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Updated: July 02, 2003

Maintained by Tom Very, 

 

Travel Home Page

 

PLEASANT HILLS 10 yr OLD TOURNAMENT July 1st - 8th

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!!!!   Double Elimination Tournament  !!!

Upper Bracket:

Monday  6:00      PortVue vs BaldwinWhitehall (WON) (1)      Field 1 

             8:00     Peters Twp  vs Forward Twp (WON)(4)       Field 2

Lower Bracket:

Monday 6:00 Mt. Lebanon (WON) vs South Park(2)      Field 2 

             8:00 Cranberry vs Pleasant Hills(3)      Field 1 

 

(7/3)

Thursday

6:15

Pleasant Hills vs. Mt. Lebanon

** Field 4 **

(Game1)

(7/5)

Saturday

9:00

Port Vue vs. Peters Twp

Field 1

(Game 2)

9:00

Cranberry vs South Park

Field 2

(Game 3)

2:00

Forward vs Winner of Game 2           

Field 2

(Game 4)

8:30

Baldwin vs Winner of Game 1

Field 1

(Game 5)

Winners bracket championship game

8:30

Winner of Game 3 and Loser of Game 1

Field 2

(Game 6)

(7/6)

Sunday

1:00

Loser of Game 5 and  winner of Game 4  

Field 4

(Game 7)(Semi-Final)

(7/7)

Monday

8:00

Winner’s of Game’s 6 and 7         

Field 1

(Game 8)

Loser’s bracket championship game

(7/8)

Tuesday

6:30

Championship Game! Winner’s of game’s 5 and 8!

Field 1

(Championship)

**** Rules and Regulations are below directions. Items of special note I have highlighted are Italicized in Blue ....Tom Very  ****

 

                          Map LAYOUT - Mt. Lebanon is upper left.  North is UP, Kennywood is upper right.

 

Directions:

From LIBERTY TUBES (Driving time from Liberty Tunnel approx 25-30 minutes)

Make a right hand turn onto ramp for Rt 51 South.

Follow Route 51 South to Pleasant Hills.  Skip to Route 51 South/Eat-n-Park below:

From Castle Shannon Blvd/Rt 88 intersection; 

Left on Rt 88 (North) to 1st light at GROVE Rd (same as Castle Shannon's Tournament BUT) go straight to Castle Village (at traffic light at end of Grove Rd), make LEFT onto BAPTIST Rd., at top of hill, (be in left hand lane) 4-way intersection where Baptist/Provost/Brownsville Rd's meet....Go straight onto BROWNSVILLE Rd., South Hills Country Club is on your right, at traffic light turn RIGHT onto SAW MILL RUN Blvd ( a.k.a. Route 51 SOUTH)

From Route 51 South/Eat-n-Park (Streets Run Road)

You will pass Bruegger’s Bagels and Blockbuster Video on your left.

At the Pleasant Hills "Cloverleaf" intersecting Route 51 and Old Clairton Rd. (U-Haul on left) Bill Green Shopping Center will be on your right.  Turn RIGHT at this stoplight onto Old Clairton Road..

Proceed on Old Clairton Road thru 4 stop signs (passing the Pleasant Hills Library on the right, 2nd stop sign).

At third stop sign, you will Pleasant Hills Middle School on the right. This is a 4 way stop and Prince of Peace Lutheran Church is off to the right.  Go straight at next stop sign.

You will pass a Sunoco gas station, then FOODLAND on your left.

Proceed down a small hill (Texaco station on right)

Make the RIGHT past the Texaco

This is Gill Hall Road. Pleasant Hills Apothecary is on the left.

Proceed down Gill Hall about ¼ mile and make FIRST RIGHT.

Go down hill and Mowry Park is on left (1/8 mile).  We play on fields #1, 2 and 4.

Tournament Director; Steve Sherman cell phone 412-719-1677 Home: (412)653-7437

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      2003

      PHARA

      Pleasant Hills

      9 and 10 year old Tournament Rules

      Revised 6-27-2003 (rev 1)

      General Rules

      1. All Little League Rules Apply, except where specific exceptions in this document are made.
      2. Ten players will be used in the field of play for 9 and 10 year old Division play. All available players will bat. You must have at least 8 players to start game. Rovers are not allowed.
      3. No player may play for more than one team in the Pleasant Hills Tournament.
      4. Free substitution for any and all positions with the exception of the "pitcher". Once a pitcher has thrown one (1) pitch in an inning he/she cannot leave the game and return as a pitcher at a later time in the same game.
      5. The Infield Fly Rule IS NOT IN EFFECT.
      6. All protests must be brought to the attention of the tournament director within 24 hours of the game in which the protest is made. Judgment calls by an umpire per Little League Rules, are NOT subject to protests.
      7. No games will be postponed if a team does not have sufficient players. If a team does not have enough players present to start the game within the time limit stated, the team will forfeit.
      8. THE THROWING OF EQUIPMENT IN ANGER WILL RESULT IN A TEAM WARNING FOR THE FIRST OFFENSE, AN AUTOMATIC OUT FOR THE SECOND OFFENSE AND A POSSIBLE EJECTION FOR THE THRID OFFENSE REGARDLESS IF IT IS THE SAME PLAYER OR NOT.
      9. FOUL LANGUAGE OR ABUSE OF AN UMPIRE OF ANY KIND WILL NOT BE TOLERATED BY AN ADULT(Coach, fan parent etc.) OR A PLAYER. THIS MAY RESULT IN A WARNING OR POSSIBLE EJECTION FROM THE game and /or TOURNAMENT.
      10. A MANAGER IS RESPONSIBLE FOR THE ACTIONS OF HIS PLAYERS, COACHES AND HIS/HER UNRULEY PARENTS. ONLY A MANAGER MAY APPROACH AN UMPIRE TO DISCUSS A SITUATION, NOT A COACH. IF A MANAGER IS EJECTED, HE/SHE MUST LEAVE THE FIELD, OR MOWRY PARK, COMPLETELY, AND IN A TIMELY MANNER.
      11. All players must stay in the dugout or bench area. Only the on deck batter or a dressing catcher is an exception to this rule.
      12. Defensive substitutions (including moving fielders to different positions) excluding the pitcher, must be made between innings, unless an injury forces a player to leave the game. If a player leaves the game in the middle of an inning, he/she must then sit out the next inning. If a player is bleeding, he/she must leave the field of play.
      13. There will be a maximum of SIX (6) runs per inning scored. Once the sixth run crosses home plate, all runners following and crossing the plate will not be counted as runs. This rule is not in effect in the 6th inning.

