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Revised for Spring 2006
Florida State University does not provide accident insurance coverage
for injuries received by Intramural participants. Each participant should
make sure that he/she has coverage either through family policies or the
student insurance plan. We cannot emphasize this point enough.
Florida State University PROHIBITS possession or consumption of alcoholic
beverages on University property. This includes the Intramural Fields and
Tully Gym. Violators will be asked to leave the area. Failure to do so can
result in forfeiture of the ball game, suspension of individuals and/or
teams, and appropriate action by the University Judicial Office.
No pets are allowed at the IM Sports Complex.
FSU IM Sports follows NIRSA Softball Rules except for the following
modifications.
I. GENERAL ELIGIBILITY
1. Participation is limited to currently-enrolled, fee-paying FSU students,
faculty members, and full-time staff. FAMU & TCC students and members
of the community are not eligible. All areas of eligibility are
covered in the Intramural By-Laws which are available through the Campus
Recreation Office and online at the FSU Campus Recreation web site.
2. In order to participate in an Intramural contest each player must present
their validated FSUCard. Exceptions must be directed to the Intramural
Sports Office for consideration by the IM staff during regular business
hours (9:00am-6:00pm). Bring a photo ID and proof of payment to obtain
a waiver from the IM staff. No such waiver will be granted on the field.
II. TEAM COMPOSITION
1. Players can compete on one men's or women's team, regardless of league
classification, and play for one co-rec team as well.
2. A men's, women's, fraternity, and sorority team's line-up may have
up to 11 players. 10 players will play in the field with the 11th player
in the line-up serving as the extra hitter (EH). The use of an EH must
be determined prior to the start of the game and may not be added once
a game has started. The extra hitter may take a position in the field,
but must remain in the same spot in the batting order.
3. A team must have 8 players to start a game. Players who arrive late
must be added to the bottom of the line-up.
4. A team's roster may include an unlimited number of players.
5. A team must finish a game with 8 players, except in the event of an
injury. If a team starts a game with 8, 9, 10, 11, or 12 players and players
have to leave with no available substitutes, play will continue as long
as 8 legal players are available to play. When a player leaves a game
early for any reason (injury, disqualification, ejection) and no substitutes
are available, an out will be recorded when that player is scheduled to
bat.
6. Limited free substitution is permitted in order to encourage maximum
participation. Limited substitution is available to all players in the
line-up. Once a substitute has entered the line-up, he/she must play for
6 consecutive outs (a full inning). Once a player has been replaced in
the batting order, he/she may bat again only if he/she returns to the
position in the order which he/she vacated. This rule allows for re-entry
of both the starter and any subsequent substitutes. In the event of an
injury, disqualification, or ejection, a substitute may enter the game
prior to the 6-out period. The sub, or the team captain, should inform
the umpire prior to putting their name into the appropriate slot on the
gamesheet.
III. EQUIPMENT
1. All players must wear shoes. Tennis shoes, soft-soled shoes, and one
piece softball shoes are legal. Metal spikes or cleats with metal exposed
are not allowed. Any player caught wearing metal spikes will be ejected
from the game.
2. Bats, gloves, and catchers' masks are available for checkout at the
IM Sports Complex. Batting helmets will be available for use, if desired.
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| Regulation
Bats Must Be Stamped with One of These ASA Marks. |
3. Only regulation softball bats, as determined by ASA,
are legal. Softball bats must be stamped with one of the ASA certifying
marks shown here. Any standard baseball bat is illegal. Any player caught
using an illegal bat will be ejected from the game. Use of illegal equipment
can also result in forfeiture of the game.
4. Wrist and hand jewelry is NOT allowed to be worn by any participant during
intramural softball. This jewelry consists of any visible rings (including
wedding bands), watches, bracelets, and any other such similar jewelry.
Only medical alert bracelets are permitted and must be taped to the wrist.
Exposed jewelry which is deemed dangerous by the umpire or other IM staff
must be removed and may not be worn for the remainder of the game. A player
is subject to ejection for failure to remove any jewelry after the first
warning.
IV. GROUND RULES
Rules 1 through 5 apply to all FSU IM softball fields.
