The Dollard Executive Softball League ( http://www.ddosoftball.com/ ) uses official Canadian slo-pitch softball rule
( https://www.slo-pitch.com/ )with the exception of the following regulations, which take precedence over those rules.
The Dollard Executive Softball League (http://www.ddosoftball.com/) uses official Canadian slopitch softball rule (https://slo-pitch.com/content/rulebook) except for the following regulations, which take precedence over those rules.
1. The league shall maintain an independent Discipline Committee (DC) responsible for rule violations and player misconduct. The DC shall report to the Rules Executive Board Representative and shall consist of five (5) league members in good standing, selected by the Rules Executive Board Representative and approved by the Executive Board. Team captains and Executive Board members are ineligible to serve on the DC. Decisions of the DC shall be final and shall not be subject to review, reversal, or interference by the Executive Board.
2. No board member may have any vested interest in any league sanctioned event or in the purchase of equipment or apparel for the league. Notwithstanding the foregoing, a board member may submit a proposal or quote to provide such services or goods provided that the interest is fully disclosed and at least two additional independent quotes are presented for consideration. The interested board member must recuse themselves from any discussion or vote on the matter.
3. The regular season schedule must be completed in advance of the draft and shall be completed with alternate dates for rainouts.
4. Each captain group must umpire a total of 5 games otherwise they may lose their captaincy for the following year.
1. All players must use bats supplied by the league. Failure to comply will result in the batter being called out and being ejected from the game.
2. All catchers and pitchers must wear a face mask. Failure to comply will result in the player not being allowed to play that position.
3. The pitcher may not use tape or other substances on the ball, pitching hand or fingers; nor shall any player apply any foreign substance to the ball. The pitcher may not deliberately drop, roll or bounce the ball or deface the ball in any manner.
4. Team jerseys must be worn during each game by all players on the field. Spares are expected but not required to wear an extra team jersey or a shirt colour that is close to the team colour. Any alterations to team jerseys, or alternate jerseys, must be approved by the executive board.
5. The strike mat shall be a rectangle, 24” wide by 43” long.
1. All early games must start promptly at 6:30 pm.
2. The home team will occupy the first (1st) base dugout for all regular season and playoff games. Note: The team occupying the 3rd base dugout for the late game will be responsible for raking the field.
3. TIME LIMITS a) Official game (regular season games): A game is considered "official" when at least 7 complete innings are played or 6 1/2 if the home team is winning and it must have included one open inning. If not, the game must be played to its completion. b) All Games. (excluding Super Sundays): 2-hour time limit (i.e.: no inning can start after the 2-hour mark). All innings, with the exception of the open inning, will be capped with a maximum of 6 runs. At or after the 1hr 45 min or if the 9th inning is reached before the 1hr 45 min threshold, an open inning is called by the umpire. This will be considered the last inning unless the score is tied. Example: If the 1hr 45 min threshold is reached and the game is in the 7th inning, the 7th inning will be completed and the 8th inning will be declared the final and open inning. If the score is tied and the 2 HR time limit has not been reached, an extra inning may be played with the CAP LIMIT in effect. Once an inning has been started, it must be completed to its conclusion. For late game and safety reasons only, no pitch can be thrown after 10:55 pm. The inning will be stopped and completed at a later date.
4. TIME CAVEAT a) An inning is considered started as soon as the last out of the previous inning is made. Official time is based on the time on the home plate umpire’s cell phone, or the base umpire’s cell phone if plate umpire does not have a phone with him. b) Unreasonable Delay Tactics: If in the umpire’s judgment either team engages in what is deemed as unreasonable delays as the time limit approaches (excess time on/off field, time outs etc...) then he will issue a warning to the offending captains. Should the warning be ignored & delays continue than the offending team will then forfeit the game no matter the score.
5. STATISTICS INVOLVING CAPPED INNINGS If a batter hits a HR OVER THE FENCE, the batter will be credited with a HR and the maximum number of RBIs to reach the cap limit. Example: There are 4 runs in, the bases are loaded and the batter hits the ball over the fence for a HR. The batter will be credited with a HIT, a HR and 2 RBIs to reach the cap limit of 6. The batter will not be credited with a RUN scored. The RUN(S) scored will be credited to the runner(s) on base.
6. MERCY RULE If one team is leading by 18 or more runs after the completion of 7 innings, the game will be considered completed and no statistics will be recorded past this point.
7. AROUND THE HORN At the umpires’ discretion, throwing the ball “around the horn” will not be permitted after the 5th inning. Once the pitcher completes his warm-up, the umpire will instruct the catcher to return the ball immediately to the pitcher and “batter up” is called. The defense will also not be permitted to throw the ball “around the horn” after an out. The ball should immediately be returned to the pitcher.
8. INCLEMENT WEATHER a) The Scheduler may cancel a game up to one hour prior to the scheduled game time if in his opinion weather or field conditions may make the game unplayable. b) Before starting any game where playing conditions dictate that a game may be postponed, the captains will make the decision. Should the captains be unable to agree, the umpire’s decision will be final. Rainouts will be automatically slotted in the first available alternate date (with reasonable game spacing). c) In all cases where rain delays occur, during a game, no postponement may be called without a delay of at least 15 minutes. The umpires will make the final decision.
9. GAME PROTESTS WILL NOT BE PERMITTED
10. CAPTAINS CHALLENGE Each team shall be permitted one (1) Captains Challenge per game to dispute an umpire’s decision on a call of safe or out on a baserunner. The challenge must be made immediately by a team captain following the call and before the next pitch or play resumes. The umpires may confer to review the call. If the call is overturned, the team retains its challenge and may use it one (1) final time later in the game. If the call is upheld, the team loses its challenge and may not challenge any further judgement calls for the remainder of the game. Asking an umpire to confer with another umpire will be considered an official challenge.
