πŸ‡¬πŸ‡§ Brits at Bat πŸ₯Ž

A softball field guide for our team. Superior skill, superior athleticism, superior character β€” and we still lose, because we don't know the rules. Let's fix that.

1. The Basics

Softball is baseball's friendlier cousin. Same shape, bigger ball, gentler pitching. Here's the bare minimum you need to step on a field without looking lost.

The field (not pitch!)

It's a field, not a pitch β€” and where you stand is grass and dirt, not a wicket strip. The diamond of four bases sits in one corner; everyone else fans out from there.

Our league plays 10 in the field, not the usual 9 β€” the standard infield plus a fourth outfielder. Left-centre and right-centre split the back between them, so there are fewer gaps to drop a ball into.

The ten fielding positions on a co-ed slow-pitch field Home 1st 2nd 3rd P C 1B 2B SS 3B LF RF LCF RCF
Battery β€” pitcher & catcher
Infield β€” the four around the bases
Outfield β€” our four deep fielders
PosNameWhat they do
PPitcherLobs the ball gently to the batter (underarm, on an arc).
CCatcherReceives pitches behind home plate.
1BFirst baseStands by 1st. Catches throws to put the batter-runner out.
2BSecond baseCovers the right side of the infield, near 2nd.
SSShortstopRoves between 2nd and 3rd. Busiest infielder.
3BThird baseStands by 3rd. Strong arm needed β€” it's the long throw to 1st.
LFLeft fieldDeep, to the batter's left as they look out.
LCFLeft-centreOne of our four outfielders β€” covers left-centre.
RCFRight-centreThe fourth outfielder β€” fills the right-centre gap.
RFRight fieldDeep, to the batter's right as they look out.
Like cricket, every fielder has a named spot β€” but unlike cricket, nobody rearranges the field for each batter. You learn your position and largely stay in it.

The shape of a game

  • Two teams. One bats, the other fields. Then they swap. That's half an inning.
  • You bat until you get 3 outs. Then you swap.
  • A full game is typically 7 innings (corporate leagues often play time-limited β€” usually ~50 minutes).
  • Whoever has more runs at the end wins. A run = a player goes all the way around the bases back to home.
An "inning" is like a session, but much shorter. Think of an out as a wicket β€” 3 wickets and you swap. And note: it's "innings" with an s even for one, where cricket counts "overs".

At-bat basics

  • You get 3 strikes (you're out) or 4 balls (you walk to 1st).
  • A strike = you swung and missed, OR the pitch was in the strike zone and you didn't swing, OR you hit it foul.
  • A ball = the pitch was outside the strike zone and you didn't swing.
  • If you hit it fair, run! You're now a runner.
In our league, a foul ball with 2 strikes is strike three β€” you're out. (Most leagues let you keep fouling off indefinitely; ours doesn't, to keep games quick.)

Our games start the count at 1 & 1

While you bat, someone keeps a running tally of your balls and strikes. That tally is called the count, and it's always read balls first, then strikes β€” so "1 and 1" means one ball and one strike.

In a normal game, every batter starts that tally from scratch at 0 and 0. To speed our games up, we start every batter already at 1 and 1 β€” exactly as if the umpire had called your first ball and your first strike before you'd even seen a pitch.

Where you begin every at-bat in our league:

Balls all 4 fill β†’ you walk to 1st
Strikes all 3 fill β†’ you're out

So from your very first pitch you have less room than usual:

  • Two more strikes and you're out (your starting 1 + 2 = 3).
  • Three more balls and you walk to 1st (your starting 1 + 3 = 4).
There's no easing in. Don't let a couple of good pitches sail past to "get your eye in" β€” you could be struck out within two pitches. Be ready to swing at a hittable ball straight away.

The five ways you can get out

  1. Strikeout β€” 3 strikes at the plate.
  2. Flyout (caught) β€” fielder catches your hit before it lands.
  3. Force out β€” fielder touches a base you're forced to before you arrive. β†’ Section 4
  4. Tag out β€” fielder with the ball touches you while you're off a base. β†’ Section 4
  5. Tagging up violation / appeal β€” runner leaves early on a caught fly ball. β†’ Section 5

2. Pitching & the Strike Zone

Slow-pitch is a totally different beast from baseball pitching. The pitcher's job is to give you a hittable ball β€” not strike you out.

See it from the side: the legal arc

Side view from pitcher to home plate. The ball must arc over head height at its peak and land on the mat. Slide to change the peak.

