Beep Baseball Minnesota

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Pitchers Guide

Introduction

This guide was written to help both beginning and veteran pitchers. Although written mainly from the pitcher's approach to the game, some hitting tips are included. Hopefully an offensive guide will follow that will include every aspect of the offense -- hitting, running, catching and pitching.

TABLE OF CONTENTS

Consistancy- The key factor in beepball pitching 
Zen-- Adjust the pitch - not the swing 
Know your hitter -- Different people - different swings
GAME TIME -- Time to concentrate 
IMPROVEMENT -- Looking for ways to improve
DANGER!! -- Pitching can be hazardous to your health

CONSISTENCY

Consistency is the key factor in beepball pitching. In order for the bat and ball to arrive at a point in space at the same time, all variants must be eliminated. Every suggestion that follows is directed at insuring a collision at that point in space.

The basic tenet to remember in pitching is that every part of the delivery must be natural and comfortable. If any part of your delivery is not comfortable and natural, extra energy and thought must be used to maintain your normal rhythm. Incorporated into this rhythm are the words "READY - BALL or PITCH". Both of these must be audible to the defense. During times of stress, it is easier to keep a natural rhythm. Also the hitter should never have to adjust to a changing rhythm.

Each pitch should be the same speed. When establishing confidence between the pitcher and hitter, it is vital to keep the speed as consistent as possible. The hitter should only be corrected for an early or late swing. If the swing remains at the same level, the words "LOW" or "HIGH" should not be mentioned. Any signals between the catcher and pitcher as to the height of the pitch should be hand signals. This prevents any unconscious attempt by the hitter to correct height. If both parties are attempting to correct for each other, it causes negative results. The effect would be to reverse the location of bat and ball. e.g. If the ball is high, the pitcher corrects by lowering the ball and the hitter raises swing. Now bat is high and ball is low. Once the hitter becomes confident that each pitch will always be thrown at the same speed, there will be no hesitation as to when to swing. Doubt blocks reaction and positive results become increasingly a hit or miss proposition.

After complete confidence and expertise are gained by both parties, control of where the ball is hit can be achieved. The pitcher can accomplish this by varying the speed slightly. The second is to change the alignment of the hitter. These two methods are the best, as they do not tamper with the hitter's swing. Always remember that the most vulnerable part in the equation of solid contact is the mechanics of the hitter's swing.

Attention should be paid as to how the ball is gripped. The ball should be held naturally, but in such a manner as to deliver the blank side of the ball (part of the ball without holes) to the bat. This serves to get the most distance and saves the ball from unnecessary shock to electronic components.

One method of gripping the ball is to have four fingers beneath the ball on the seam and the thumb on the smooth part of the ball. The height of the ball with this delivery relies on the release of the thumb. If the contact point of the thumb is sticky, the ball will be higher than desired. The ball will release lower if the contact point is too slick. Any number of substances may be used to achieve the desired result: baby powder, rosin, chalk, dirt, etc. If the grass is wet and the ball is still new, it can be dried to maintain control. However, beat-up balls absorb water and become sticky. One way to combat this is to use the water as the lubricant. The right amount of wetness on the thumb achieves the same result as baby powder.

The other method is to cup the ball in the pitching hand with it resting in the hollow if the hand. This method eliminates the release point of the thumb. The weak point of this grip is the loss of control that the thumb can give. Both methods are used with success by successful pitchers. Use the method that is best for you.

The rule states that one foot must be in contact with the pitching rubber at time of release. There are several ways this may be handled. The pitcher may take one step with the lead foot as the release is made. To be successful, this step must be absolutely consistent. As the old Chinese pitching coach says, "as step varies, pitch varies". The step can be continuous with the delivery (no break in motion) or the step may be taken, position held and then the arm motion started at will. The most important thing in developing a consistent motion is to remember that the more complex and longer the motion, the more variables are involve. The pitcher must deal with enough variables without having to worry about the delivery. The best delivery should end up with the pitcher in a balanced position. This not only puts less strain on the body, but permits quicker reaction to a ball hit back up the middle.

