Which way do umpires rotate




















The changes will take effect for best-of-seven matchups this October, a person familiar with the format told The Associated Press. The extra umpire will work home plate in Game 1, go to right field in Game 2, then shift to the replay booth in New York for the rest of the series. Another ump will handle replay the first two games before working the remaining games on the field. The person spoke to the AP under condition of anonymity because umpire assignments haven't been announced for the World Series and the AL and NL championship series.

Six-man crews will call this year's wild-card games and the best-of-five division series. The plan for seven-man crews came from bargaining between the umpires' union and MLB this year when replay was increased to review most every call except balls and strikes.

The extra slot gives MLB another way to include a first-time ump in a high-profile environment. Under the new arrangement, an umpire who starts a seven-game series in the replay booth would work Game 3 in left field and eventually rotate to the plate for a potential Game 7. These are the most fundamental elements of successful umpiring. Good timing is essential. From the set position, observe the ball, pause to read the situation, see the developing action and react in the appropriate manner.

The few extra moments can be the difference between proper reaction and running off in the wrong direction.

Take advantage of that extra second before calling a strike. Wait and see if that throw pops out of the glove. You'll be a better umpire, have fewer problems and will avoid some of those embarrassing situations, such as making an out call and then seeing the ball rolling away on the ground.

Selling the call is a matter of the game situation and each umpire develops a feeling based on experience and reputation. Selling the call is a required aspect of your game, when appropriate on close calls.

Knowing when to sell it and then doing so can be a great help in avoiding unpleasant situations. The call sequence is hands-on-knees-set, pause, read, react, CALL, return to the set position. This forces that extra second so allowing more time for proper judgment or for that inevitable unexpected occurrence, such as a dropped ball. Slow and proper timing should be an integral part of your mechanics.

You also look better, make fewer errors in judgment and will have less problems on the field. Concentration at all times during the contest is essential. A mind wandering for a few seconds can quickly turn your game into a disaster. Never make a call or a decision while moving. Always get to the best location possible remember that angle is much more important than distance and pull up to see the play and make the proper call.

After making the call, one should return to the set position, either standing or hands-on-knees, or gravitate to a better location on the field to be ready for any possible subsequent action.

Foul Ball: Same physical mechanic as "Time". Verbalization is "Foul" not "Foul Ball. Safe: Lift your arms from your side or knees, fingers together and extended and lift them chest-high.

Then come straight across to the sides of your body while stating "Safe. Safe, off the base: Same physical and verbal mechanic as Safe. Followed by both arms coming together in front of the body and then sweeping to one side while saying "Safe. He's off the bag. Safe, dropped ball: Same physical and verbal mechanic as Safe. Followed by pointing at the ball and stating "Safe. He dropped the ball. Safe, missed tag: Same physical and verbal mechanic as Safe. Followed by saying "Safe.

He missed the tag. Out: Right fist together covered by the thumb, lift your arm crisply up at your head level and state "He's out. Work on it in front of a mirror. Out on the Tag: Same as Out, followed by a point to the tag and the statement "Out. On the tag. The verbalization is "Foul", not Foul Ball. No Pitch: Call "Time" or "Time - No pitch" if there is a question as to pitch validity if the pitch was delivered.

Count: Hands up around eye level with the appropriate number of fingers extended. Proper mechanic is to state "3 and 2" or "3 balls, 2 strikes", not a fist and not "Full count. Run Scores: Used for a time play when there is a question as to weather or not the run counts.

Point to the plate and then the press box or scorer and state " The run scores, score that run" as you do so. Run Does Not Score: Also used for a time play when there is a question as to whether or not the run counts. Point to the the press box or scorer and state "No run scores, no run scores" while raising your arms above your head in a sweeping "X" motion. Base Awards: The appropriate umpire points at the runner to be awarded and states "You - 2nd base", or You - score" while continuing his gesture toward the base being awarded.

When multiple runners are to be given awards, the umpire should begin with the runner closest to home plate, and work back from there. Ground Rule Double : The signal is the right arm with first two fingers extended overhead.

Keep in mind that the ball has left the field and is dead, even if it should bound back onto the playing area. Fan Interference: Grabbing of the left arm at wrist level with the right hand. Place runners. Home Run: The signal is the right arm with index finger extended overhead in a circular motion. Once again, the ball has left the field and is dead, even if it should bound back onto the playing area. Balk: Point to the pitcher and state "That's a balk. Obstruction: Point to the obstruction when it occurs and state "That's obstruction.

Interference: Point to the interference when it occurs and state "That's interference. Infield Fly: Point into the air with your right arm fully extended. State either "Infield fly - batter's out" or "Infield fly if fair - batter's out" if there is a fair-foul possibility. The umpiring crew has a set of signals used for communication between partners.

These may vary by region. The important fact here is that you are indeed communicating with each other and are on the same page at all times during the ballgame. Remember to always have a pre-game with your partner, even if you've worked together before. Infield Fly: Most crews use the touching of the cap while pointing upward with the first finger for a one out situation or a closed fist in a no out situation.

Other crews touch their right hand to their chest. Makes certain that the crew is aware of a possible infield fly situation. Time Play: Touching of the left wrist with the first two fingers of the right hand.



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