Inning
A segment of the game in which each team gets a turn to bat. An MLB game is normally nine innings.
PLATE 02Pitching · hitting · fielding
A duel repeated about 150 times a game: pitcher against hitter, with eight fielders behind one and the scoreboard behind the other. Learn the count and the bases, and every pitch starts to mean something.
1ST · The basics
Read this first. These are the words the rest of the page assumes you know.
A segment of the game in which each team gets a turn to bat. An MLB game is normally nine innings.
One of the three retirements the defense needs to end the batting team’s half-inning.
One complete turn at the plate, ending when the batter reaches base, makes an out, or another result ends the turn.
A statistical type of plate appearance. Some plate appearances, such as walks, do not count as official at-bats.
The number of balls and strikes on the current batter, written balls first: 3-1 means three balls and one strike.
The area over home plate where a pitch can be called a strike when it meets the rulebook height limits.
A pitch outside the strike zone that the batter does not swing at.
A pitch in the strike zone, a swing and miss, or most foul balls before two strikes.
A situation where a runner must advance because the batter became a runner and is pushing the runners ahead.
A runner is out when a fielder holding the ball touches the runner before the runner reaches a safe base, when no force applies.
A batted ball that is in fair territory under the rules and remains live unless another rule stops play.
A batted ball that ends up in foul territory under the rules. Most foul balls count as a strike unless the batter already has two strikes.
The ball thrown by the pitcher toward home plate.
A category of pitch such as fastball, slider, curveball, or changeup, each using different speed and movement.
The group of relief pitchers who enter after the starting pitcher or in specialized late-game roles.
The pitcher who begins the game for a team.
A pitcher who enters after the starter.
A fielder used as an intermediate target so an outfielder can move the ball efficiently toward a base or home plate.
After a caught fly ball, a runner must retouch the starting base before trying to advance.
A runner tries to advance during the pitch without waiting for the batter to hit the ball.
Using a hitter or pitcher matchup based partly on handedness, because left/right matchups can affect performance.
A point scored when a runner legally touches first, second, third, and home plate in order.
1ST · The basics
Nine innings; each has a top (the visitors bat) and a bottom (the home team bats). Three outs end a half-inning. There is no clock on the game itself, but since 2023 there is one on the pitcher.
Each team gets a turn to bat. The visiting team bats in the top half; home team in the bottom half.
One of three retirements that end a half-inning.
A score, completed when a runner legally touches first, second, third, and home.
A plate appearance that ends in most standard batting results; walks and some other events are plate appearances but not at-bats for statistics.
Pitch outside the strike zone that the batter does not swing at. Four balls award first base.
Pitch in the zone not swung at, a swing-and-miss, or certain fouls. Three strikes retire the batter.
Batted ball outside fair territory under the rules. With fewer than two strikes, most fouls add a strike; ordinary foul balls do not create strike three.
Batter reaches safely on fair batted ball without an error/fielder’s choice being the reason.
Four balls award first base.
Batter is struck by a pitch under applicable rules and is generally awarded first base.
Fair batted ball leaves the park in play or otherwise qualifies, allowing batter and runners to score.
Played when the game remains tied after regulation.
1ST · The basics
Every fielder has a number used in scorekeeping. A “6-4-3 double play” means shortstop to second baseman to first baseman.
Delivers pitches, fields the center of the diamond, controls running game, and executes pickoffs.
Receives pitches, blocks balls, controls running game, communicates signs/strategy, and directs much of the defense.
Handles many throws, holds runners, and fields right side.
Middle infielder with range; turns double plays and covers bases.
Handles hard-hit balls and bunts near third; long throw across diamond.
Premium range/arm position; covers left side and anchors many double plays.
Outfielder responsible for left field; backs up throws and reads caroms.
Usually widest outfield range; often takes priority on fly balls.
Outfielder in right; often requires strong arm for throws to third/home.
Bats in lineup without playing a defensive position under DH rules.
Fielder positioned to relay throws from outfield to an appropriate base.
Moving behind a teammate/base to stop an overthrow from becoming extra bases.
4TH · Pitcher vs. hitter
The count (balls first, then strikes) is the single best summary of who is winning the at-bat. Hitters hunt in their counts; pitchers expand the zone in theirs.
Neutral count. Pitcher wants strike one; hitter decides whether to hunt a specific pitch.
Pitcher ahead. Hitter protects more of the zone and must respect chase pitches.
Hitter-favorable counts. Fastball or strike-zone predictability may rise, and hitter can hunt a location.
Balanced but hitter-friendly. Both sides can still access broad arsenals.
Battle count. Pitcher can expand; hitter must cover zone without chasing everything.
