ASF Fastpitch Softball Rules will apply to the Healthpact 9th Australian Softball Masters Games.
ACT Softball Playing Rules for Masters Games
9th Australian Masters Games
Fastpitch Softball Playing Rules
1. All games shall be played in accordance with the Official Playing Rules & Rule Case Plays of the Australian Softball Federation Inc., 1 January 2002, unless otherwise specified hereafter.
Games
2. The Home Team shall be the first named team appearing on the draw for each game.
3. The Home Team shall occupy the team area on the third base side of the playing field and shall field first in each innings.
4. All games shall commence at the time specified in the draw. If any team is not ready to play at the appointed time, this will result in forfeit to the non-offending team.
5. All games except the Grand Final game shall be regulation or seventy-five (75) minute games, from the scheduled commencement time of the game, whichever occurs first.
6. At the completion of seventy-five (75) minutes the current batter shall be the last batter and shall complete their turn at bat. All plays resulting from the last batter shall be completed before the game is called.
7. During all games, should a regulation game be completed before time has expired and the result is a draw, the game will continue with the Tie Breaker being played until a result is achieved or time expires, whichever occurs first.
8. The score of a game called due to expiration of time shall be the score at the end of the last complete inning, unless the team second at bat has equalled or scored more runs than the team first at bat in the incomplete inning. In this case, the score shall be that of the incomplete inning.
9. Grand Final games shall be regulation or ninety (90) minute games, whichever occurs first. Any innings in progress at the completion of time shall be completed. If at the completion the score is tied, the tiebreaker rule shall immediately apply and play shall continue until a result is obtained.
10. The time at which a game should end shall be determined solely by the Plate Umpire.
11. In all games the batting team may declare their innings closed. The batting team may declare at any time, but only once during the game.
12. Pitchers will be allowed no more than three (3) warm up pitches between innings, except that, at the start of each half of the first innings, and when one pitcher relieves another, they will be allowed five (5) warm up pitches. Note: this does not apply when a pitcher returns to pitch in the same innings they were removed from the pitching position.
13. The one-minute changeover between innings is to be strictly enforced by the umpires.
Inclement Weather/Dangerous Conditions
14. The Plate Umpire shall suspend a game if the conditions are dangerous, unplayable, or in the event of an injury to a player which prevents the player from being moved from the playing field. It is solely the responsibility of the Plate Umpire and does not require the UIC's consent. The Plate Umpire may resume the suspended game if the conditions warrant.
15. The U.I.C. and/or Tournament Convenor (or their designated representatives) may direct the Plate Umpire to suspend a game.
16. If play in a suspended game is resumed then any time lost due to the suspension will NOT be added to the game.
17. Once the Plate Umpire suspends a game, the U.I.C. and/or Tournament Convenor (or their designated representatives) may abandon that game if the conditions remain dangerous, unplayable, or in the event of an injury to a player which prevents the player from being moved from the playing field. for the remainder of the scheduled game time.
18. When any game in progress is abandoned it shall be considered a regulation game provided 50% of allotted time has elapsed OR a minimum of three (3) innings has been played. Any game abandoned before such time shall be declared a draw.
19. Any game abandoned, or any game, which did not commence due to inclement weather/dangerous conditions, will be declared a draw.
20. Should the Finals Series be abandoned, or not commence due to inclement weather/dangerous conditions, the competition winner and runners-up shall be determined as follows:
a. Semi-Finals - if the semi-finals are abandoned, or do not commence, the team ranked highest at the completion of the round-robin series shall be declared the winner of the First Semi-Final and the team finishing third will be declared the winner of the Second Semi-Final.
b. Finals - if the finals are abandoned, or do not commence, the loser of the First Semi-Final shall be declared the winner of the Final.
c. Grand Final - the winner of the First Semi-Final shall be declared the winner of the Grand Final.
Points
21. Points shall be awarded as follows:
d. win = 3
e. loss = 1
f. draw = 2
g. bye = 0
h. forfeit given = 0
i. forfeit received = 3
j. game abandoned, or any game, which did not commence due to inclement weather/dangerous conditions = 2
22. Teams shall be ranked in order of points earned to determine the teams eligible to play in the finals series listed in the playing schedule.
23. Where teams are equal on points they shall be ranked in order according to their:
a. Defensive record (runs against), and if still equal;
b. Percentage order to be calculated by dividing a team's offensive record by their defensive record (runs for /runs against * 100), and if still equal;
c. The result of the last game played between the teams.
