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OfficialSpringSeasonRuleBook April2013

Section1ThePlayingField

1.0 The Field. A level surface consisting of two foul lines stemming from the K-Zone. 1.1 The Pitcher's Mound. The Pitcher will throw 45 feet from the K-Zone. A rug will serve as the pitcher mound. 1.2 Bases. Bases will be placed 60 feet from one another and home plate. 1.3 Fair Play Line. The fair play line will be placed 20 feet from the K-Zone. This is the that determines if a ball is in play or not and if a runner can retreat back to third base or not.

Section2Equipment
2.0 The Ball. Only the white baseball size WiffleBall, (eight slots on one side) will be used for play. Scuffing is allowed before the game and between innings only. If a ball is torn, it

will be deemed illegal and removed from the game. No foreign matter can be added to the ball. Balls cannot be cut with a knife, as the integrity of the ball becomes low. 2.1 The Bat. Standard yellow WiffleBall bat 32 inches (810 mm) in length and about 1.25 inches (32 mm) in diameter. The 35 in Moonshot bats can serve as a replacement, but must be the same diameter as the yellow ones. Bats cannot be filled with any matter of any sort. 2.2 Gloves. Baseball gloves are not allowed. Batting gloves can be warn while batting, but not fielding. 2.3 Hats. Hats can be worn while playing, but cannot be used to catch or stop a live ball. Illegal use of a hat will result in a ground rule double.

Section3Umpiring
3.0 Umpires. One umpire will be assigned to each game to enforce Wiffle law. A gunman will be assigned at the discretion of the umpire and opposing team. 3.1 Balls and Strikes. The count will be a maximum of five balls, resulting in a walk, and three strikes, resulting in a strike out. If a batter swings then it is a strike. If it hits the KZone (any red or metal part) without the batter swinging, it is an automatic out. If the ball bounces and hits the K-Zone, it is a ball. If the pitch hits the batter, it is a ball, unless the batter is blocking the plate. There is no hit-by-pitch advancement. 3.2 Check Swings. Check swings will be called by the umpire. 3.3 Scoring. Each batting team is responsible for keeping track of the score and statistics. 3.4 Foul Tip. If a batter tips a ball into the metal of the strike zone with 2 strikes, it is an out. If the batter tips it into the plastic, it is a foul tip and the at bat continues.

Section4StartandFinishofGames
4.0 Game Times. All games must start no later than 6:30 PM. The second games will start immediately after the first games are finished. 4.1 Innings. A normal game will have a duration of five innings. If a scored is tied up, the game will go into extra innings. If the games go into the 7th inning, the bases will automatically be loaded at the start of that inning. 4.2 Regulation Game. If the game lasts three full innings, it is considered an official game. If darkness or rain happens after 3 full innings and the game is called off, the score at that time is the final score of the game. If a game is called before 3 full innings, the players must make it up starting from where they left off. 4.3 Protesting Games. Any player has the right, though they may lose some dignity, to protest a game. The decision of the protest will be decided by the three captains who are not

involved in that game.

Section5TeamRules
5.0 Players. Each team can have a max of 5 players and a minimum of 2 players. There can only be two fielders and one pitcher. Each player must have a turn at bat. 5.1 Starting Lineup/Pitching Order. Once a batting order has been established, it must remain that way for the duration of the game. If a pitcher is removed from the game, he cannot return to pitch in that game. 5.2 Fielding Positioning. Fielders can position themselves where ever in fair territory. 5.3 Batting out of Order. Each time a team bats out of order, it will result in an automatic out along with ridicule by opposite players and spectators for not knowing their order. 5.4 Bunting. Bunting is allowed in outdoor play. The pitcher either has the option to throw at the k-zone, back to the pitchers mound, or try to hit the runner, below the head, to get the out. 5.5 Errors. There are no errors. Everything not an out is a hit. 5.6 Minimum Team Requirements. Each team must have two people playing in each game. If a team does not have two players, it will result in a forfeit. Subs are not allowed.

