Sizzler Development Camp for Girls | Developed by Best Dougherty Softball

Rules & Scoring

Everything teams need to know before the next pitch: the camp rules that apply every weekend and the plays that can change the score.

Development Camp Rules

Start Here Before You Take the Field.

Choose a topic to jump straight to the rule you need. Every rule below applies throughout the Sizzler series unless a weekend detail says otherwise.

Game Format & Officials

  • Games use a 60-minute drop-dead time limit. When time expires, play ends immediately and the score at that moment is final.
  • Development Camp officials and scorekeepers interpret these rules in the spirit of player development and fair competition.
  • Any situation not covered here follows current Softball Canada playing rules unless camp officials determine otherwise.

Home Run Boundary

  • A fair ball hit in the air over the designated home run boundary is a home run during player pitch.
  • During coach pitch, a fair ball hit over the boundary is a double.
  • A fair ball that rolls beyond the boundary is a ground-rule double.

Three-Second Possession Rule

  • With the exception of the pitcher while in the pitching circle, defenders may not hold the ball for longer than three seconds before making a throw.
  • Umpires may count aloud when needed. The purpose is to encourage quick, intentional decisions and continuous defensive play.

Passed Balls & Baserunning

  • Runners may not advance on a passed ball. They must return to, or remain on, their current base until the defence has possession.
  • Once the defence has possession, a runner may legally attempt to advance. Standard overthrow rules apply after a legal advance.
  • If an overthrow occurs during a rundown, the runner may continue. Rundown points are only available if at least two completed defensive throws occurred before that overthrow.

Starting Count & Coach Pitch

  • Every batter begins with a two-ball count. A player-pitch walk immediately moves the at-bat to coach pitch.
  • Coaches pitch from the designated coaching line. A coach may strike out a batter, but cannot issue a walk.
  • The defensive pitcher remains beside the coach and is ready to field the ball or receive a live return throw from the catcher.
  • After every coach-pitch delivery, the ball remains live and the catcher returns it to the defensive pitcher as they would in regular play.

Special Rules

  • The Infield Fly Rule is not in effect.
  • The dropped third strike is not in effect during coach pitch. It is in effect during player pitch.

Sizzler Start: Defensive Challenge for 1 Out.

  • Every defensive half-inning begins with a featured challenge tied to that weekend's skill focus.
  • After pitcher warm-up pitches, designated runners take their assigned bases and a coach creates the situation.
  • If the defence completes the challenge successfully, it begins the inning with one recorded out.
  • The Sizzler Start is a learning rep, not a scoring play. It does not award offensive or defensive points.

Sizzler Starts

The Starting Situation Changes Each Weekend.

Weekend 1

Fast Feet & Smart Decisions

Runner on second The opening challenge focuses on the catcher's throw to third. The runner makes a full-speed steal attempt and must slide.

Weekend 2

The Art of Deception

Runners on second and third The start puts more options on the field, asking athletes to communicate and recognize the next play.

Weekend 3

Attack the Opportunity

Runner on first The start creates a new decision point as players learn to anticipate and attack the available out.

Final Weekend

Expect the Unexpected

Runners on first and third The start brings together communication, pressure, and the more complex choices learned through the series.

Scoring Reference

Find the Play. Know the Points.

Scoring shifts as the series progresses. Choose a play below to jump to its qualifying details and every weekend where it can earn or deduct points.

Offensive Plays

Two-Strike Hits & Home Runs

Protecting the plate is introduced early, then evolves into a two-strike home run opportunity later in the series.

Points

  • Weekend 1: Two-strike hit - 1 point.
  • Weekend 3: Two-strike home run - 1 point.
  • Final Weekend: Two-strike home run - 1 point.

To Qualify

  • Weekend 1 applies during player pitch or coach pitch. The ball must be put in fair play; the batter may be safe or out.
  • Two-strike home run points do not apply during coach pitch.
Scoring Menu

Home Run

The first weekend also rewards a fair ball hit over the home run boundary during player pitch.

Points

  • Weekend 1: 1 point.

To Qualify

  • The ball must be hit fairly over the designated home run boundary during player pitch.
  • A ball hit over the boundary during coach pitch is a double, not a home run.
Scoring Menu

Stolen Base With a Slide

A steal earns points when it is aggressive, legal, and finished with a controlled slide.

Points

  • Weekend 1: 2 points.
  • Weekend 2: 1 point.