Match Balls
24. It is the responsibility of each team to provide one match ball for each game.
25. Balls may be either Yellow Optic (preferred) or White with a circumference of 12 inches and a maximum COR marking of 0.47.
26. All balls to be used in a game shall be presented to the Plate Umpire for acceptance at the start of the game. It is not necessary that all balls be of identical colour or type to be used in a game.
Protests
27. There shall be no protests.
Players
28. A team must start with nine players (ten if using a DP/DEFO) and finish with a minimum of seven registered players.
29. If a team does not use the DP/DEFO they may use one, or more, Designated Runners (DR). The DR shall be clearly marked on the line-up card presented to the plate umpire at the start of the game. Each DR may be used at any time during the game but only once per innings. The number of DR's that a team may use is as follows:
a. 35 + may use only one (1) Designated Runner.
b. 45+ may use a maximum of two (2) Designated Runners
c. 55+ may use any eligible player as a runner at any time (i.e. the rules governing re-entry of starting players and substitutes (ASF Rule 4 Sec. 7) shall not apply to runners.
30. Should an injury during the game reduce the batting line up to less than nine, a player who cannot complete their turn at bat is recorded and an automatic out is declared.
31. A courtesy runner may be used at any time to replace any runner carrying a minor injury without requiring a substitution to be made. The use of a courtesy runner is subject to the approval of the opposition coach at the time use of such a runner is requested.
32. If there are two out, and the catcher becomes a runner, the coach may request "Time" and the catcher may be replaced by any player who is listed in the batting line-up.
Score Cards
33. A score card shall be provided for the game by the first named team on the draw.
34. Both teams must list all players, in batting order, substitutes and the coaches participating in the game on the card.
35. The completed card must be handed to the Plate Umpire before the game for information and for the Umpire's use during the game. Failure to comply with this Rule will warrant forfeiture of the game
36. At the end of the game the Plate Umpire shall verify the score of the game, enter the score, sign the card and return the card to the UIC.
Ejection Of Players/Officials
37. Every player/official ejected from a game for any form of misconduct shall appear before a Tribunal.
38. Should any player/official be ejected from a game for any form of misconduct the umpire concerned shall submit a written report to the U.I.C. immediately at the conclusion of the game in question.
39. The U.I.C. shall advise ACTSA of the need to call a Tribunal Hearing.
40. ACTSA shall advise the player/official and the umpire who ejected the participant of the time and place of the Tribunal Hearing which shall be conducted as close as possible to the end of the game in question.
41. The player/official who was ejected shall not be eligible to participate further in any game until they have appeared before the Tribunal. If an ejected player/official takes part in any game prior to appearing before the Tribunal, this will automatically result in the forfeiture of all games in which the ejected player/official has participated.
42. The Tribunal shall hear the umpire's account of the incident responsible for the participant's ejection and then the response from the player/official who was ejected or their nominated Advocate.
43. The Tribunal shall have the authority to impose one of the following:
a. no further penalty, or
b. reprimand the player/official, or
c. suspend the player/official for any or all of the remaining games in the competition.
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ACT Slo-Pitch Rules will apply to the Healthpact 9th Australian Slo-Pitch Masters Games.
ACT
COED SLOW-PITCH LEAGUE
Season 2001-2002
23 September 2001
Notes:
1. New or changes to the 2000-2001 ACT Slow-Pitch Completion Rules are indicated by italicized printing.
2. due to inconsistencies in the web conversion process caused by MS word please click here to use the portable document format (.pdf) version of this document if your need to e-mail or print this document.
Coed Slow-Pitch Softball Competition Rules
· Introduction
· Registration of Players and Fees
· Equipment
· Games
· Pitching
· Batting
· Base Running
· Fielding
· Umpiring
· Disciplinary Committee
· Miscellaneous
An Introduction to Slow-Pitch Softball
Slow-Pitch softball is basically the same as fast-pitch softball except that the ball is pitched at a moderate pace and with a visible arc thus allowing the batter to hit and place the ball more easily. Further modifications are made in order to reduce the risk of injury.
Don't be fooled into thinking this then becomes a simple or dull game. Played correctly, this is a fast and exciting sport, which allows men and women to compete together in mixed sides. It is possible for inexperienced batters to hit the ball instead of being "blown away" by the fast-pitch pitcher, taking the emphasis off pitching and putting it onto the batter and the fielders.
