2004 Chicago Design League Rules < updated :: 08.20.04 >

< Recent Rule Changes Appear in Orange >
Co-Ed Guidelines
• Line-ups will consist of (10) players, (2) of which must be female. Substitutions in the batting line-up must be reflected in the field and vice versa. No more than (8) male players may bat in succession at which time (2) females must bat before the next male bats...This is the strongly recommended preferred line-up in our co-ed league, however...

• With only (1) female your team may play with (9) players on the field (eliminating the Short Center position), taking an automatic-out at (1) slot in the batting order.

• Without any female's your team may still play with (8) players on the field, taking an automatic-out at (2) slots in the batting order. In this scenario, Short Center and the Catcher position are eliminated. The opposing team should supply a Catcher however plays at the plate should be covered by one of the 'short' teams infielders.

• Your team must clearly notify the opposing team each time the automatic-out is to be taken. If the automatic-out slot in the line-up occurs with (2) outs, the inning is over.

• It is permissable to pick-up players from other teams that have either already played their game or are waiting to play their game. The number of 'borrowed' players may not exceed the number of actual team members present.
General League Rules
• Please have your entire team to the fields at least 15 minutes prior to your game time. This will ensure that games start on time. Games will last no longer than the hour and fifteen minutes allotted.

Each game day a air-horn will blow (2) times... first at 5:55, this horn signifies that the first game should begin momentarily... the second horn blows at 7:05, this signifies that whatever inning is currently underway... is the last inning.

• A regulation game is (7) innings. Extra-inning's are allowed, time permitting. Games may end in a TIE. Within this rule, teams scheduled for the late game (7:15) should wait patiently, backed away from the field, keeping tabs that the inning being played when the horn blew... is the last inning.

• No 'bunts' or 'swinging-bunts'. A full swing is required in attempts at hitting the ball.

• All over-throws on the bases warrant (1) extra base. The ball is ruled dead and no play will follow.

• Balls that are kicked or otherwise knocked away during a play at a base are NOT considered over-throw
s, the ball remains live and runners may advance at their own risk.

• Runners on the base paths must avoid contact of any kind. A runner must slide to avoid a tag. Collisions are not allowed and the runner will be called out if a collision occurs (A runner called out in this manner does not cost the defensive team a 'close-call' as described below). Never raise your arms as a battering ram or in anyway try to use a collision to knock the ball free.

The defensive teams fielders must concede the base path to the runner, he/she must also avoid unnecessary contact.
'No Umpire' Conditions
Team Captains are responsible for keeping the score of their game.

• No strikeouts or foul outs. The Catcher of the defensive team must clearly and loudly call 'fair' or 'foul' on any plays down the lines. It is important that all team captains coach their Catchers on this duty (if necessary)
.

• The 'infield fly-rule' is in effect :: With less than 2 outs and runners on 1st and 2nd or on 1st, 2nd and 3rd, a fly ball on the infield is an automatic out. Runners advance at their own risk but must 'tag-up' to advance if the ball is caught.

• 'Close-Calls' will alternate. In the event that a play ends in a dispute between the teams, a team may invoke a 'close-call' resolving the play in their favor. The next 'close-call' must go to the team losing the first dispute. A team may not claim (2) consecutive 'close-calls'. In the event that both teams are trying to use their 'close-call' for the same play, the HOME team will always be given preference. A 'Close-Call' may be called both defensively and offensively.

Some teams are more prone to claiming 'close-calls' than others, please call a fair game...
Forfeit Rule
• Every attempt has been made within the rules to avoid forfeits. If your team must nonetheless forfeit for any reason, you must contact the opposing captain BY TELEPHONE no later than 3 PM on gameday.

This is among the most important rules as it prevents an entire team from a serious inconvenience. We ask that this rule be followed to the letter and without fail.

Any team with excessive forfeits during the regular season (more than 2), or especially a team that forfeits on Tournament Day, runs the serious risk of losing their slot in the Chicago Design League the following season...