1. Any balls hit over the fence in fair territory are home runs.
2. All trees whose branches hang over the fence are in play. If the ball
strikes any part of the tree, it remains in play and may be caught for an
out.
3. Out of play areas near the team bleachers are clearly marked with white
lines. Similar to the foul lines, the actual out-of-play line is in-play.
4. When mesh outfield fences are in use, balls that bounce over or roll
under these fences in fair territory shall result in a ground-rule double
for the batter. Balls hit over the mesh fences shall be considered home
runs.
5. (Home Run Limits) When mesh outfield fences are in use, over-the-fence
home run limits will be in effect. For men’s A and fraternity leagues,
each team may hit up to 6 home runs per game. For men’s B, men’s
C, and co-rec leagues, each team may hit up to 3 home runs per game. There
is no limit on homeruns in women’s and sorority league play.
A. Any fly ball touched by a defensive player which then goes over the fence
in fair territory shall be declared a four-base award and shall not count
towards a team’s home run total. Inside-the-park home runs do not
count towards a team’s home run total.
B. Once the limit is reached, any batter who hits an over-the-fence home
run shall be called out. The ball is considered dead and no runners may
advance on the play.
6. When mesh outfield fences are not in use, balls that roll under any metalic
chain-link fence in fair territory shall result in a ground-rule triple
for the batter. There are no home run limits when mesh outfield fences are
not in use.
The following ground rules apply on a per-field basis.
Field 1 (nearest the building and Stadium Drive): The out-of-play line runs
along the top of the hill along the first base line. The area should be
marked with a white line. Balls that roll down this hill toward the fence
are out of play. The out-of-play line on the third base side is an extension
of the fence down the line. A ball that touches the concrete is out of play.
Field 2 (nearest BP station): The out-of-play line on the first base side
is an extension of the fence down the line. The out-of-play area extends
past the bleachers on the third base side, but ends at the white line. The
area past this white line, between the third base foul line and the fence,
down into the left-field corner is in-play.
Field 3 (nearest Bob's Auto; corner of Woodward & Gaines): The out-of-play
area extends past the bleachers on the first base side, but ends at the
white line. The area past this white line, between the first base foul line
and the fence, down into the right field corner is in-play. Therefore, overthrows
of first base on this field typically remain in-play. The out-of-play
line on the third base side is an extension of the fence down the line.
Field 4 (nearest the building and Woodward Avenue): The out-of-play line
on the first base side is an extension of the fence down the line. A ball
that touches the concrete is out of play.The out-of-play area extends past
the bleachers on the third base side, but ends at the white line. The area
past this white line, between the third base foul line and the fence, down
into the left-field corner is in-play. All bushes along the fence shall
be in play (similar to the Wrigley Field ivy).
Teams shall remain clear of the fields while games are in progress. Warming
up can occur only in the designated areas. For participant and spectator
safety, warm-up is prohibited between fields.
V. GAME TIME & LENGTH
1. Game time is forfeit time. A team needs at least 8 legal players to begin
the game. If the forfeiting team wishes to remain in the league, the team
captain must come into the Intramural Sports Office by noon on the next
working day to present their case.
2. Each game has a 50-minute or 7-inning limit. Any inning started before
the end of the 50-minute time period will be completed. No innings will
begin after 50 minutes.
3. Regular season games can end in a tie. Extra innings will be played only
if they start before the 50-minute time limit. All playoff games will continue
until a winner is determined. 4. (10-Run
Rule) If one team is ahead by 10 runs after 4 complete innings (3 1/2,
if the home team is ahead) the game will be called.
VI. INCLEMENT WEATHER
1. The FSU IM Sports Office reserves the right to postpone or reschedule
a contest if circumstances warrant such action. Regular season games cancelled
by rain are generally not rescheduled. Contests postponed due to other
reasons may or may not be rescheduled at the discretion of the Intramural
Sports staff.
2. In the case of inclement weather, the Intramural Sports staff will
not make a decision regarding the playing of games until after 4:00 pm.
For information on cancellations, call the IM RainLine at 644-4483.
