Team Showcase

Youth Nationals Team Showcase

The Nationals Team Showcase is a very unique event where teams will clash in different types of competition throughout championship Thursday. At the end of the showcase, all the results from each competition will be put together to crown the Nationals Team Showcase queen.

Team Showcase Events

20 Yard Dash

The 60 yard dash is a simple test of speed. In this battle of the quickest of the quick National’s players will compete to have the fastest 60 yard dash in the tournament.

Catcher’s Pop Time

The Catcher’s pop time competition is a test to determine which National’s catchers are quickest to receive the ball, and gun it down to second base. To be competitive here you will need to have combination of a good arm and quick reflexes.

Velo Across The Diamond

Velo across the diamond will determine which National’s players have the best arm when it comes to making throws from positions in the infield. The player that puts the most velocity on their throws will be the winner of this competition.

Queen of Swat

The Queen of Swat, aka the home run derby, determines who the best power hitters competing in the Nationals are by seeing who can put the most balls over the fence.

Coaches Fungo

Here at the Nationals, we include the coaches in the competitions too! Coaches will compete against each other in an accuracy test that determines who is best at hitting balls to certain positions in the field.

Around The Horn

Around the horn is always the last competition of the day, and it is also worth double the amount of points of all the other competitions, because it is a team competition. Around the horn determines which team can be the most composed while dealing with an intense rush to get the ball to every spot in the field faster than any other team.

20 Yard Dash

  1. One (1) player from each team will participate in the 20 Yard Dash.
  2. Each participant is timed running a distance of 20 Yards.
  3. Time is started on the player’s first movement and stopped at the completion of 20 Yards.
  4. If a player has a bad start, stumbles, or falls it will not result in a rerun.
  5. The top four times will advance to the finals where they will race each other in a 20 Yard sprint to determine a winner.

Around The Horn

  1. Eight (8) players from each team will participate in the Around The Horn competition.
  2. As the ball travels “around the horn” each base must be tagged or touched by any part of the player’s body, as in a force-out.
  3. Teams are timed on how quickly they can throw the ball “around the horn.” Best team time wins the competition.
  4. There will be backup balls placed at each base and outfield spot, in the case of overthrows. When a ball is overthrown to a position, then the player has the option of going after the overthrown ball or picking up one of the backup balls (with a three second penalty assessed).
  5. Teams will compete in reverse-order of the pool-play standings.
  6. Each team will receive two timed rounds. The best time from each team will be recorded. The best single time will determine a winner.
  7. If there is a tie, the average of both team’s times will determine the winner.
  8. The order will be as follows:
    • Catcher starts the time by throwing to third base. Timer starts after the throw is released from the catcher’s hand.
    • Third baseman receives the throw, touches his bag and proceeds to throw to second base.
    • Second baseman receives the throw, touches his bag and proceeds to throw to first base.
    • First baseman receives the throw, touches his bag and proceeds to throw back to the catcher.
    • The catcher receives the throw, touches home plate and proceeds to throw down to second base, with the shortstop covering the bag and receiving the throw.
    • The shortstop touches second base and then proceeds to throw to the right fielder.
    • The right fielder receives the throw, then touches the right field circle (area provided). The right fielder then proceeds to throw back to second base, with the shortstop covering the bag again.
    • The shortstop receives the throw, touches second base and then proceeds to throw to the center fielder.
    • The center fielder receives the throw, touches the center field circle (area provided) and then proceeds to throw to third base.
    • The third baseman receives the throw, touches his bag and proceeds to throw to the left fielder.
    • The left fielder receives the throw, touches the left field circle (area provided) and then proceeds to throw home to the catcher.
    • Once the catcher gathers or receives the ball, he must touch home to stop the timer.

Catcher’s Pop Time

  1. One (1) player from each team will participate in the catcher’s pop time.
  2. Each player will receive three throws in the catcher’s crouched position from a person of their choice. Once the player receives the ball from behind home plate, they will then throw the ball to second base.
  3. Time is started when the ball touches the player’s glove in the catcher’s crouched position and is stopped when the ball is received at second base.
  4. Any ball dropped by the catcher on the throw, or during their transfer, will not result in a redo. However, they can still complete that turn and throw the ball to second base.
  5. The top four times will advance to the finals where they will receive two throws each. The best single pop time from the finals will determine a winner.

Coaches Fungo

  1. One (1) coach from each team will participate in the Coaches Fungo.
  2. Each participant will get 5 swings: 2 to shortstop, 2 to second base, and 1 to centerfield.
  3. Each target hit at SS and 2B will count for 10 point each. There will be a target in CF and the coach closest to the target will be awarded 20 points. A missed target at SS or 2B will result in a score of 0.
  4. The coach with the highest point total will determine a winner. If there is a tie after all participants are completed, there will be a swing off between all tied participants aiming at the CF target. Each coach will hit one ball to the CF target; the coach closest to the target will be crowned the winner.

Queen Of Swat

  1. One (1) player from each team will participate in the King of Swat.
  2. The player will receive pitches from the person of their choice.
  3. Each player will receive a one minute timed round to hit as many HR’s as they can. Time starts when the first pitch is thrown. Any pitches thrown after the time expires will be nullified.
  4. The next pitch cannot be thrown until the previous batted ball either hits the ground or clears the fence.
  5. The top four homerun totals from Round 1 will advance to the Championship round. A player must hit a homerun to advance to the Championship Round.
  6. Each player in the Championship Round will receive 45 seconds to hit as many HR’s as they can. Time starts when the first pitch is thrown. Any pitches thrown after the time expires will be nullified.

Velo Across The Diamond

  1. A minimum of one (1) and maximum of four (4) participants from each team will participate in the Velo Across the Diamond. If a team has more than one (1) participant, only the player with the highest MPH Velo will result in points scored for their team.
  2. Each participant will get 3 attempts to field a groundball rolled to them, by a person of their choice, and throw it to a target at first base.
  3. Every throw will have an “Exit Velocity” in Miles Per Hour (MPH). The throw must hit the target in order for it to count.
  4. Any ball dropped by the player on the throw, or during their transfer will not result in a redo. However, they can still complete that turn and throw the ball to the target.
  5. The player with the single highest MPH Velo will determine a winner. If there is a tie after all participants, an additional round(s) will continue with 2 throws each until a winner is determined.

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