Rules

JMS Playing Rules

Where not mentioned specifically, JMS League games will be governed by the rules of NSA Canada (NSA).

1.00 – Playing Procedures

1.01 – Dimensions of the diamond will be as governed by the NSA. Pitching distance will between 50 feet and 60 feet.
1.02 – A commit line of 28 feet will be added, players crossing the commit line and returning will be called out
1.03 – A mercy of 5 runs per inning will be in effect for the first 6 innings of the game. The 7th or last (as declared by the umpire) inning shall be unlimited.
1.04 – Unless otherwise stated, the home team will be the team listed first in the schedule and will be the defensive team at the start of each inning
1.05 – Warm up prior to games must be restricted to the outfield. No infield warm up may take place.
1.06 – League activities shall halt for salaat (prayer) time, as designated on the weekly schedule.
1.07 – In the case of 1.06, all league activities shall resume once salaat time has concluded. Any activity on the infield and outfield is strictly prohibited, and may result in possible suspensions.
1.08 – An injured player may be removed from the game, and will be skipped in the batting order without resulting in an out.
1.09 – A time limit of 60 minutes will be imposed, no new inning may begin after 60 minutes has elapsed.
1.10 – A team shall be declared winner if they are 12 or more runs ahead of the opposition after 5 complete innings (4½ if the home team is leading).
1.11 – Bases will be 65′ apart.
1.12 – All at bats will start with a 1 ball, 1 strike count
1.13 – Full time players must play in half the games of the season + 1 additional game (8 games) to be eligible to play in the postseason.

2.00 – Equipment

2.01 – JMS League only allows the use of Softball Bats that have either (or both) of the two stamps on it below. Any bats that do not have these stamps will be deemed illegal and cannot be used for league play.


2.02 – JMS League HIGHLY recommends protective equipment for softball. This includes, but is not limited to, batting helmets, facemasks, shin guards, chest protectors. (please note: that the use of any form of protective equipment is at the individual participants discretion unless the league/tournament the participant chose to play in has made certain protective equipment mandatory within their guidelines and or rules) NOTE: Any player that teases or taunts another player for using ANY form of protective equipment shall be immediately ejected from the game with no warning.
2.03 – Players should refrain from wearing any metal jewellery. For all other types of jewellery, if distracting the umpire may ask the player to remove it.
2.04 – Players that do not have the minimum uniform will not be eligible to play in the game. Minimum uniform consists of the league provided jersey.
2.05 – If players are wearing a hat, it must be the JMS provided hat. Exceptions can be made for players that have medical reasons, but are done so at the discretion of the JMS League Admin.
2.06 – Players may wear their hats forwards or backwards without being called out at bat.

3.00 – Extra Players

3.01 – A minimum of 7 players is required to start a game. A 10 minute grace period will be given, after which the offending team will forfeit. A $75 fine will be issued in the case of a forfeit.
3.02 – A team having 7 or 8 players may request a NON-fielding catcher from their opponent. The opponent MUST provide this player.
3.03 – Late arriving players can be added to the lineup at any time in the game upon their arrival. They will assume the last position in the batting lineup
3.04 – Failure to field 7 players will result in a forfeit.
3.05 – In the case where a team has <10 players, they may call up one or both of their drafted reserves. The roster may not exceed 10 players. In the event that the team requires more than two reserves, the team will play short handed.
3.06 – Where both reserves are available and only roster position is open, the team must alternate the reserve used for any subsequent week of play.
3.07 – In the event that a reserve player is removed completely from a team due to injury, the league will attempt to replace that reserve player to the best of their ability. However, this does not guarantee the team to a fair replacement, in skill, position, or value to the team.

4.00 – Running

4.01 – There is a limit of 5 courtesy runners per game. Any player can act as a courtesy runner for any other player.
4.01 Exception In the case of a league exemption, players on a given team may be granted an unlimited ability to have a courtesy runner applied to them. This exemption does not discount the team’s ability to use the provisions of 4.01. There is only one type of exception available permanent. Permanent – There will be no restrictions on this exemption, if the player wishes to run in a game, it will not impact the team’s ability to courtesy for them later at no charge. The last out of the previous inning will run from a position parallel to home plate and facing the the backstop, that runner can only run once the ball is hit. If there is no last out, the team may designate a runner of their choosing.
4.02
 – A courtesy runner replaces the batter after the batter has safely reached a base.

4.03 – Sliding is permitted at all bases, except home plate. Sliding at home plate will result in an automatic out.
4.04 – Stepping on the strike mat by a runner shall be ruled an automatic out
4.05 – Except in the case of rounding the base, stepping on the white portion of first base, and not the orange safety portion, shall be ruled an automatic out.
4.06 – Leading off is not permitted. However, an “anticipation step” is allowed by runners on base after the ball has reached the plate or has been offered at. Any player deemed to have left early by the umpires shall be declared out.
4.07 – In the event of an intentional walk, as in 6.05, the batter (or runners) will not touch the bases in sequence and can proceed directly to their awarded base. This is a dead ball award and runners advance as awarded. The defensive team cannot appeal a missed base in this scenario.