Every pitcher is different. What is written here is just a guide. Use what feels best for you. Always be open to suggestions and willing to learn. Pitchers constantly exchange tips at tournaments. Some ideas you might try immediately and some ideas are better left for attempting in less competitive situations. They key to success is consistency.

Zen

Hitting is a process where the hitter, pitcher and catcher act as a single unit. There is a zone or "Zen" where they become one.

Each hitter will have a different swing. It is the pitcher's job to throw to the hitter's spot. In most cases, the pitch can be adjusted easier than changing the swing. Most hitters will have a different practice swing than what occurs when actually swinging at a ball. So it is best to ignore practice swings in determining height of the pitch. Keeping this in mind will save time when working with a new hitter. Once the spot is determined, there are several methods of "zeroing in".

The catcher may place his glove or hands at the same height as the swing. The pitcher then concentrates on the target and throws to the glove. A part of the hitter's body may also be used to guide the pitcher.

Because of constantly changing catchers and sometimes a complete lack of an actual catcher, one pitcher developed his pitching style using a form of self-hypnosis called positive imaging. Although it sounds complicated and fancy, it is very simple. Once the pitcher has the hitter set to match the image he has of him in his head, the pitcher then actually pictures in his mind the pitch he is going to throw. When everything feels right, a slight flip of the pitcher's glove tells the catcher that the pitcher us ready to start his delivery. The catcher says, "SET". This "SET" is used by many pitchers with different styles. It allows the hitters to be in their stance, but relaxed. Upon hearing "SET", they will be alerted to the pitch. The pitcher then just lets his body flow into the delivery with "READY" and releases with "BALL" or "PITCH". The mind and body can do amazing things if you prepare them ahead of time and then do not get in their way.

Remember that parts of each of these methods may be blended into what is best for you. The important thing is concentration on the part of the whole offensive unit -- hitter, catcher and pitcher.

KNOW THY HITTERS

Each of your hitters not only have different swings, but they have different personalities and moods. Keeping them in a relaxed and ready state is one of the responsibilities of the pitcher. Hitter and pitcher should strive to become one being separated by 20 feet.

All hitters will have variances in their swings according to their mood, health, injuries, energy, bad habits, etc. It is the pitcher's job to recognize these as quickly as possible and either correct the hitter or make allowances.

Batters should be comfortable in their stance, swing and follow-through. This being said, there are ways to have a more powerful swing. .

While the hitters should have a routine to prepare themselves to hit, quick reminders to reinforce positive parts of their swing, or to prevent negative habits should become part of the routine between the hitters and pitcher. Do not assume that the hitter is not going to drop his elbow, breathe at the wrong time, or overswing. Eliminate the doubt. Good communication before starting the pitch is better than hindsight later.

As soon as one hitter hits or strikes out, think quickly of what was done right or wrong, store for later reference and immediately start thinking of the next hitter. Go over a check list of where the swing will be, what speed, what are this hitter's bad habits, where do you want the ball to be hit, etc.

Most of all, remember that this is a team sport. The hitter can't hit the ball without you and you can't hit the bat without someone to swing it.

Since hitting is a matter of timing and not sound location, dead balls are used in batting practice. Some hitters, especially before their timing becomes second nature, will need a beeping ball to help establish speed. If you have not begun to practice and only have live balls, do not worry. You will soon have plenty of dead balls. Using a number of balls allows batting practice to be held with a minimum number of people. A pitcher and hitter are all that are absolutely necessary. This permits the defense to work elsewhere, and there is no loss of time between pitches for either. Be aware, however, that every ball differs in weight, texture, and feel. Adjustments on the ball's release must be made.