Fielding becomes the focal point of the game. With more hits, more fielders become involved and many more forced plays, double plays, cut-offs and relays are produced, staging a very entertaining game for players and spectators alike. More people in the USA play some form of Slow-Pitch than both baseball and fast-pitch softball. It is played by many different people at various levels from very competitive leagues to mixed social competition at night like ours here in Canberra.
The following rules are to be read in conjunction with, and over-ride, the rules of normal fast-pitch softball where applicable. For any situation not covered by these rules, apply the current edition of the "Official Playing Rules and Rule Case Plays 1998-1999 (current edition) SLOW PITCH SOFTBALL of the Australian Softball Federation, Inc." (ASF SP Rules).
Coed Slow-Pitch was devised as a recreational sport in which men and women can participate side by side. Whilst the games do get competitive and we all want to win, please remember that is a recreational sport, and we are not playing for sheep stations.
Registration of Players and Fees
1. Each player must be registered by his team manager with the Canberra Softball Office at least 24 hours before that player's first game. Each team must register a minimum of ten players (5 females, 5 males). A player may only be registered with one Slow-Pitch League team.
2. No maximum limit will apply to the number of players on a team's roster, and it is recommended that teams have 12 to 16 players with equal numbers of males and females. This allows ample available players for those games when a player must miss a scheduled game and still allow enough playing time for all roster players.
3. Players may be added at any time during the season. However, a player must play 4 regular season games with his team to be eligible to play in the Finals.
4. The insurance fee is mandatory and must be paid before a player is allowed to play his/her first game. Playing fees may be paid either by game or for the season. Fee amounts will be determined for each season and published not later than the Managers Preseason Coordination Meeting.
Equipment
1. Players/teams will normally furnish their own bats, gloves, and scorebooks. Softball Canberra will have a few gloves and a couple of bats available for loaning to players.
2. Bats must be Official Softball bats and comply with Rule 3, Equipment, Section 1, page 8 of the ASF SP Rules. The manufacturer's "Official Softball" marking must be clearly visible on each bat.
3. Metal spiked playing shoes are NOT allowed in the ACT Coed Slow-Pitch League play. Other shoe restrictions are outlined in Rule 3, Section 5, page 9 of the ASF SP Rules.
4. Only the 1st baseman and the catcher may use mitts. The only exception is that if the 1st baseman or catcher is the alternating male or female pitcher then he/she may use their mitt while pitching. All other players must use gloves.
5. Softball Canberra will furnish the following equipment for each game:
· 2 game balls per diamond per night (MSP-47 and a COR of .47 or lower and a compression of 425 pounds (238.63 kg) or lower.
· 5 batting helmets per diamond per night. Players/Teams may furnish their own helmets. (Note: The batter, batter-runner, runner(s), and on-deck batter must wear batting helmets at all times.)
· A limited number of gloves will be available.
6. All non-medical alert jewelry (watches, rings - including wedding bands, earrings, studs, necklaces, bracelets, etc.) will be removed to play Coed League softball. Medical Alert bracelets and/or Medical Alert necklaces may be worn but must be taped to the body. A player wearing a medical alert bracelet/necklace must inform his team manager and the umpire of the presence of the medical bracelet/necklace. The umpire must inspect the taping of the medical alert bracelet/ necklace before the player is allowed to play.
7. Team players will all wear the same color shirt and be easily differentiated from the shirts of all other teams in the league. Ball caps, visors, and headbands are optional for defensive players.
Games
1. Games are to be 7 innings but with a time limit applied. The time limit for a game will be 1 hour 15 minutes. No inning shall start after 1 hour of play, but an inning in progress will continue until completed (i.e., an inning in progress at the 1 hour, 15 minutes time limit will be completed). There is no restriction on the number of innings that can be played within this time limit (i.e. you do not have to stop at 7 Innings if the score is tied and there is time left to continue playing). If a game continues after the 1 hour, 15 minute time limit, each batter will start his/her at bat with a 2 ball, 1 strike count. Generally, most games will complete between 4 and 7 innings.
Note: During the Finals the time limit of a game will be 1 hour 30 minutes. Any inning started before the time limit will be completed. A tied game in the Finals will continue until a winner is determined. The 2 ball, 1 strike starting count will NOT be used in the Finals for a game extending pass the 1 hour, 30 minutes time limit for Finals games.
