TEAMS & ROSTERS
FIELDERS AND DOUBLE PLAYS
WHO MAKES THE CALL
April 17th Updates:
- Rule III-3: Updated to allow teams of five to seven players to bat up to seven players.
- Rule VIII-7: Triple Play rule adjusted to include stipulations that two fielders (in addition to the pitcher) must be positioned in the infield prior to the pitch, only one of the two infielders (not the pitcher) can receive the ball in the second base area, and the ball most hit the target strike zone in the air to be ruled a triple play.
I. THE FIELD
1. The field will be a level surface. The angle created by the foul lines at the tip of home plate will be ninety (90) degrees.
2. The infield will be a forty-five (45) foot square. Home plate and three (3) bases will be placed in normal baseball fashion. A fair play line will be drawn in front of home plate; the line will intersect each foul line at twelve (12) feet creating a “fair play triangle”. A double play line will be drawn in front of second base; the line will intersect each base line at twelve (12) feet creating a “double play triangle” (DPT).
3. The outfield foul poles will be no less than eighty-five (85) feet and no more than ninety-five (95) feet from home plate in both left and right field. The center field wall will be no less than ninety-five (95) feet and no more than one hundred fifteen (115) feet from home plate. Home run fences will be used.
4. The standard pitching distance is forty-five (45) feet from the rubber to home plate (back point) and forty-eight (48) feet to the strike zone target. A pitcher can opt at the start of a game to throw from 42 feet (unscuffed pitching distance) from the rubber to home plate but must use a “non-scuffed” ball (see Sec. V-7). The 42’ mound will not have a rubber mound and will be a line drawn onto the ground/pitching surface
1. The official ball of Mid-Atlantic Wiffleball will be the white, baseball size, 2004 and later models (No. 1149044) Wiffle®Ball.
2. Each team will bring their own supply of balls. A ball will be declared illegal for use if it has a crack greater than one-quarter (1/4) inch and will be removed from the game. Each pitcher will keep possession of his ball. Players may bring only one (1) ball on the field during a game. The ball may be lightly scuffed or sanded but no foreign matter can be added to the ball. In preparing a ball, you may not alter the shape/roundness or overall quality of the ball. (knifing, scoring, cutting a ball, ect.)
3. A pitcher opting to pitch from 42 feet (see Sec. V-7) must use a non-scuffed ball provided by the tournament. A new ball will be given to the pitcher (straight out of the box or bag) before the game begins. A pitcher may request a new non scuffed ball up to 6 times in a game. At the end of the game the balls will be returned to the tournament and thrown into a bucket of old non scuffed balls which will longer be available for use unless used as a scuffed ball. A player may not bring his own non scuffed balls because non scuffed means straight from the factory. No bouncing, bending, stepping on, etc. of a non scuffed ball is allowed.
4. The bat must be rounded on all sides, cannot exceed thirty-eight (38) inches in length, two and three-quarters (2 3/4) inches in diameter, or have tape, etc. eighteen (18) inches from the handle end. Mid-Atlantic Wiffle reserves the right to inspect and declare a bat illegal for use. Teams are expected to provide their own bats.
5. The strike zone target (SZT) will be twenty-three (23) inches wide by twenty-seven (27) inches high/long and will stand thirteen (13) inches off the ground. The target will be three (3) feet behind the back point of home plate.
6. If batter’s boxes are used, they will be four (4) feet wide and six (6) feet long and placed ten (10) inches on either side of home plate.
7. The backstop will be an eight (8) foot square and placed four (4) feet behind the back point of home plate.
8. Proper footwear is required. Spikes/cleats are prohibited. Turf shoes are allowed.
9. Baseball gloves/mitts are not allowed. Only batters may wear batting gloves.
8. Uniforms are encouraged but not required.
III. TEAMS & ROSTERS
1. Teams consist of two (2) to seven (7) players. Roster changes may be made up to the first pitch of the tournament.
2. Teams of four (4) or more players must play four players in the field (a pitcher and three fielders). The pitcher and all fielders must bat. If a starting player is unable to continue playing and his team does not have any substitute players, his turn at bat will be considered an out. The batting order will not change during the game. Batting out of order will result in an out (standard MLB rule).
3. Teams of more than four (4) players may bat up to seven (7) players at a time. The additional active players will serve as designated hitters. Teams with more than four players can choose to bat between four and seven players. In any situation where a player does not start a game, the player may replace an active player at any time during a game. However, players can only substitute in and be substituted for once per game. Under no circumstance can a team add a player during the game (only substitutions are allowed).
