Gameplay Rules

1. Gender Requirement. A team can have any number of men or women in their lineup–a team does not have to have a woman on its roster.

2. Age Requirement. All players must be at least a rising high school freshman to play in a game.

3. Runner Advances. Teams are allowed one STEAL ATTEMPT and one BASE ADVANCE on any pitched ball (e.g. passed ball, wild pitch) per inning. All runners may advance unlimited bases on an OVERTHROW to any other base, without limit, in an inning. A player is allowed to score on an overthrow. To recap:

STEAL= One attempt per inning/per team

*If a runner has begun a steal attempt and the ball goes by the catcher, this will count as the steal attempt for that inning.

*If a runner begins to steal and the batter puts the ball in play (hit and run), this will NOT count as a steal attempt.

*Double steals are allowed, which count as the one attempt that inning.

PASSED BALL/WILD PITCH (pitched) = One base advance for each runner on base, including third base to home, one time per inning.

OVERTHROWS of other bases (not pitched) = unlimited base advance (at your own risk), unlimited per inning, including home.

4. Pitching. Pitchers should attempt to “pitch to contact” at about 60-65 mph. This is going to feel like speedy batting practice. No curveballs, sliders, etc. The overarching value is WE WANT GUYS TO MAKE CONTACT and we want the game to move along.

*Managers are responsible for making sure their pitchers are throwing according to the spirit of the league; this rule relies on strong leadership from managers to self-enforce to avoid conflicts.

*Rule of thumb: Pitchers should not have more than 1 strikeout/inning. Of course, this is contextual (e.g. facing a stretch of extremely poor batters, etc).

*Upon a pitcher striking out a third batter in the span of less than two innings, he must be removed if the opposing coach makes a request to that effect. A strikeout on a “reset count” that starts 0-1 shall be excluded from this number.

5. Walks. After four pitched balls, the count resets. Players draw a walk after 8 pitched balls out of the strike zone.

*Catchers are instructed to have a “generous” strike zone for the first two strikes. We want to encourage lots of contact and balls in play, not standing around waiting for the perfect pitch or taking walks. With two strikes, the strike zone should be moderated.

*Upon the “reset” of the count, the player starts the new count 0-1.

*If a player is hit by a pitch, he/she may take their base OR continue to hit. If they choose to keep hitting, the pitch that hit them shall be counted as one ball.

6. Game Time. Games are allotted 2 hours total. No inning shall begin with less than 15 total minutes to complete it before the 2 hours elapsed mark. The game time shall commence at first pitch, not at the scheduled start time. Tie games are permitted if the time has elapsed, as are extra innings if there is time remaining or no game follows and the sides agree to it.

* This is not a hard and fast rule. The key is communication. Managers should be in touch about extenuating circumstances, always keeping in mind that the goal is to play ball and have fun.

7. Ties. If the game ends in a tie after seven innings and extra innings are not an option (due to darkness, waiting teams, or unwillingness by either manager to play extras), the teams shall compete in a skills competition to determine the winner.

*The default skills competition will be a “hit-off” between teams. Each team chooses two players, a hitter and a pitcher.

The pitcher from the visiting team:

  • throws three pitches–and three pitches only, no matter their quality–to his/her own teammate
  • in whatever manner they choose
  • from the mound

The home team goes after the visiting team. After the first round, whichever team’s player has hit more balls onto the grass in the air will be declared the winner. If no winner is determined (tie), two different players must be chosen from each team to compete in the second round. It goes on like this until a winner is determined. The home team continues to bat second in each round.

*In lieu of a hit-off, in extenuating circumstances, a coin toss may be utilized.

8. Minimum Number of Players to Start a Game. Teams must have eight players present at the scheduled game time to be eligible for a win. Seven of those players must be listed on the team’s permanent roster. A team can have other league players (i.e. listed on another team’s permanent roster) play for them, but no more than two such players per game. A team must field eight players no later than fifteen (15) minutes after the scheduled game time (or reasonable game time, if a game is late following another).

  1. To play an official game, a player may not be “borrowed” from the other team, even if they play for the opposing team the entire game. If a team is forced into this situation the two teams can still play an exhibition but it shall be ruled an official forfeit.
  2. If a team begins with fewer than 9 players, they are not required to take an out each time the empty spot comes up. However, they may not use a “pinch-fielder” from the other team in RF or any other position. The penalty for having eight players is having eight fielders.
  3. If BOTH teams lack the requisite number of players before first pitch (8), a loss shall be recorded for both of the teams in the standings.

9. Roster. All teams must submit a permanent season roster by the first week of the season with at least 12 players listed, including contact information (email and/or phone). Please also note if they can be added to the sub list. Additional players may be added as the season progresses (provided they pay their fees and are not on another team’s roster, excepting a trade). No player may be listed on more than one team’s roster.

10. Wooden Bats Only. No player shall use an aluminum bat at any time, regardless of age, gender, hair color, etc.

11. Sliding. Players may slide at their own risk, but not at the risk of other players. Sliding, when done properly, can often help players avoid injury. All players should try to avoid injury at all times. Managers, umpires, and players should give the benefit of the doubt to any runner who “holds up” to avoid injury, calling him safe if the play seems to dictate that he would likely have been safe had he otherwise played in a foolhardy way. Any player who recklessly slides or causes injury can be disciplined by a majority vote of the Council of Elders (suspension, expulsion).

12. Drinking. Players should refrain from drinking alcohol during the game. Players shall be adequately sober to play. Any player obviously drunk or belligerent can be asked to leave by any league coach. There will be absolutely no drinking at School Field or on the school grounds. For games held at South Bend city parks, all posted rules regarding alcohol consumption should be followed.

13. Umpires. The catcher shall call balls and strikes. The defense shall call outs at bases, if they have an unimpeded view, or defer to the relevant base coach if they aren’t sure of the call. In lieu of a clear call, the managers shall flip a coin to determine the outcome of the play. As much as possible coaches are encouraged to keep in mind the “you got this one, we get the next one” rule. Also, when in doubt the losing team should be given the benefit of the call (the NBA Jam rule).

The championship game will feature at least one field umpire, whether hired externally or another member of the league that volunteers.

14. Forfeit. If a team must forfeit a game, the official score will be 0-7.

15. Pinch-Runners. A pinch-runner is allowed at any time for a player who is injured or “old.” That is, someone older than Pinter or Milt Lee.

*The pinch runner MUST be the last person to make an out for their respective team.

16. Rescheduled Games. If a team needs to reschedule for whatever reason, they must contact the opposing manager (via text, phone, or email) by the Friday of their scheduled game at 11:59pm EST or will be declared a forfeit.