A. If inclement weather occurs after the closing of the Intramural office,
decisions regarding the continuing of the games will be made on the field
by the IM supervisors. If you have a question regarding whether a game
will be played, call the IM RainLine at 644-4483.
B. When games are cancelled due to the weather, the fields will not be
available for practice to ensure the safety of participants and to avoid
costly damage to the fields. Please note the flag pole near the IM Sports
Complex building: a red flag flying indicates that the complex is closed;
a green flag flying indicates the fields are open.
3. A game stopped because of inclement weather is a regulation game if
four or more innings (3 1/2 if the home team is ahead) have been played.
In the event that a game is stopped in the middle of an inning, the official
score will revert to the score at the end of the last complete inning.
VII. BATTING
1. Each batter will begin each at-bat with a count of 1 ball and 1 strike.
2. If the third strike is fouled off, the batter is out. If the foul is
caught, the ball remains alive, and runners may try to advance.
3. The batter has 10 seconds to enter the batter's box. If he/she exceeds
this time, an automatic strike is called.
4. There is no bunting. The batter must take a full swing at the ball.
A batter who bunts or chops the ball (fair or foul) is out. A bunted ball
that strikes the ground is immediately dead and runners must return to
their original base. Bunted balls that are pop-ups may be caught and any
runners may by doubled off (put out); runners, however, may not tag up
and advance. Bunt pop-ups not caught still result in an out and an immediate
dead ball.
5. If a player unintentionally throws his/her bat, the team will be given
a warning. Each subsequent offense will result in the batter being called
out and all runners returning to the base they occupied at the beginning
of the at-bat. Any player who intentionally throws his/her bat will be
called out and ejected from the game.
VIII. PITCHING
1. Prior to pitching, the pitcher shall come to a full and complete stop
with both feet firmly on the ground and with one or both feet in contact
with the pitching rubber. The ball must be held in the pitching hand or
with both hands in front of the body. This position must be maintained
for at least 1 second and not more than 10 seconds.
2. In the act of delivering the ball to the batter, the pivot foot must
remain in contact with the pitcher's rubber until the ball leaves the
pitcher's hand.
3. A legal delivery shall be a ball that is delivered underhand and a
slow to moderate speed. The ball must reach a height of at least 6 feet
and no more than 12 feet at the top of its arc.
4. Any pitch that fails to reach an arc of six feet, exceeds the 12 foot
limit, or is thrown with excessive speed in the opinion of the home plate
umpire, will be declared an illegal pitch. This will count as a "ball"
unless the batter chooses to swing, in which case the ball is live. Once
an illegal pitch is swung at, all action following the swing will be legal
(a strike, out, hit, etc.) and the "illegal pitch" will be disregarded.
5. Definition of a strike is "a legally delivered ball passing completely
over home plate before touching the ground. The ball must not be lower
than the batter's knees nor higher than the batter's back shoulder while
passing over any portion of homeplate".
6. The pitcher has 20 seconds between pitches. If he/she exceeds this
time, an automatic ball is called.
7. A ball that slips from a pitcher's hand during his/her back swing,
the ball will be dead and a "no pitch" will be declared. If
intentional, a ball will be called.
IX. RUNNING
1. No stealing is allowed. Baserunners may leave the base when the pitch
is hit. If a runner is off base before the pitch reaches the plate, the
runner is called out and a "no pitch" is declared.
2. The base path for a runner is the direct line between the player and
the base to which he is advancing at the time a play is being made on
that specific base runner and the three feet to either side of that direct
path. Note: this path may be different from the straight line connecting
two bases. For example, a player who has run past 1st base a distance
of about 10 feet decides to run for second. His/her base path for any
tag plays is the direct line from where he/she made his turn towards 2nd
base (10 feet down the line from 1st) and 2nd base. This is different
from the direct line from 1st to 2nd base. For plays between home plate
and 1st base, the runner shall run in the 3-foot lane of the foul side
of the foul line.
3. A player who runs outside his base path (including the 3-foot lanes
on either side) in an attempt to avoid a tag shall be declared out.