4. All active players may change positions at any time defensively.
5. In order to receive points to qualify for the playoffs, teams must play in each game of the tournament with a starting lineup consisting of a minimum of three (3) players. Two (2) player teams may participate in the tournaments and have a chance to win and earn prize money, but will not be eligible to earn points towards the playoffs.
6.. Players may play for only one (1) official team throughout the entire season. If a player chooses to play for more than one team during the course of the season, any team the player plays on after his first team will not be eligible to receive playoff points.
7. Players may become eligible and play for only one (1) team in the playoffs. A player must play with his team in at least one (1) tournament to be eligible for the playoffs.
8. Players should consult the tournament directors for playoff eligibility requirements.
9. A Team can only name a maximum of seven (7) players to its roster for any single Mid-Atlantic Wiffleball tournament. Once seven (7) players have played for a team during a season, that team’s roster is locked and cannot add any additional players.
10. Teams and players with questions about rosters and eligibility concerns should contact Mid-Atlantic Wiffleball. Special exemptions may exist in extreme circumstances. If a special exemption is granted, the entire tournament circuit shall be notified.
IV. THE GAME
1. Four (4) innings equal a normal game. A ten (10) run “mercy rule” is in effect after any complete inning. Refer to the "Tournament Information" page of the official Mid Atlantic Wiffleball website for variations on the four inning rule.
2. Each team receives three (3) outs per inning.
3. Four (4) balls equal a walk. Two (2) strikes equal an out. Fouls are unlimited unless a foul tip with one (1) strike hits the strike zone target. This will result in an out.
4. There are no restrictions with pitching speeds. A pitcher can throw as fast or slow as he likes.
5. There is no physical base running. All runners will be imaginary/ghost. There is no stealing.
6. Fair and foul balls adhere to standard baseball rules unless otherwise stated.
7. All ground balls must reach the fair play line. If a batted ground ball does not cross and remain past the fair play line it will be ruled a foul ball. Infielders may NOT record ground ball outs until the ball passes the fair play line.
8. Infield ground ball outs will be recorded by throwing to designated areas outlined and described in Section VIII, Rule 5.
9. If a batted ball is dropped by a fielder and the ball falls on the ground, it will be ruled a hit.
10. Any fair ball that lands past the infield line will be ruled single; or a double if the ball continues to roll and either comes in contact with or rolls past the fence.
11. A ground ball that comes to a complete stop in the infield is ruled an infield single.
12. A fly ball hitting the wall first and then caught by a fielder before hitting the ground is a double.
13. A fly ball hitting the wall first then the ground is a triple.
14. A fly ball hitting a fielder and continuing over the wall is ruled a home run as long as the ball never touches the ground.
15. With a runner on third and/or second base and less than two (2) outs, a team may try and advance the runners on a fly ball. When the ball is in the air the offensive team can yell, “TAG” to activate the runner(s). (Also see Section VII, Rule 2)
16. Extra innings will be allowed when a Championship game is still tied. All other games that are tied after 4 completed innings will use TOTAL BASES to determine the winner. The team with the most total bases (Section IV, Rule 17) will be declared the winner.
17. During the course of the game each team will keep track of their total bases. Total bases are determined by the outcome of the batter’s plate appearance. Homerun = 4 bases; Triple = 3 bases; Double = 2 bases; Single and Walk = 1 base. The batter does not earn a base when he reaches via a Fielder’s Choice. There are no errors.
18. At the start of the tournament, the tournament director(s) will make a determination on whether total bases or extra-innings will be used to decide a game that is tied after regulation.
19. Score keeping beyond tracking total bases and the final score of the game is encouraged but not required. Both teams are required to report the final score of each game to the tournament director. Teams are responsible for recording and reporting their own statistics to the tournament director(s) at the conclusion of each game in order for the statistics to be included in Mid Atlantic Wiffleball's official records.
20. To ensure that tournaments are completed in one day, the tournament director(s) reserve the right to shorten the number of innings played of any game that lasts longer than one hour. If a game goes past the one hour mark but is in the final inning, the game will be played through to the end of regulation. If a game has gone over the one hour mark before the start of the final inning, the tournament director may declare a sudden death scenario. Such a situation can only be announced before the start of the inning and only if the game has already exceeded one hour in length. This rule can be implemented in round robin play as well as in elimination games. If the tournament cannot be completed in one day, the remaining teams and the Mid Atlantic Wiffleball organization will come to a collective agreement on how to decide the outcome. While the tournament organizers will make every effort to complete tournaments in one day without shortening any games, these rules are necessary in order to maintain a satisfactory pace of play.
21. Teams will be notified of the order of their round robin games prior to the start of the tournament. Teams will be notified of the order of all their playoff games at the beginning of the playoff round. Games are required to start within ten minutes of the conclusion of the previous game on the scheduled field. Failure to start a game within this time frame might result in a forfeit loss at the discretion of the tournament director(s).
