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New for Summer 2002
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.
Current ASA softball rules will govern wiffleball play 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.
3. All players must sign-in at the sign-in table or with a supervisor
at the game site prior to each game to be eligible to participate.
II. TEAM COMPOSITION
1. Players can compete on one team, regardless of league classification.
2. Six (6) players will play in the field. Teams must have 4 players to
start a game.
3. A team's batting line-up must include all six fielders. In addition,
teams have the option to bat an additional 6 players (to total 12 in the
batting line-up). The decision on the number of players in a team's batting
line-up must be made prior to the game. The batting order must be listed
on the scoresheet prior to game time.
4. Once a game has begun, late arriving players may not be added to the
batting order and will become substitutes. In the event that a team begins
a game with 4 or 5 players, late arriving players may be added to the
line-up in order to field 6 players. In this case, these late arrivals
will be permitted to bat.
5. A team's roster may include an unlimited number of players.
III. EQUIPMENT
1. All players must wear shoes. Tennis shoes and soft-soled shoes are
legal. Sandals, flip-flops, and boots are not permitted. No metal, hard
plastic, or polyurethane spikes or cleats or shoes with detachable cleats
are allowed.
2. Bats, balls, and bases will be provided by the Intramural Sports staff
at the game site. Teams must use the equipment provided by Intramural
Sports. No outside bats, balls, or bases are permitted.
3. Fielders may NOT use baseball/softball gloves or mitts or any other
catching equipment. Hats may be worn but may NOT be used to catch the
ball.
4. Jewelry is NOT allowed to be worn by any participant during an intramural
event. This jewelry consists of any visible rings (including wedding bands),
watches, necklaces, earrings, studs, bracelets, and any other such similar
jewelry. Only medical alert bracelets are permitted. A player is subject
to ejection for failure to remove any jewelry after first warning.
IV. GROUND RULES
1. The distance between each base will be approximately 36 feet. The pitching
rubber is approximately 30 feet from home plate.
2. The ceiling, rafters, a/c ducts, basketball goals, scoreboards, and
any other objects hanging over fair territory are considered in play.
Batted balls may be played off each of these objects. Balls caught before
hitting the ground will be considered outs. Once a ball contacts an overhanging
object in fair territory, it cannot be considered a foul ball (even if
it rolls over a foul line). Any balls that become lodged in these objects
will be results in a ground-rule double for the batter. All other runners
are entitled to two bases based on their position at the time of the pitch.
3. (Leftfield)
A. Balls that hit the net portion of the left field curtain will be homeruns.
B. Balls that roll under the curtain in left field will result in a ground-rule
double for the batter. All other runners are entitled to two bases based
on their position at the time of the pitch.
C. Balls that hit the lower red portion of the curtain are considered
in play. Catching the ball off the lower red portion is NOT an out.
4. (Centerfield)
A. Balls that bounce or roll into the opening
in centerfield between the curtain and the bleachers are in play and should
be fielded. Runners should advance at their own risk.
5. (Rightfield)
A. Balls that land on the home-run porch -- the area above the last folded
row of bleacher seats but in front of the top row of seats -- or hit any
area above the home-run porch will be considered homeruns. The ball does
not need to stay on the home-run porch to be considered a home run.
B. Balls that become lodged in the rightfield bleachers will result in
a ground-rule double for the batter. All other runners are entitled to
two bases based on their position at the time of the pitch.
C. Balls that ricochet off the bleachers are considered in play and may
be caught before touching the ground for an out.
D. Players may not climb the bleachers in order to catch or field a ball.
6. (1st Base Line Curtain)
A. Thrown or batted balls that roll under the curtain down the 1st base
line will result in a one base award for all baserunners and the batter
based on their position when the ball rolls under the curtain (not at
the time of the throw).
V. GAME TIME & LENGTH
1. Game time is forfeit time. A team needs at least 4 legal players to
begin the game. Any team that forfeits a game will not be eligible for
the playoffs. If the forfeiting team wishes to play the rest of its regular
season games, 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 tournament games
will continue until a winner is determined.