5.00 – Batting

5.01 – A foul ball on second strike will be deemed an out
5.02 – In case of fields that are under 250′ at the shortest point, there will be a home run (any untouched ball that travels over the fence in fair territory) limit enforced. The limit will be 2 runs and one up . In cases with fields larger than 250′ at their shortest point, there is no home run limit in effect.
5.02 Note I – The one up rule is in effect only after both teams have reached their home run limit. Once both teams have reached their home run limit, either team may hit an additional home run, however, no team may ever go more than one home run up on the other team. Any additional home runs above the one up will be scored an out. The home team, in the bottom of the last inning (declared or seventh) or later innings, may hit one home run to pull even in the number of home runs as the opposing team, but may not hit a home run to go one up. If a player hits a HR that exceeds this differential, they will be declared out. No runners may advance in such a scenario.
5.03 – Bunting is illegal. Any player ruled to have bunted be it fair or foul shall be declared out.
5.04 – HRs do not require any bases to be touched, nor any runners to advance. It will be scored as though all runners including the batter-runner have crossed. No appeals are permitted.
5.05 – Any batter that is judged by the umpire to have been issued an intentional walk, either automatically or by pitching wildly will be advanced to second base directly. All other runners will advance if forced. Exception: This rule is nullified if even a single strike is thrown. After which, only a one base award will be granted.

6.00 – Pitching

6.01 – The pitcher must start with both feet inside the pitching circle and end with at least one foot in the pitching circle
6.02 – A pitch must be thrown between 6 feet to 10 feet high, failure to do so will result in an illegal pitch
6.03 – An illegal pitch is a live ball that can be hit or swung at. When not swung at the pitch will be automatically called a ball, regardless of where it lands
6.04 – A strike is a ball that either lands legally on home plate or the strike mat, offered at by the batter, or is fouled off.
6.05 – If a team wishes to intentionally walk a player, they do not need to throw a pitch. They can simply indicate their desire to walk the player.

7.00 – Umpires

7.01 – Any rule not covered by these rules will be at the discretion of the umpire
7.02 – Any intent to injure shall be ruled an automatic ejection and is subject to suspension and/or fine.
7.03 – Any ejection will result in an automatic next game suspension. Additional suspension and fine is at the discretion of JMS Commissioner.
7.04 – An ejected player must leave the park and cannot remain on the bench, bleachers, or vicinity of the diamond.
7.05 – The umpire will monitor the timing of the game on his clock and will declare the last inning when appropriate. See 1.09.
7.06 – The umpire is the ultimate authority on the field.

8.00 – Fines & Suspensions

8.01 – A forfeit will result in an automatic $75 fine to cover the cost of the diamond and umpires – teams should advise the league as early as possible to avoid this fine.
8.02 – No profanity in any language will be tolerated. Fines will be issued according to the following stipulations. For list of players and their infraction level, please see the swearing list
(a) First Offence – $20 Fine
(b) Second Offence – $20 Fine, Player to be called out in his next AB
(c) Third and Subsequent Offences – $20 Fine, Player to be called out in his next AB, suspension from the next game
8.03 – Any player found to be consuming alcohol or using drugs will be automatically removed from the game. Suspended pending review, and be issued a $200 fine.
8.04 – Any inappropriate behaviour on the field can result in a suspension issued by the JMS Commissioner, this suspension is independent of any action taken by the umpire at the game.
8.05 – Smoking of cigarettes, cigars or other products, be they conventional or electronic, on the field or inside the dugouts will result in immediate ejection of the player committing the offence. Players are permitted to smoke outside of the dugouts and away from the playing field.

9.00 – Scoring

9.01 – Managers should submit their lineup to the scorekeeper at least 5 minutes prior to the start of the game.
9.02 – A forfeit will be ruled as a 12-0 loss (equivalent to a mercy).
9.03 – Wins will be 2 points, Ties will be 1 point, and Losses are 0 points.
9.04 – Tie breakers are as follows: Points, Wins, Fewest Losses, Run Differential (RF-RA), Runs For, Head to Head, Coin Toss
9.05 – A complete game is the completion of 4 innings (3.5 with the home team ahead)

10.00 – Salary Cap

10.01 – The league will establish a salary cap trade deadline after which any team above the cap will have a penalty applied
10.02 – The league will establish a hard trade deadline after which no trades may be made and salary cap penalties will double
10.03 –  Any team over the cap will receive a 1 run penalty per $100K (rounded up to the nearest 100K) over the cap for every game that they play whilst over the cap. This penalty will double after the date set in 10.02
10.04 – If a team is able to get under the cap prior to the start of the season but after the deadline set in 10.01, they will only receive the penalty in their first game. In other cases, the penalties stipulated in 10.02 will only apply for games where the team is over the cap.
10.05 – Teams may request non-binding mediation from the league to assist with any trades. This must be requested at least 1 week before the deadline set in 10.02.
10.06 – In cases where resolution cannot be reached, teams can enter into binding arbitration where the league will determine the most suitable trade. This must be requested at least 1 week before the deadline set in 10.02.

11.00 – Disabled List

11.01 – Each team will have the ability to use at maximum of one DL (Disabled List) spot. A player designated to the disable list will need to be unavailable for 4 calendar weeks at a minimum.
11.02 – A team with 9 available rostered players and a player on the disabled list may request a non fielding catcher from their opponent. Otherwise the provisions of 3.02 should apply.
11.03 – A player on the disabled list is not eligible to play in the 4 calendar weeks after they have been placed on the disabled list, even if his injury has subsided. This may result in not meeting the requirements of 1.13. These cases can be appealed to the JMS League Admin for ruling.
11.04 – A player can only be placed on the disabled list on a day when games are not being played.
11.05 – In the event that a full-time player is removed completely from a team due to injury, a reserve player on that team has the rights to become a full-time player.

12.00 – Playoff Rules

12.01 – Reserves are allowed to participate in playoff games. Provisions under 3.05 are adjusted; a team may only call upon their reserves in the case where the team has <9 players. The roster may not exceed 9 players.

Rules in red are new or have been updated for 2019.

Rules are subject to change without notice