Section 6 Pitching
6.0 Count System. Five balls and three strikes. Five balls is a walk and three strikes is a strikeout. The hands of the batter are considered part of the bat when in a swinging motion. 6.1 Warm Up. A pitcher is allowed as many pitches as they'd like to warm up, within reason. 6.2 Hit by Pitch. If a batter is hit by a pitch, it is a ball. If the batter is hit in the head by a pitch, it is an automatic walk, unless they intentionally lean into it which would be considered batter interference or they swing at the pitch, then it is a strike. 6.3 Intentional Walks. If a pitcher wants to intentionally walk a batter, they can just say so. No pitches are needed to throw, unless of course you want to go through with the ceremony. 6.4 Batter Interference. If the batter is blocks the path of the ball on the way to the strike zone, it is an automatic strike. The umpire must issue an warning to the player first. That warning will last the duration of the game. 6.5 Balks. There are no balks. 6.6 Pitcher Inning Count. A pitcher is allowed to pitch ten innings in a three game span. The games are static and do not count on a sliding basis. For example, games 1-3 will count towards a pitchers inning count, followed by games 4-6.

6.7 Pitch Speed. The maximum pitch speed is 65mph. Pitchers will be clocked during the game with a radar gun. If the gun reads more than 65mph, then the opposing team will decide if it is a ball, regardless if the batter swings, or they want to accept what happened during the play.

Section 7 Offense
7.1 Batting Order. Once the game starts the lineup is set in stone. 7.2 Base Hit. If a runner makes it to first base safely, it is a base hit. 7.3 Double. If a runner makes it to second base safely or if a ball gets stuck under the wall in the outfield, it is a double. 7.4 Triple. If a runner makes it safely to third base, it is a triple 7.5 Home Run. If a ball travels over the outfield line in fair territory, it is a home run. There is not greater feeling than hitting a home run. Fielders can try to rob home runs. If they use any other object besides their hands, such as a hat, it is an automatic homerun. 7.6 Running. There will be running in outdoor play. If there are enough players, no need to worry about ghost runners. If ghost runners are required, the lead runner will always be a player and the ghost runner will only advance as far as the person behind them advance. For example, if there is a runner at 3rd base and a ghost runner at 1st base and the ball is hit, the runner from 3rd scores and the batter only makes it to first. The ghost runner advances to 2nd base. If there was a ghost runner at 2nd and the batter only makes it to first base, the ghost runner stays at 2nd base. 7.7 Ground Rule Double/Single. If a ball gets stuck under the wall in the outfield, the fielder must put up his hand to signal it, ground rule double.

Section 8 Fair/Foul Territory


8.0 Off The Tree. Any ball hit into the tree limbs has the potential to be a fair ball. If a ball travels into the tree limbs and lands in fair territory, it is a fair ball. If a ball hits the tree limbs and lands in foul territory, it is a foul ball. If the ball hits the tree trunk, it is automatically foul. 8.1 Fair Play Line. If a ball travels past the Fair Play Line, between the foul lines, it is a fair ball. If a ball does not travel to the Fair Play Line and is between the foul lines, it is a foul ball. This pitcher also has to be on the other side of this line if there is a bunt and they want to throw at the K-Zone for the out. 8.2 Ball Caught in Foul Territory. If a fielder catches a ball in foul territory, it is an out. The runners can advance at will if a ball is caught in foul territory. If a fielder drops a ball in foul territory, the runners cannot advance.