4. (7-run Limit)
There is a seven (7) run limit per team per inning. In no instance may
a team score more than 7 runs in an inning; i.e., if the offense has scored
6 runs and the batter hits a home run with the bases loaded, only 1 of
the 4 runs will count (to total 7 for the inning).
5. (Mercy Rules)
A. If one team is ahead by 15 runs after 4 complete innings (3 1/2, if
the home team is ahead), the game will be called.
B. If one team is ahead by 8 runs after 5 complete innings (4 1/2, if
the home team is ahead), the game will be called.
VII. PITCHERS
1. Teams will pitch to their own hitters. A member of the defensive team
may position themselves no closer than 3 feet from the pitcher to act
as a fielder.
2. Pitchers (of the batting team) will not be responsible for playing
defense. When the pitcher is struck by a batted ball before it passes
a member of the defensive team, the batter is out and runners must return
to the base occupied at the time of the at bat. In all other situations,
the pitcher must move clearly out of the way of a defender making a play
or the potential path of a throw. If, in the umpire's opinion, the pitcher
interferes with any part of a defense's play, the umpire may call out
a runner or the batter as appropriate. The ruling will follow guidelines
similar to "interference" and "obstruction" in the
ASA softball manual.
3. The pitcher for the offensive team may be one of the batters in the
line-up or the offensive team may choose to have an "all-time"
pitcher. The all-time pitcher must be signed-in on the scoresheet as a
substitute.
VIII. PITCHING
1. 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.
2. A legal delivery shall be a ball that is delivered underhand or overhand
at any speed. The ball may not contact the ground prior to being hit.
3. Each batter will receive a maximum of 3 pitches. If a batter allows
three pitches to pass and has not hit the ball, he/she will be out.
4. The pitcher has 10 seconds between pitches. If he/she exceeds this
time, the batter will lose the right to a pitch (from 3 down to 2, down
to 1, then out).
IX. BATTING
1. The batter must keep two hands on the bat prior to and when contacting
the ball. One-handed swings that hit the ball into fair or foul territory
will result in the batter being called out.
2. Batted balls must clear the strike box -- a diamond approximately 6
feet per side in front of home plate -- to be considered a fair ball.
Balls that bounce in this area and do not leave the box (completely cross
the line) in fair territory OR are fielded by the defense within this
area will be considered strikes. If on the third pitch, the batter will
be out.
3. Any foul ball on the third pitch is an out. Fouls on the first and
second pitch are only strikes.
4. There are no walks.
5. There is no bunting. The batter must take a full swing at the ball.
A batter who bunts the ball is out and the ball is immediately dead.
6. In the event that a team is batting with only four players and a player
is on base when it is his/her turn to bat, the player shall vacate the
base to come to bat. No out will be recorded. No ghostrunner will be permitted.
The runner simply loses his/her chance to score a run.
X. RUNNING
1. Runners cannot lead off or steal bases. Baserunners may leave the base
when the pitch is contacted by the batter. Runners who leave base prior
to the ball being contacted by the batter are out.
2. Sliding is not allowed. Runners who slide are automatically out.
3. If the runner makes contact with a base and the base slides away from
its original position on the court, the runner is safe (if it occurred
before the tag or putout) and is not liable to be put out while base is
dislodged. If the runner attempts to advance to another base, he/she is
liable to be put out and must return to the marked area on the court where
is base should be, not the actual dislodged base.
4. 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. A player who runs outside his/her bath path (including
the 3-foot lanes on either side) in an attempt to avoid a tag shall be
declared out.
5. Baserunners are responsible for avoiding all collisions with fielders
anytime a fielder is making a play on the ball (fielding, throwing, catching).
If the baserunner does not avoid the collision, play will be ruled dead,
the baserunner is called out, the batter is awarded first (unless involved
in the collision), and all runners return to their original base unless
forced to the next base.
