Play Ball

Monday:

Organized pickup game Monday mornings at Hamann. Monday play is intended for men over 60 and women over 50. Click here for more info.


Tuesday:

Organized play with double header Tuesdays at 10 AM at either Mise  Arcadia or Butcher fields.  Teams are formed representing a balance of skills. Every four months new teams are chosen. Click here for Tuesday Schedule and Rosters.


Wednesday:

Organized pickup game Wednesday mornings at Hamann. Many Monday League players also play on Wednesdays.  Wednesday play is intended for men over 60 and women over 50. 


Thursday:

Organized play with double header Thursdays at 10 AM at either  Mise, Arcadia  or Butcher. Teams are formed representing a balance of skills. Every four months new teams are chosen. Click here for Thursday Schedule and Rosters.


Saturday:

Organized play with two double header Saturdays at 9 AM or Noon. Venue is at  Arcadia or Calabazas. Six Teams are formed representing a balance of skills. Every few months new teams are chosen. Click here for Saturday Schedule and Rosters.


Maps:

Click here for maps and directions to ball fields we use.


Apply Now:

Click here for an application form to start playing!

 

Photos of us having fun!



Communication re Combining Teams (Saturday League)


Players,  there has been too much trouble getting the Saturday early games started, so we are going to try this slightly more regulated system. Players need to follow the rules below. BE ON TIME. 

  

1.      Managers poll their teams during the week to learn player availability.

2.      Players report to their respective assigned field before 8:50 a.m. Bucket players report to the stands behind home plate at field 2.

3.      Players who are in transit but will be late notify their manager via phone.

4.      Managers and commissioner take a count on each field, considering players in transit.

5.      Managers and commissioner decide whether to combine teams.

6.      Managers and commissioner determine the combination, using bucket players. Players may be moved from their own teams.

7.      Latecomers are assigned where needed (which may not be to their own team).

8.      Play ball!


BASIC RULES OF PLAY

Vintage Softball has a number of special rules designed for its 50-and-over membership to ensure safe and fair play. Please refer to the below rules and our handbook for for details

In this section, you’ll find the most important of these rules.  You are encouraged to familiarize yourself with the rules, as they will affect your decisions in base running, batting, and fielding. 

 

Higlights include:

  • Runners may overrun any base, but if they make an obvious motion to advance they are subject to being tagged out. If they overrun a base and then want to advance, they must return to the bag first and touch it.
  • Pitches must be a minimum of 6 feet above the ground and a maximum of 12 feet. Low or “flat” pitches (less than 6 feet high) and “high” pitches (over 12 feet high) can be called illegal by the 3rd base coach or the umpire, if any.
  • When a team has 10 or more defensive players, four of them must remain behind the 170-foot restraining line until the ball is hit.

For any questions you may have, please consult your manager or the Vintage Handbook. For situations not expressly covered by the Vintage Handbook, the Senior Softball USA (SSUSA) rulebook will apply.

 

Player Conduct

As a member of the Vintage Softball Club of Santa Clara County, members agree that when participating in club activities they will: 

  • Abide by the bylaws of the club and the rules and decisions of the club officials. 
  • Accept the decisions of the umpires and team managers. 
  • Avoid bodily contact that may cause injury to themselves or to others. 
  • Refrain from publicly denigrating club members. 
  • Never direct abusive or profane language at officials or club members. 

Lineup

  • All players in game attendance must be in the batting order and play a minimum of three innings on defense, provided they are willing and able to play defense. When a team plays a double header, the second game lineup starts with the batter who followed the last batter in the first game. 
  • Number of fielders. Normally, teams field ten players: pitcher, catcher, four infielders, and four outfielders. A rover or buck-short player is sometimes added when enough players are available.
  • Substitutions for defensive players. Extra defensive players may be substituted at any time without penalty. 