12 ft (max arc) 6 ft (min arc) ~5.5 ft (head) pitcher (50 ft) batter mat
Two ways to throw a ball (not a strike): wrong arc, or wrong distance. Both sliders need to be in range for a strike.

See it from above: line up the mat

Same pitch, looking straight down. The side view was the arc; this is the aim. The ball has to find the mat side to side as well as land at the right depth. The batter shown is right-handed (third-base side).

↑ 1st-base side ↓ 3rd-base side mat (strike zone) pitcher (50 ft) right-handed batter
Think line and length: the side view was your length (does it drop onto the mat), this is your line (does it cross the plate). A strike needs both β€” same as a good ball in cricket.

The arc rule

The pitch must be lobbed underhand with an arc β€” typically between 6 and 12 feet at its highest point. Flat pitches don't count. Sky-high pitches don't count.

If the arc is wrong, the umpire calls "illegal" and it's an automatic ball (unless you swing β€” then it counts as a normal pitch).

The mat (your league uses one)

Behind home plate sits a rectangular mat. The strike zone is simple:

  • Pitch lands on the mat (or any part of home plate) with legal arc β†’ STRIKE, whether you swing or not.
  • Pitch lands off the mat β†’ BALL, unless you swing.

This makes life simple β€” no judgement call on the umpire's part about an imaginary zone over your knees.

Aggressive tip: if the pitcher is consistently hitting the mat, don't take pitches. They'll get you to 2 strikes fast.

What you can do at the plate

  • Swing and miss β†’ strike.
  • Foul off β†’ strike β€” and in our league it still counts on two strikes, so a foul with 2 strikes is strike three and you're out. (Most leagues let you foul indefinitely; ours doesn't, to keep games quick.)
  • Hit fair β†’ you're a runner, go!
  • Take a pitch on the mat β†’ strike (this is the one that surprises cricketers).
  • Take a pitch off the mat β†’ ball.
Unlike cricket, you can't just leave a ball that looks hittable. If it's a strike, it's a strike, swing or not.

3. Fair vs Foul

If you hit it in fair territory, it's in play and you run. If it's foul, it doesn't count as a hit β€” but it does count as a strike against you. Click anywhere on the field below to see whether that hit is fair or foul.

The rule, in one line

Fair territory is the wedge of the field inside the two foul lines, which run from home plate through 1st base and through 3rd base out to the fence.

No cricket equivalent here: an edge or a glance away to the side is fine in cricket, but in softball a foul ball is a strike. You can't keep slicing them off to wait for a better pitch β€” in our league a foul with two strikes is strike three and you're out.
home 1st 2nd 3rd

Click anywhere on the field

β€”
Click to place a hit. Green wedge = fair territory.

Edge cases worth knowing

  • A ball that lands fair in the infield then rolls into foul territory before reaching 1st or 3rd is FOUL.
  • A ball that lands fair past 1st or 3rd is fair, even if it rolls foul afterwards.
  • A ball that hits the foul line is FAIR β€” the line is part of fair territory.
  • A fielder who reaches into foul territory and catches a fly is still a catch β€” you're out.
If you hit a slow roller down the 1st-base line, don't celebrate or stop running until it passes 1st base or a fielder touches it. Until then, it could roll foul.

4. Force Outs vs Tags β€” the one we keep losing on

This is the rule that costs us games. Get this right and you'll save 2-3 runs every match. Toggle the runners on the diamond below to see how forces work.

The two-sentence summary

Tagging the runner always works. If a runner is off a base, touch them with the ball (or a glove holding the ball) and they're out β€” every time, in every situation. This is the one you can never get wrong.

A force out is a bonus, not a different rule. When a runner must advance (the runner behind them is taking their base), you get an extra option: just touch the base they're heading to while holding the ball β€” no tag needed. It saves you chasing the runner, but you could still tag them instead. The force adds an option; it never takes the tag away.

Mental model: tag = always available. Force = an extra shortcut that only exists when the runner is forced. When in doubt, tag the human.

Why a runner is "forced"

The batter, after hitting the ball, becomes the batter-runner and must run to 1st. That displaces anyone already on 1st β€” they have to go to 2nd. Which displaces anyone on 2nd. And so on.

A runner is forced if and only if every base behind them is occupied (counting the batter-runner as occupying home).

  • Batter-runner β†’ always forced to 1st (it's the whole reason forces exist).
  • Runner on 1st β†’ forced to 2nd (batter is behind them).
  • Runner on 2nd β†’ forced to 3rd only if there's also a runner on 1st.
  • Runner on 3rd β†’ forced home only if 1st and 2nd are also occupied (i.e. bases loaded).