11. NUMBER OF PLAYERS ON THE FIELD In each inning, the defensive team will use a maximum of 11 players in the field. In the event that the defensive team accidentally uses 12 men in the field, the offensive team has two options once the infraction is pointed out. They may accept the result of the last at-bat, or they can choose a “do-over”, but this only applies to the last batter. Any at-bats prior to that will be deemed legal and official and cannot be changed.
12. SITTING OF DEFENSIVE PLAYERS No player is to sit out a second inning until each player has sat out one inning, and similarly a player may not sit out a third inning before each player has sat out twice. No player may sit out two consecutive innings, except if the game goes into extra innings. Teams may declare prior to the start of the game that the starting pitcher will be exempt from the sitting of defensive players. This exemption applies only to the starting pitcher and only while that player remains the pitcher. If the circumstances change and the starting pitcher is removed, he may only be replaced by a player on the field of play. The starting pitcher will assume another position on the field for the remainder of the inning. The starting pitcher will have to be added to the sit list for the remainder of the game.
13. IN THE EVENT OF EXTRA INNINGS THE FOLLOWING SHALL APPLY Defensive rotation for the tenth inning shall revert to that of the first inning except in the event of the team having only twelve OR thirteen players present. In this circumstance, a player who has not sat out a second time, shall be required to do so.
14. SUBSTITUTION ERROR If a team is found to have made an error substituting its players defensively, (e.g.: a player has sat out a second inning before all players have sat out one inning; a player sits out two consecutive innings, etc.) the offending team must remove one player from the field for the remainder of that inning. The player removed must be a player who has the least amount of sits at that point. If there is more than one player who can be removed, the offensive team captain will decide. This will not be counted as a sit for the removed player.
15. BATTING OUT OF ORDER A player is batting out of order when he fails to bat in the proper sequence as listed on the official line-up card. Batting out of order is an appeal play that may be made only by the defensive team. The defensive team forfeits its right to appeal batting out of order when one legal or illegal pitch has been made to the following batter or when the pitcher and all infielders have clearly vacated their normal fielding positions and have left fair territory. Penalties for batting out of order: a) The penalty for batting out of order varies depending on when the infraction is reported to the plate umpire. b) If the error is reported while the incorrect batter is at bat, the correct batter may take his rightful turn and legally assumes any balls and strikes. Note: The offensive team may correct a wrong batter at the plate under the same circumstances. c) If the error is reported after the incorrect batter has completed his turn at bat and before a legal or illegal pitch has been delivered to the following batter or before the pitcher and all infielders have clearly vacated their normal fielding positions and have left fair territory: (a) the player turns who should have batted is declared out: (b) any base runner advance or score made on account of a ball batted by the improper batter or on account of the improper batter’s advance to first base through a hit, walk, error or interference shall be nullified: (c) the next batter of the inning or the following inning is the player whose name follows that of the player called out for failing to bat. d) If the error is reported after the first legal or illegal pitch has been delivered to the following batter or after the pitcher and all infielders have clearly vacated their normal fielding positions and have left fair territory: (a) the turn at bat of the incorrect batter will be declared legal, (b) all runs scored and bases run are legal and (c) the next batter is the player whose name follows that of the player who had been scheduled but failed to appear at bat.
16. SUSPENDED GAMES The remainder of the game will be played two hours before the earliest scheduled game on the following Sunday that both teams do not have a scheduled game. The roster resets with regular sparing calculations in effect by using your team's current roster players. Players who did not play in the original game will be put at the bottom of the lineup.
1. ALL PLAYERS PRESENT MUST BE INCLUDED IN THE BATTING ORDER AND MUST BAT IN TURN.
2. A PLAYER IS CONSIDERED ARRIVED when he is physically on the park grounds (not on the street) and has been seen by one of the umpires.
3. MINIMUM NUMBER OF PLAYERS IN REGULAR SEASON A team must have a minimum of nine (9) players including (6) roster players in order to start a game. Teams without the minimum number of players will be permitted 15 minutes to field a team. If a team cannot field the minimum number of 9 players (including 6 roster players) within 15 minutes, it will forfeit the game. The game must begin as soon as the minimum number of players required is present and the scheduled game time has been reached.
4. PLAYERS ARRIVING LATE DURING REGULAR SEASON A player who arrives after the first pitch of the 4th inning of a game will not be allowed to play in that game. Exception: If a team has less than 11 rostered players without a spare, the late arriving player will be allowed to play regardless of the inning he shows up. (Unless the late player was not used in the calculation when acquiring the spare(s)) If he arrives prior to the start of the 4th inning he will be deemed to have NOT sat out and will take his regular turn to sit out from that point. A player who arrives after the first pitch of the 1st inning must be placed at the bottom of the batting order. If his team is in the field and is playing with less than 11 fielders, he may go out to his defensive position immediately.
5. A PLAYER WHO HAS PREVIOUSLY LEFT THE GAME The player may not re-enter even if his team has less than eleven players or if the game is a continuation of a previously interrupted game.
6. INJURIES a) A player who misses a turn at bat because of illness or injury must leave the game. b) A player leaving the game due to injury or other reason while their team is in the field, must be replaced by a player on the bench (sit) who was picked in a lower round of the draft. If there is nobody on the bench that was drafted in a lower round then they have to play short one player in the field for that inning, and then they can adjust their sits before the next inning if that player cannot come back and play. c) A player leaving the game due to injury must declare his intention before appearing in the on-deck circle and before the first pitch is thrown to the batter who precedes him in the batting order. Once a player appears in the on-deck circle, he has committed himself to taking his at-bat. d) If a player is taken out of the game due to injury, and is unable to return to the field the following inning, or the inning after he took a legal sit, or he is unable to take his next scheduled turn at bat, he must be removed from game at that time and the umpires and other captains are notified.