 Defensive Rules 

  • Pitches must be a minimum of 6 feet above the ground and a maximum of 12 feet.  
  • Pitches striking the mat or home plate on the fly are strikes. 
  • The pitcher must have at least one foot in in the pitchers box at the start of the pitch. 
  • If both teams have more than ten players, an eleventh fielder is sometimes used by mutual agreement of the managers. 
  • When a team has 10 or more defensive players, four of them must remain behind the 170-foot restraining line until the ball is hit. When a team has nine defensive players, three must remain behind the line. When a team has only eight defensive players, two must remain behind the line. 
  • Fielders are to remain clear of the bases and not obstruct runners when not fielding a ball, and must not make fake tags to deceive a runner.

 Base Running 

  • Runners must avoid collisions or be at risk of being called out. 
  • There is a commit line is located on the third base line thirty feet from home plate. Runners touching or passing the commit line must continue toward home plate and cannot retreat back to third base. 
  • Runners may overrun any base, but if they make an obvious motion to advance they are subject to being tagged out. If they overrun a base and then want to advance, they must return to the bag first and touch it. Exception: after overrunning first base, runners may advance without retreating to the base. 
  • Sliding going forward is not permitted, but diving or sliding back into a base is permitted. 
  • To be safe on plays at home plate, runners must touch or cross the line with their foot down before the ball is caught by a fielder touching home. Runners are out if they touch home plate or the mat. 
  • A base runner on first or third base, in the interest of safety, may move into foul territory under the following circumstances: 
    • The base runner must announce his/her intention to begin play off the base prior to exercising that option. 
    • The base runner must be in a direct line from the base he/she occupies to second base. 
    • No coach can be between the base runner and the base. 
    • The base runner must be at rest until the batter hits the ball. 
    • The base runner must “retouch” the occupied base after the batter hits the ball and prior to advancing to the next base. 
    • A base runner who has not yet “retouched” the base is in jeopardy of being forced out (Note: This is not a tag play but a force out. It is OK to dive back to the base.)  

Substitutions: Pinch Runners

  • Players may request a pinch runner from any base or from home plate. A runner from home may not advance beyond first base on a ball hit by the batter.
  • If a pinch runner is used for the batter, the runner must stand behind the catcher and to the third base side of the plate, and may not leave until the ball is hit. Pinch runners that leave early are out. 
  • Requesting a pinch runner does not remove a player from the game. Unlimited pinch runners are allowed each inning and may be used only for those players requesting a runner. 
  • A player may be a pinch runner only once per inning.
  • A pinch runner whose turn at bat comes while on base shall be out and be removed from the base and come to bat. 
  • Pinch running for a pinch runner is not allowed. 

Umpiring Decisions

When umpires are not provided:

  • Catcher. The catcher will call balls and strikes, foul balls, and out-of-play balls. 
  • First Base Coach. The first base coach will call plays at first base, home plate, and plays to the right side of second base. If asked by the catcher, the first base coach will give assistance on foul ball calls.
  • Third Base Coach. The third base coach will call plays at second base, third base, plays to the left side of second base, and illegal pitches. If asked by the catcher, the third base coach will give assistance on foul ball calls. The third base coach should also direct runners away from errant throws to avoid collisions. 
  • Pitcher. When a base coach is not in place or cannot make a call of safe or out, the pitcher makes the final call. 
  • Disputed Calls. Managers are the only persons who may question or consult with the umpires (this includes the catcher, first and third base coaches if they are serving as umpires) regarding disputes or rule interpretations. Note: Judgment calls must not be disputed. Sportsmanship dictates that individual players shall not dispute the umpire's call. 

 When umpires are provided:

  • When a volunteer umpire prefers to make the calls at first, second, third and home and/or illegal pitches, they will be allowed to do so after informing both managers before the game. 
  • If the umpire prefers assistance to call the bases and/or illegal pitches, this will be coordinated with both managers before the game. 

Fun League Rules (supplemental)

In addition, the fun league has modified rules such as:

 

Balls and Strikes Count

Each batter starts with a 0-0 count.  4 balls result in a walk,  3 strikes is an out.

 

 

Infield Fly

There is no infield fly rule!

Catch-Up Rule

If a team is behind by more than 5 runs it is allowed to score enough runs to catch up.