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Tournament Rules      (Rules in red = changed)         

I. THE FIELD

1. 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 triangle.

2. The outfield fences will range from 80 feet to 110 feet from home plate. Homerun fences will be used.

3. The pitching distance is forty-eight (48) feet (MAJOR Division.) and forty-three (43) feet (MINOR Division) from the rubber to the strike zone target.

II. EQUIPMENT

1. The official ball of Fast Plastic will be the white, baseball size WiffleŽBall. Each team will bring their own supply. 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. Only one (1) ball will be allowed on the field during a game. The ball may be scuffed but no foreign matter can be added to the ball.

2. The bat must be rounded on all sides, cannot exceed thirty-eight (38) inches in length, two and five-eights (2 5/8) inches in diameter, or have tape, etc. eighteen (18) inches from the handle end. Fast Plastic reserves the right to inspect and declare a bat illegal for use.

3. The target strike zone target 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.

4. Baseball gloves/mitts are not allowed. Only batters may wear batting gloves.

5. All divisions MUST use the Wiffle Ball with the patent number ending in 44.  The Wiffle Ball ending with patent 39 was discontinued in 2003 but still remains on some store shelves.  When scuffing or sanding Wiffle Balls please make sure to leave the patent number visible.

III. TEAMS

1. Teams consist between two (2) and five (5) players. Teams may have more than five (5) players on their roster but may only play five (5) per game.  Players will appear on one (1) roster only. Roster changes may be made up to the first pitch of the tournament.  (5 players may play per game.  The roster may contain more than 5 players.  Major division please note if your team advances to the National Championship you may only send and use five players from your tournament roster.)

2. A team may choose to bat a maximum of five (5) players and a minimum of two (2) players. The pitcher and all fielders must bat. The team consists of a pitcher and two fielders. The batting order will not change during the game. If a player is injured during the game and cannot continue to bat, his turn at bat will be considered an out. Batting out of order will result in an out (standard MLB rule).

3. All starting players may change positions at any time defensively, however once a player is substituted by a non-starter, the starter is out of the game and cannot re-enter. A pitcher must face one (1) complete batter before being replaced.

IV. THE GAME

1. Six (6) innings equal a normal major game.  Five (5) innings equal a normal minor game.   A ten (10) run "mercy rule" is in effect after two (2) complete innings.

2. Each team receives three (3) outs per inning.

3. Four (4) balls equals a walk. Three (3) strikes equal an out.  (Minor division only, the hitter starts with a 1-1 count.)  A pitch that hits the batter in the head is recorded as a hit batter and awarded first base.  Fouls are unlimited unless a foul tip with two (2) strikes hits the strike zone target. This will result in an out.

4. There are NO restrictions with pitching speeds in the MAJOR division. A pitcher can throw as fast or slow as he likes.  All MINOR division pitchers must deliver the ball so that the hitter has a reasonable opportunity to hit.  This is the hitters judgement.

5. There is no stealing or lead-offs.

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 ball does not cross 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. There are NO errors in Wiffle Ball.

9. Pitchers hand will be used for force outs at first base.  The pitchers mound is used as first base and ANY player may act as the first baseman.  To record an out, the player must have control of the ball and ANY part of his/her body on the pitchers mound before the runner touches first base.  With a runner on first and a fly ball being hit, to double-up the runner you need to tag first base or hit the runner with the ball before the runner and not the pitchers carpet.

10. You may hit the batter/runner with the ball at any time to record an out.  When a runner is attempting to score at home, the defense has the option of hitting the runner with the ball or hitting ANY part or the strike zone in the air or bounce to record an out.  The ball is still live at this point.  If the defense misses the strike zone and the backstop, the runners advance one additional base.  (See Section IV, Rule 11)

11. Runners may advance one (1) base on an over throw that leaves the playing area. The runner gets the base he was going to plus one (1).

12. No ghost runners.  If a team with three (3) players has runners on first and second and the batter walks, you now have runners on second and third and lose the runner on first.  If the following batter walks, then one run is scored.  This will take place until the ball is put into play.  At that point there is no ghost runner unless an over the fence homerun is hit or a ground-rule double.  When you have runners on first and second and you receive a walk, you may move the runners to second and third and choose to lose the runner on first.

13. Tie Breaker Rule:  If a game is tied after six (6) innings for majors and five (5) innings for minors, extra innings will begin with runners on base.  The (7th inning major) (6th inning minor) would start with a runner on second base.  That runner will be the last batter from the previous inning.   The (8th inning major) (7th inning minor) would start with runners on second and third.  All innings from the (9th inning major) (8th inning minor) on would start with the bases loaded until a winner is declared.  Teams with three (3) players would start with runners on second and third with NO ghost runners from the (9th inning major) (8th inning minor) on. 

V. THE PITCHER

1. A pitcher will get ten (10) warm-up pitches before the start of the game once he takes the mound and seven (7) between innings. A relief pitcher will receive ten (10) 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 goes beyond 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.

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, the warning remains with that particular batter for the remainder of the game.

2. Infield Fly Rule:  If there are runners on first and second or first, second, and third with less than two outs, a batter may wish to yell 'Infield Fly' when hitting a fly ball.  This immediately declares the batter out and the runners may hold on their current base.  If the batter doesn't yell 'Infield Fly' before the ball touches the defensive players hand the ball is live and the batter is not out.

3. A hit batsman results in a ball only unless he/she is hit in the head.   If hit in the head, the batter is awarded first base.  (Also see Section VI, Rule 4)

4. The hands of the batter 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.

6. Bunting is NOT allowed.

VII. GENERAL RULES

1. Reporting the official score will be the winning team's responsibility.

2. Consult your Director for calls not mentioned herein.

3. Tournaments will be round robin with a single elimination playoff.

4. A coin toss will decide the Home team during the round robin format. The higher seeded team will have choice of either Home or Away team during the playoff rounds.

5. There is no refund on tournament fees once a team is registered.

6. 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.

7. All teams and players will respect and adhere to the rules of Fast Plastic and common decency. Any violations may result in an ejection from the game and/or tournament.

8. Formal protests must be lodged to the Regional/Tournament Director and only prior to the next pitch. Judgment calls cannot be protested. All decisions made by the Director will be final.

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

10. The Regional/Tournament Director is in complete charge of the tournament.

Copyright Š 2006 Arizona Wiffleball League. All rights reserved.