Unless working on a specific problem with a hitter, it is best to have two or three hitters switch every 5 to 10 pitches for several go-rounds. To get familiar with the rhythm of an actual game, set a line-up and run hitters through under game conditions. Each hitter swings until they hit or strike out. Have each hitter prepare in the "on deck" circle while waiting just as he would during competitive play. Either using many balls or having balls retrieved quickly allows the pitcher to practice game rhythm also.

One way to keep things interesting is to have contests. Keep track of how many hits out of ten pitches, consecutive hits, or whatever. This helps both the hitter's and pitcher's concentration.

As a tournament or game date approaches, less experimenting should be done. Work on positive aspects of the hitter and only attempt minor changes. Any major changes made just before a tournament can do more harm than good. A tournament or game is not the proper time to practice.

GAME TIME

Game time pitching takes a great deal of concentration. If at all possible, someone else should take on as much responsibility for the team as possible: getting to the game, getting ready, and handling details during the game. Not only do lapses of concentration during the game detract from a pitcher's effectiveness, it can be dangerous. A wandering mind does not react to the task at hand as quickly as a tuned-in body. When pitching from 20 feet, fast reactions save both good hits and your body. Most good pitchers hate losing good hits more than they hate getting hit. Before a game or anytime you step up to pitch, put your mind on the job or a hard hit up the middle will.

Each pitcher should have a warm-up routine, although it looks as if all the pitcher does is just stand there and throw the ball. Fast and sudden movements are necessary at unexpected times. Muscles that have not been stretched and kept warm are likely to be strained. Nothing elaborate is necessary. It only takes a few minutes before starting, and then several seconds every so often to ensure that leg and back muscles stay stretched.

The underhanded motion used to throw the beep baseball 20 feet puts little or no strain on the arm. Therefore, it is not necessary to warm up for the same reason a baseball pitcher warms up. Just take enough tosses to get the feel of the ball and to get in the right mind and body set. One pitcher has found that the more pitches he throws, the more comfortable he feels. Another had found that like most good- control baseball pitchers, his arm needs to be a little tired before the pinpoint accuracy kicks in. So, he throws a softball hard for five to ten minutes. This also burns off his nerves and gets his mind set for playing ball. Then a few tosses with the beep baseball to get the feel of the heavier ball, and he is ready to go.

Once the game starts, the pitcher's job is to maximize the opportunity of the hitter to score. In order to score, the hitter must first hit the ball. Once the pitcher has the confidence that the ball will be hit, fine tuning is the next step. Distance and airtime give the hitter more time to reach the base. One important maxim to always keep in mind is if you are going to miss with the pitch, miss high. The middle and top half of the bat give distance and air. If the hitter is neither a fast runner nor a power hitter, try to place the ball down the baselines. Several factors come into play to give the hitter the advantage. There is a fifty- fifty chance that the base closest to the ball will be activated, which makes the fielder have to field the ball with the base buzzing and the noise of the runner close by.

Of course, when the offensive team is really clicking, slight adjustments of pitch-speed and hitter's stance place the ball in the weakest part of the defense.

If the pitcher or hitter start experiencing trouble, and everything starts getting a little ragged, regroup and get back to basics. Remember, all good pitchers have outstanding games where everything seems to come easy and natural. The measurement of good pitchers is how well they pitch in those "off" games.

The beauty of baseball is that each team gets the same number of outs. As long as the offense has one strike left, the other team is in jeopardy. That supposedly last strike is the pitcher's opportunity to start one of those beautiful streaks when everything flows and goes.

IMPROVEMENT

Even experienced pitchers with their own set routines are always looking for ways to improve. All pitchers are more than willing to discuss pitching. Watch them in action. If you do not understand why they do something, ask them after the game. They may also be able to pick up flaws in your delivery that could be causing you problems.

Any pictures, stills or moving, of your pitching motion are good sources of checking out your delivery at different points. A slight difference in stance, step, or hand turn can make a difference.