2. The 1 hour 15 minutes time for the game will commence at the scheduled starting time of the game, and the umpire will note that time. If one or both teams are unavailable 10 minutes after the scheduled starting time, the game will be declared canceled. If only one team is ready to commence play, the other team will forfeit the game.
3. If a team knows in advance that they will not be able to field a complete team for a game, the manager must coordinate in advance with the Slow-Pitch League Coordinator and the opposing team manager. This coordination will allow time to inform umpires and players of the cancellation of the game before they precede to Hawker.
4. Teams must have a minimum of eight registered players for each game. If agreed to by both team managers, a team may accept Slow-Pitch League players (i.e., registered with insurance paid) from other teams including the opposing team as substitute players.
5. A legal lineup will be declared and a team may be fielded under the following conditions:
· A team may not have more than 5 men on the field at anyone time and no more than 5 men may bat in any one inning.
· If a team wishes, they may play more women than men
· All starting players and possible substitutes must be listed on the lineup card (batting list). Substitution is possible in the field at any time if the player is registered and on the batting list. The umpire does not have to be notified of the change. However, the new player must bat in the same slot as the player he/she replaces.
6. If a team has only have 9 players consisting of 5 men and 4 women, they must maintain the female-male batting line-up (see the Batting section for details) as far as possible. However, they will be penalized an OUT for batting two men consecutively each time the two consecutive males bat during the game. There is no option to when that OUT must be taken, the OUT must occur between the two consecutive male batters. If two OUTS in the inning are already recorded after the first consecutive male has batted, the third OUT of the inning occurs at this time and the inning is completed. If three OUTS have been recorded after the first consecutive male has batted then when the second consecutive male comes to bat in the next inning, one OUT will already be counted against his team.
7. When playing with 9 players with 5 males and 4 females, team managers should leave a space (batting slot) in their scorebook between the two consecutive males batters. This scorebook procedure allows a place for the automatic out to be recorded each time the two consecutive males bat and a place for the insertion into the lineup of late arriving female.
8. If a player(s) arrives late and a team is playing with 8 or 9 players the following applies:
· If the arriving player(s) is (are) female, she (they) may be inserted in the game immediately with both the umpire and the opposing team manager being informed.
· If the arriving player(s) is (are) male, he (they) may be inserted in the game immediately as long as the female then male (or male then female) batting order requirement is adhered to. Again both the umpire and opposing team manager must be informed.
· Normally the late arriving player(s) must bat at the bottom of the order. The exception to this is a late arriving female will be placed in the batting order between two consecutive batting males.
9. To be eligible to play in the League Finals, a player must play a minimum of 4 regular season games for the same team.
10. At the end of their team's inning at bat, each team manager must inform the umpire and opposing team manager of the number of runs scored in that inning and their total runs scored for the game to that point. The home team manager is responsible for reporting the final score of the game to the game umpire and to the Softball Canberra Office or to the Coed Slow-Pitch League Coordinator.
11. The home team manager of the evening's last game on each diamond is responsible for placing the slow-pitch home plate from his diamond outside the Equipment Room door. The visiting team manager of the evening's last game on each diamond is responsible for placing the kit with the 5 batting helmets and any Softball Canberra equipment (gloves and/or bats) outside the Equipment Room door.
12. During regular season play, the following number of points may awarded for each game:
· Winner 3 points
· Tie 2 points each
· Loser 1 point
· Forfeit 0 point (Winning team receives 3 points and the score is recorded as 7-0. If both teams forfeit, both teams receive 0 points and the score is recorded as 0-0)
13. Regular season standings are based on total points. For seeding in the Finals, teams are selected and seeded by the following criteria:
· Total points
· Head-to-Head completion
· Differential of Runs For minus Runs Against in Head-to-Head completion
· Differential of Runs For minus Runs Against in all regular season games
· Coin toss by the League Coordinator with (if desired) team reps present
14. Home teams will be delineated on the league schedule (draw) and occupy the 3rd base dugout. For all games in the Finals, the home team will be higher seeded team and will normally occupy the 3rd base dugout. However, if a team is already occupying a dugout from an immediately preceding game, that team will not have to change dugouts; but the higher seeded team will still be the home team.