Next qualifying pitch decides walk or strikeout unless fouled off. Runners may move on the pitch in some situations.
With two strikes, hitter becomes more defensive and prioritizes contact on borderline strikes.
Taking/selecting pitches to gain information, reach hitter-favorable counts, or raise pitch count.
Attacking an early pitch because it matches a pre-planned zone/pitch expectation.
Shortening swing / expanding coverage / prioritizing contact, depending on hitter philosophy.
4TH · Pitcher vs. hitter
Pitches differ in speed, spin and movement. Movement is measured against a spinless ball: a four-seamer “rises” only compared with how far it would have dropped.
Usually highest-velocity fastball, often with “ride” or less vertical drop than expected.
Fastball with more arm-side movement/sink depending on pitcher.
Fastball variant emphasizing downward and arm-side movement to generate ground balls.
Fastball-like pitch with late glove-side movement, smaller than a slider.
Breaking ball with glove-side and downward movement; speed/movement vary widely.
Slider family with pronounced horizontal glove-side movement.
Breaking ball with larger downward component and generally more speed separation than a slider.
Curve family thrown with a knuckle/finger-grip variation; not the same as a knuckleball.
Thrown with fastball arm action but lower velocity; relies on timing disruption and often arm-side fade.
Common changeup grip/type often featuring arm-side movement.
Fastball-like release that drops sharply late due to spin/velocity characteristics.
Splitter relative with deeper split grip and often more drop/lower velocity.
Very low-spin pitch with unpredictable movement; rare in modern MLB.
Very slow, high-arcing surprise pitch.
4TH · Pitcher vs. hitter
Modern hitting is measured at contact: how hard (exit velocity) and at what angle (launch angle). Hard contact in the right window becomes a barrel.
Putting the ball in play. Contact quality matters: weak contact can still produce outs.
Speed of the batted ball immediately after contact.
Vertical angle of the batted ball.
Statcast quality-of-contact classification combining exit velocity and launch angle.
Hit toward batter’s pull side.
Hit to the field opposite batter’s natural pull side.
Ability to drive balls into spaces between outfielders for doubles/triples.
Swinging at hittable pitches and taking pitches outside the zone.
How often a hitter swings at pitches outside the strike zone.
Share of pitches thrown in the strike zone.
Fly ball that results in a runner scoring after a catch and meets scoring criteria.
Intentional deadened contact used for placement, sacrifice, surprise, or squeeze situations.
Runner goes on pitch while batter is expected to swing/contact, opening defensive holes and protecting runner.
Runner goes, but hitter retains more discretion whether to swing.
7TH · Defense & baserunning
Runners advance on hits, walks, steals and outs. Whether a runner is forced to run decides how the defense can get him out.
Distance a runner takes off a base before the pitch.
Additional movement as pitch reaches plate to improve reaction/start.
Runner advances during pitch without benefit of hit/error under scoring rules.
Runner is put out attempting to steal.
Pitcher/catcher throws to a base to retire or shorten a runner’s lead.
Runner retouches original base after a caught fly ball before attempting to advance.
Runner must advance because batter becomes runner and occupies the base behind.
Fielder must physically tag runner (or meet specific base/appeal conditions) because no force exists.
Defense traps runner between bases and exchanges throws to apply a tag.
Runner on first tries to reach third on a single, depending on ball location, speed, and arm strength.
Runner reads ball/outs and attempts to score on a single.
Fielders move closer to plate to improve chance of throwing out runner at home; increases risk of grounders getting through.
7TH · Defense & baserunning
Fielders reposition on almost every pitch, for the hitter, the count, the runners and the score. Since 2023 there are limits on how the infield can shift.
Middle infielders position to turn two quickly.
First/third baseman move closer for bunt defense or runner-at-third situations.
Outfielders play deeper to prevent extra-base hits late with a lead.
Outfielders move based on hitter spray tendencies, pitch plan, and game situation.
Since 2023: when the pitch is released, all four infielders must have both feet on the infield dirt, with two on each side of second base. Infielders cannot switch sides unless there is a substitution.
Relay throw is directed through a cutoff fielder to control runners and improve accuracy.
Long throw chain from outfield toward a distant base/home.
Center fielder generally has priority on many outfield fly balls; communication prevents collisions.
Non-primary fielders move behind likely throw destination to contain errors.
Corners charge; middle infield/pitcher/catcher rotate to cover bases depending on runners.
Special plays designed to control a stealing runner while preventing runner on third from scoring.
Aggressive bunt defense with corner infielders charging and middle infielders rotating.
7TH · Defense & baserunning
Starters give length; relievers give leverage. Managers balance fatigue, handedness and how many times a hitter has already seen a pitcher.