To Qualify

  • The runner must be safe and must slide into the base.
  • The runner may not advance on a passed ball before the defence has possession.
  • If the catcher's initial throw is overthrown, the runner returns to the previous base. Once the defence regains possession, the runner may attempt to steal again.
Scoring Menu

Sacrifice Bunt

Bunting is rewarded when the athlete shows intent early and puts the ball in play.

Points

  • Weekend 1: 3 points.
  • Weekend 2: 2 points.
  • Weekend 3: 1 point.

To Qualify

  • The batter clearly squares to bunt before the pitch is released.
  • The bunt must be fair and put into play.
  • The batter may be safe or out.
Scoring Menu

Dive Back

Dive backs reward a runner for responding safely and intentionally to a real defensive threat.

Points

  • Weekend 2: 2 points.
  • Weekend 3: 1 point.

To Qualify

  • The runner intentionally dives safely back to the base they occupied.
  • The play must respond to a legitimate defensive throw to that base.
  • A runner can earn this bonus once per base. Diving back without a throw does not qualify.
Scoring Menu

Left-Hand Drag Bunt

The left-hand drag bunt becomes a higher-value option as athletes develop confidence using it in live play.

Points

  • Weekend 2: 3 points.
  • Weekend 3: 2 points.
  • Final Weekend: 2 points.

To Qualify

  • The bunt must be completed from the left side and put into fair territory.
  • The batter may be safe or out.
Scoring Menu

Successful Rundown / Pickle Escape

A runner earns points by staying composed and escaping a true defensive rundown safely.

Points

  • Weekend 2: 4 points.
  • Weekend 3: 3 points.
  • Final Weekend: 3 points.

To Qualify

  • A rundown requires at least two completed defensive throws between bases.
  • A single throw to a base does not create a qualifying rundown.
Scoring Menu

Pop-Up Slide

A pop-up slide rewards a runner who finishes a slide ready to see and attack the next opportunity.

Points

  • Weekend 3: 2 points.

To Qualify

  • The runner must slide legally into the base and immediately return to an athletic position.
  • A delayed or incomplete pop-up does not qualify.
Scoring Menu

Delayed Steal

Delayed steals reward athletes who recognize timing and act the instant the opportunity appears.

Points

  • Weekend 3: 2 points.
  • Final Weekend: 1 point.

To Qualify

  • The runner establishes an extended or halfway lead.
  • The steal begins after the catcher returns the ball to the pitcher.
  • The runner must slide and be safe. Standard passed-ball restrictions still apply.
Scoring Menu

Slap Bunt / Fake Bunt

The final weekend rewards athletes who can show bunt, change the defence, and put a shortened-grip swing into fair play.

Points

  • Final Weekend: 2 points.

To Qualify

  • The batter squares to bunt, pulls the bat back, and swings with a shortened grip.
  • The ball must be hit into fair territory. The batter may be safe or out.
Scoring Menu

Left-Hand Slap Hit

The final weekend adds a high-value left-handed slap hit that asks players to combine movement, timing, and contact.

Points

  • Final Weekend: 4 points.

To Qualify

  • The slap is performed from the left side of the batter's box.
  • The ball must be put into fair territory. The batter may be safe or out.
Scoring Menu

Defensive Plays

Strikeout

The opening weekend rewards every strikeout, swinging or looking, as a basic defensive success.

Points

  • Weekend 1: 1 point.

To Qualify

  • Any swinging or looking strikeout qualifies.
Scoring Menu

Catcher Throw Attempt

Catchers are rewarded for recognizing a runner and making a playable throw, even when the runner is safe.

Points

  • Weekend 1: 1 point.
  • Weekend 2: 1 point.

To Qualify

  • The catcher may throw ahead of or behind a runner.
  • The throw must be caught or properly backed up by a defensive player.
  • An uncovered wild throw does not qualify.
Scoring Menu

Ground Ball Out or Fly Ball Out

The opening weekend also gives value to completing a routine defensive play with purpose.

Points

  • Weekend 1: 2 points.

To Qualify

  • A defensive out recorded by fielding a ground ball or catching a fair fly ball qualifies.
Scoring Menu

Defensive Sacrifice Bunt Force Out

Defenders are encouraged to identify a force out instead of automatically making the easy play at first.

Points

  • Weekend 1: 3 points.
  • Weekend 2: 2 points.

To Qualify

  • The defence fields a sacrifice bunt and records a force out on the batter or a runner.
  • Tag plays do not qualify. If no force out is recorded, no points are awarded.
Scoring Menu

Fake Throw

Fake throws teach defenders to create hesitation and make runners reveal their next move.

