2023 Rules

PLAYFIELD BOUNDARIES

Foul lines are the lines from Home Plate to the outer edges of 1B and 3B and beyond. The Out of Play area consists of the fence lines, extended from the backstop fence—about 10’ from and parallel with the Foul lines. Except for fielders, an on-deck batter, and a base coach at 1B and 3B, all players should be behind the fence lines. If anyone but a fielder touches a ball that is in play, it is ruled interference, the ball is dead, and the Ump shall award a base to the runner(s) or call a runner out. A base coach who aids a runner physically (to stop advancement or push forward) while a ball is in play can cause the runner to be called out, at the Ump’s discretion.

SOFTBALLS

The home team must provide one new 12” softball per doubleheader or two new balls per tripleheader. Each ball must be at the specifications of .52 COR/300 lbs. and must be an optic-yellow ball; lace color is red and not raised.

PAYMENT OF UMPS

Each team must pay the Ump $30 per game ($60 per doubleheader) before the scheduled start time of the game in cash or Venmo.

TEAM MAKEUP / GAME START / FORFEIT

A full ISL co-ed team should have 10 players on the field. There is a minimum of 3 males and 3 females per team in the field and a maximum of 7 males or 7 females. There are no maximums or minimums for nonbinary players. If a team does not have nine players—including at least 2 female players—at the scheduled start of a game, the game is to be delayed for up to 10 minutes. After 10 minutes, if a team still does not have at least nine players, that team forfeits that game. The forfeiting team then has 20 minutes to produce enough players or, per Ump and managers’ agreement, start the next game (if there is one, and if field availability allows for it). The maximum number of batters in a batting lineup is 16 per game.

NOTE: The score of a forfeited game shall be 7–0 in favor of the team that is not at fault.

SHORTHANDED RULE

Per the ASA (now known as USA) “shorthanded rule,” a game may begin or finish with one fewer player than required to start. The vacant position must be listed last in the batting order. An out will be recorded when the vacant position in the batting order is scheduled to bat.

NOTE: In a shorthanded game with 9 fielders, a team may bat no more than 11 players. If a substitute arrives, they must be inserted immediately into the vacant spot. In an official game, a team may not pick up a player from another ISL team to satisfy the minimum number of players (whether 9 or 10).

ADDITION OF PLAYER(S)

A team may add a player or players to the lineup up until the first pitch of the 2nd Inning. The added player(s) must be listed last in the batting order. The manager must inform the Ump and opposing team of any player addition. If a team has added a player to the lineup who is absent at game time, an out will be recorded when that player’s spot comes up in the batting order, unless a substitute player is available.

SUBSTITUTION OF PLAYER(S)

At any time during the game, a substitute player (or sub) may replace a player who is in the team’s lineup. (A sub is a player who is on the team’s roster but not listed as a starting player in the lineup.) If a team has added a player to the lineup who is absent at game time, if a sub is available, they may replace that player. The sub will then vacate the spot when that player has arrived, and that player must enter the vacated spot. A starting player may reenter once, but in the same lineup spot only. The manager must inform the Ump and opposing team of every substitution.

TIME LIMIT

In a 7 Inning game, unless the game is tied, no new inning may start after 1 hour and 15 minutes has elapsed after the start of the game. After the 7th Inning, the offensive team will begin its turn at bat with the player who is scheduled to bat last in that respective half inning being placed on 2B. A substitute may be inserted for the runner. When 1 hour and 30 minutes has elapsed and home team has had a chance to bat, if still tied then the game will be called as a Tie.

‘SKUNK’ (OR RUN-AHEAD) RULE

After 4½ innings, if a team is up by 15 runs or more, the game must be called. If the home team is behind, that team must get a chance to bat before the game can be called.

LEGAL PITCH

A pitch must be delivered with perceptible arc and be between 6’ and 10’ from the ground to be a legal pitch. If it is not, the Ump must call out, “Flat” or “Illegal,” and the pitch is to be ruled a ball automatically; however, the batter may swing at their own peril. If the batter does so, the pitch is to be considered a legal pitch.

NOTE: For safety, a pitcher should consider starting from the farthest rubber or plate available.

BUNTING / STEPPING OUT OF THE BOX

Bunting or chopping a pitch during an at-bat will result in a dead-ball out. A batter shall be called out if their foot touches or crosses Home Plate at the time that the ball makes contact with the bat if it is a fair ball.

INFIELD FLY RULE

If there is 0 or 1 out, and there are runners on 1B and 2B, or on 1B, 2B, and 3B, and the batter hits an easily catchable (as determined by the Ump) pop fly in the infield or shallow outfield, the Ump is to call out, “Infield fly!” The batter is automatically out. Runners may advance at their own peril; however, they must wait until the ball has hit the ground or a defensive player has caught it to be considered tagged up.

Home Run Fence Rule

A ball hit over a fence in fair territory is a home run, with no limitations on how many a team can hit. Before the third inning, a team that hits a home run over the fence must provide a new ball. After the start of third inning, a used ball may be provided.

NO-CONTACT RULE

(1)         At no time may a defensive player block Home Plate or any base from a runner—or the base path of a runner—unless the defensive player is attempting to put out the runner or if catching the ball draws the defensive player into the line. Even then, the defensive player shall make every possible effort to avoid a collision with the runner, and vice versa.