↓ Try it: click bases to add/remove runners ↓

home 1st 2nd 3rd

Play at each base

1st Batter-runner β€” always forced
FORCE
2nd No play here
OPEN
3rd No play here
OPEN
Home No play here
OPEN
FORCE just touch the bag. TAG must tag the runner.

Turning two β€” the double play

Two outs on one batted ball. They get turned on us now and then; here's how we start turning them ourselves. The good news: a double play is nothing new β€” it's just two force outs on one ground ball, and forces are quick because you only touch the bag.

When it's on the table

Only when there's a runner on 1st. The batter forces that runner to 2nd, and the batter is forced to 1st β€” two forced runners means two bags to touch, no tags needed.

Hit Toggle 1st on the diamond above: FORCE appears at both 1st and 2nd. That's a double play sitting there waiting.

The move

  • Lead out first. Throw to 2nd β€” the runner from 1st is forced, so whoever covers the bag just steps on it. Out one.
  • Relay to 1st. The batter-runner is forced too. Step on 1st. Out two.
  • No tags, anywhere. Touch 2nd, touch 1st. That's the whole reason it's fast enough to get both.

In our league nobody can leave their base until the ball is hit, so the runner on 1st starts flat-footed on the bag β€” plenty of time to beat them to 2nd if we're sharp.

Two ways we blow it: taking the easy out at 1st first β€” now the lead runner's safe at 2nd, in scoring position β€” when there's a force at 2nd, go there first. And don't tag the runner coming into 2nd; just stand on the bag. Tagging is slower and kills the relay.
Closest cricket cousin: a double run-out off a single delivery β€” both batters caught short of their ground. You'll see a handful a season, and the whole ground talks about it. Same energy.
A subtle one: if you make an out somewhere, the force can be removed on the trailing runners. Example: bases loaded, fly ball caught β€” now nobody's forced anymore because the batter never became a runner. They have to tag up (see next section).

5. Tagging Up

When the batter hits a ball in the air and it's caught, runners can't just take off β€” they have to "tag up" first.

The rule

If a fly ball is caught:

  1. The batter is out (flyout).
  2. All other runners must be touching their base at the moment the ball is caught.
  3. Once the ball is caught, they may try to advance β€” at their own risk.

If a runner leaves their base early, the defence can appeal: throw to the base the runner left from, touch it, and the umpire calls them out.

When to tag up and run

Tagging up is most common from 3rd base: a deep fly ball to the outfield gives you time to tag, then sprint home after the catch. This is called a sacrifice fly β€” the batter is out, but you score a run.

From 2nd or 1st, you usually only tag up on very deep flies, because you don't gain much.

↓ Try it: you're on 3rd. Time the catch ↓

home 1st 2nd 3rd (you)

The play

Hit a fly ball to start.
Deep fly to the outfield. Watch it all the way β€” then decide when to break for home.
Scored: 0  Β·  Out on appeal: 0
Leave before the catch and they appeal you out. Leave the instant it's caught and you score the sac fly.

What we get wrong

Hearing the crack of the bat and immediately sprinting on a fly ball. If it's caught, you're now far from your base and they'll appeal you out. Watch the ball. If it looks catchable, wait on the bag.
On a ground ball, you do not tag up. You're either forced or you choose to advance. Tagging up is only for caught fly balls (and line drives, technically).

The "halfway" technique

On a fly ball where you're not sure if it'll be caught, advanced runners go halfway between bases:

  • If caught: sprint back to your base (you weren't forced).
  • If dropped: sprint to the next base.

Don't do this if you're forced β€” on a force, you have to run whether it's caught or not... but if it's caught, you're heading back anyway to avoid the appeal.

6. Base Running

Once you're on base, you have one job: don't get tagged out. The rules of when you can run and how far you can go matter.

No leadoffs, no stealing

In slow-pitch, you must stay on your base until the pitch crosses home plate. You can't take a lead like in baseball. You can't steal.

Leave early and you're called out automatically. Watch the pitcher's release, but keep your foot on the bag.

The 1st-base exception

You can overrun 1st base without being tagged out, as long as:

  • You ran through it (you didn't slow down to stop on it).
  • When you return, you go straight back to 1st, not toward 2nd.

If you turn toward 2nd (even a feint), you're now a "live" runner and can be tagged out before reaching 1st again.

Coaching tip: always run hard through 1st. Slowing down to land on the base costs you outs.

