Section 1: Equipment and Field Regulations
1. The Ball: Only official regulated wiffleballs are allowed. The ball may be scuffed, but can not be tapped.
2. The Bat: Only the yellow regulated wiffleball bats are allowed. The bat handle may be tapped, but no tape is permitted on the top of the bat.
3. Bases: There will be four bases; each base will be 40 feet apart from each other.
4. Strike zone: There will be a strike zone placed behind Home plate. The strike zone will measure 19 inches wide, 31 inches tall, and stand 13 inches off the ground.
5. Pitchers mound : The pitchers mound will be 46 feet from home plate. The pitcher must have his foot on the rubber while throwing towards home plate.
6. Team uniforms: Teams are required to wear matching uniforms. Contact the commissioner with any questions.
7. The Dud Zone: There will be a "Dud Zone" infront of home plate. This is a 17 foot radius from the strike zone. Any ball that lands or is fielded within the zone will be considered a foul ball.
8. Umpires: Calls (safe/out) will be made by players in the game. If an agreement cannot be made, a third party will be asked. If there still is no resolution, a redo will occur. Please be honest!
Section 2: The Game
1. Length: The game will be 6 innings in length. If the score is still tied at the end of 6 innings, extra innings will be used to determine a winner.
2. Players: There must be at least 3 players to field a team for an official game. Any less will result in a forfeit.
3. Mercy inning: Only 9 runs are allowed to be scored per inning. If a team hits a home run before reaching the 9 runs, all runs count. For example: With the bases loaded and 8 runs already scored, if the team hits a grand slam, all the runs score. This would result in 12 runs scored.
4. Mercy a team: If a team is up by 15 or more runs following the 4th inning, the game is over.
5. Home Field Advantage Rule: In the 6th inning, and only in the 6th, the home team is allowed to score as many runs as possible. They are not restricted by the 9 runs per inning. They may score as many runs as possible to win the game.
Section 3: Offense
1. Foul Strike Out: This rule only applies when there is two strikes on the batter. If the batter foul tips the ball, and the ball hits the strike zone, the batter is out.
2. Big Elbows: No part of your body, including your arms, may extend over the strike zone. Warnings will be issued. If the problem persists, the pitch will be called an automatic strike.
3. Bunting: There is no bunting.
4. Batting Out Of Order: Batting out of order results in an automatic out. The batter that missed his turn will be skipped in his next plate appearance.
5. Leading: There is no leading. Runners may advance only when the ball is put into play.
6. Ghost Runners: Ghost Runners can be forced out by touching their destination base before the runner reaches first base. The Ghost runner is as fast as the runner going to first.
7. Stealing: There is no stealing bases.
Section 4: Defense
1. Pegging: Pegging is allowed. The ball must hit the player in the air. If the ball hits the ground first, the player is not out.
2. Gloves: There will only be two players allowed with gloves on the field at anytime. The gloves can be worn by any two position players. Batting gloves are also allowed.
3. Force Out Rule : This rule only applies when the bases are loaded. The fielding team may throw the ball and hit the strike zone. If the ball hits the strikezone before the player reaches home, the runner is out. The play is also automatically over. No runners may advance after the ball hits the strikezone.
Section 5: Pitching
1. Pitching Rotation: If a pitcher throws more than two innings in any game, he may not pitch the next game. If the pitcher throws two innings or less, he is allowed to throw in the next game.
2. Pitching Rubber: Pitchers must have one foot on the rubber when releasing the ball.
3. Balks: There are no balks.
4. Pitch Speed: Players may throw as hard or slow as they would like. There is no speed limit.
5. Save Situations: Five runs constitutes a save situation.
6. Pickoffs: There are no pickoffs.
Walks/Strikeouts
1. Four balls equals a walk.
2. Three strikes equals a strikeout.
Section 6: Playoffs
1. Pitching Rotation: A teams pitching rotation will reset at the start of the playoffs. From that point on though, teams must follow the normal pitching rotation rules stated above in Section 5.1.
2. Format: Each series will be a best of three. The first team to win two games moves on.
Section 7: Unique rules for each field
1. Telephone Wire: If the ball hits the telephone wires at Hess Field, the ball is ruled an automatic triple.
2. Green Monster Rule: If the ball is hit off the Large Pine Trees at Hess Field, and falls into play, the ball is live. It would only be a HR if the ball falls on the other side of the fence. It's similar as if the ball is hitting off the Green Monster at Fenway.
3. Birch Trees : If the ball hits the birch trees directly above the strike zone, or right down the LF line, it is an automatic foul ball. No out can be made by catching the ball once it hits those trees. The exception to this rule only works with the tree down the LF line. If the ball hits any part of the tree, but goes over the fence for a HR, it is a HR. If the ball hits the tree and drops fair or foul, it is ruled a foul ball.