22. While not in the field or batting, players are required to remain in the bench area.
V. THE PITCHER
1. A pitcher will get ten (10) warm-up pitches before the start of the game once he takes the mound, seven (7) between innings and three (3) after a ball has been declared illegal or lost. Pitchers may not throw any warm ups when they switch balls on their own during an inning. A relief pitcher will receive seven (7) warm-up pitches unless he has previously pitched during the game. If a relief pitcher comes into the game due to a result of an injury to the active pitcher, a reasonable amount of time will be allowed for the relief pitcher to warm-up.
2. A pitcher must start his wind-up from the pitching rubber. The pitcher must have at least one (1) foot touching the rubber when he releases the ball. If a ball is pitched in violation of this rule, the pitch will be ruled a “no pitch”. Repeated violations may result in the pitcher being removed from the pitcher’s position for the remainder of the game.
3. A pitcher entering the game must face one complete batter before being replaced.
4. A wild pitch will be declared whenever a pitched ball COMPLETELY misses and breaks the plane of the backstop, without hitting the target strike zone, the batter, or the bat. All base runners will advance one base.
5. A pitcher may not wear any type of distracting jewelry or clothing.
6. There are NO balks.
7. A pitcher may pitch from either the standard 45 ft. distance (normal distance) or from 42 ft. (non-scuffed ball distance) This election is made when the pitcher first enters the game. A pitcher opting to pitch from the non-scuffed distance may only use non-scuffed balls provided by the tournament (see Sec. II-3). A pitcher who starts at 42 ft. may elect to move back to the the standard 45 ft. distance but only once per game. A pitcher cannot move from 45 ft. to 42 ft. at any time during a game.If a team is pitching with a non scuffed ball and any type of doctoring is found or seen the following will occur: First a warning and a new ball will be issued and a second warning will result in the pitcher being moved to the standard pitching distance of 48’.
VI. THE BATTER
1. The batter may NOT intentionally move into the path of a pitch. If he does, he will be called for batter’s interference, and the pitch will be called a strike. A warning must be given first and a “no pitch” will result. The warning remains with that particular batter for the remainder of the game.
2. A batter must move out of the way of a fielder’s throwing attempt. If the batter is standing in front of the backstop and/or the strike zone target and is hit by a fielders throw while the ball is in the air, a successful fielding play will be recorded. (Also see Section VIII)
3. A hit batsman results in a ball only unless the batter is hit in the head. A head shot will result in the batter awarded first base. (Also see Section VI, Rule 4)
4. The batter’s hands are considered part of the bat ONLY if the batter is swinging.
5. The batter will NOT touch foul balls until they come to a complete stop. If the batter does touch a moving foul ball and the ball is determined to have a chance of rolling into fair territory the batter will be ruled out.
1. There is no physical base running. Base runners are imaginary.
2. Base runners move as follows: One base on a single or sacrifice bunt, three bases on a double and triple. With two outs all runners advance one extra base on a clean (untouched) hit through the infield. An infield hit does not get the two out extra base. A clean hit is defined as follows: Any fair ball, either on the ground or in the air, which comes in contact with the outfield (any part of the fair playing surface outside of the infield hit line) before being touched by an infielder. A runner at third base does not advance home on a sacrifice bunt (See VI-7)
3. With a runner on third and/or second base and less than two (2) outs the offensive team may try and advance the runners on a fly ball. When the ball is in the air the offensive team can yell, “TAG” to activate the runner(s). The fielder must catch the ball and throw to the backstop or any part of the strike zone target in the air, if he does the lead runner is out, if it misses, the runner(s) scores and/or advances. All other base runners hold their base. The fielder has three (3) seconds and one (1) step to make the throw after the catch.
4. In a walk-off game winning situation, other than a home run, the batter will only be awarded the total number of bases needed in order to score the winning run. For example, if a batter drives the ball to the wall with a runner at third, the hit will be scored as a single.
VIII. FIELDERS, DOUBLE PLAYS, AND TRIPLE PLAYS
1. All fielders must start in fair territory.
2. A fielder will not line up in any manner that may distract a batter.
3. Only infielders may record ground ball outs. To be considered an infielder, the player must be on or inside the infield line prior to and during the pitcher’s windup and delivery.
4. All ground ball outs will be completed by throwing.
5. Infield Throwing Outs
An out is recorded when a ball thrown directly toward home plate hits either the backstop or any part of the Strike Zone Target (SZT) in the air. The infielder has 3 seconds and 1 step in which to release the throw.
