Batting: All players in the lineup bat each game, regardless of defensive rotation. This ensures equal offensive participation and development.
Pitching: All in-game pitching is done using a “Blue Flame” pitching machine to promote consistency, safety, and skill development at the plate.
Defensive Rotation:
At least two different defensive players sit out every inning, rotating systematically so all players experience time off the field.
During their sit-out innings, these players receive instruction and practice on pitcher and catcher positions, ensuring exposure to key roles and building versatility.
Goals:
Promote equal playing time and skill development for all players.
Foster understanding of pitcher and catcher responsibilities in a controlled learning environment.
Emphasize teamwork, fundamentals, and fun while preparing players for future competitive levels.
9U Baseball Program Outline
1. Program Philosophy
Equal Participation: Every player bats in the lineup each game.
Skill Development: Focus on fundamentals, teamwork, and learning multiple positions.
Safety & Consistency: Use the Blue Flame pitching machine for all pitching.
2. Game-Day Structure
Game Length: 6 innings (or time limit of ~120 minutes).
Batting Order:
Continuous batting order for all players.
All players bat once each inning. (A different player should be "last batter" in the order each game.)
Outs are not counted (a retired batter/runner simply cannot score)
Inning ends when last batter is called out on the bases or ball is delivered to the plate.
Pitching: Blue Flame machine set to appropriate speed for 9U (typically 38-42 mph).
Defensive Rotation:
Minimum two players sit out each inning.
Sitting players rotate to learn pitcher and catcher drills during their off-inning.
Scoring:
Score is kept each inning.
Games will be fast-paced and high scoring. As defense improves, scores will reduce.
3. Offense
Goal: Ensure each player has an opportunity to put the ball in play.
Rules:
Each batter shall receive a maximum of 5 strikes as called by the umpire.
The batter shall not be called out if the 5th strike is called a foul ball.
If a ball crosses the plate over the batter’s head or bounces into the dirt, the umpire will not count it as a strike unless the batter swings at the pitch.
Batters cannot walk or bunt. (Bunts are automatic outs.)
There shall be no passed balls or wild pitches.
Base Runners cannot leave the base until the batter makes contact with the ball. If an infraction occurs, the ball will be declared dead and the offending runner will be called out. No other runners may advance.
No stealing allowed.
If a batted ball hits the pitching machine or any adult in the playing field, then the ball is declared dead and the batter is awarded first base with the corresponding move of any base runners who may be forced to move. The coach feeding the machine must not interfere with any play being made by the defensive team. Otherwise, the batter will be called out and the runners will be returned to their base of origin. In case of the third out the side is retired.
When a thrown ball hits the pitching machine or the cord within the circle, then the ball is declared dead and each base runner (including the batter-runner) shall advance one base from the time the ball becomes dead.
4. Defensive Rotation System
Goal: Ensure every player plays multiple positions across the season.
Rotation Example for 12 Players:
Inning 1: Players 11 & 12 sit out for pitcher/catcher drills.
Inning 2: Players 9 & 10 sit out for pitcher/catcher drills.
Continue rotating so no player sits twice before all have sat once.