Accurate and complete statistics can sometimes uncover tendencies that may be a slight correction of speed or height you may be able to correct. If possible, log swing misses, fouls (late or early), ground balls, and air balls. If a hitter consistently hits only the fourth or fifth pitch, maybe there is something you both could do to prevent wasting those first few pitches: practice swinging with the pitch while on deck, concentrating harder on the first pitch, taking the first pitch, or maybe there is too much talk or distraction when the hitter first steps into the batter's box.

Everyone has slumps. The important thing is to keep plugging away and try to salvage something positive out of the negative.

DANGER!!

Pitching from 20 feet can be hazardous to your health. Some pitchers do not think they have pitched a good game unless they are hit at least once. There is not a single pitcher that has not been hit, but no serious or permanent injuries have occurred. There are precautions that will minimize some vital areas.

An athletic cup is essential. Any sporting goods store has both cup and supporter. Unbreakable glasses or goggles are suggested. Several pitchers also use a catcher's mask.

An important reminder is that a pitcher's job is not completed when the ball hits the bat. He must be in a good position to dodge the ball if it is hit up the middle. After the ball is hit and successfully avoided, the next task is to make sure the runner does not run over you. You are not safe until the runner is well on the way to the proper base. It only takes two or three errant strides near the middle of the field by the runner to put the pitcher and the runner in jeopardy. Since the pitcher is sighted, and his job is done, the only thing he has to think about is avoiding the runner, whose concentration is 90 feet away.

The size of the beepball helps to spread the impact over a larger area which is a definite help. A good thing to remember is that the direction the body is moving at the time of impact is important. If the body is moving away from the ball, the motion takes away the force of the ball. Dignity when dodging a ball can be a luxury. If the body is falling to avoid a ball and trying to maintain balance at the same time, it means two sets of muscles are working against each other. It is better to use all the muscles to flop, fall, dodge, or whatever, than to get hit. Remember, a body falling away from an oncoming object receives less of a blow.

Some pitchers believe that they pitch better after getting stung. It tends to remind them to concentrate a little harder and brings them back into the game.

The satisfaction of being able to consistently pitch to an elusive point in space, where the ball and bat meet, is definitely well worth the time and effort.

DEFENSE 

Introduction

Noah Webster describes "Defense" as the defending players on a team resisting attacks from an opposition. In the game of Beep baseball the definition for defense is a defending player stopping, securing and displaying the beep baseball before the opposition reaches a buzzing base.

It has been stated in professional sports that offense sells tickets, defense wins championships. Although the game of Beep Baseball is not charging admission and a good offense attracts attention, the team on the field with the best defense is most often the winner.

This manual will describe a variety of different defensive procedures that are utilized by some of the best teams in the N.B.B.A. This is not to state that the defenses explained here are the only ones that are acceptable, each team sets up its defense in a manor that enhances the highest performance level that it can achieve with the appropriate skill level of their players at each position. In other words each team must find the best defensive strategy that works for them.

Recommended Equipment

The following is a list of equipment that with the exception if the blindfold is recommended but is not required.

1. Blindfold (required) 
2. Knee pads 
3. Elbow pads
4. Hip pads
5. Protective cup
6. Spike shoes (plastic or rubber, no metal)
7. Glove or mitt

 

 

This listing of equipment is strictly for the protection of the defensive player. Some players in the N.B.B.A. have been known to wear helmets. This list is not to scare any individual from participating in this sport, but is merely trying to limit the potential for injury to any player. The utilization of this protective equipment can and will enhance a player's performance by limiting the possibility of scrapes and bruises that may occur. In this sport the defensive players must often dive across the field to stop a batted ball. The equipment mentioned reduces harm, which increases confidence.

[Table of Contents]

Setting Up the Defense

The game of beep baseball is played on an open grassy area, with bases down the right and left sides of the field 100 feet from home plate and 10 feet in foul territory. The pitchers mound is 20 feet from home plate with a chalk stripe reaching from foul line to foul line 40 feet from the plate as well. This stripe is also a foul line. A batted ball must travel a minimum of 40 feet between the right field and left field foul lines to be considered a playable ball. If the batted ball does not reach the required 40 foot distance it is regarded as a foul. There is also a home run line stretching across the entire field 170 feet out. Any ball hit over this line on a fly is an automatic run. NOTE: the ball must travel over this line ON THE FLY, a ball that has hit the ground before this line is a playable ball for the defensive team.