In a double play situation, an out is recorded when a ball is thrown toward 2nd base to a second infielder who is positioned on or inside the Double Play Triangle (DPT) at the time he catches the ball. The infielder has 3 seconds and 1 step in which to release the throw.
An out is recorded when a ball is thrown from the Double Play Triangle (DPT) in an attempt to complete a double play after it is caught and then thrown toward home plate. The ball must hit either the backstop or any part of the Strike Zone Target (SZT) in the air. The infielder has 3 seconds and 1 step in which to release the throw.
6. Double Plays
In order to attempt/complete a double play, the defensive players involved in turning the double play must be positioned within the boundaries of the infield, i.e. “Double Play Depth”.
The Pitcher is considered an infielder and can participate in any aspect of the double play.
In accordance with Rule 5 of this section, a ground ball double play is recorded by an infielder first fielding the ball and then throwing it to a different infielder who has at least one foot on or inside the DPT (See Section I, Rule 2) who then throws the ball to the Backstop/SZT.
The first runner of the double play will be out when the infielder at the DPT catches the ball.
If the infielder at the DPT fails to catch the throw ALL runners will be safe.
The successful double play will result in the out at second base and first base except when the bases are loaded. If the bases are loaded the outs will be recorded at home plate and first base.
If the ground ball is juggled or deflected the infielder can still complete a double play. If a ground ball is fielded by an infielder while he is positioned on or inside the DPT he may attempt an “unassisted double play” by throwing to the Backstop/STZ.
An infielder may “Hold” a non-forced runner by fielding a ground ball and throwing directly to the Backstop/SZT. The out (if any) will be the lead forced runner. If the infielder drops the ball all non-forced runners will advance one base.
If an infielder attempts a double play in any fashion, all non-forced runners will advance one (1) base if the successful double play does not end the inning.
An infielder may NOT intentionally allow a fly ball or line drive to land in order to create a double play situation. If this does occur, only one (1) out by normal infield ground ball rules can be achieved.
7. Triple Plays
In order to attempt/complete a triple play, runners must be in a forced position (first and second or bases loaded) with no outs. To be eligible to complete a triple play, two fielders (other than the pitcher) must be in an infielder position (see Rule VIII-3) at the start of the play. One of the two infielders or the pitcher must field the ball and throw it to one off the two infielders (non-pitcher) in the DPT. The infielder must then hit the target strike zone in the air to complete the triple play. Hitting the backstop in the air (even if the other stipulations are met) results in a double play.
8. There is NO infield fly rule as defined by MLB.
IX. WHO MAKES THE CALL
1. Fair and foul calls will be the responsibility of the batter.
2. Singles, doubles and triples will be made by the fielder closest to the ball.
3. Check swings will be the responsibility of the pitcher.
4. Foul balls off the batter’s hands will be the responsibility of the batter.
5. Batter’s interference will be the responsibility of the pitcher.
6. Determining the timeliness of the “TAG” call will be the responsibility of the defense.
7. Whether a thrown ball hits the Backstop/SZT for throwing plays (tags and infield) will be the offensive team’s responsibility. It is also the offensive team’s call on the timeliness of the throwing attempt.
8. Wild pitch determination will be the offensive team’s responsibility.
9. Legal pitch determination will be the offensive team’s responsibility.
10. Keeping and reporting the official score will be the home team’s responsibility.
11. Consult your Director for calls not mentioned herein.
X. GENERAL RULES
1. Tournaments may take on a variety of formats depending on the amount of teams entered (refer to “Appendix A: 2017 Tournament Structures”). However, teams are guaranteed a minimum of three (3) games in each tournament scenario.
2. A coin toss will decide the home team at the beginning of each game. The higher seeded team will be the Home team for the Playoffs..
3. There is no refund on tournament fees once a team is registered.
4. Forfeiting games is not allowed; teams must play all of their scheduled games. Any forfeiture may result in the team being disqualified from the tournament.
5. All teams and players will respect and adhere to the rules of Mid-Atlantic Wiffle. All players will conduct themselves in a sportsmanlike fashion. Taunting, berating or other type of disrespectful conduct towards opponents and/or league officials will not be tolerated. Any violations may result in an ejection from the game and/or tournament.
6. Mid-Atlantic Wiffle reserves the right to refuse entry of any player or team.
7. Formal protests must be lodged to the Tournament Director and only prior to the next pitch. Judgment calls cannot be protested. All decisions made by the Director will be final.
8. Rules not stated herein, will follow the rules of Major League Baseball.
9. Mid-Atlantic Wiffle is in complete charge of the tournament. In the event of weather related issues or games running too long due to "excessive scoring," the MAW organization retains the right to reduce game lengths. This will be talked about in depth at the captain's meeting that takes place at 8:50 before the start of the tournament.