Points

  • Weekend 2: 1 point.
  • Weekend 3: 1 point.

To Qualify

  • A catcher or defensive player completes a legitimate fake throw to a runner.
  • Only one fake throw may be awarded per pitch.
Scoring Menu

Cover / Back Up an Overthrow

Coverage points make the unseen work visible: getting behind a throw and stopping the extra base.

Points

  • Weekend 2: 2 points.
  • Weekend 3: 1 point.

To Qualify

  • A defender properly backs up an overthrow and prevents further offensive advancement.
  • Overthrows from the catcher back to the pitcher do not qualify.
Scoring Menu

Defensive Left-Hand Drag Bunt Force Out

Defenders get added value for handling a left-hand drag bunt and finding a force out.

Points

  • Weekend 2: 3 points.

To Qualify

  • The defence fields a left-hand drag bunt and records a force out on the batter or another runner.
  • Tag plays do not qualify. If no force out is recorded, no points are awarded.
Scoring Menu

Runner Retired in a Rundown / Pickle

A completed rundown celebrates teams that communicate, throw with purpose, and finish the play.

Points

  • Weekend 2: 4 points.
  • Weekend 3: 3 points.
  • Final Weekend: 3 points.

To Qualify

  • At least two completed defensive throws between bases are required before the runner is retired.
  • A single throw to a base does not count as a qualifying rundown.
Scoring Menu

Defensive Bunt Play

Bunt defence shifts from force-out thinking to selecting the best available out.

Points

  • Weekend 3: 1 point.
  • Final Weekend: 1 point.

To Qualify

  • The defence fields any bunt and records an out.
  • The out may be a force out or a tag out. Players are encouraged to recognize the highest-value out, not automatically throw to first.
Scoring Menu

Foul Fly Ball Catch

Chasing a playable foul ball rewards effort, first steps, and a willingness to make a difficult play.

Points

  • Weekend 3: 2 points.
  • Final Weekend: 2 points.

To Qualify

  • Any defensive player can qualify, including a catcher catching a foul tip for an out.
Scoring Menu

Double Play Attempt

The series rewards defenders for seeing a second out and attempting it, not only for completing a perfect double play.

Points

  • Weekend 3: 5 points for a qualifying attempt, plus a 5-point bonus when both outs are completed.
  • Final Weekend: 4 points for a qualifying attempt; no additional completion bonus.

To Qualify

  • The first out must be recorded.
  • A second throw must be completed to another base in an attempt to retire an additional runner.
  • The second throw or attempted play cannot be an overthrow. The second runner does not need to be retired for attempt points.
Scoring Menu

Catcher Block and Throw

The final weekend rewards catchers who keep the ball in front, recover quickly, and make a controlled throw.

Points

  • Final Weekend: 2 points.

To Qualify

  • The catcher blocks the pitch, recovers the ball, and makes a controlled throw to a base.
  • The runner does not need to be out. An overthrow does not qualify.
Scoring Menu

Lead Runner Out

Lead-runner points reward the defence for choosing the most advanced available out when the situation allows it.

Points

  • Final Weekend: 3 points.

To Qualify

  • The defence chooses the lead runner and successfully records the out.
Scoring Menu

Penalties

Called Third Strike - No Swing

Hitters are encouraged to compete with two strikes and protect the plate.

Points

  • All four weekends: -3 points.

To Qualify

  • The deduction applies when a batter is called out looking on strike three.
Scoring Menu

Two or More Consecutive Overthrows

The penalty encourages controlled throws and intentional coverage, even when a play gets hectic.

Points

  • All four weekends: -3 points.

To Qualify

  • The deduction applies when the defence commits two or more consecutive overthrows in the same live-ball sequence.
Scoring Menu

Need the Bigger Picture?

Return to the Sizzler overview for the weekend progression, featured skills, and why the scoring changes as the camp moves forward.

Back to Sizzler Open Live Scoring

Frequently Asked Questions

Sizzler Rules FAQs

A few quick clarifications for teams using the Sizzler reference.

Who makes the final call on a rule or scoring play?

Camp officials and scorekeepers interpret and apply the rules in the spirit of player development and fair competition.

Does the Sizzler Start award points?

No. A successful Sizzler Start earns the defence one recorded out, but it does not award offensive or defensive points.

Why do the point values change between weekends?

The series gradually introduces more complex game decisions. Point values shift to keep rewarding the skills and choices athletes are developing that weekend.

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