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                                                                                           Wicked Wiffle League

                                                                                        Logistics & Official Rules

No. of Teams: Minimum of four (4) teams and a maximum of six (6) teams  

Fall Season: 10-game season: September 21st - November 2nd

Game Times:  5:45PM   6:45PM   7:45PM  (teams must be able to play any/all slot times)

Game Days:                        Monday                  Thursday

                                                                              September 21

                                               September 25      September 28

                                                                              October 5

                                               October 9             October 12

                                                                              October 19

                                               October 23           October 26

                                               November 2                                              

This is a 21 and up league.

Registration will close once the maximum number of teams has registered and paid. The priority deadline to register is September 13th. Registration is on a first-come, first-served basis. Forms must be complete with player name, and t-shirt size, with payment received within 48 hrs of invoicing.

Team Size: minimum of five and maximum of ten players

Team colors (t-shirts) assigned at random; all players are required to wear a WWL team t-shirt

 

Entry fee:  $25 (includes one t-shirt and end of season cook-out).  2 Witches will send you an invoice upon receipt of your registration form.

Prize: Winning team name on plaque and one $100 2W gift card.

Equipment

  1. Only the white baseball size Wiffle®Ball (eight slots on one side) will be used for play. The only modification to the surface of the ball will be that resulting from normal play. If a ball is torn more than ¼ inch, it will be ruled illegal for play and will be removed from the game.

  2. Only the standard yellow Wiffle® Ball bat will be used for play. No tape will be allowed on the bats. League officials have the right to inspect any bats being used and only they can declare if bat is legal/illegal for play.

  3. Baseball gloves are not permitted. Only batters may wear batting gloves.

  4. The target strike zone will be 32 inches high by 22 inches wide and will stand 12 inches off the ground.

 

Teams

  1. Teams must have a minimum roster of five players and may have a maximum of 10 players on the roster. Four players are allowed on the field for defense (pitcher, double area fielder, triple area fielder and home run area fielder).

  2. Substitutions for fielders and batters can only be made in-between innings unless an injury occurs.

  3. Batting out of order is ruled as an out.

  4. Pitcher must face one complete batter before being replaced.

  5. In order to play, each team must have a minimum of three players present. If a team does not have three players from the roster, the game is declared a forfeit.

The Game

  1. Game will be 7 innings or 45 minutes, whichever comes first

  2. Ten-run “mercy rule” applies after three complete innings.

  3. Two outs allowed per inning for each team.

  4. Five balls equal a walk and two strikes count as an out. A foul tip that hits the strike zone on the second strike is an out.

  5. In extra innings, both teams will start the inning with the bases loaded. This format takes place immediately after the end of the fifth inning.

 

Game Situations

  1. Any fly ball caught in the air is an out. There is no infield fly rule.

  2. A foul ball cannot spin back into fair territory.

  3. A ground ball fielded before stopping or crossing the singles line is an out. Bobbling a grounder is OK as long as it doesn't hit the ground.

  4. A ground ball that comes to a complete stop before being fielded is a hit.

  5. If a ground ball is dropped by a fielder in front of the singles line, it will be ruled a single.

  6. Fielders can try for a double play if there are no outs and a runner on first. To do this, a fielder must pick up an infield grounder cleanly (no bobbles and before the singles line) and then complete a throw that hits the strike zone. This must be done in a continuous motion. A delay in the throw will result in a ground out. A ball that misses the strike zone on a double play will be considered a dead ball and runners may not advance.

  7. A ball that passes the double line in the air is a double, as long as it is not caught.

  8. Runners are allowed to tag (from third base only) on a play with no outs.

  9. A ball that passes the triple line in the air is a triple, as long as it is not caught.

  10. A ball that travels over the back triple line is a home run.

 

Base Runners

  1. There is no actual base running is this league. We will be using ghost runners.

  2. Base runners do not need to be forced; for example; a single with a runner on third scores a run, a double with a runner on second scores a run. A walk only moves runners by being forced to the next base.

  3. Tag Play: if there are no outs and there is a runner on third base, the batting team can call “tag” on an outfield fly ball. The outfielder can get the runner at home by catching the fly ball and, in one motion, throwing to the backstop. If the ball hits any part of the backstop (in the air or on the ground), the runner is out at home; no other base runners may advance. If the outfielder bobbles the ball at all, there is no chance at an out at home.

 

The Batter

  1. The batter may switch sides at any time in the count. The batter must notify the pitcher before doing so, otherwise the pitch will be called a strike.

  2. Any batter interference with the pitch will be called a strike.

  3. There is no hit batsman rule. The pitch will be called a ball.

  4. If a player leaves the game (after lineups are set) without a replacement, for whatever reason, it will be considered an out every time it is that person’s turn to bat.

 

The Pitcher

  1. The pitcher must have at least one 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 ball.

  2. A pitcher can throw an entire game and can throw every game. Pitching changes can be made at any time except in the middle of an at-bat. There is a maximum of three pitching changes per game.

 

 

General Rules

  1. Reporting the official score will be the responsibility of the winning team’s captain.

  2. Teams must play all scheduled games. Failure to do so will result in forfeit.

  3. All teams and players will adhere to all rules of the league. Any violations may result in ejection from the game and/or league.

  4. Rules not stated herein will follow the rules of Major League Baseball.

  5. Games will be played rain or shine. 2W reserves the right to call a rain delay.

  6. No outside alcoholic beverages at 2 Witches.

 

Player Conduct:

  1. Players are expected to have fun!

  2. Players are expected to practice good sportsmanship.

  3. Players are expected to follow league rules.

 

Field Specifications – distance from home plate:

Pitcher’s mound: 40 feet

Singles line: 45 feet

Doubles line: 65 feet

Triple line: 80 feet

Outfield fence: 90 feet

In order for the player to be awarded a double or a triple, the ball must land past the lines on a fly.

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