Rules : Wiffle ATL

Wiffle Atlanta Rules of Play

Note: You can get the ScoreSheet here (.xls) and instructions here (Credit to HRL:TC).

Equipment
1. Only baseball size Wiffle Ball brand balls are to be used.
2. There will be four (4) bases as First Base, Second Base, Third Base, and Home Plate, 46 feet apart.
3. There will be an object strike zone, placed 3 feet behind the tip of Home Plate and measuring 23 inches wide, and 30 inches tall. The strike zone will be 45 feet from the pitching rubber.
4. NEW RULE: Only plastic bats will be used. No bats taped at the barrel.
5. Gloves are optional, but no one will like you if you use one.

Regulations
1. At least 6 players total (3 per team) must be present to play a legal Wifle Atlanta game.
2. Teams may not have more than 5 players per team.
3. Teams must have exactly 3 players playing defense. That is the pitcher and 2 outfielders.
4. Games are 6 Innings, using extra innings if necessary, 3 outs per team.
5. 10-run Mercy Rule will be used after 4 innings if one team is ahead by 10 or more runs.
6. Game Sheets will be used to record all stats, including the batting order for that game.

 

Walks/Strikeouts
1. A walk is 4 balls
2. A strikeout is 3 strikes

 

Pitching
1. Pitching is medium/fast speed. (35 mph if a radar gun is handy)
2. Pitchers must pitch from or near the rubber or any mark on the ground.
3. Any type of pitching grip is allowed.
4. No loading balls (i.e., putting rocks inside the ball.) A light scuffing is allowed.
5. Pickoffs are allowed.
6. Balks are not called.
7. NEW RULE: The pitcher can't hold more than one ball in his hand during play. The opposing team may call the pitcher out on this and can receive a free ball on the call.

 

Pitching Rotation
1. Any pitcher who started and/or pitched 3 or more innings the previous game MAY NOT PITCH AT ANY TIME during the following game. This is to avoid teams throwing their ace pitcher every game in fairness.
2. Relievers who threw LESS than 3 innings the previous game MAY start the following game.
3. No matter how many innings a starter goes in the previous game, they may not pitch AT ANY TIME during the folowing game.

 

Batting
1. The “Mike Patterson Rule”: No stopping potential strikes by leaning into them or stopping them with the hand or body. Failure to abide will result in a strike on the batter.
2. No bunting.
3. Throwing bats deliberately to distract fielders will result in an automatic out.
4. Teams may bat more than 3, but must use extras as designated hitters.
5. Batting out of order results in an automatic out.

 

Baserunning
1. No stealing is allowed but a runner may take a lead off a base and get a head start on a pitch at his own risk. (pitchers can balk)
2. Ghost runners (if they are needed) can be forced out by tagging its destination base before the runner gets to first. (i.e., the ghost is as fast as the batter.)
3. Tagging on flies and liners is allowed; runners who leave early can be tagged out at the base they left.
4. Runners are allowed to "get in the way" of a ground ball for distraction as long as the runner remains in the base line.
5. Runners are awarded the base they were headed to on an errant throw that goes past the Out of Play lines.
6. On an errant throw that stays in play, runners may advance at will.

 

Pinch Runners
1. No pinch running of any kind before the 4th inning. After 3 complete innings, pinch runners may be used.
2. A player may only be used as a pinch runner once per game.
3. A player may be pinch run FOR more than once per game, as long as he is substituted for by a different runner each time.
4. Players who switch bases for strategic advantage will be considered pinch runners and cannot be used as a pinch runner for the remainder of that game.
5. In the event of a ghost runner, players may cover a ghost runner's base and it will not be considered as using a pinch runner. The lead human runner (non-ghost) must be the one who covers the open base. (ex: bases loaded, ghost on third. Runner at second must be the one to cover the ghost, not the runner on first.
6. Exceptions MAY be made on a case-by-case basis involving injured players who may not be able to run.

 

Fielding
1. No more than 3 fielders at one time on defense. Players may substitute freely on defense.
2. Fielders may not go behind the fence to catch a ball.
3. If a fielder catches a fly ball and falls over the fence and retains possession of the ball, the batter is out. However, all base runners advance one base.
4. Fielders may throw balls at runners for outs.

 

A hit ball is a base hit if…
1. A ball is hit sharply (on a line drive), takes one bounce, and goes over the home run boundary.
2. The ball goes over the pitcher's head AFTER IT HITS THE BAT, falls in, and the runner gets to at least first safely.
3. A SHARPLY hit ball is bobbled.
4.
NEW RULE: The batter reaches first base before a grounder gets to the fielder's glove, regardless of the fielder's position.

A hit ball is a double play if...
1. NEW RULE: A ball is hit to a fielder on the ground and they are out (ball is gotten before runner reaches first) and the runner that was formally on 1st is tagged, or...
2.
NEW RULE: A ball is hit in the air to a fielder and a runner is tagged out or leaves the base without the ball touching the ground. Tagging the base before the runner can get back to it is the second out.

 

Ground Rule Double
1. Ball bounces over the boundary on a fly ball (1 bounce).

 

Home Runs
1. Ball goes over the fence in the air, or hits a foul pole (AKA orange cone) in the air.
2. Batter legs out all four bases without a defensive error.

 

Dud
1. The "Dud Zone" is an area which is approx. a 15 foot radius from the tip of homeplate.
2. Balls that die or are fielded in the "Dud Zone" are ruled as a "no pitch".

 

Automatic Fielder Rule
If necessary, an automatic fielder may be used to ensure that there will be three defensive players at all times. One player (NOT on the roster of either team) will play in the field for both sides for that game. The AF will be awarded two games counting toward defensive stats.
Note: Every effort will be made to have 3 players a side before invoking the AF Rule. This is intended as a last resort only.

 

The Gay K Rule
A fouled third strike that hits the Strikezone will result in a strikeout.

 

Out of Play
Any ball that goes outside the rink or onto the adjacent field is OUT OF PLAY. If the ball crosses the out of play lines, the play is dead and the base runners advance to the base they were heading to plus one.

 

A grounder is an out if…
1. NEW RULE: It's fielded cleanly (can be bobbled, as long as it doesn't touch the ground) before the runner reaches first base.
2. Any baserunner is touched by the ball.
     a. If a runner is hit by a batted ball…
         1. The runner is out and play is dead.
         2. The hitter is credited with a hit and takes first base.
         3. All other runners advance one base.

 

It's a strike if…
1. It's swung at and missed.
2. It's fouled off.
3. It hits the Strikezone board
4. The batter messes with a good pitch with the hand or elbow. There is no first warning.

 

A baserunner is out if…
1. The ball touches any baserunner and he's not on a base.
2. He's forced out when a fielder tags the base he's headed for.
3. He's tagged out or hit with a thrown ball.

On plays at the plate...
NEW RULE: The strike zone acts as the catcher on plays at the plate. If the ball is thrown into the strike zone before the runner reaches home plate, the runner is out.

 

A word on Umpiring…
Calls (safe/out) will be made only by players in the game. On close plays players often ask people on the bench or others watching if they saw the play. If the call cannot be resolved by the players involved in the game, then a "do-over" will occur.

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