Each team on defense must field 6 players and at least 1 but no more than 2 spotters. The roll of the spotter is very important to any defensive team. The spotter is a sighted individual who can assist the defense, by guiding them to a batted ball by calling out a designated number giving the defensive team a direction in which the ball was hit. The designated numbers that the spotter can call have been limited by the NBBA's official rules to 1, 2, 3, 4, 5, and 6. NOTE: These numbers are the only verbal signals that the spotter can give to the defense without being penalized. If the spotter should call out a name of a player or give any direction such as left, right, up or back the batter is awarded a run. The 6 players on a defensive team must position themselves beyond the 40 foot line and in between the right and left field foul lines, there is no standardized rule that states that a defensive team must have a designated number of people in the infield or in the outfield. In beep baseball there is no distinction between the two.

Positioning on the Field

With the assistance of the spotter the defensive team will be set in a position that will give them the greatest chance to successfully stop a batted ball and record a put out. To record a put out the defensive player must have complete control of the ball in hand (or glove) off the ground and away from the body before the batter reaches the base. If the ball is trapped against the ground or body, or is bobbled in any manner the umpire will not signal the out. When a defensive player has successfully blocked a batted ball and is about to, or already, has gained control he or she should indicate this to the rest of the defensive team. Most players yell got it, ball, or up. This alerts the other players that this player has possession otherwise continuing pursuit could knock the ball from their grasp.

The ability of individual players generally determines the position they will play defensively. The player who is the most successful in recording put outs will most likely be put in a position where much activity occurs in the field.

Each team works out its own numbering system with its own spotter. Since there are 6 defensive players in the field the spotter has the use of the 6 numbers which are 1-6. No other numbers such as 7, 12, etc. can be used. The spotter can only signal 1 number after the ball is hit. At no time can the spotter change his or her call. For example: when the ball is hit the spotter cannot yell 1 and then yell out 3. If the spotter makes an error in their call they must not correct it. This is known as a double call. If they do so, the batter is awarded the run. It is up to the defensive team to make the correction on its own as to the proper location of the ball.

There are several different methods that teams use for numbering. One method is to assign each defensive player with their own number. (diagram 1) For example: right field short 75 feet is number 1, right field deep 110 feet is 2, center short 90 feet is 3, center deep 120 feet is 4,1eft field short 75 feet is 5, and left field deep 110 feet is 6. The spotter will position themselves where they have clear visibility of the batter with no obstruction from a player, field umpire, or pitcher. The spotter should tell all defensive players any information about the batter that may be helpful to record an out. For example: left handed batter, right handed batter, male, female, big, small, or any other physical description that may be useful. This information may cause the defensive team to shift the defensive to the left, right, in, or back. Most teams through out a game will record the specific location and distance that a batter has hit in his or her previous at bats. This may also cause the defensive team to shift. When the batter hits the ball the spotter should give a loud quick accurate signal yelling the number of the player closest to the ball. The other defensive players should converge in a lateral movement in the direction of that player and the ball.

Another method is numbering the playing field itself (diagram 2). The field is divided into equal pie sliced sections with the point starting at home plate and gradually widening heading outward. This allows the spotter to make a call in a location that never changes. Defensive players can position themselves anywhere on the field and know the specific area where the ball is from the spotter’s call. There are several other methods (diagram 3 and 4) which by numbering specific areas on the field give some advantage to the defensive team. By securing the use of 2 spotters one on the right field side and the other on the left field side the field can be broken down into smaller areas giving the defensive team a more accurate location of the ball.

