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League Rules & Regulations


1.00: BALL: Only baseball sized Wiffle ball brand balls with be used (8 slots on one side). Scuffing is allowed but only the use of sandpaper is authorized.

1.01: BASES: All Bases will be approximately 42’ apart.

1.02: STRIKE BOARD: The strike zone will consist of a board that measures 20” wide by 30” tall. The strike zone will be 12” off the ground, and located 38’ from the pitching rubber and 3′ from the front of home plate.

1.03: BAT: Only official yellow skinny Wiffle Ball bats are to be used. Bats cannot be taped at the barrel, but may be taped on the handle for grips. No filling bats with foam; they must be standard hollow plastic. Bats cannot be tapped any higher than the molded grip on the wiffle bat.  The bottom hole of the bat must be unobstructed and remain uncovered. No exceptions.

1.04: GLOVES: Baseball gloves are permitted by pitchers only, but batting gloves may be used while batting only. Hats may no be used as gloves by fielders.

1.05: FOOTWEAR: No metal spikes are allowed. Plastic cleats or turf cleats are permitted. No bare feet or sandals allowed. Vibram 5-fingers can be worn, but you may also be ridiculed.

1.06: UNIFORMS: Although jerseys are not required, at least matching t shirts are encouraged to be worn to avoid confusion on the field for officials and players alike.

  • Halloween costumes are also strongly encouraged due to various prizes available for the annual Hallowiffle tournament.



2.00: TEAM PLAYER REQUIREMENTS: Minimum of 3 players per team to play a regulation game. 6 players maximum per team roster.

2.01: AGE REQUIREMENT: All players must be at least 18 years of age.

2.02: FIELDING: Teams are required have no more than three other fielders other than the pitcher. All other players on team may rotate into the field at their team’s will so long as there are only three fielders aside from the pitcher in the field of play. However, all 4 or 5 players can bat. Defensive substitutions can be made at any time at team captain’s discretion and no defensive stats are tracked in score book.

2.03: GAME LENGTH: Games are 5 Innings, using extra innings if necessary, 2 outs per team each inning.

Mercy Rule Adjustment. 10+ runs up after 3 complete innings is ruled an official mercy-ruled final game. Teams that score 10 runs in an inning immediately have their at bat ended after the 10th run scores and it is turned over to the opposing team unless this occurs in the fifth inning or in extra innings.

2.04: GAMES CAN BE OFFICIAL AFTER 3 COMPLETED INNINGS due to inclement weather, darkness, or other understandable circumstances as seen fit by game official.

2.06: Game Sheets will be used to record all stats, including the batting order for that game. If a team bats out of order, an out would be received for every batter that batted out of order. It is the team’s responsibility to keep track of the order. The team captain or teammates will keep stat sheet and sheet/stats may become available online on the league website.

2.07: TEAM TARDYNESS: If a team does not have enough players to field a team (3 players) 10 minutes past the scheduled start time of the game, the team that is waiting gets to choose field advantage for both games. If a team does not have enough players to field a team by 15 minutes past the scheduled start time, the waiting team can call for a forfeit of the game, at a score of 9-0. If the waiting team allows, the shorthanded team can find a fill in substitute for the game and not forfeit their games. By 20 minutes if no resolution has been made it becomes an automatic forfeit. If both teams do not have a Team to field within 20 minutes of the start of the first game, both teams need to try to figure another time to reschedule the game. The next scheduled game will then begin on that field. If one team needs to reschedule a game, and the game does not get played before the end of the season – then the team that requested the reschedule will have to take a forfeit for those games. If a player shows up to a game late, it is the opposing team’s decision to allow them to join in the current game or make them wait until the next game. Teams that are waiting for one of their players to arrive may not stall the team tardiness procedures unless the other team is fine with waiting.

2.08: INJURED OR LEAVING PLAYERS: If a player starts the game, they must finish the game, or they are considered an automatic out when they are due up (unless they are injured). If the team has a substitute, they can sub him into the game in place of the leaving or hurt player. If a player leaves the game with an injury they MAY NOT rejoin the game and must wait for the beginning of the next game. If a three-person team suffers an injury they may be allowed to continue to compete in that game or for the remainder of the tournament as a two-player team (if they choose to go onward).