7. PLAYERS ELIGIBLE TO BE IN THE TEAM DUGOUT AND/OR COACH BASES DURING A GAME a) Only players drafted by the team including injured players or players not playing in that particular game may be on the bench. b) Players under suspension may not sit on the team bench and injured players under suspension may not sit on the team bench until the completion of his suspension. c) Any player drafted by the team or designated by the league as a member of the team including injured players or players not playing in that particular game may coach 1st or 3rd base but must wear the current team jersey when doing so.
1. Captains are responsible for securing their own spares. All secured spares must be approved by the Spare Convener who will then confirm and advise the captains of the opposing team. No spare may be used in a game unless approved by the Spare Convener. (Exception: A valid spare from the stands can be used to avoid a forfeit. In other words, a captain may only pull a valid spare from the stands in order to go from 8 players to 9 players, thus avoiding a forfeit. In this case only, the spare need only be approved by one of the opposing captains).
2. If a roster player who was not expected to play appears for the game, the spare that was called must play and the roster player who was not expected does not play. a) Where a team has requested and has been assigned only one spare and the spare fails to show up for the game, any roster player not expected to play in that game who was part of the spare calculation may enter the game at any time. If another roster player expected to be in the game fails to show up and a spare is being used, only an additional spare equal to or lower in ranking than the missing player may be added before the game or called before the start of the game (see point 3 below for clarification). If an injury occurs during the game and a roster player included in the spare calculation is present, he may only enter the game if his ranking is equal to or lower than the injured player he would be replacing. b) Where multiple spares are in use by one team and any spare fails to show up for the game, another spare may be called of the same or lower ranking. A roster player who was used in the spare calculation can only enter the game if one spare fails to show up or there is an injury and where his ranking is equal to or lower than the missing spare or injured player. c) Where a player fails to show up before the start of the game and the game is scheduled to begin, the captains may call the spare conveners first or, if unavailable, any executive, and request that they attempt to find an 11th player on short notice.
3. Spares are subject to all league rules during games in which they participate.
4. Spares will be selected by the following method: a) Spare formula: Sum of rounds picked of all missing players, divided by number of missing players. Example: Missing 6th, 8th, 9th and 12th round picks. 6+8+9+12 = 35. 35/4 = 8.75. Spare average always rounds down not up. In this case, even though 8.75 is closer to a 9, the team is entitled to an 8. Eligible to receive replacement player(s) of average round value of 8. So, in this case, if a team needs 4 players, they could find four 8's, or two 7's and two 9's, or two 6's and two 10's, etc. b) No individual spare selection can exceed your highest ranked missing player. i.e., if you are missing a 3rd rounder you cannot take a 2nd rounder. c) When needing one spare only, captains choosing to select their spare from the outside spare list (Subzone) may choose a player whose rating is one round lower than their calculated spare number (i.e., if an 8 is needed then a 7 may be selected). On the other hand, if the captains choose to select their spare from the league, they may choose a player whose rating is the same round as the calculated spare number (if an 8 is needed then an 8 or higher must be selected). d) When needing more than one spare the following shall apply: For every spare that is selected from the Subzone it lowers the total spare calculation by 1. For every spare that is selected from the league it raises the total spare calculation by 1. Example: Average calculation for missing players = 8. Two spares are needed. Total spare calculation then equals 16. Picking the 1st spare from the Subzone lowers this number by 1 to 15. Picking the 2nd spare from the league raises this number by 0 to 15. Picking the 1st spare from the Subzone lowers this number by 1 to 15. Picking the 2nd spare from the Subzone lowers this number by 1 to 14. Picking the 1st spare from the league raises this number by 0 to 16. Picking the 2nd spare from the league raises this number by 0 to 16.
5. Alternative Spare Rule (Topping up the roster up to 13 players) At any point if your roster is missing a player(s) you can top up your roster back to 13 players. All players missing must be replaced at the drafted round or lower. So yes, you can replace any missing player by any other player drafted in the same round or lower in the regular season. (example: 1 player missing) Your 3 is missing you can replace him with a 3 from the league or subzone or higher. (example: 2 players missing) Your 1 and 9 are missing you can replace them with a 1 from the league or subzone or higher, and a 9 from the league or subzone or higher. (example: 3 players missing) Your 1, 2 and 4 are missing you can replace them with a 1 from the league or subzone or higher, a 2 from the league or subzone or higher, and a 4 from the league or subzone or higher.
6. The player’s category is determined by the draft and or any reclassification done by the executive committee.
7. Any player designated as a Super One can only spare for another player designated as a Super One.
8. Suspended players are not to be included in any spare calculation.
1. If captains know or reasonably expect that a player will miss three (3) or more consecutive scheduled games, for any reason, the player must be placed on the Inactive List (IL) for three (3) games and for each subsequent scheduled game until they return to the lineup. The player must be replaced up for each game covered by the IL designation. For players placed on the IL in advance, postponed or cancelled games count toward the three (3) consecutive scheduled games.
2. If a player is going to miss a third (3rd) consecutive scheduled game, for any reason, without having been placed on the IL in advance, they must be placed on the IL at that time, and a spare must be used for that game and every subsequent game until the player returns. For players not placed on the IL in advance, postponed or cancelled games do not count toward determining a third (3rd) consecutive missed game.