Defensive Diagrams

Diagram #1

Diagram 1

This diagram shows the defensive setup described in positioning on the field. Players are indicated with a star and the spotter with the letter S. This can be changed, if player #3 is quicker and has a wider range laterally left to right. In that case he or she may want to be positioned about 75ft. and have players I and 5 back up to 90ft. Remember anyone can be positioned anywhere on the playing field at any time.

Diagram #2

Diagram 2

This diagram is one example of numbering specific areas on the field. This can be a 1 or 2 spotter setup. If 2 spotters are used one would be positioned on the right field side responsible for calling balls hit into area 1,2,or 3 with the other spotter setup on the left field side responsible for balls hit into area 4,5 and 6. Spotters must be careful if a ball is hit up the middle and one spotter calls 3 and the other calls 4 this is a double call and the runner is awarded the run. Spotters should discuss with each other on who will make the close call.

Diagram #3

Diagram 3

This diagram is an example of a 2-spotter defense, one-spotter right field side and 1 spotter left field side. Since a spotter can call out the numbers 1 thru 6 the field is broken down into six areas on each side. This decreases the size of each area enabling the defense to locate the ball quicker. A ball hit into a #6 zone may result in a simultaneous or same # call by each spotter this is not a penalty however spotters generally discuss who makes the call.

Diagram #4

Diagram 4

This diagram is just one more example of a possible defensive setup 1 thru 5 from right field to left field with #6 indicating a deep-batted ball. Teams can number their players or specific areas on the field in any manner that works best for them. Experiment and try different defensive setups to find out which is best.

Defending Ground Balls

When a batter strikes a ball and a spotter calls the appropriate number the task of the defensive team is to stop the ball and record the put out. The average amount of time that the defense has is about 6 seconds; faster runners obviously do it in less time. The defensive player must react quickly to get in the vicinity of the beepball. The best defensive players usually slide along the ground using a full body extension with there arms extended as well as the legs to cover the maximum amount of ground area possible to prevent the ball from getting past. The best place to block a ball is with the chest or abdomen. This is the widest and most solid part of the body and is most likely to keep the ball in front of the person, making it easier to reach out and gain complete control. If the ball gets by it is the responsibility of that defensive player to alert the defenders behind him that the ball is coming towards them. Players generally yell "BY ME, LEFT OR BY ME RIGHT" remember a defensive player can give any direction or clue to another defender unlike the spotter. Communication between players is a must to be successful. It is also important that a defensive player lets the rest of his teammates know where he or she is stationed on the field. Most teams do this by counting out position numbers aloud each time the defenses reset. This alerts the players to there location in the field in the event a ball is batted in an area which 2 or more defensive players can get to. If the spotter sees that the players converging in the area of the ball are about to collide it is his or her responsibility to give out a warning such as "STOP." No penalty will be levied. It is much better to give up a run than to possibly injure one or more players.

A batted ball does not always get hit out far enough to reach a defensive player the batter may swing at the ball and top it causing the ball to hit in front of home plate and dribble just past the 40 foot line. This can be a very difficult ball to get before the batter reaches the base, the defensive player must react quickly and determine that he or she must run in to get the ball. Some players have the ability to grab the ball with their hand outstretched as they are coming in. Other players run in and slide trying to block the ball with their chest or abdomen trapping it with there arms to gain control. The spotter can help by the inflection of the verbal signal for example if the ball is hit in short in a number 3 zone he or she can give out a very quick, short 3 if the ball is hit deep the spotter can yell threeeeeeeee. These signals are legal and all teams implement this strategy.

 

Rules for Recreational Beep Ball Scoring (Suggested)

 

(For inter squad games, for playing other teams or for exhibition games with sighted folks)

 

(You can create your own, too!)

 

1. My version of the scoring system is different from the

 

NBBA in that it takes in to account widely different abilities

 

of the players. First: A successful run to the base (before

 

a fielder controls the ball) off a pitched ball is worth two

 

points; If they player strikes out on four pitches, they get

 

two swings at a ball on a tee, then run. If they fail to hit,

 

I throw a ball on the field and the batter must run to the

 

base to score a half point assuming they get there before

 

the ball is stopped and raised by a fielder. During a team’s

 

at bat, each player gets one or two thrown balls for half

 

points to give them more running and the defense more

 

practice.

