Section 1: Equipment and Regulations

Equipment
1. Only baseball size Wiffle Ball brand balls are to be used. Only balls provided by the league are official- no personal wiffle balls.
a. Any player found violating this rule will be given a warning. After the warning the next violation will result in a change of pitcher for the violating pitcher's team.
2. There will be four (4) bases as First Base, Second Base, Third Base, and Home Plate, 45 feet apart.
3. There will be an object strike zone, placed 2 feet behind the tip of Home Plate and measuring 24 inches wide, and 30 inches tall. The strike zone will be 42 feet from the pitching rubber.
4. Only official Wiffle bats will be used. Tape above the handle of the bat is not allowed.
5. A pitching speed limit of 70 miles per hour is in place for the 2009 season and beyond.
a. The speed gun will only be used to regulate this rule if a player calls out a pitcher for violating the speed limit and then if the pitcher disgrees. The gun will be used for the remainder of the inning, and each pitch over 70 MPH subsequently will be ruled a no-pitch.

Regulations
1. At least 6 players total (3 per team) must be present to play a legal Wiffle Atlanta game.
2. Teams may not have more than 6 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. A 10-run per inning rule is enforced, except past the 4th inning by the losing team.
7. Game Sheets will be used to record all stats, including the batting order for that game.
8. The areas considered out of play for fields are designated by lines 10' outside of each foul line, or onto another field.

Section 2: Pitching

Pitching
1. Pitchers must pitch from or near the rubber or any mark on the ground.
2. Any type of pitching grip is allowed.
3. No loading (i.e., putting rocks inside the ball), scuffing, or otherwise doctoring balls.
4. Pickoffs are allowed.
5. Balks are not called.
a. The pitcher may walk/run the runner back to their base.
b. No runner may advance until the ball is thrown by the pitcher.
c. If a pitcher picks off a runner, the play is dead and runners must return to their bases. If the pitcher misses the hitter with a throw, then the play is alive and runner may advance at will.

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

Pitching Rotation
1. Any pitcher who started and/or pitched more than 3 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 3 innings or less 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, unless they run out of pitchers and under extreme circumstances.

Section 3: Offense

Batting
1. 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 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" (but not touch) 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.
7. Ghostrunners are ALWAYS the leader runner.

Section 4: Fielding

Fielding
1. No more than 3 fielders (1 pitcher, 2 behind him) 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.

Section 5: Game Situations

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 baseline without touching the ground first.
3. A ball is not deemed "in control" of the fielder when the runner reaches.
4. The batter reaches first base before a grounder gets to the fielder's glove.
5. A batted ball hits a foreign object (ball, bucket, etc. but not including an overhanging tree or base) that interferes with the balls path. Play is deemed finished and dead- all runner advance one base.

Ground ball rule
1. A ball is a ground ball if it hits the ground anywhere inside the hit line, regardless if it is a high bounce or a pop-up that drops to the ground.
2. A ground ball fielded for an out is an out of the batter runner. All runners advance at their own free will.

A hit ball is a double play if...
1. 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.
2. 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 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 foul ball, and is therefore considered foul territory.

Out of Play
Any ball that goes outside the field of play or onto the adjacent field is OUT OF PLAY. If the ball crosses the out of play lines (10' to the side not adjacent to another field), 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. 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…
A. The runner is out and play is dead.
B. The hitter is credited with a hit and takes first base.
C. All other runners advance to the base after the one they previously occupied.

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. If a runner is pegged out, the play is dead and all runners must return to the closest base and cannot advance because of the throw.
a. If the runner has hit succesfully for an automatic single (or better), no play is allowed to be made on the runner at first, unless he or she makes an attempt to reach second base, as in baseball.

Section 6: Miscellaneous

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

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.

Section 7: Scheduling

Adverse Weather Situations
1. In the event of a game being delayed due to weather the game will be delayed no longer than 30 minutes, unless work is being done to make the field playable at the point that 30 minutes passes.
2. In the event of a game being cancelled by weather, the games will be in suspension until the league can work out a rescheduled date, if at all possible.
3. No game shall be played during and/or if lightning occurs in the general vicinity of the field.

Attendance and Rescheduling
1. Teams that show up late are allowed a total of 25 minutes to show at the field before they forfeit the match.
a. The first game is forfeited by the short team if there are not enough players to play after 20 minutes past the starting time (1 PM).
b. After 25 minutes past the starting time and with inadequate numbers the short team forfeits both games to the opponent, given their opponent has enough players to play. Every effort must be made to have 3 fielders for the short team before a forfeit is called.
2. A team may reschedule a game if there has been contact between the two parties on the day before the games are to be played. If this is not followed, see part 1 of the "Attendance and Rescheduling " section.
3. Should both teams have inadequate players show and no advance contact has been made both teams lose the game day and their records are not affected.

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