3. A player on the IL may return at any time, at which point the spare is no longer eligible.
4. The last day a team can get a replacement is August 1st after which the replacement player is not eligible for the playoffs.
1. START OF THE PITCH The pitcher must start with one (1) foot on the rubber. The pivot foot must be on the rubber during the wind-up and in contact with the rubber when the ball is released.
2. PITCH CHARACTERISTICS The pitch must be released with slow to moderate speed. The umpire shall warn the pitcher who delivers a pitch with excessive speed. If the pitcher continues to pitch with excessive speed, they shall be removed from the pitching position for the remainder of the game. The ball must be pitched with one single continuous back-and-forth underhand motion. No sidearm motion is allowed. a) Failure to comply with any of the above may be rules an illegal pitch. A pitch is illegal only if ruled as such by either umpire. b) Either umpire may call an illegal pitch. The pitch will be called a ball and a warning will be issued to the pitcher. If the pitcher throws two (2) illegal pitches in the same inning the pitcher will be removed from the mound for the balance of the inning. He may only be replaced by a player on the field of play. The pitcher will be allowed to assume another position on the field and will not constitute a “sit”. The pitcher may return to the mound the following inning with a new 2 illegal pitch criteria. The pitcher will no longer be exempt from the sitting of defensive players.
3. STRIKE - A strike is a legally pitched ball that lands entirely or partially, on any part of the strike mat.
4. The pitched ball must have a perceptible arc of at least 6 feet from the ground and shall not reach a height of more than 10 feet at its highest point from the ground. Failure to comply will constitute a NO PITCH and a ball will be awarded to the batter.
5. No play whatsoever can result from an illegal or no pitch. The batter will either take the pitch for a called ball, or, if the batter hits the ball, whether fair or foul, he will return to the batter’s box and the count against him will be increased by one ball. Runners will return to the bases they occupied at the time of the no pitch.
6. Any action by the catcher that alters the trajectory of the pitch or obstructs its path shall result in the pitch being declared a ball.
7. PITCHER WARM-UP When a pitcher first appears in the game, he will be allowed a maximum of five warm-up pitches. For all other appearances he will be allowed only two warm-up pitches.
8. MANDATORY USE OF THE PITCHER’S PROTECTIVE SCREEN The pitcher’s protective cage is always to be used and within the parameters of league rules and cannot be used for advantageous purposes. i.e: moved outside the regulated spot in the pitcher’s circle. To be used in all games (regular season & playoffs). The pitcher must always have one foot on the rubber at the time of release of the pitch and is allowed to make defensive fielding plays after the release of the pitch. The protective screen can be placed up to 4 feet in front of the rubber. The placement of protective screen left to right will be aligned with the rubber. For example: For right-handed pitchers, the right foot of the protective screen must be aligned parallel w the left side of the rubber at the very max. (when pitcher is facing home plate) Any batted ball striking the cage is a dead ball and the count will remain unchanged. The protective screen is in play once ball is batted and the pitcher can decide to knock the protective screen down if he chooses to, in a circumstance in which a play may need to be made at the plate.
1. THE BATTER MUST HAVE BOTH FEET IN THE BATTER’S BOX when the ball is delivered and must have at least one (1) foot in the box when the ball is hit. A foot is considered to be “in the box” if it touches the line designating the batter’s box. A batter shall not be called out if one foot is on the plate when contact is made so long as one foot is in the box.
2. BUNTING AND / OR CHOPPING A FAIR BALL without breaking the wrists or following through will result in the batter being called out automatically. Any base runners will return to the base they occupied at the time.
3. AUTOMATIC STRIKE-OUT: Two foul balls after strike two and the batter is out.
1. BASE RUNNING SUBSTITUTIONS A batter/runner must reach at least first base without help or assistance. He may then be replaced by either a Courtesy Runner or a Strategic Runner as defined below. a) COURTESY RUNNER A Courtesy Runner can be used by a team on a maximum of two occasions per game, for any roster player at any point in the game. (This includes replacing a Strategic Runner, who can be replaced right up until the time he is due up at bat. It is not mandatory that he be in the on-deck circle so long as the defensive team is aware he is the next batter). A Courtesy Runner used for the same player on two occasions counts as two separate uses. The Courtesy Runner must be the player who recorded the most recent out for the team (whether at bat or on the base paths). Should a team require two Courtesy Runners at the same time, they must use the players who recorded the last two outs. The Courtesy Runner can only advance one base at a time, except if an over the fence home run or ground rule double is hit, in which case all runners may advance according to normal softball rules. Should a Courtesy Runner overrun his allowed base, and the defensive team returns the ball to that base before the Courtesy Runner, he will be called out (no tag is required as it is a force out). If the Courtesy Runner who is entitled to second base, advances and touches third base, he will be called out automatically. Similarly, should a Courtesy Runner who is entitled to third base, advances and crosses the commit line, he will be called out automatically. The batter / runner may advance to second base at his own risk, so long as second base is considered “open”, meaning there was no runner at first base when the play began. No base runner will be permitted to take the base vacated by the Courtesy Runner due to an above-mentioned infraction. If any other base runner touches the base which the Courtesy Runner was entitled to, that runner is deemed to have passed the Courtesy Runner and will be called out automatically. If this runner realizes his mistake before touching the base, he may return to his entitled base, but can be forced out should the defense return the ball to that base before the runner returns (no tag required). Although any of these outs are considered “force outs”, if the out is the 3rd out of the inning, runs that have crossed the plate prior to the automatic out being called shall be counted. b) STRATEGIC RUNNER A Strategic Runner is a runner that can replace any other runner on base (including a player who has already taken a Courtesy Runner, or a Courtesy Runner) at any time during the game, without any running restrictions. A Strategic Runner can be used only once during a game at the captains’ discretion. If a Strategic Runner’s turn at bat comes while he is still on base, then his at bat will be considered an out, unless he can be replaced by a Courtesy Runner. If an injury occurs after the Courtesy Runners & Strategic Runner have been used and the player is unable to advance on his own, then the injured player will be removed from the game and his place on base deemed abandoned and one out will be levied. No other running substitutions are permitted in a game, other than those designated as one of the allotted Courtesy Runners or Strategic Runner. Should a team require a pinch runner in the first inning and nobody out, they must use their Strategic Runner. If the player must come out of the game and the team chooses not to use their Strategic Runner, then an automatic out will be called.