4. A fielder has absolute right to any position on the field to field
a ball and all runners must avoid a fielder in these cases. When a fielder
not in possession of the ball or not in the act of fielding a batted ball
impedes the progress of a runner, obstruction will be ruled. This is a
delayed dead ball; play continues as normal. Once the play has ended,
the umpire shall award the runner and each other runner affected by the
obstruction the bases they would have, in the umpire's opinion, reached
had there been no obstruction.
5. On tag plays, the fielder must be in possession of the ball before
attempting to block a base or home plate. Blocking a base without the
ball at any base or home plate is considered obstruction. It is also obstruction
when a fielder without the ball fakes a tag. For a fake tag, bases are
awarded as a normal obstruction AND the fielder will be ejected from the
game.
6. Any runner in fair territory and not in contact with a base that is
struck by a fair batted ball is out except when (a) the ball has passed
an infielder and in the judgement of the umpire, no other fielder had
a chance to make an out, (b) when a runner is hit with a fair batted ball
over foul territory and no other fielder had a chance to make an
out, or (c) when a runner is touched with a fair batted ball after it
is touched by any fielder, including the pitcher. In the event of one
of these 3 exceptions, all runners must return to their previously occupied
base and the batter-runner is awarded first base. If the award of first
to the batter-runner causes another runner to be forced, that runner will
advance to the next base.
7. In case of a possible double play, the baserunner must slide into the
base or get out of the way of the thrown ball. Baserunners who fail to
get out of the way may be charged with interference resulting in both
the baserunner and the batter-runner being called out on the play.
8. When a defensive player has the ball and is waiting for the runner,
and the runner remains on his feet and deliberately, with great force,
crashes into the defensive player, the runner is declared out. The ball
will be declared dead and all runners must return to the last base they
legally occupied. If the act is to be judged flagrant by the umpire, the
offending player will be declared out and ejected from the game and the
runner closest to home will also be called out.
9. Overthrows that land out of play will result in the following awards:
A. On an initial overthrow by an infielder, the award is 2 bases from
the time of the throw; i.e., batter gets second base, any baserunners
are awarded 2 bases from where they were at the time of the throw.
B. On an overthrow by the outfielder, the award is 2 bases from the time
the fielder releases the ball, not when it goes out of play; i.e., if
a man is one step away from second when the outfielder released the ball,
the runner is awarded second and third.
10. When a fielder carries the ball over an out-of-play line, the play
becomes dead and the baserunners are awarded one base (if unintentional)
or two bases (if intentional) from the time the fielder carried the ball
out of play.
11. All base awards are based on the position of the lead runner. For
example, if two players are between 1st and 2nd at the time of an overthrow
which lands out of play, the first runner will be awarded 2nd and 3rd
(two bases) and the second runner will receive 2nd base only.
12. A courtesy runner may be used in the event of injury only AND upon
agreement with the opposing team’s captain. The courtesy runner
must be the player who recorded the last out. In co-rec games, the courtesy
runner must be a player of the same gender.
13. The ball remains alive until the pitcher has possession of the ball
in the infield and all immediate play has apparently completed. Runners
not advancing return ot the last base legally touched. Umpires have the
authority to grant timeout when the ball is in possession of another fielder
and all immediate play has apparently ended.
X. INFIELD FLY RULE
1. An "infield fly" occurs with all of the following conditions:
A) A fair fly ball (not including a line drive) which can be caught by
an infielder with ordinary effort.
B) There are 0 or 1 out in the inning.
C) There are runners on 1st and 2nd OR runners on 1st, 2nd, and 3rd.
2. When all three conditions are met, the umpire will declare an "infield
fly" and rule the batter out immediately, whether or not the fly
ball is caught. Baserunners must tag up if the fly ball is caught. Baserunners
may advance if the fly ball is dropped, but are not required to run and
may not be forced out at the next base.
XI. APPEAL PLAYS
1. An appeal play is one in which an umpire cannot make a decision until
requested by a member of the defensive team. Appeals must be made prior
to the next legal or illegal pitch or before the defensive team has left
the field.
2. Once the ball has been returned to the infield and time has been called,
any infielder (including the pitcher or catcher), with or without possession
of the ball, may make a verbal appeal on a runner missing a base, a runner
leaving a base too soon, or the batter batting out of order. The plate
umpire should acknowledge the appeal, and the administering umpire should
then make a decision on the play. Baserunners cannot leave their base
during this period, as the ball remains dead until the next pitch.