Pitching
1. The pitching motion may be started with one or both feet touching the pitching plate. The pitcher must have at least one foot touching the pitching plate during the delivery of the ball. It is not important which foot touches the pitching plate - merely that one foot is in contact with the pitching plate when pitching the ball. The foot touching the pitching plate may lose contact with the pitching plate as the ball is released.
2. The ball must be pitched with an under arm action.
3. The ball must travel in an arc, such that at the top of its flight it is above the level of the batter's head. There is no restriction on the maximum height for the arc of the pitch.
4. If any of these conditions (Pitching Rules 1, 2, and 3 above) are not satisfied, the umpire shall immediately call "illegal pitch". The ball is DEAD and play ceases. A BALL shall be awarded to the batter.
5. The strike zone is designated by the ACT Slow-Pitch wooden plate, 1 meter by 50 cm, placed over the normal home plate. The front edge of the Slow-Pitch plate is aligned with the front edge of the normal home plate with the centerline of the Slow-Pitch plate's long axis centered on the centerline of the field home plate's long axis. The umpire calls a STRIKE when a legally pitched ball hits this plate, the batter swings and misses the ball, or the batter swings and hits a foul ball that is not caught on the fly. The catcher must allow an unhit pitched ball to bounce - striking either the plate or the ground. If the catcher catches the pitch in flight, the umpire will call the pitch a BALL. A batter is called OUT if he/she hits a foul ball after having two strikes.
6. An INTENTIONAL WALK is NOT authorized. The umpire may call an INTENTIONAL WALK if four balls are thrown without a strike being called; and if in the umpire's opinion, the batter has not been given any opportunity to hit the ball. If the umpire calls an INTENTIONAL WALK, the next batter is to be offered a free WALK to first base. It is optional whether the batter takes the WALK.
7. A female must pitch to female batter, and a male must pitch to male batter. The pitching distance will be 46 feet (14.02m) for both female and male pitchers. (See page 33, Distance Table, Coed, ASF SP Rules)
Batting
1. Batters can stand or move towards the pitcher when the ball is being pitched, so long as they remain within the batting box until contact is made with the ball. If there is no batter box marked out, a line will be drawn 1 meter in front of and running parallel to the front of the home plate. It the batter steps on or over the line and makes contact with the ball, the batter shall be given OUT.
2. If the batter touches home plate whilst batting the ball, the batter is OUT.
3. A tenth batter rule applies in each inning. When the tenth batter in the inning comes to bat, the batting team must advise the umpire that this is the tenth batter. The umpire will insure the fielding team is aware that the tenth batter is at bat. Once the tenth batter has completed his/her turn at batting, and play is completed, then the batting side will be deemed retired. The onus is upon the batting side to advise the umpire of the tenth batter. Failure to do so will negate any runs scored on that play and the side will be retired. The automatic OUT between two consecutive male batters counts as a batter.
4. The tenth batter cannot be walked. The pitcher must continue until the batter either hits a fair ball or is struck out regardless of the number of balls pitched.
5. To get the tenth batter out, the fielding side must either throw the ball to home plate before the runner gets all the way around the diamond or to the base to which the batter-runner or any other runner is proceeding. If less than two outs, any runs that score before the play has ended will count. If there are already two outs, any normal play resulting in the third out will also end the inning and normal scoring rules apply.
6. The batting lineup must alternate between men and women where possible. If this is not possible, two or more women may bat in succession without penalty. However, if two men bat in succession, an OUT will be given for each time this occurs. It should be noted that the batting order for men and women must remain constant throughout the game.
7. All batters must play defensively in the field, and all defensive players must bat.
8. If the manager elects, she/he may bat all available players. However, the female/male sequence is still required or the automatic out is still in effect between two male batters. The tenth batter rule per inning still applies. All batters must play at least half of her/his team's defensive innings. The umpire and opposing team manager must be informed of the number of batters and if the female/male sequence is or is NOT adhered to.
9. A batter hit by a pitched ball does not get an automatic WALK to 1st base.
10. A flyball caught inside the fenced or marked area is an OUT.
11. A foul on the 3rd strike is an OUT.
12. A batter who bunts or intentionally chops the ball downward is OUT.
13. The batting team must have an on-deck batter at all times. The on-deck batter must wear a batting helmet. The on-deck batter has the responsibilities of the following:
· Insuring his/her bat(s) and associated batting equipment will not interfere with play and will not be a safety hazard.