      PITCHING RULES

      1. One thrown pitch in an inning equals 1 inning pitched.
      2. A player may pitch a maximum of eight warm-up pitches between innings. The umpire may waive or adjust this rule at his/her discretion.
      3. A player may pitch a maximum of two (2) innings in a game.
      4. The pitcher must be removed after the second trip to the mound by either a manager or a coach. Crossing the foul line by a manager or coach for the purpose to communicate with the pitcher counts as a trip to the mound.
      5. A pitcher hitting two (2) batters in one inning must be removed.
      6. No intentional walks are permitted.
      7. No balks will be called but can cause a dead ball situation. i.e. fingers to the mouth in order to teach.

      STEALING BASES and BASE RUNNING

      1. Stealing and leads are permitted AFTER THE BALL HAS CROSSED THE PLATE. Any player leaving the base early is out!
      2. "The ball will be in play until continuation of play has effectively stopped and/or timeout is called by the umpire."
      3. Play at any base the runner must slide or avoid contact. Should the runner not slide but avoid contact without going out of the baseline, the play will stand as called by the umpire (safe or out). Should any contact be made without a slide or avoiding contact and a play is made on the runner, the runner is OUT. Any intentional contact may result in the runner being ejected from the game (umpires discretion). Contact is a judgment call made by the umpire.
      4. No head first sliding unless returning to a base. Penalty: The runner is out.
      5. A courtesy runner for the catcher is encouraged when there are two outs to speed up the game. The courtesy runner is the last "batted" out.
      6. "Delayed steals are not permitted.  Runners cannot advance once the pitcher has received the ball unless the runner is already in the process of stealing (i.e. running to) a base whereby the runner must stop at the base stolen, unless played upon."

      Pre-Game Responsibilities

      1. Team lineups must be exchanged prior to the game.

      Completion of a Game

      1. Six innings constitutes a complete game.
      2. The ten run rule is in effect after three and one half (3 1/2) innings if the home team is ahead. If the home team is behind, the home team will bat in the bottom of the fourth inning.
      3. Extra innings. Games tied after six complete innings of play will continue.
      4. Should the game end before six complete innings, the game shall be considered legal if three and one half (3 1/2) innings if the home team is ahead or 4 innings if the visitor is ahead. If the game ends before 3 ½ innings you must start over from beginning.

      Suspended Game- If the game is tied after 4 innings of play, the game will be continued from the exact point from which it was stopped at a later date, if possible. The pitchers of record may continue in a rescheduled game provided the rest requirement and inning requirement is met. If game is not resumed at a later date, it will go in as a tie.

    1. No balks will be called but can cause a dead ball situation. i.e. fingers to the mouth in order to teach.

     

    STEALING BASES and BASE RUNNING

    1. Stealing and leads are permitted AFTER THE BALL HAS CROSSED THE PLATE. Any player leaving the base early is out!
    2. Leaving the base early is not permitted. The following Little League Rules apply.
      1. "The ball will be in play until continuation of play has effectively stopped and/or timeout is called by the umpire."
      2. Play at any base the runner must slide or avoid contact. Should the runner not slide but avoid contact without going out of the baseline, the play will stand as called by the umpire (safe or out). Should any contact be made without a slide or avoiding contact and a play is made on the runner, the runner is OUT. Any intentional contact may result in the runner being ejected from the game (umpires discretion). Contact is a judgment call made by the umpire.
      3. No head first sliding unless returning to a base. Penalty: The runner is out.
      4. A courtesy runner for the catcher is encouraged when there are two outs to speed up the game. The courtesy runner is the last "batted" out.
      5. "Delayed steals are not permitted.  Runners cannot advance once the pitcher has received the ball unless the runner is already in the process of stealing (i.e. running to) a base whereby the runner must stop at the base stolen, unless played upon."

      Pre-Game Responsibilities

      1. Team lineups must be exchanged prior to the game.

      Completion of a Game

      1. Six innings constitutes a complete game.
      2. The ten run rule is in effect after three and one half (3 1/2) innings if the home team is ahead. If the home team is behind, the home team will bat in the bottom of the fourth inning.
      3. Extra innings. Games tied after six complete innings of play will continue.
      4. Should the game end before six complete innings, the game shall be considered legal if three and one half (3 1/2) innings if the home team is ahead or 4 innings if the visitor is ahead. If the game ends before 3 ½ innings you must start over from beginning.

      Suspended Game- If the game is tied after 4 innings of play, the game will be continued from the exact point from which it was stopped at a later date, if possible. The pitchers of record may continue in a rescheduled game provided the rest requirement and inning requirement is met. If game is not resumed at a later date, it will go in as a tie.