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Special Amherst League Rules
NO COLLISIONS
In both mens' and co-ed softball, runners must avoid a
collision with fielders or be automatically called out.
Mens' Softball: If a runner does not slide into a
bag and collides with the baseman, he is automatically out. Both teams
will be given a warning. A second infraction during the game by any player will
result in the immediate ejection of the offending runner from the game. As a
reminder, runners in the basepath must avoid contact with a fielder making a
play.
Co-Ed: If a man runs into a woman fielder
in such a manner, he is automatically ejected from the game without
warning. Managers, please notify your players of this.
Catchers should be instructed NOT to "block the
plate" especially if there is no play at home base. This is recreational
ball and we don't want to see anyone get hurt. However, if the runner
coming home sees the catcher blocking the plate, the "no collision" rule
still applies. Either slide or run to the side to avoid the catcher.
Remember, most of the time the player behind the plate is one of the least
experienced players on the field and might not know the difference. Managers
should teach them how to properly stand to the side of the plate and make the
tag.
NO METAL SPIKES
As a reminder there are to be NO metal spikes
used in ANY Amherst Softball games - mens or co-ed. Any offending
player found on the field in metal spikes will be ejected from the game
without warning.
FIGHTING
Due to the
death of a softball player at a game in Rochester,
we want to take a moment to remind everyone of our policy about fighting
during or after games in our league. There is to be
ABSOLUTELY NO FIGHTING before, during, or after games.
ANY player(s) caught fighting will receive a
LIFETIME
BAN from the Amherst Softball League. NO EXCEPTIONS.
Furthermore, umpires have been instructed to give one warning to any
players who are verbally arguing with other players. After that one
warning, if arguing continues, said player(s) will be ejected from the
game.
General League Rules
1. Batters start with a 1-1 count, one “freebie” foul ball allowed w/ two
strikes.
2. Three courtesy runners allowed per team per game. The last out is the
designated base runner
3. Teams can bat up to twelve players. Max of ten players in the field.
4. Teams need eight fielders to start the game otherwise it is a forfeit.
5. Extra innings start with one out and a man on second base. The last out of
the previous inning is the runner at 2nd base. Each extra inning is played in
this manner.
6. No collisions – slide, stop or get out of the base path.
7. Mercy rule is twelve runs after five complete innings have been played
8. A complete game is 4 ½ innings. Games interrupted by rain, darkness or
lightning are complete after 4 ½ innings and will not be resumed. Any game
interrupted before 4 ½ innings will be replayed in their entirety.
9. Two “over the fence” home runs allowed per inning, 3rd over the
fence in any inning is an out.
10. Team hitting the ball over the fence is responsible to retrieve it.
Hitters Getters!
11. Clearfield only – Balls going over the fence from the left field foul
pole to the fence pole lining up w/ the corner of the building are ruled ground
rule doubles. Teams playing at Clearfield should make sure they review this w/
the ump during ground rules.
12. No lead offs. Runners leaving the base before contact will be called
out.
13. Free substitution allowed. Players may enter and leave the game or change
positions throughout the game provided their position in the batting order is
not changed. If batting 11 or 12 players, those players are EHs and cannot play
the field.
14. Ump fees are $17 per team per game, payable directly in cash to the
ump before starting the game.
15. Coin flip determines the home team for single games. For doubleheader
played between same teams, the home team in Game 1 will be the visiting team in
Game 2. when a team plays a DH’er versus two different teams, a coin flip
determines home team for both games.
16. The winning team must report the score within 48 hrs to the league director,
otherwise the game results in a loss for both teams.
17. See below regarding use of illegal bats.
18. No beer or alcohol allowed on the team benches and players are not
permitted to drink during the games.
19. USSSA rules apply except if noted otherwise above and as they pertain to the
use of bats (the ASA bat list is used).
20. All other rules as determined by the ump during the ground rules with both
teams also apply.
Rules Regarding Bats
1. The opposing team is responsible to challenge an opposing players’ use of an
illegal bat. The umpire is not responsible to monitor bats or “call out” an
illegal bat. The umpire will determine if a bat is legal or illegal when a
challenge is requested.
2. Any player using a bat that is determined by the ump to be illegal
when challenged by the opposing team will be called "out". This includes
a player that has the bat in hands at the plate but has yet to swing it. Any
player bringing an illegal bat to the plate a second time in the same
game will be ejected from the game and an out called.
3. The use of a “doctored” bat will result in ejection from the game and
the player subject to ejection from the league. An out is will be called.
4. Bats must meet all of the requirements below:
1. must bear either the ASA approved 2000
certification mark or the ASA 2004 certification mark as shown below, and
must not be listed on an ASA non approved list, and
2. must be included on a list of approved bat models published by the ASA
National Office; or
3. must, in the sole opinion and discretion of the umpire, have been
manufactured prior to 2000 and if tested, would comply with the ASA bat
performance standards then in effect.
4. See list of Non-Approved bats with Certification marks below.

Miscellaneous
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