(2)         At no time may a runner block the throwing path of a defensive player.

A.      When (1) happens, the runner shall be called safe.

B.      When (2) happens, the runner shall be called out. EXAMPLE: on a double play, an infielder has

gotten a force out at 2B and attempts to throw to 1B. If the runner blocks the throwing path or

takes out the defensive player, the runner who is going to 1B shall be called out, too.

(3)         During a close play at any base or Home Plate, in addition to the defensive player not blocking the base or plate, the runner must get down or out of the way if they know that it is a close play (to be determined by the Ump).

NOTE: Deking—faking a play to trick a runner, especially to force a slide—is illegal and can result in ejection.

INJURY PINCH RUNNER

If a player is injured, their team may use the player who made the last out as a pinch runner. If the injury occurs in the 1st Inning, and there are no outs, the team may use the batter who is last in the batting order at that time. There is no limit to the number of injury pinch runners. If a runner is injured and requires an injury pinch runner, they are scratched from the game, their place in the batting order is skipped, and their next at-bat is not an automatic out. The Ump may verify whether a player has a legitimate injury.

NOTE: Injury pinch runners and non–injury pinch runners are not the same. If a player is injured, the team may use an injury pinch runner and still have its non–injury pinch runner available to use later.

NON–INJURY (‘COURTESY’) PINCH RUNNER

A team may have one non–injury pinch runner per game. That “courtesy” pinch runner may be any player who is in the batting order for that game.

NOTE: A courtesy runner may not run for an existing courtesy runner, except to replace an injured runner. Violations result in an out, and the runner is removed from the base.

‘CRIPPLE-TAG’ PINCH RUNNER

If a player is able to bat but deemed unable to either play defense or run because of injury, when that player has reached 1B safely, their team may use the player who made the last out as a runner. This doesn’t have to be for the duration of the game; it can change throughout the game. The “crippled” runner must stop at 1B after reaching safely; running to 2B may result in the Ump issuing a warning, calling the runner out, or both. All other runners may advance as they typically would.

NOTE: Before the first pitch of the game, a team must inform the Ump and the opposing team that it will use the cripple-tag option on a certain player. After it is in effect, the cripple-tag option on the player may not be removed. Upon managers’ agreement, the cripple-tag option may be declared for a player during a game after an injury that is not serious enough to warrant removal of the player from that game.

CATCH AND CARRY

If a defensive player catches a fly ball in play and their momentum (as determined by the Ump) carries him/her out of play, it is a legal catch, all runners advance one base, and the play is automatically dead.

TAGGING UP

Per the ASA (Now USA) “catch rule,” runners may leave their bases the instant that the first fielder touches the ball.

NOTE: After the ball is returned to the infield and time is called, any coach or infielder—with or without possession of the ball—may make a verbal appeal on a runner missing a base or leaving too soon on a caught fly ball.

EJECTIONS

An Ump must eject a player where rules call for it, at the Ump’s own discretion. In most cases, the player will have received a warning. Excessive arguing, especially negatively, may result in ejection. A player who threatens anyone with a piece of equipment will be kicked out of the ISL. If play has started and a player has been ejected for any reason, the ejected player must leave the premises, and that player’s spot in the lineup is an automatic out for the rest of the game when it is their turn at bat. No substitution is allowed for a player who has been ejected.

ROSTERS

A maximum of 25 players may be on any team’s regular-season roster. A player may be on only one ISL team’s roster for the regular season and must have played at least three regular-season games to be eligible for the playoff roster. This includes players who play in another league. Each team should turn in its roster—in person or by email—to Dan Ayala (Commish) by All-Star Game weekend.

AGE REQUIREMENT

All players must be 21 years old or over to be on a roster. The only exception is if a player 18 or over has a parent (or an aunt or uncle) also playing on the same team’s roster. This privilege will be revoked if the underage player is seen drinking alcohol.

SCORES

All teams must call in/text/email their scores to Dan Ayala (206-853-1939) as soon as possible no later than 5 p.m. the Monday after the games. It’s a good idea to post the scores to the Seattle Industrial Softball Facebook group, too.  

PLAYOFFS SEEDING

Playoff seeding is determined by overall record with the tiebreaker being head-to-head winner, and coin flip after that if necessary. The higher seed has the home team advantage throughout the playoffs until the championship. The undefeated team has the choice of being home team in either the first or second of two possible games.

WORKING IT OUT

At times, it might be necessary for team managers—together with the Ump, and possibly a Commissioner—to agree on what happened in a game. Otherwise, the Ump’s decision will stand.

When in doubt, work it out.

FIRST AID

In addition to an updated ICE (In Case of Emergency) sheet, all teams should carry a first-aid kit. Per the ASA (USA) “blood rule,” at no time may a bleeding player be on the field. Players who are sick with something contagious shouldn’t come to the park.

NOTE: A player who has left the game under the blood rule may return, even after missing an at-bat.

PACKING IT IN/PACKING IT OUT

Please take your garbage with you and recycle when you leave—especially when garbage cans are not available. To quote Portland Sunday Softball, “We’d like to be able to do this again next year.”