 

2. If I have nine players show up, I divide them into 3 teams

 

of 3 according to power ratings I grade them on for their

 

hitting, running and fielding. Hopefully the numbers will

 

result in a competitive experience for all players.

 

3. Of course, we stress safety at all times. If two fielders are

 

within 15 feet of each other going for a ball, our sighted

 

spotter must yell “Caution.” Then one of the fielders

 

must say “I’ll take it,” the other fielder must stop, and the

 

caller goes for the ball. If a collision is still possible, the

 

spotter yells “Stop,” and the play ends with the batter

 

scoring. When hitting off the tee, the coach says “set,

 

ready, pitch.” Only then can the batter swing at the ball.

 

This procedure prevents the batter swinging while you are

 

putting the ball on the tee.

 

4. Game length can be for as long as you have time, but in

 

the early days of your team, you should practice drills

 

before the game. An example is “The seven second

 

game.” A coach throws a ball out to the six fielders, and if

 

they pick it up before seven seconds, the defense scores

 

a point. If they don’t get it in time, the “offense” scores

 

against the team in the field.

 

5. See www.nbba.org for more basics of the game. A video

 

there “Love at first beep,” will show you game action of

 

hitting, pitching, fielding and running. You will notice

 

that good fielders after a hit ball are diving on the ground

 

perpendicular to the batter, with their arms and legs

 

extended—chests facing the batter.

 

6. For questions, please email me at

 

dennisstern@hotmail.com 

Rules for RecreBeep Ball Scoring (Suggested)

(For inter squad games, for playing other teams or for exhibition games with sighted folks)

(You can create your own, too!) 

1. My version of the scoring system is different from the 

NBBA in that it takes in to account widely different abilities 

of the players. First: A successful run to the base (before 

a fielder controls the ball) off a pitched ball is worth two 

points; If they player strikes out on four pitches, they get 

two swings at a ball on a tee, then run. If they fail to hit, 

I throw a ball on the field and the batter must run to the 

base to score a half point assuming they get there before 

the ball is stopped and raised by a fielder. During a team’s 

at bat, each player gets one or two thrown balls for half 

points to give them more running and the defense more 

practice.

2. If I have nine players show up, I divide them into 3 teams 

of 3 according to power ratings I grade them on for their 

hitting, running and fielding. Hopefully the numbers will 

result in a competitive experience for all players.

3. Of course, we stress safety at all times. If two fielders are 

within 15 feet of each other going for a ball, our sighted 

spotter must yell “Caution.” Then one of the fielders 

must say “I’ll take it,” the other fielder must stop, and the 

caller goes for the ball. If a collision is still possible, the 

spotter yells “Stop,” and the play ends with the batter 

scoring. When hitting off the tee, the coach says “set, 

ready, pitch.” Only then can the batter swing at the ball. 

This procedure prevents the batter swinging while you are 

putting the ball on the tee.

4. Game length can be for as long as you have time, but in 

the early days of your team, you should practice drills 

before the game. An example is “The seven second 

game.” A coach throws a ball out to the six fielders, and if 

they pick it up before seven seconds, the defense scores 

a point. If they don’t get it in time, the “offense” scores 

against the team in the field.

5. See www.nbba.org for more basics of the game. A video 

there “Love at first beep,” will show you game action of 

hitting, pitching, fielding and running. You will notice 

that good fielders after a hit ball are diving on the ground 

perpendicular to the batter, with their arms and legs 

extended—chests facing the batter.

6. For questions, please email me at 

dennisstern@hotmail.com
Rules for Recreational Beep Ball Scoring (Suggested)

(For inter squad games, for playing other teams or for exhibition games with sighted folks)

(You can create your own, too!) 