XII. OTHER RULES
1. There will be a coin-toss prior to each game to determine the home
team.
2. A player who is bleeding or has blood on his/her uniform cannot participate
until the bleeding is stopped or the uniform is changed.
A. If the player accomplishes this task within a reasonable time (to be
determined by the umpire), the player may remain in the game.
B. If the situation is not handled in a reasonable amount of time, the
player must leave the game and be replaced. The player is then subject
to the re-entry rule. If no substitutes are available, play will continue
without the player. The player, then, may re-enter the game when he/she
is deemed legal for participation.
XIII. CO-REC RULE MODIFICATIONS
1. A co-rec line-up consists of 8, 9, 10, or 12 players. 10 players play
in the field with 2 extra hitters (EH), one male and one female. Teams
must have 8 players to begin a game. The following combinations are the
only acceptable combinations: 4M / 4F, 5M / 4F, 4M / 5F, 5M / 5F, 6M /
6F.
2. In the event that a team has nine players, that team may select to
use all 9 players and take an out in the 10th position in the batting
order. Then, all 9 players will be permitted to play defense. OR, the
team may play with 8 players in the line-up & 1 substitute. No outs
will be assesed in the batting order, but only those 8 players may play
in the field.
3. The batting order shall alternate male and female batters.
4. If a male batter is walked with 0 or 1 out, he will be awarded 2nd
base and the next female MUST bat. If a male batter is walked with 2 outs,
he will be awarded 2nd base and the female has the option of batting or
taking a walk. If a female walks at anytime in the game, she will be awarded
1st base only.
5. Co-rec defensive positioning shall include 2 males and 2 females in
the outfield and the 2 males and 2 females in the infield. Males and females
may be distributed on either side of the field in any way (males at 3B
and SS OR males at SS and 1B, etc). Either the pitcher or catcher must
be a female, the other a male.
XIV. SPORTSMANSHIP
1. The mission of Intramural Sports is to provide
a recreational environment for the University community which is safe
and enjoyable. While the game atmosphere is often competitive, ensuring
participant safety, providing a fun, social atmosphere, and promoting
sportsmanlike behavior among participants, spectators, and team followers
are our primary concerns. The game atmosphere should remain good-natured
at all times. Participants shall maintain good sportsmanship throughout
their participation in all facets of the intramural program.
2. The Sportsmanship Rating System is intended
to be an objective scale by which teams' attitude and behavior can be
assessed throughout the intramural sports league and playoff seasons.
Behavior before, during, and after an intramural sports contest is included
in the rating. The team captain is responsible for educating and informing
all players and spectators affiliated with his/her team about the system.
3. A team is responsible for the actions of the individual
team members and spectators related to it. Additionally, FSU Intramural
Sports does not recognize the use of coaches. Only the team captain shall
speak to the officials regarding administrative matters (protests, ejections,
disqualifications, etc). Furthermore, the team captain's efforts in assisting
officials/staff to calm difficult situations and to restrain troubled
teammates are key to controlling team conduct.
4. Sportsmanship is vital to the conduct of every Intramural
contest. In order to encourage proper conduct during games, officials,
administrative personnel, and supervisors shall make decisions on whether
to warn, penalize or eject players or teams for poor sportsmanship. These
decisions are final. The Intramural Sports administrative staff will rule
on further penalties as a result of unsportsmanlike conduct.
5. Each participant should choose his or her team members
carefully, as all team members will suffer the consequences of any disciplinary
action taken by the Intramural Sports staff against that team for violation
of the intramural rules and sportsmanship guidelines. Protests or appeals
of sportsmanship ratings will not be recognized. The Intramural Sports
administrative staff reserves the right to review any rating given to
a team.
6. Additional information regarding team and participant sportsmanship
including the rating method, factors, and scale is available in the Sportsmanship
section of the Intramural Sports Handbook, available online at the FSU
Campus Recreation web site.
Call the IM Sports Office at 644-2430 or email
us for more information.
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