Begins game and aims to provide multiple innings while navigating lineup repeatedly.
Short first pitcher used strategically before bulk innings from another pitcher.
Pitcher expected to cover multiple middle innings.
High-leverage reliever used before closer, traditionally eighth inning.
Reliever commonly used to protect late leads, often in ninth.
Covers several innings when starter exits early or game goes long.
Pitcher-batter handedness can change pitch movement and platoon advantage.
Hitters often improve after seeing a pitcher multiple times; managers weigh this against bullpen quality.
Workload metric affecting fatigue and removal decisions.
Ordering pitches to alter speed, eye level, location, and hitter expectation.
Different pitches travel similarly early before separating late.
Using off-speed/breaking pitches in counts where fastball is traditionally expected.
Since 2020 a reliever must face at least three batters (or finish the half-inning) unless injured, which ended the one-batter lefty specialist.
10TH · Strategy & stats
There are exactly 24 base-out states: eight ways to arrange runners times zero, one or two outs. Each has a measured average number of runs that follow. That table explains modern strategy.
Offense values any ball in play that can score runner; defense may play in.
Offense may prioritize advancing runner; modern strategy varies by hitter quality.
Force exists at every base. Walk/HBP scores a run.
Runners can move aggressively on contact because a caught ball ends inning anyway.
Defense prioritizes preventing extra bases; bullpen leverage increases.
Managers may emphasize matchup, bullpen, pinch runners, and one-run tactics.
Bunt attempt designed specifically to score runner from third.
Defense awards first base intentionally to change matchup or create force situation.
Substitute batter used for matchup or offense; removed player cannot return under MLB rules.
Substitute runner used for speed or baserunning; replaces original player.
Better fielder enters late to protect lead.
Batter gives up likely out to advance runner; value depends heavily on context and run expectancy.
10TH · Strategy & stats
Traditional stats count events; modern stats weight them by value and adjust for ballpark and era. The first three below are the foundation.
Batting average: hits divided by at-bats.
On-base percentage: (hits + walks + hit-by-pitch) ÷ (at-bats + walks + hit-by-pitch + sacrifice flies).
Slugging percentage: total bases ÷ at-bats (single = 1, double = 2, triple = 3, home run = 4).
OBP + SLG; simple combined offensive measure.
League/park-adjusted OPS metric where 100 is league average.
Comprehensive run-creation rate adjusted to league/park; 100 is average.
Home runs.
Runs batted in; context-dependent counting stat.
Stolen bases.
Earned runs allowed per nine innings: earned runs × 9 ÷ innings pitched.
Walks plus hits allowed per inning pitched.
Strikeouts per nine innings.
Walks per nine innings.
Fielding Independent Pitching; estimates outcomes tied more directly to pitcher: strikeouts, walks, HBP, HR.
Wins Above Replacement estimate combining contributions into one value; implementations vary.
Batting average on balls in play, excluding HR and strikeouts from denominator structure.
Isolated power: SLG minus AVG.
Share of batted balls above Statcast hard-hit threshold.
Expected metrics based on quality/contact characteristics and other inputs.
Relief pitching statistic awarded under specific qualifying conditions.
Credited to a reliever who enters in a save situation and leaves with the lead intact. Widely tracked, but not an official MLB statistic.
10TH · Strategy & stats
The same count, sequencing and base-out logic wins in video games.
Video-game interfaces and pitch ratings change by title/year. The goal is to teach transferable baseball logic.
Rulebook watch
MLB’s rules have changed more since 2023 than in the previous fifty years. Here is what is current for the 2026 season.
Umpires still call balls and strikes, but the batter, pitcher or catcher can challenge immediately by tapping the helmet or cap, with no help from the dugout. Each team starts with two challenges and keeps any it wins; after two failed challenges it has none left. A team out of challenges gets one for each extra inning. The replay is shown on the videoboard.
For ABS the zone top is 53.5% of the batter’s standing height and the bottom 27%, across the 17-inch plate. A pitch is a strike if any part of the ball touches that zone.
15 seconds with the bases empty and 18 with runners on (it was 20 with runners in 2023). Violations are an automatic ball or strike.
Two infielders on each side of second base, all four on the dirt. First, second and third base grew from 15 to 18 inches square, shortening the distance between bases.
Step-offs and pickoff throws are limited. A third unsuccessful attempt is a balk.
Reference
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Reference
Rules and dimensions on this page follow these documents. Video-game notes teach transferable logic rather than edition-specific tricks. Page stats: 12 sections · 154 explained concepts · 11 interactive visuals · 58 glossary terms.