3.3 Special Situations

Tagging Up: Generally, when you're on base and batter hits the ball in the air that may be caught, you have some decisions to make. If you start running right away and it's caught, you'll have to run all the way back, perhaps faster, to avoid being out. If you stay on the base to be 100% cautious, you may not be able to advance as far as you could if the ball isn't caught. What you should do is go $D_{\rm thr}$ away from your base while the ball is in the air, where $D_{\rm thr}$ is the distance you can comfortably travel in the time it would take to throw the ball from where it's caught to your base. As the ball is hit farther, or to a part of the field away from your base (i.e., LF if you're on 1B), $D_{\rm thr}$ can increase. And there are some no-win situations: you're on 1B and the batter pops-up between 1B and 2B. Barring a defensive catastrophe, either the batter or you will be out regardless of your base-running skill: the batter if it is caught, you if it is dropped (and you're forced at 2B). Accept it and don't run into an out by becoming greedy. (Note: this is where the infield-fly rule comes into play: with runners on at least 1B & 2B with less than 2 out, a pop-up to the infield could be turned into an easy double play at 3B & 2B if a fielder intentionally drops it. To avoid this, the batter is out once he hits an easy-to-catch pop-up, and thus the runners aren't obligated to advance if it's dropped. There's no such thing as an ``infield line-drive rule" however.)

There's an exception to the $D_{\rm thr}$ rule if you're on 3B, and the ball is hit deep enough to the outfield that you know you can score comfortably whether the ball is caught (by tagging up) or not. In this case, just stay on the base, watch the ball, and start running when you see it touch the outfielder's glove.

When you do tag up and try to advance, you must be tagged out: once you touched your original base when/after the ball was caught, you longer have a mandatory base. The fielders have to tag you out at the base you're trying to reach, or even at the base you came from if you change your mind halfway and come back. Note also, that while you can't advance or be put out on a foul ground ball, a foul ball caught on the fly works just like any other ball caught on the fly: you can tag up and try to advance, or be thrown out at your old (mandatory) base if you strayed too far away. If a foul ball is dropped, it becomes just any other foul ball and you can't advance or be thrown out anywhere (it's sometimes in the fielder's best interest not to catch a foul ball, if preventing your advancement is more important than the out).

in When to Run When Not Forced: Here we can consider two cases, you're on 2B (fig b) or on 3B (figs c,e, and f).

First, when you're on 2B, and the batter hits a:

in Second, when you're on 3B, and the batter hits a:

in When 2 Are Out: When there are two out, the worries about whether or not a hit will be caught on the fly become moot: if it is, there are 3 outs anyway and it doesn't matter whether you're on your mandatory base or not. Hence, you hear, ``2 outs -- run on anything." (However, you have to stay somewhat awake; you yourself could still make the third out by trying to run a base too far.)

Interesting complications also arise if a run scores as the third out is being recorded. If the third out is a force-out at any base, the run does not count. If the third out is not a force-out, then the run counts if the runner crossed home before the tag was actually applied to the other runner for the third out (relativistic questions of simultaneity almost never arise, but I would assume all events should be expressed in a coordinate time defined by the proper time of a point comoving with the pitching rubber, since it's fairly central). As examples:

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