3.00: SPEED LIMITS: Pitching is medium-pitch style. Whether a pitch is too fast is up to the discretion of the batter. Rule of thumb: pitches need to be no more than 55mph.

3.01: GRIPS AND THROW: Any type of throw, overhand or underhand is allowed. Any type of grip is allowed, but no deforming or altering the ball. No “loading” the ball with rocks, dirt or other debris.

3.02: BALKS: Runners cannot leadoff, therefore there is no picking-off runners. So a situation for a balk is nonexistent. However, pitchers must have their foot in contact with the pitching rubber before they release the ball when pitching.

A balk is possible if a base runner is attempting to steal a base (see rule 6.02) and the pitcher stops pitching after starting the motion. This is a balk and the base runner will be awarded the base and that will count as the team's steal. Once a pitcher begin's their motion to pitch, they must commit to the action. As such, when a base runner declares their intent to steal and a pitcher abandons their pitch after starting the motion - this qualifies as a balk. 

3.03: PITCHER BALL IN HAND: Pitchers may have ONE ball in hand, which is the one he/she is pitching. Offensive team may call this violation if the pitcher has more than one ball, and, if called, is an automatic ball. If the play results in favor of the offense (i.e., base hit or HR), the offensive team does not need to call the violation out. The pitcher or defensive team may NOT overrule a hit or other favorable offensive result by invoking the “ball in hand” rule. It’s purely the offense’s call. Balls in a pitcher’s pocket or clothing do not count as “in-hand”.

3.04: BALLS IN PLAY: It is the pitcher’s (defense’s) responsibility to make sure the field of play is clear of extra balls. A batted ball that hits any ball or ball bucket in the field of play (fair territory) is a LIVE ball.

3.05: WARMUP PITCHING: Pitchers coming into a game as a reliever may only throw a maximum of 10 warm up pitches.

3.06: PITCHING ROTATION: If a pitcher throws in a game they cannot throw in the next game, this is regardless of the amount of innings pitched. Example: for a four game series, if you pitch in the first game, you wouldn't pitch in the second game at all, but could pitch in the third or fourth game. 


4.01: No Bunting

4.01: Any interference with fielders making plays is an automatic out.

4.02: No Stopping potential strikes by leaning into them intentionally or stopping them with the elbow or hand or any other part of the body. The umpire or opposing teams will enforce this. First offense is a warning, second offense would result in called strike. Any offense after that will be called automatic strikeout thereafter for that team for each occurrence.

4.03: LINEUP: Teams may bat a minimum of 3 players, and a maximum of 6. Batters must stop batting practice once it is time for the scheduled game or when the umpire declares the game to start.

4.04: FIELDING: Fielding positions may be changed at the discretion of the defense. Teams may only have 3 fielders other than the pitcher. All fielders must stay in fair territory until batter makes contact with the ball. No fielders can play closer to the plate than the pitcher’s mound. Fielders can make plays on any ball in field of play. Out of play is considered behind the backstop, past the outfield fence and beyond the foul lines on the adjacent fields. Any plays made beyond those boundaries do not count.

4.05: BATTING ORDER: Game sheets will keep track of batting order, if a team bats out of order it is the responsibility of the opposing team to catch it. For every batter that starts an at bat out of order in an inning, the team is assigned an out, not the individual batter(s). Once the mistake is discovered, the correct batter is up to bat and the inning continues the way it’s written on the score sheet.

4.07: All forward moving hits in fair territory, as long as it is in front of the 20′ line, are playable.

4.08: FOUL BALLS: Foul balls are any balls that first hits ground in Foul territory. Any ball hit in the infield that bounces foul before a player can touch it would be foul. Any ball landing in fair territory and then bouncing foul after or over the 1st and 3rd base are fair balls. If a ball hits the base, it is a fair ball. Defense is responsible for ensuring bases stay in their designated locations so that fair/fall calls can be fairly made using 1st and 3rd base.

Any batted ball that hits a tree, backstop, or other foreign outside object is considered a “dead” foul ball. Meaning no play can be made on the ball.

