left to the umpire.
- All coaches and managers must stay in the dugout, off the field, unless coaching a base.
- Umpires will arrive 30 minutes prior to the games. Umpires have been made aware of all house rules and will follow them accordingly.