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| 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-throws,
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... |
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