· If the on-deck batter or the batting equipment does interfere with the play of the game, the umpire may rule interference and call either a runner or batter-runner or both OUT. Or the umpire may require the runners to return their previous base depending on how the on-deck batter or the batting equipment interferes with play.
· At all times the on-deck batter will follow any instructions given to him/her by the umpire.
Base Running
1. In general the bases belong to the fielders and the circles/semi-circle belong to the runner. Exceptions are
· At 1st Base if a play is being made on the batter, the white bag belongs to the fielder and the orange bag belongs to the batter runner.
· At home a scoring line is used for the runner and home plate belongs to the fielder.
2.* Runners cannot leave a base until the batter has hit the ball. Consequently, base stealing is not allowed. If a runner leaves a base before the ball is hit, the umpire should immediately call "Dead Ball, Time, (specify base) Runner is out for leaving the base too soon." The pitch becomes a no pitch and all action taken on that pitch (other than the specified runner becoming an out) becomes negated. Other runners must return to their starting base and the batter to the plate, if the ball has been hit.
(*amendment #1 - 12 Dec 2001)
3. If in fair territory, a batted ball hits a runner that runner is to be given OUT unless that runner is touching a base (not just within a base circle/semi-circle).
4. A runner who interferes with a fielder's opportunity to field will be called OUT. A runner who deliberately interferes with a thrown ball will be called OUT.
5. No sliding is allowed. The runner is OUT if he/she slides to a base or base circle/semi-circle. Consideration should be made for the condition at the ground (i.e. if the ground is wet/slippery and it is obvious that the runner has tried to stop and did not deliberately slide, then the runner is not OUT).
6. A number of additions are made to a regular softball diamond for ACT Coed Slow-Pitch play. They are:
· Point of no return line marked half way between 1st and 2nd, 2nd and 3rd, 3rd and home.
· A circle of 1 meter radius around 2nd and 3rd base.
· A semi-circle of 1 meter radius marked on the fair territory side of 1st base.
· The scoring line is an extension of the Right Field Foul Line/First Base Line from the field's normal home plate to the backstop.
5. If a runner places his/her foot touches on or goes over a "point of no return" line, the runner is committed to the next base, except when the umpire calls:
· a foul
· no pitch
· illegal pitch
In these cases, runner must return to the base they occupied during the last pitch.
15. If a runner leaves a base and goes on or beyond the "point of no return" line on a fly ball and the batted ball is caught before the batted ball hits the ground, the runner is automatically OUT. This is because the runner is required to touch the base they were last at, after the ball has been caught, to be allowed to run to the next base. If they have touched or crossed the "point of no return" line, they cannot return to the previous base. Therefore, they are automatically OUT.
16. The circles are used to remove sliding and tagging from the game. They represent safe ground for the runner, who must have a foot in the circle before a fielder holding the ball (in either glove or hand} touches the base that the runner is approaching.
17. A runner can not be put OUT with a tag. If any fielder tags a runner, that runner is automatically awarded the base to which he/she was running.
18. The runner must avoid running into the fielder making the play at the base. If the runner knocks the fielder over, causes the fielder to drop them ball, or causes any distraction other than normal base running, the runner will be called OUT for interference.
19. The runner is not to touch any of the bases whilst running the diamond (except at 1st base}. A runner who does not comply will be given OUT. The runner MUST step inside the safety circle or on the safety circle line for each base but must not touch the base itself when running through that base. However, when the pitcher is pitching, the runner must have part of their foot in contact with the base and must not leave that base until the ball is hit. The runner will be given OUT for non-compliance if the appeal is made to the umpire and the umpire has seen the infraction.
20. The batter-runner, having hit a fair ball, must touch the orange first base if a play is being made at 1st base. The firstbaseman and other fielders are to use the white first base bag. If no play is being made on the batter at 1st base, the batter may use either the orange or white 1st base bag. If no play is being made on the batter, the first baseman is responsible to insure no impediment occurs between the firstbaseman and the batter-runner. If impediment does occur, the batter-runner will be awarded the base (2nd, 3rd, or home) to which the umpire rules that the batter-runner would have safely reached without the impediment. Both players MUST do everything possible to avoid contact with each other. The half circle around first base only comes into effect when a runner is returning to 1st base, having not touched or passed the "point of no return" line whilst going to second. The returning runner must return to the semi-circle and not to 1st base. The fielder is to use the white base if a play is being made on the returning runner. (Note: The batter-runner becomes a runner once he/she has touches one of the two first bases.)