8.3 Foul Lines. If a ball is hit down the line, on the ground, and goes foul BEFORE the base, it is a foul ball. If a ball is hit down the line, on the ground, travels AFTER the base, and goes over the foul line, it is a fair ball. If the ball travels down the line, in the air, and goes OVER the base into foul territory, it is a foul ball. If the ball travels down the line, on the ground, and goes OVER the base into foul territory, it is a fair ball. If a ball is hit in the air and lands outside the foul lines any where, it is a foul. If a ball lands on the foul line, after the base, it is a fair ball If a ball in the air hits the foul line before the base and rolls foul before any fielder touches it, it is a foul ball. If a fielder makes an error on the ball inside the foul lines and the ball rolls outside the line, it is a fair ball. If a fielder tries to make a play on a foul ball, but is not successful, it is a dead ball. If a fielder makes a play on a foul ball and is successful, it is a live ball and runners have the option to advance. If a ball in the air lands on the Fair Play Line and rolls foul it is a foul ball. If a ball travels down the line foul (on the gravel), but rolls fair after the Play by Line and before the base, it is a fair ball. If a ball travels down the line foul (on the gravel), but rolls fair after the base, it is a foul ball. 8.4 Dead Balls. If a ball is hit directly into the plate and rolls into fair territory it is a dead ball. If a ball hits a batter on any part of the body besides the hands, it is a dead ball. If a fielder successfully hits a runner for an out or hits the K-Zone for an out, it is a dead ball, runners cannot advance. If a fielder misses a runner trying to throw at them or misses the K-Zone, runners can advance one extra base, only if they are already on their way to that base. If a fair ball hits a runner, who is trying to advance, the runner is automatically out and play stops.

Section 9 Outs
9.0 Fly Balls. Catching a ball in the air is an out. 9.0.1. Fly Ball Double Play. If runners run when you catch a ball with less than 2 outs, you can turn a double play by throwing to the base the runner left before they get back. 9.1 Getting A Runner Out. There are several ways to get a runner out. 9.1.1. Indian Rubber. You can throw the ball at a runner to get them out. The ball has to hit the runner below the neck, unless they are sliding or ducking. If a ball hits a runner in the neck or head, they are automatically safe. 9.1.2. Pitching Mound Force Out. Any time a ball is hit in play on the ground, there is the option to throw to the pitchers mound to get the runner running to first out. If the ball is caught on the pitchers mound, by the pitcher or the fielder covering, before the runner makes it to first, he is out. 9.1.3. Tagging a Runner. You can tag a runner on their way to the base. The runner can make incidental contact with a fielder, but cannot intentionally make contact with a fielder to jar the ball loose. Runner can try to avoid the tag, but cannot run out of the base path. 9.1.4. Tagging the Bag on a Force Out. If there is a force out play you can get the runner

out by stepping on the bag they are running to. 9.1.5. Double Play Ball. The double play rule is in effect when there are runners on the bases. If the fielder steps on the base before the runner gets there and throws it to the pitcher before the runner makes it to first base, it is a double play. 9.1.6. Triple Play Ball. The triple play ball is in effect when there are 2 or more runners on the bases. 9.1.7. Hitting the K-Zone. Fielders have the option to throw at the K-Zone for the out at home. If they hit ANY part of the K-Zone before the runner makes it home, the runner is out. This rule only applies if the bases are loaded, the batter bunts, or if the runner has crossed the Fair Play Line and the Pitcher is on the other side of the Fair Play Line. 9.1.8. Runner/Fielder Interference. A fielder cannot intentionally get in the way of a runner who is trying to advance. The runner will automatically be safe. Likewise, a runner cannot make contact with a fielder who is in the base path trying to make a play. The runner must make every attempt to dodge the fielder. Of course, if there is incidental contact, play resumes.

Section 10 Collective Bargaining Agreement


10.0 Draft Order. First Season was a lottery. The draft order will be based on OVERALL standings including playoffs. The order will go on a worst to first basis. 10.1 Franchise Tag. A franchise tag may be placed on one player per team. Franchise tags last for one season and that player can only be franchised once by the team they were drafted by. They will enter the draft season following their franchise tag and can be franchised again by their new team, even if they get drafted by their previous team. If a player is franchised by one team and then traded the same season as their franchise tag, the team receiving the player has the option to franchise them again for the following season. Otherwise, the player will enter back into the draft. If a player is franchised, they cannot start their own team the following season. 10.2 Player Contracts. If you are drafted by a team you are required to play for that team and cannot play for anyone else unless traded. 10.3 Trades. Trades are legal and do not need the players consent. 10.4 League Fees. A fee of 40 dollars is required to play in this league. That fee will go towards charity, treasury, and jerseys. 10.4.1. Payment Penalty. League Fees are due by the 10th game. If a players balance is not zero, they cannot play any games from games 10 on, including playoffs, until it is. Payment Options. Players can either pay in full or in 10 dollar increments per game.

10.4.2.

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