If a batter hits a ball off his arm/wrist on a swing, the ball would be foul.

A ball hit off the hands would be playable if fair, or a foul ball if in foul territory.

A ball that is in fair territory but does not cross the line 20′ in front of home plate.


(A) Any ball that goes over the designated fence in the air.

(B) Any ball that hits the foul pole in the air above the fence line

(C) Batter legs out all four bases without a defensive error.

(D) Any ball that hits the top of the fence and bounces over.

(E) If an outfielder bobbles the ball over the fence.


Any fair hit ball that the batter beats out for one base.


(A) Any ball that bounces under or over the fence or is trapped in or around the fence.

(B) Any batter legs out two bases without a defensive error.

(C) Any fair ground ball that that rolls past the outfield fence line is a ground rule double.


Any batter legs out three bases without a defensive error.



5.00: Five balls=Walk. A batter must walk after 5 balls, no exception.

It’s a ball if…

It hits a batter.

It misses the strike zone board without batter swinging.

The pitcher messes with the ball.

5.01: Strikeout=3 Strikes, 3 fouls, tipping a foul ball into the strike zone when a batter already has 2 strikes or the ball hits the strike zone on the first pitch of the at bat and the batter didn't swing (this is known as the first pitch strike out).

It’s a strike if…

It’s swung at and missed.

It’s fouled off.

It hits the Strike zone board.

The batter messes with a good pitch with the hand or elbow. There is one first warning. After the warning it is considered a strike and after that an automatic strikeout.



6.00: No leading off. Any team caught leading off will be warned once and runner will be called out if incident occurs again. Runners leave base only when batter makes contact with the ball.

6.01: BASE STEALING: Each team is permitted to steal a maximum of two bases per game. A base runner can only steal 2nd or 3rd base (but cannot steal home). Base runner must declare aloud during the time in which the pitcher is in their motion of their pitch "STEAL!" This needs to be loud enough for the pitcher to hear during their wind up. The base runner's declaration must be made after the time the wind up has began and before the ball has been released by the pitcher. At this time, the hitter is not permitted to swing and must take the pitch.

If the pitch hits the strike zone, the base runner is then thrown out.

If the pitch misses the strike zone, the base runner is awarded the base. 

It the batter swings, it's an automatic strike (no matter the outcome) and the base runner is out. Any hit the hitter could possibly have would be null and the only outcome would be a strike and the runner thrown out. The count would then resume as normal for the remainder of the at bat. 

6.02: GHOST RUNNERS: If needed, must be the lead runner. All ghost runners must be forced to advance to the next base by the trailing runner.

6.03: Runners must yield right of way to the fielders while fielding. A runner cannot intentionally interfere with any fielder making a play on a ball. If a fielder runs into an unsuspecting base runner, the play continues regardless of the interference. A runner DOES NOT have to move off of a base for a charging fielder. The runner may stand safely on the base, but may not interfere with the play in any way. This includes but is not limited to; waving of arms, stretching body out of the base while the foot is planted, and making intentional contact with the ball.

6.04: OVER THROWS: Runners may advance at will, as long as the overthrown ball stays inside the fair field of play. If the ball continues beyond the field of play, the lead runner is awarded the base they were headed toward. The trailing runners are also awarded ONLY the next base. Example: Over throw at a runner heading to third on a hit ball. The hitter would be awarded second base on the pass ball, but no further. The hit would be scored as a SINGLE.

6.05: PLAYS AT THE PLATE: If there is a play at the plate, the fielders can either tag the runner with the ball, or hit the strike board or backstop net or frame before the runner crosses home plate. Once a runner rounds third base past the 5′ mark they must commit to running home. This is to prevent any confusion with plays at the plate. Umpire will determine if the ball got the runner out unless it was a tie (which goes to the runner).

6.06: CLOSE PLAYS AT BASES: Tie goes to the runner on any close plays at any base.

6.07: PEGGING: Pegging runners with the ball is legal. Once a ball hits a player for an out, the play becomes dead and no runners may advance any further. However, anyone struck in the head will be safe. 

A base runner is out if…

The ball touches any base runner and he or she is not on a base.

He or She is forced out when a fielder tags the base he’s headed for (force out).