All other bases

2nd, 3rd, and home: you must either be touching the bag or be running toward the next one. Stepping off to chat is a great way to get tagged out.

If a fielder has the ball nearby and you're off the bag, dive back. Or commit and run.

Reading a pop fly as a runner

When a fly ball goes up and you genuinely can't tell if it'll be caught, don't guess β€” take a halfway lead toward the next base and let the ball decide for you.

Say you're on 2nd, there's a runner on 1st, and a pop fly drops between 1st and 2nd:

  • If it's caught β€” you're not forced (a catch makes the batter out). Scramble back to 2nd before they throw behind you.
  • If it drops β€” you are forced (the batter becomes a runner heading to 1st, which pushes everyone up a base). Sprint to 3rd.

Halfway is the only spot that lets you do either. Commit too early and one of the two outcomes burns you.

Like backing up at the non-striker's end β€” you edge off ready to run, but you're set to scamper back if it's caught. Don't ground yourself too far down the pitch.
Heads up: on an easy infield pop with runners on 1st & 2nd, the umpire may call infield fly β€” the batter's out automatically and the force is off, so you just hold. The read below is for the awkward bloop that isn't a routine catch.

↓ Try it: you're on 2nd. Read the bloop ↓

halfway home 1st 2nd (you) 3rd

The play

Runners on 1st and 2nd β€” you're on 2nd.
A shallow pop fly is coming between 1st and 2nd. Hit it and take your halfway read.
Right read: 0  Β·  Misread: 0
Caught β†’ you're not forced, so scramble back to 2nd. Dropped β†’ you're forced, so go to 3rd. The halfway lead lets you do either.

What we get wrong

Freezing on the bag β€” or fully committing β€” on a shallow fly. Camp on 2nd and a drop forces you to 3rd a step too late; sprint for 3rd and a catch doubles you off. Take the halfway lead and let the ball tell you which way to go.

Sliding

Not required. Useful at 2nd, 3rd, and home if a throw is coming. Some leagues require a slide (or "avoidance manoeuvre") at home plate to prevent collisions β€” check your specific rules.

The "must advance / must not pass" rules

  • You cannot pass the runner ahead of you. If you do, you're out.
  • Two runners cannot occupy the same base. If they do, the trailing runner is out if tagged.
No "running between the wickets" with overlapping runners β€” only one runner per base. If you catch up to the runner ahead, slow down.

7. Co-ed League Rules

London corporate co-ed leagues have a few extra rules to keep the game balanced. Worth knowing so we don't accidentally bat out of order.

Alternating batting order

We field a 6-and-4 split β€” six of one gender, four of the other β€” so a perfectly alternating order isn't possible. The rule: alternate as far as you can, with the majority gender allowed back-to-back exactly once in the lineup (the slack the 6-to-4 imbalance buys you). So 6 men / 4 women lets two men pair up once; 6 women / 4 men lets two women pair up once. The minority gender never bats back-to-back. You set the order before the game.

If you bat out of order and the defence notices, the proper batter is called out β€” and the team keeps the previous outcome stripped. Don't do it.

Try it: build a legal batting order

In a 6-and-4 split you can't fully alternate, so the order gets one spot where the majority gender bats back-to-back (shown amber). A second such pair β€” or any pair of the minority gender β€” is illegal (shown red). Add your team, reorder with the arrows, and watch the readout.

    There's no batting-order alternation in cricket, but the idea of a fixed order you declare and can't casually change will feel familiar. The twist here is that gender has to alternate β€” bar one exception, where the majority gender in your 6-and-4 split may bat back-to-back once.

    Outfielder positioning rule

    This is a rule in our league. When a female batter is up, outfielders must stay behind a line (often 175 ft from home) until the ball is hit. If they break the line early, the batter gets a free base.

    Frankly, we find it pretty sexist, and we don't play that way β€” we field everyone the same regardless of who's batting.

    Other teams take this rule seriously. If our outfielders creep in too much on a female batter, the other side will make a stink and the umpire may award the base. Hang back behind the line when a woman's up β€” it's not worth the argument.

    10 fielders, 4 outfielders

    Co-ed slow-pitch teams usually field 10 players instead of the standard 9 β€” with a 4th outfielder (LF, LCF, RCF, RF). More gloves, less running.

    The outfield must be co-ed too: you can't put four women out there. At least one male has to be among the outfielders.

    8. Quick Quiz

    10 scenarios. If you get 8+, you're ready. If not, revisit the sections you missed.