2. LEADING Any form of leading is not permitted. Leading is defined as the runner breaking contact with the bag any time from when the pitcher first steps on the pitching rubber to start a pitch, until one of the following has occurred: i. The ball makes contact with the bat ii. The ball makes contact with the catcher, or if missed by catcher, the ball first makes contact with either the ground or fence beyond the catcher If in the judgment of any umpire, the runner breaks contact with the bag within the above context defined as leading, the runner shall be called out. Although a runner is permitted to break contact with the bag outside of the above context defined as leading, he must return directly to the bag once the ball is returned to the pitcher inside the pitching circle. If, in the judgment of an umpire a base runner deliberately stalls or delays his return to the bag, or attempts to deceive the opposition in any way while off the bag, he shall be called out.
3. IF A BASE RUNNER NEEDS ADDITIONAL TIME Before the start of the next pitch before he can return to his base, he must request ‘time out’ from an umpire.
4. AFTER A “TIMEOUT” IS CALLED All base runners must return to their proper bases before “time in” is called.
5. RUNNER ON THIRD BASE a) With less than two outs and runner(s) on third, second and third, or first and second and third base: No tagging is allowed. b) With runners on first and third, the runner on first may tag and attempt to advance to second base. c) If any runner tags up and crosses the commit line, he will be called out immediately.
6. IF A DEFENSIVE PLAYER THROWS THE BALL OUT OF PLAY The ball is dead and all runners on base advance two bases including the base they are currently running to. Explanation: When the ball is in play and is overthrown beyond the boundary lines (Over the fence or into the dugout) all runners shall be awarded two bases including the base they are running to and the award will be governed by the position of the runners when the ball left the playing field. Runners may return to touch a base left too soon on a caught ball, or a missed base. If two runners are between the same bases; the award is based on the position of the lead runner. This rule also applies to a runner on third base when an out is made on a ball in the air. EXCEPTION: a) When a fielder loses possession of the ball such as on an attempted tag, and the ball enters the dead ball area or became blocked. Each runner is awarded one base from the last base touched at the time the ball entered the dead ball area or became blocked. b) If a runner touches the next base and returns to his original base, the original base he left is considered "last base touched'' for purposes of an overthrow award.
7. HOME PLATE SAFETY / COMMIT LINES a) Once the player has crossed the commit line he must continue on and touch the safety plate. The safety plate is located 8’ from home plate, along an imaginary extension of the first base line. Definition of crossed the commit line: When any part of the base runner’s foot (if the runner trips and falls it will include any part of the body) touches the commit line. Example: If a runner stops before the commit line, does not touch the commit line (as described above), but his hand passes the commit line in the air, the runner is deemed not to have crossed the commit line and may return to third base b) If he re-crosses the commit line (back towards third base), he will be called out immediately. c) If this is not third out of the inning any other base runners may advance at their own risk. d) The base runner must touch the safety plate but must not touch home plate itself. e) If a base runner touches home plate he will be called out immediately. f) The defensive player, with the ball in his possession, must not tag the runner between the commit line and safety plate but must touch home plate before the runner has touched the safety plate in order for the base runner to be called out. A tagged runner, in this case, will be declared safe and awarded home plate. The ball will become dead at the time of the tag and any other runners will only be given the base that they were going to. g) After hitting an over-the-fence home run, or walking in a run with the bases loaded all runners will be allowed to touch the true home plate.
8. SAFETY BAG AT FIRST BASE a) The safety bag is attached to the regular first base bag, but lies completely in foul territory. b) The batter / runner must touch the safety bag if a play is being made on him at first base from an infielder. If the batter / runner does not touch the orange bag, he is not called out automatically, the defense must make a play on him before he returns to the bag, or he will be called safe. If the batter / runner touches any part of the white bag, while a play is being made and interferes in any way whatsoever, he will be called out for interference. c) The fielder must touch the regular first base bag if he is making a play on a batter / runner. If the fielder touches any part of the orange bag while a play is being made and interferes in any way whatsoever, the batter / runner will be called safe. The fielder must not risk injury to himself or another player by crossing the base line into the path of the batter runner. d) The batter /runner may touch either the safety bag or the regular bag if no play is being made on him and his intention is to continue on to second base. e) Once the initial play at first base has been completed on the batter / runner, the batter / runner and fielder must use only the regular first base bag (white).