1. My version of the scoring system is different from the 

NBBA in that it takes in to account widely different abilities 

of the players. First: A successful run to the base (before 

a fielder controls the ball) off a pitched ball is worth two 

points; If they player strikes out on four pitches, they get 

two swings at a ball on a tee, then run. If they fail to hit, 

I throw a ball on the field and the batter must run to the 

base to score a half point assuming they get there before 

the ball is stopped and raised by a fielder. During a team’s 

at bat, each player gets one or two thrown balls for half 

points to give them more running and the defense more 

practice.

2. If I have nine players show up, I divide them into 3 teams 

of 3 according to power ratings I grade them on for their 

hitting, running and fielding. Hopefully the numbers will 

result in a competitive experience for all players.

3. Of course, we stress safety at all times. If two fielders are 

within 15 feet of each other going for a ball, our sighted 

spotter must yell “Caution.” Then one of the fielders 

must say “I’ll take it,” the other fielder must stop, and the 

caller goes for the ball. If a collision is still possible, the 

spotter yells “Stop,” and the play ends with the batter 

scoring. When hitting off the tee, the coach says “set, 

ready, pitch.” Only then can the batter swing at the ball. 

This procedure prevents the batter swinging while you are 

putting the ball on the tee.

4. Game length can be for as long as you have time, but in 

the early days of your team, you should practice drills 

before the game. An example is “The seven second 

game.” A coach throws a ball out to the six fielders, and if 

they pick it up before seven seconds, the defense scores 

a point. If they don’t get it in time, the “offense” scores 

against the team in the field.

5. See www.nbba.org for more basics of the game. A video 

there “Love at first beep,” will show you game action of 

hitting, pitching, fielding and running. You will notice 

that good fielders after a hit ball are diving on the ground 

perpendicular to the batter, with their arms and legs 

extended—chests facing the batter.

6. For questions, please email me at 

Rules for Recreational Beep Ball Scoring (Suggested)

(For inter squad games, for playing other teams or for exhibition games with sighted folks)

(You can create your own, too!) 

1. My version of the scoring system is different from the 

NBBA in that it takes in to account widely different abilities 

of the players. First: A successful run to the base (before 

a fielder controls the ball) off a pitched ball is worth two 

points; If they player strikes out on four pitches, they get 

two swings at a ball on a tee, then run. If they fail to hit, 

I throw a ball on the field and the batter must run to the 

base to score a half point assuming they get there before 

the ball is stopped and raised by a fielder. During a team’s 

at bat, each player gets one or two thrown balls for half 

points to give them more running and the defense more 

practice.

2. If I have nine players show up, I divide them into 3 teams 

of 3 according to power ratings I grade them on for their 

hitting, running and fielding. Hopefully the numbers will 

result in a competitive experience for all players.

3. Of course, we stress safety at all times. If two fielders are 

within 15 feet of each other going for a ball, our sighted 

spotter must yell “Caution.” Then one of the fielders 

must say “I’ll take it,” the other fielder must stop, and the 

caller goes for the ball. If a collision is still possible, the 

spotter yells “Stop,” and the play ends with the batter 

scoring. When hitting off the tee, the coach says “set, 

ready, pitch.” Only then can the batter swing at the ball. 

This procedure prevents the batter swinging while you are 

putting the ball on the tee.

4. Game length can be for as long as you have time, but in 

the early days of your team, you should practice drills 

before the game. An example is “The seven second 

game.” A coach throws a ball out to the six fielders, and if 

they pick it up before seven seconds, the defense scores 

a point. If they don’t get it in time, the “offense” scores 

against the team in the field.

5. See www.nbba.org for more basics of the game. A video 

there “Love at first beep,” will show you game action of 

hitting, pitching, fielding and running. You will notice 

that good fielders after a hit ball are diving on the ground 

perpendicular to the batter, with their arms and legs 

extended—chests facing the batter.

6. For questions, please email me at 

dennisstern@hotmail.com