6. A defensive player cannot stand in the base path or obstruct the path
of a base runner unless he/she is making a play on the ball. In the event
the defense obstructs a runner, 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. It is
also obstruction when a fielder without the ball fakes a tag. In this
case, bases are awarded as a normal obstruction AND the fielder will be
ejected from the game.
7. 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.
8. In case of a possible double play, the baserunner must 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.
9. When a defensive player has the ball and is waiting for the runner,
and the runner deliberately, with great force, crashes into the defensive
player, the runner is declared out and will be ejected from the game.
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 runner closest to home will also be called out.
10. There is no overthrow rule. Runners may advance at their own risk
until play is declared dead by the umpire.
11. 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 a player of the same gender.
XI. FIELDING
1. Defensive positioning is restricted by the following:
A. Each team must provide a catcher. The catcher must field from behind
the batter and may not cross home plate until the ball is hit.
B. If a team provides a "fielding pitcher", the "fielding
pitcher" may align themselves on either side of the offense's pitcher
no closer than 3 feet from the pitching rubber. The "fielding pitcher"
may not position themselves in front of pitcher's rubber (closer to the
plate) until a ball is hit.
C. No infielder, other than the "fielding pitcher", may position
themselves inside the diamond (inside the 1st/2nd/3rd base diagonals)
until the ball is hit.
2. Diving is not recommended when fielding a ball due to the chance of
injury caused by the hard playing surface.
3. The batter is out in situations similar to softball (forceouts, flyouts,
etc). Runners may NOT be hit by a thrown ball -- "pegged" --
to be put out.
4. Fielders may NOT slide or dive at a runner in an effort to tag him/her.
In this case, the runner is awarded two bases from the point of the violation.
5. There is no infield fly rule.
XII. 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.
XIII. 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 supervisor), 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. 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.
3. The pitcher may receive a maximum of 3 warm-up pitches prior to each
inning. Infield practice is prohibited prior to any inning.
XIV. SPORTSMANSHIP
1. Sportsmanship is an important part of intramural sports. Teams receive
sportsmanship ratings at the conclusion of each game on a scale of 0 to
4 with 4 as an excellent rating. Teams must average a 3.0 during the regular
season to qualify for the playoffs.
2. Teams are responsible for keeping their spectators under control. Misconduct
of spectators and players may result in ejection and/or forfeiture of
the game. Spectators must remain in the out-of-play areas. Only players
are permitted in the playing area.
3. Any player who uses foul language, violently protests a call, or curses
an official or supervisor, will be removed from the game and will automatically
be suspended from his/her team's next game. In addition, he/she will have
to meet with the Director of Intramural Sports during office hours (Monday
through Friday, 9:00 a.m. to 6:00 p.m.) before he/she is eligible to participate
again. Any player who touches an official or supervisor will be placed
on suspension from all Intramural activities for a minimum period of one
calendar year from the time of the incident.
4. If at any time a team has 2 players or spectators ejected from the
game, the offending team will immediately forfeit the game.
5. FSU Intramural Sports does not recognize the use of coaches. Only the
team captain may speak to the umpires regarding administrative matters
(protests, ejections, disqualifications, etc.).
6. Teams shall assist in removing trash and equipment from their game
area at the conclusion of their game.
7. Umpires and supervisors are college students employed by FSU Campus
Recreation to provide a service to the participants of FSU Intramural
Sports. Officials are employed regardless of experience to fulfill a need
for a large number of officials to cover all the games being played. Officials
undergo clinics and evaluations to help them to constantly improve in
their abilities. Supervisors are trained to handle conflicts that occur
during games and are there to answer questions that participants may have
regarding Intramurals. The supervisors can be identified by the FSU IM
shirt or sweatshirt they will be wearing. FSU IM supervisors are veteran
officials or trained tournament personnel who have complete authority
to make decisions regarding problems or special situations. Supervisors
have been selected for their knowledge of intramural sports regulations
and rules, maturity, professionalism and a sincere interest in intramural
sports.
8. Additional information regarding sportsmanship may be obtained from
the Intramural Sports office or 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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