9. RUNNER HIT BY BATTED BALL a) A base runner is out if he is struck by a batted ball that is in fair play while the runner is off his base and before it passes a fielder, excluding the pitcher. The ball is immediately dead and the batter is entitled to first base without liability to be put out and is credited with a hit in the box score. All other runners advance accordingly. b) A base runner is not out when, while in contact with the base, he is hit with a fair batted ball, unless the umpire rules that the ball was intentionally interfered with, or a fielder was interfered with, while attempting to field a ball. EFFECT: The ball remains alive with all base runners continuing to be in jeopardy. If the ball struck the base runner while it was in foul territory then it is a foul ball (and called strike)
10. LOOK BACK RULE When the pitcher or any other defensive player has the ball in the pitcher’s circle (8-foot radius from pitching rubber) a base runner may stop once, but must immediately return to the previous base, or attempt to advance to the next base. Failure to immediately return or proceed will result in the runner being called out. EXCEPTION: The runner will not be called out if a play is made (a fake throw is considered a play). EXPLANATION: The look-back rule refers to the requirement that a runner on base not "dance around" while the pitcher or any other defensive player is inside the circle with possession of the ball. For example, when a batter gets a hit and rounds first base, if the pitcher or any other defensive player is in possession of the ball within the circle, the runner may stop once and then immediately must either advance towards second base or immediately return to first. He cannot juke back and forth in order to draw a throw. If the runner continues to change direction towards first, then second, the umpire may call him out.
11. OFFENSIVE INTERFERENCE a) THE RUNNER MUST AVOID A FIELDER ATTEMPTING TO FIELD A BATTED BALL. It is the runner’s responsibility to avoid the fielder who is attempting to make a play on a batted ball. Regardless if the contact was intentional or not, the runner can be called out. Penalty for interference: The runner is out and the ball is dead and the batter is awarded first base (and credited with a hit in the box score). b) RUNNING ON THE FAIR SIDE OF THE 1ST BASE LINE: On a batted ball, the batter/runner should run on the foul side of the 1st base line and in the event he is running on the fair side of the 1st base line and interferes with the play at 1st then he would be called out.
Rule violations and/or matters of player misconduct may be submitted to the Rules Executive Board Representative by any umpire, team captain, or Executive Board member. Any league member in good standing may request that a team captain or Executive Board member submit a report on their behalf.
It is up to the DC to decide if anything more than a review is necessary. Any incident submitted to the chairman of the disciplinary committee for further disciplinary action must be sent and received within a maximum of 48 hours after the completion of the game or incident.
Any ejection from a game must be reported in writing (using the website) by either game umpire to the Umpire in Chief and to the Rules representative on the Board who will forward it to the disciplinary committee.
The rule drawn upon for ejecting the player must be included as well as all pertinent information regarding the ejection.
Note: All ejections from a regular season game or playoff game may, at the sole discretion of the disciplinary committee, be reviewed for further disciplinary action above and beyond the penalties mentioned below.
Any player that incurs multiple ejections / suspensions in the same or multiple seasons will be subjected to more severe penalties which may including the suspension for the balance of the season (plus playoffs) and may result in the permanent expulsion from the league as per our league’s constitution.
A player who has acted in a manner that the executive determines by a 2/3 majority to be detrimental to the well being of “The League” will also lose his good standing.
1. EJECTED PLAYER Ejected players must leave the playing field and the park (including the parking lot) without delay. Any ejection will result in a minimum one game suspension. Play will only resume once the player has left the park. Failure to do so and/or continued harassment by an ejected player towards the umpires, opposing players, bystanders or anyone else in the park after ejection will result in a minimum two (2) game suspension.
2. PERSISTANT ARGUING BY CAPTAINS Only the captains or the captain’s designate (as announced to the umpires) may ask the umpire for an explanation following a call. Persistent arguing by any captain or designate with the umpire(s) is not allowed.
3. ARGUING BY PLAYERS Players (non-captains) are not to argue with the umpire(s).
4. ABUSIVE LANGUAGE / PROFANITY There will zero tolerance when profane or abusive language is directed at a fellow player, umpire or anyone in the stands. It will be subject to an immediate ejection and no warning at the discretion of the umpire(s).
5. AVOID BODILY CONTACT Avoid bodily conduct that may cause injury to others or yourself. At no time will an avoidable collision be tolerated. Hard slides can also be deemed as intent to injure. Intentional collision with a player. (As interpreted by the Umpire)
6. SUCKER PLAY Any infielder who attempts to decoy a runner into thinking there is a play being made on the runner when in fact there is not.
7. SMOKING / ALCOHOL Smoking, vaping, alcohol, cannabis and other drugs are not permitted on the field of play or in the dugout areas at any time. Roster players are not permitted to consume alcohol, cannabis or other drugs anywhere in the park while their team is playing.
8. MANIPULATING RULES Any attempt to manipulate any rules may result in disciplinary action or forfeiture of the game.
9. SERIOUS VIOLATIONS The following violations are severe breaches of the league player code of conduct and will be subject to substantial penalties as defined below. All players should be aware that the league is intended to be a fun, recreational league that provides a safe environment for all league members and fans. There will be zero tolerance for members who choose to disrupt the friendly spirit of the league by engaging in any of the following antics. IMPORTANT NOTE FOR CAPTAINS ABOUT SERIOUS VIOLATIONS: Captains are responsible for doing their best to de-escalate or diffuse these types of situations. Any captain that does not make a reasonable effort to calm the situation may be subject to supplementary disciplinary action.