21. If a runner heading for 2nd, 3rd or home stops before the "point of no return" line and makes a move to return the previous base, then the runner is committed to go back to that base circle or semi-circle. The effect of this is that a base runner can only change directions once during a play. No run-downs are allowed because no tagging is allowed. However, if a play is being made on the returning runner and a fielding error occurs, the runner may attempt to advance without returning completely to the previous base). In returning to a base the runner must return only to the base circle/semi-circle and not the base itself. (See Exception.)
Exception: After a caught fly ball/line-drive, a runner, not having touched or past the "point of no return" line, MUST return to the his/her starting base (not circle or semi-circle), called "tagging-up" before attempting to advance to the next base. To return safely after a caught fly ball/line-drive, the runner must only return to the circle/semi-circle. The runner must NOT return to the base itself if a play is being made on the runner.
22. To score a run, the runner must pass the scoring line painted on the ground from home plate. If the runner touches the home plate whilst running to home, the runner shall be given OUT.
23. A dead ball line will be marked 5 meters from the 1st and 3rd bases. If during general play the ball is unintentionally thrown or passes over this line, the runner may continue to the base they are running to and are then entitled to move one additional base. If the runner has not left their base at the time the ball goes dead are only entitled to move one base.
(Note: This rule does not apply to Hawker Diamonds 1, 2, and 3 as these playing fields and foul territories are delineated by fences with the exception of left and center fields of Diamond 3. On Diamond 3 fair balls remain in play if the ball has not cleared over the outfield fence. Also on Diamond 3 the left field and right field playing field fences in foul territory are extended in an imaginary straight lines. Any fly ball caught outside the playing side of this imaginary line will be ruled as a FOUL BALL and not as an OUT.
Fielding
1. No more than 10 fielders are allowed on the field at anyone time, at least 5 must be female if 10 players are being played or 4 must be female if 8 players are being played. If 9 players are being played and 5 of them are males, the automatic OUT rule applies between the two consecutive male batters.
2. 9 players are assigned normal fast-pitch defensive positions, and the 10th player plays in a 'roving' position. That is, the rover can play anywhere on the field. However, if the rover is standing behind the restraint line (see Fielding Rule No. 5 below) when the pitching motion is started, he/she is considered a fourth outfielder for that pitch and Fielding Rule No. 5 applies to the Rover for this pitch.
3. Infielders are to stand to the outfield side of the line between bases until the ball is hit. The only exception to this rule is when there is a runner on 1st base. The 1st base fielder is then permitted to move 3 feet inside the line between 1st and 2nd bases to avoid a possible collision with the runner. If the 1st baseman elects to, he/she may remain behind the line between 1st and 2nd bases.
4. The infielder should not get in the way of the base runner, especially if the fielder does not have any direct involvement in the current play. If the fielder impedes the runner, the runner is awarded the base to which he/she was running.
5. A restraint line will be marked in the outfield (either with a lawn mower, where the grass has been cut lower, or a painted line), 50 meters from the home plate. The three outfielders must start behind this line on each pitch and not come in until the pitched ball has been hit. If an outfielder crosses this line before the ball is hit and this outfielder catches the batted ball, the batter will be given a hit and awarded 1st base, and the other runners will be allowed to proceed to the next base to which they would be running. No OUT can occur on any action taken by this outfielder when he crosses the restraint line before the ball is hit.
Umpiring
1. Whenever possible, a neutral home base umpire will be provided for each game. Each team may be required to provide 1 person for umpiring duty. You may be required to umpire in the time slot in which your team is not playing (i.e.: if you play at 6:30 PM, you may be required to umpire in the 8:00 PM time slot and vice versa). If no neutral umpires are available. The team at bat will provide at least 2 umpires for their team's at bat - one plate umpire and one base umpire - unless both managers agree to furnish only the home plate umpire.
2. At the commencement of each season, an umpire clinic may be provided to clarify the rules, to ensure that all potential umpires are aware of the rules.
3. Umpires and players should keep in mind that this ACT Slow-Pitch League is a recreational/social sport. Both teams should accept that the umpires and players will make errors at times - they are only human. Please show some sportsmanship and take these errors in the spirit of the game and display common sense and maturity. Nothing spoils a game more than petty squabbling about a disputed decision.