He or She is tagged out or hit with a thrown ball.

He or She makes contact with a fair batted ball with at least one foot in motion (off the base) in fair territory.

On plays at home, fielders can either peg the runner, the strike zone, or the backstop net before the player crosses home plate. If runner is out at home and the ball hit the strike board, the ball is dead and runners can no longer advance. If the ball travels beyond the backstop, the play becomes dead and runners only advance one base.

6.08: PINCH RUNNING: Once a hitter reaches base safely, they must remain as the base runner until forced to take their next scheduled at bat. Any player not currently on base can take over base running responsibilities only to relieve a runner that is up to bat. Injured player exception: A player may pinch run for an injured player after the player has safely reached base. If a player is opting for a pinch runner, they may NOT return for the duration of that game.

6:09: TAGGING UP: There is no tagging up on Foul Balls. However, a base runner may tag up on any fair hit ball. Runners on third are permitted to tag up back to third if they have left the box but if the leave the box after they are still obligated to commit to running home.

6.10: BALL/RUNNER CONTACT: If a batted ball hits a runner while he/she is safely standing on a base, the play would become dead. The batter would be awarded a single, runners would advance only if forced. A runner MAY NOT intentionally make contact with the ball from a base. If this happens, the hitter would be called out and scored as a normal ground out. Any ball that comes into contact with a base runner NOT safely standing on a base will result in that base runner being called out.

6.11: BASE COACHES: Teams may opt to use a first or third base coaches to aid the runners. The base coach may not make on field calls unless the fielding team asks. The coach must avoid the fielders and not stand in fair territory.

6.12: SLIDING: Base runners may slide at second and third base ONLY. Sliding into home is NOT PERMITTED due to the risk of sliding into the strikezone and/or backstop. DO NOT DO IT. Players sliding into home will automatically be called out. Players that intentionally injure defensive players through sliding will be ejected from the game.

6.13: DEAD BALL SITUATIONS: A ball is dead when:
A foul ball is hit
After any peg out
The ball has reached the pitcher’s circle
During an overthrow in which ball leaves field of play
During plays at the plate



7.00: Pitcher’s poison is in affect when:

A fielder throws the ball to the pitcher has one foot, one knee, or one arm in the Pitcher’s Circle before the batter reaches first base.

7.01: The ball must be in the Pitcher’s hand cleanly (no bobbling) before the batter reaches 1st base is ruled out.

7.02: PITCHER’S POISON FORCE OUTS: Pitcher’s hand rule applies to the lead force out runner.

Example: Bases are loaded and the batter hits a ball that is fielded by the defense and brought to the circle prior to the runner reaching first – the result would be the runner heading to home would be called out. If runners were on the corners in the same scenario, the lead force out would result in the runner heading to second base as out. Pitchers poison does not work with getting runners forgetting to tag up, defense must peg runners forgetting to tag up or tag relevant base.

7.03: No infield fly ball rule.

7.04: Pitcher's poison does not apply to tag up plays.



8.00: Calls made during the course of a game by the umpire cannot be overturned. No player shall challenge a call made by the umpire.. This is not MLB, we do not do challenges. Please conduct yourselves in a manner of good sportsmanship and the umpires will call the best game possible each time. The round robin games may not have umpires, it is the team captain's responibility to be familiar with the rules and for each team to make fair calls on the field.  



10.00: Unsportsmanlike conduct is an offense that can lead to suspension or dismissal and is at the commissioners discretion.

10.01: Unsportsmanlike conduct can include (but not limited to): taunting opponents, damaging field equipment, cursing at opponents or league personnel, provoking fights, consistently engaging in arguments over rules, becoming irate, and any other behavior that the commissioners deem unsportsmanlike. Hint: If people are looking at you like you're behaving like a douche, you are probably exhibiting one of these behaviors.

10.02: The commissioner(s) have the authority to hand out suspensions to any player exhibiting unsportsmanlike conduct. Depending on the severity of the conduct the commissioner(s) reserve the authority to:

  • - give the player a warning

  • - suspend a particular player for 1-2 games

  • - permanently dismiss a player who continues to exhibit unsportsmanlike conduct.

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