10. UNSPORTSMANLIKE CONDUCT / VERBAL ABUSE: As a league member you are required to conduct yourself in a sportsmanlike manner. Verbal abuse or outbursts directed at an umpire, player or spectator including but not limited to, personal attacks and threats, racial, ethnic or sexual slurs, verbal taunting, profane tirades, vulgar gestures, etc. will result in immediate ejection from the game. a) WRITTEN ABUSE: The league will not tolerate any type of written comments directed at another league member that may include, but are not limited to, personal attacks and threats, racial, ethnic or sexual slurs, taunting, disparaging remarks, etc. Whether posted on social media, through a website or online form, instant messaging, chat, private email or on paper, league members should be aware that any type of negative written commentary about another league member regardless of its intended recipient, or whether it was “meant as a joke”, may be subject to severe discipline. b) SERIOUS DISPLAYS OF ANGER / PHYSICAL ABUSE / FIGHTING: including but not limited to throwing of equipment. The league will not tolerate physical abuse or fighting of any nature. This includes but is not limited to the intentional striking of another individual under any circumstances. In the case where there is a clear instigator, there may be a more severe penalty levied, however each player that is deemed to have actively participated in a fight by physically striking another individual will be subject to a fighting penalty and disciplined accordingly.
11. SUSPENSION AND PENALTY DETAILS: a) Any member who incurs multiple violations in one incident will serve the penalties consecutively. b) After receiving a suspension, the player will miss the next regularly scheduled or rescheduled (make up) game(s) and must sit out that game and the following games if applicable. c) Suspended players may not play in the completion of suspended games that occur during the course of their suspension even after the suspension has been completed. The incomplete game portion does however count toward the fulfillment of their suspension. d) Suspended players may not resume play in a game being completed of an interrupted game they participated in before he was suspended while having not completed the required number of full games after being suspended. e) If a suspended player plays in a game he was supposed to miss, his team will forfeit that game and his captain will be suspended for the next 2 games. f) All uncompleted suspensions are carried forward to next season. g) All disciplinary actions will be documented and records will be kept by the League. h) Any player on the bench during one of his games while under suspension will receive an additional 1 game extension to their existing suspension. i) If a player is suspended for 4 or more games the league (Spare Convener) will replace the suspended player for the length of the suspension. The replacement player will be considered a regular player and follow all rules pertaining to spare calculations. If the player is suspended for 3 games or less, there will be no substitution allowed and they cannot be used in the spare calculation.
12. REPEAT OFFENDERS (Players Receiving Multiple Suspensions) Multiple suspensions will be calculated based on the current and previous active season. (Rule instated as of 2023) a. Single game suspensions: will always be added to the total number of games received. Example: If a player is receiving his 2nd single game suspension he will now be suspended for 2 games. If a player is receiving his 3rd single game suspension he will receive 3 games etc. b. Multiple game suspensions will incur a multiplier. When a player receives a 2nd multiple game suspension the total number of games will be multiplied by 1.5. When a player receives a 3rd multiple game suspension the total number of games will be multiplied by 2.5. etc. (all totals will be rounded up) The total number of single game suspensions will always be added to all suspensions including multiple game suspensions. Example: If a player is receiving his 2nd multiple game suspension within the two-season period and he is given a 3-game suspension he will now have to serve 5 games (3 x 1.5 = 4.5 round up to 5). If a player is receiving his 3rd multiple game suspension within the two-season period and he is given a 6-game suspension he will now have to serve 15 games (6 x 2.5 = 15).
13. In Game Official Disciplinary Warnings Rule Four (4) official in game disciplinary warnings will lead to a one game suspension. (Warnings will carry through into the playoffs.) It will be the responsibility of the captains and umpires to notify the umpire and rules representative that an official warning was issued. Once a player receives his 4th warning he may complete the remainder of the game. He will then be informed by the league that he is suspended for the next scheduled game. If the 4th warning occurs in the players final game of the season he will have to serve his suspension to start the following season. Following his suspension his warning total will be reset to zero, however if he receives an additional four warnings in that season his suspension will still be calculated under the repeat offender’s rule. If a player receives two warnings in the same game he is automatically ejected and suspended for one game. Therefore, these warnings will not be added to his total.
14. Minimum additional 2-game suspension for contacting the DC during the suspension deliberation.
1. Dragging of field between games will take priority over taking an infield if time is limited.
2. Taking an infield will not take precedence over scheduled start time.
3. Any talks with umpires and your teams should be finished before the scheduled start time.
4. 5 pitches at start of game per side and for each new pitcher. All subsequent innings will allow a 1 pitch warm-up and then back to the pitcher.
5. After each recorded out, the ball goes directly back to pitcher (NO around the horn at all during the game).
6. Captains must limit their on-field strategizing during games (particularly if this involves captains coming in from the outfield).
7. Games will be played to a shorter time limit than other regular season games and the 6-run cap limit remains.
8. Any inning starting after the 1:35 mark will be considered the open and last inning of the game. The last inning shall be played to its completion. Thus, a game beginning at 9:00 will have the open inning called after 10:35. A game beginning at 1:00 will have an open inning called after 2:35, etc.
9. If the teams are tied after the open inning is completed, the game will be considered a tie.
10. If teams are tied after 9 innings, and they have not reached the 1:35 mark, then extra innings can be played with a 6-run cap limit.
11. Any game that does not complete 7 innings (or 6.5 if the home team is leading) will be called a suspended game. In this case, team captains should take note of current inning status (runners on base, outs, sits, batting order, etc.) to maintain integrity when the game resumes. When the teams are brought back, they will play to the completion of 9 innings only. Umpires have full discretion to move the games along, including enforcing timely between and during inning transitions and conversations. If there is some manipulation regarding unreasonable delays in the umpire’s judgment, particularly close to the 1:35 mark, the umpire can require the teams to play an extra inning and the offending captains will be reported to discipline. Time Caveat: An inning is considered started as soon as the last out of the previous inning is made. Official time is based on the time on the home plate umpire’s cell phone/watch, or the base umpire’s cell phone/watch if plate umpire does not have a phone with him.
12. There is no topping up the roster up to 13 players. The spare formula must be used.
The team with the best weighted winning percentage (1 point for a win & 1⁄2 point for a tie) is seeded higher.