4. Umpires will obtain two game balls for their diamond from the Softball Canberra Office before the evening's first game. After play is completed on his diamond, the umpire(s) will turn into the Softball Canberra Office, the two game balls and the scores from her/his game(s).
5. The umpire has the right to eject players from the game for unsportsman-like behavior. This could include, but is not limited to, abusive language or behavior towards the umpire or players from either side or spectators, throwing bats or other equipment, constant slanging of other players. The umpire may issue a warning to the player concerned as well as the team captain/manager on the first occurrence, or the umpire may eject the player(s) if the behavior is deemed too unsportsman-like. If a warning is given any of his team's players continued or repeated the unsportsman-like behavior, the player(s) and the team captain/ manager may be ejected from the game. One or both teams will be subject to no points being awarded for that game, and the game may be ruled a forfeit or double forfeit by the Disciplinary Committee.
6. If a player(s) is (are) ejected from a game, that (those) player(s) is (are) automatically suspended for one game, and the Disciplinary Committee will take further action.
7. The umpire is in sole charge of the game. These rules and/or the ASF SP Rules will not be consulted during a game unless the umpire allows such action to take place.
8. Judgement calls can not be protested or appealed. If the game has a second umpire, a team manager may ask the ruling umpire to ask the second umpire for the second umpire's view of a judgement call or the second umpires opinion on an interpretation of the rules. The ruling umpire does not have to ask for the second opinion if the ruling umpire is sure of his call. (See Rule 10, Sec 6, page 28, ASF SP Rules.)
9. If an umpire's interpretation of the rules is in dispute, the umpire's decision will stand. However, the team manager can inform the umpire that the game is being played under protest from that point of the game. The team manager must make representation to the Slow-Pitch League Coordinator or a member of the Executive Committee as soon as possible after completion of the game. By 5:00 PM the following Monday the protesting team manager must turn in to the Softball Canberra Office a written statement outlining the protest and the pertinent rule(s) that were misinterpreted. If an error in interpretation of the rule has occurred, this error will be pointed out to the umpire so that the mistake will not happen in future. The Executive Committee has the sole determination if the game is to be replayed from the time of protest, if the game is to be replayed in its entirety, if the game and results remain unchanged, or if the game and its results are eliminated. The umpire will also provide a written statement to the Softball Canberra Office by 5:00 PM the following Monday. (See Rule 11, Page 29, ASF SP Rules)
10. The umpire must make a note of the start time of each game and record the ½ inning scores furnished to him by the team managers and the final score of the game.
Disciplinary Committee
1. A Slow-Pitch League Disciplinary Committee will be formed when required by the Slow-Pitch League Coordinator to deal with matters of discipline for players that have been ejected from a game. The committee of three persons will be comprised of two managers from those teams not involved in the incident) and the Slow-Pitch League Coordinator. The latter will serve as chairperson of the committee. If the Slow-Pitch League Coordinator was a player, team manager, umpire, or a participant of any type in the concern game, he/she can not select nor be a member of the Disciplinary Committee. In such a case, the Manager or Assistant Manager of Softball Canberra will conduct the Disciplinary Committee members selection to include a member of the Softball Canberra Executive Committee to be the chairperson of the Disciplinary Committee.
2. The Disciplinary Committee is to meet at the first possible opportunity, in most cases, in the following week before the next games are to be played. The player(s), team captain(s)/manager(s) and umpire(s) concerned will have the opportunity to present their side of the incident. The committee will discuss the incident and vote on appropriate action to be taken.
3. Any player that has been ejected from a game will automatically face a one game suspension regardless of the committee's ruling. That is, they will not be able to play in their team's first game after the incident.
4. In the event of a player being ejected in the first game of a double header, that player is automatically ineligible to play in the second game. A Slow-Pitch League Disciplinary Committee will be convened at the end of the day, if possible, or before the games of the following week so as not to unduly disadvantage the player(s) concerned.
5. The Disciplinary Committee has the authority to suspend the player(s) concerned for as long as the Disciplinary Committee sees fit, up to and including the rest of the season.
Miscellaneous
Any event that is not covered directly by these rules and/or the ASF SP Rules, shall be decided by the Executive Committee of Softball Canberra and any other persons deemed necessary to assist in the resolution of the problem. The decision of the Executive Committee will be final and no further correspondence shall be entered into.