Mississippi College

Team Composition

  1. Players can compete on one team only.
  2. Co-Ed teams must have 5 girls on the roster of 12. Four girls must be playing at all times.
  3. A Co-Ed team's line-up may have up to 11 batters. 10 players will play in the field with the 11th player in the line-up serving as the extra hitter (EH). A Co-Ed team must have at least 6 girls on the roster. Among the 10 players in the field, 5 of them must be girls. A team's line-up must consist of 5 girls, 5 guys, and an (EH), which can be either a guy or a girl. The line-up must remain like this the entire game- exception is ejection. All other rules for the Co-Ed tournament will be as posted.
  4. A team must have 8 players to start a game. Players who arrive late must be added to the bottom of the line-up.
  5. A team must finish a game with 8 players, except in the event of an injury. If a player is ejected, with no available substitutes, the game is a forfeit whether a team starts with 11, 10, 9, or 8 players. If a team starts a game with 10 or 11 players and players have to leave – exception is ejection -- with no available substitute, play will continue as long as 8 legal players are available to play. Teams can finish a game with as few as 7 players only if due to injury. When a player leaves a game early for any reason other than 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 player has been replaced in the batting order, he/she may bat again only if he/she returns to the position in the order that he/she vacated. This rule allows for re-entry of both the starter and any subsequent substitutes.


  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. Only regulation softball bats are legal (must say "official softball" on the bat). Any standard baseball bat is illegal. Any player caught using a baseball bat will be ejected from the game.
  3. 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.

Game Time and Length 

  1. Game time is forfeit time. A team needs at least 8 legal players to begin the game.
  2. Each game has a 60-minute or 7-inning limit. Any inning started before the end of the 60-minute time period will be completed. No innings will begin after 60 minutes.
  3. (10-Run Rule) If one team is ahead by 10 runs after 5 complete innings (41/2, if the home team is ahead) the game will be called.
  4. 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.


  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 NOT out. The batter is awarded another strike. A foul ball on the fourth strike will result in an 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 batters 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.
  6.  Every homerun that exceeds the homerun limit of 6 will be an immediate out. As soon as the homerun is confirmed, the batter is out and no runners may advance and no runs will be awarded.


  1. Trick pitching is allowed. This includes faking the pitch, pitching between the legs, pitching behind the back, etc.
  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 pitchers 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 3 feet and no more than 10 feet at the top of its arc.
  4. Any pitch that fails to reach an arc of 3 feet, exceeds the 10 feet 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 home-plate".
  6. The pitcher has 10 seconds between pitches. If he/she exceeds this time, an automatic ball is called.
  7. A ball that slips from a pitches 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.


  1. Stealing will not be allowed. Base runners may not leave the base until the ball is put into play. If a base runner leaves the base before the ball is in play, 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 bath path (including the 3-foot lanes on either side) in an attempt to avoid a tag shall be declared out.
  4. 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. A fielder has absolute right to any position on the field to field a ball and all runner's must avoid a fielder in these cases. 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.
  5. 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 team will be warned. If any player on that team applies another fake tag, a forfeit will occur.
  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 judgment 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 base runner must slide into the base or get out of the way of the thrown ball. Base runners who fail to get out of the way may be charged with interference resulting in both the base runner 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 base runners 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. 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.

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 is zero (0) or one (1) out in the inning.
    C) There are runners on 1st and 2nd OR runner's 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. Base runners must tag up if the fly ball is caught. Base runners may advance if the fly ball is dropped, but are not required to run and may not be forced out at the next base.

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 poor to the next legal or illegal pitch or before the defensive team has left the field.
  2. Once the ball has been retuned 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. Base runners cannot leave their base during this period, as the ball remains dead until the next pitch.

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.


  1. Sportsmanship is an important part of intramural sports.
  2. Teams are responsible for keeping their spectator's under control. Misconduct of spectator's and players may results 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 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. M.C. 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.).

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