TIE BREAKING FORMULA FOR REGULAR SEASON STANDINGS & PLAYOFF SEEDING
a) 1st Tie Breaker: The team with more wins during the regular season gets the higher seed.
b) 2nd Tie Breaker: In the event more than one team is tied and one of the tied teams has a winning record against ALL the other teams it is tied with, they get the higher seed. If two teams are tied, the team with the better head-to-head record gets the higher seed.
c) 3rd Tie Breaker: The team with the lower runs against total over the entire season in all their games gets the higher seed.
d) 4th Tie Breaker: If all other tie breakers to do not resolve the ties then a coin flip is used to determine the higher seed.
(Higher Ranked Teams will be the home teams)
Elimination Games - Night One: Game 1 – 11th vs 14th Game 2 – 12th vs 13th
Night Two: Game 3 - 9th vs lowest seed of night one winners Game 4 - 10th vs highest seed of night one winners
Night Three: Game 5 - 7th vs lowest seed of night two winners Game 6 - 8th vs highest seed of night two winners
Next Round Best of 3: 1st place team vs. lowest remaining seed from Elimination Games 2nd place team vs. highest remaining Seed from Elimination Games 3rd vs. 6th place team 4th vs. 5th place team
Next Round Best of 5: Semi Finals – 4 remaining teams. Highest Seed remaining vs Lowest Seed Remaining 2nd highest remaining seed vs 2nd lowest remaining seed
Finals – Best of 5
PLAYOFF SCHEDULING: i. The playoff schedule may fluctuate depending on elimination of teams and weather ii. A team cannot play three days in a row. iii. We are shut down exclusively on the Friday, Saturday, Sunday and Monday of Labor Day weekend. Also, we shut down on the Jewish holidays of Rosh Hashanah and Yom Kippur. No games on Saturdays. iv. Sunday night games begin at 6:00 pm (or possibly earlier later in September depending on weather). If there is only one game scheduled game on any night, then it begins at 7:30 pm.
1. MINIMUM NUMBER OF PLAYERS: For all playoff games, teams must field a minimum of 13 players. A minimum of 8 players must be from the team roster (7 or under = forfeiture); permanent replacement players are considered roster players. Spares may be added in order to meet the 13-man requirement. Each missing roster player must be replaced by a spare rated in the same round or lower. In the event a team fails to start the game with the minimum requirement of 13 players, then a batting lineup spot for each of these missing players will be assigned at the bottom of the order and these line-up spot(s) will be considered automatic outs on every occasion their batting turn occurs. Should a player be ejected from the game, his spot in the batting order will become an automatic out.
2. PLAYERS ARRIVING LATE: During the playoffs, in the event a team starts with 13 players (or less) and a missing roster player(s) who has not been replaced by a spare arrives then the missing roster player will be permitted to enter the game at any point.
3. REPLACEMENT PLAYERS: The following criteria must be followed when choosing replacement players: FOR ROUND 1 & 2 (KNOCKOUT GAMES ONLY) Teams can use players from the subzone. For rounds 2 to 12, captains must choose a player who was drafted after their missing player(s). For a 1st and 13th rounder, the Spare Convenor will choose a player of comparable value. FOR ROUNDS 3,4 & 5 (Best of series) Teams cannot use players from the spare list – only league players can be used. Only players from the list of teams eliminated from playoff can be chosen. For rounds 2 to 12, captains must choose a player who was drafted after their missing player(s). For a 1st and 13th rounder, the Spare Convenor will choose a player of comparable value.
4. PLAYER RECLASSIFICATIONS: A reclassified regular season player is counted in the round he was drafted if he needs to be replaced by his team for any playoff game. For example, Player X was drafted in the 9th round but reclassified as a 7 during the regular season. If he needs to be replaced in playoffs then he counts as a 9. Having said that, the Spare Convenor, President, and Past President will work together to create a playoff reclassification list that will be sent to the captains after each team is eliminated, since some player rankings will go up and some will go down to keep the number of available players fairly equal in each round.
5. SPARE ELIGIBILITY: a) If a team requires a spare during the playoffs he must be chosen from a team who has been eliminated from the playoffs. Due to potential injury to the spare, he cannot be chosen from a team still playing as an injury to that player would hurt his regular season team that is still playing. All other spare conditions apply. b) If a team scheduled to play in Round 2 of the knockout round foresees the need for a spare, they may pick a player from Round 1, provided that player’s team was eliminated. In order to pick a player in advance, they must choose a player from both teams in Round 1 who are playing each other, since only one team will be eliminated. All other spare conditions apply. c) For all playoff games, in the unforeseen event that a player pulls a no-show, his team may take a player from the stands including someone who has been eliminated in the early game. Should the team be unable to find a spare, then an automatic out will be called every time that spot comes up in the batting order. If a spare is eventually found, he can enter the game at any time. All other spare conditions apply.
6. PLAYOFF CURFEW: There are no playoff curfews. The early game will begin at 6:15 pm using Super Sunday Speedup rules throughout the entire game to help ensure the game is played in its entirety. There will be no curfew and the game will be played until its full conclusion. The late game will begin at 8:15 pm, or as soon as possible after the early game is completed. Players from both teams must be at the park and ready to play for 8:00 pm (no game can start earlier than 8:00 pm). The late game will also use Super Sunday Speed-up rules throughout the entire game. No new inning can start after 11:00 pm. If the last inning is not completed, or if the game is tied, it will be called a suspended game and will be completed on the next game day beginning at 6:00 pm.
7. EXTRA INNINGS: All extra innings are open innings.