RULES

  • Teams​

    • Teams are structured to have 8 on the field, 1 pitcher and 7 fielders. 

    • If one team signed up and players did not show, they are still allowed to play but the other team is not required to balance the amount of active players

    • There is a maximum of 8 players in a lineup and on the field. 

    • There is a soft minimum of 5 players, but teams may choose to play with any number from 2-8. (You can play alone if you want, but that's why we have a mercy rule)

    • If you choose to play with less than 4, ghost runner rules will be in place (mentioned below)

  • Pitching

    • Fast Pitch

    • To be called a strike, the ball must make contact with the strike zone without making contact with any object beforehand

    • Strike Zone will be shoulders to knees like MLB, with the zone adjusting its size per batter

  • Field Dimensions

    • Mound to plate is 42 feet, 4 inches

    • Basepaths are 60 feet

    • Fence distance will change per game, ranging from 70-130 feet. 

  • Ball in Play

    • Balls can never go out of play unless stuck in a foreign object. Ball must be stuck, if contact is made and bounces away, ball remains live.​

    • No Bunting

    • No Stealing or Leading Off

    • No Pegging (You're not losing an eye on our watch, no pun intended)

    • Outs at bases are treated the same as MLB rules, including force outs, tag plays, etc. This makes it wise to have players stationed at each base for games. 

  • Rosters

    • Open ended substitutions​

    • Lineup orders cannot be changed whatsoever.

    • Pinch Hitters/Runners entering the game can only hit from the spot in which they initially entered the game. They cannot re-leave the game and reenter at another spot. 

    • Fielders may be positioned wherever, as long as it does not exceed a pitcher and 7 fielders.

    • Lineups are to be submitted 7 days before the tournament. An email will be sent to captains prior to each tournament. This is your lineup for the entire tournament so we can maintain organization and efficiency. 

  • Game Length

    • Mercy Rule is 15 runs after the bottom of any inning​

    • If it is 15-0 entering the top of the 2nd, the game is over

    • Games are scheduled for 6 innings in length. This is our goal, but to keep the tournaments moving, no new inning begins once the 1 hour 15 minute mark is reached. 

    • The hard limit is 1 hour 45 minutes for games, as the following game is scheduled to begin precisely 1:45 after the current game. 

  • Scuffing

    • Scuffing is a common practice among wiffle ball leagues where players are allowed to scuff their own balls. This allows pitches to move more wildl​y and unpredictably.

    • As a league, we understand that this is an inherent part of wiffle ball. That being said, we will provide all wiffle balls pre-scuffed. Balls will be spray painted to ensure that any new scuffs are easily found.

    • The league will provide 5 balls to be left at the mound for the pitcher to choose from. At the end of the inning, all balls must be left at the mound. 

    • We do this to keep the playing field level. How you choose to throw the ball is up to you, but to maintain a fair game and integrity of our league, this is the process. 

  • Instant Replay

    • Teams are given 1 challenge per game.​

    • Official review will occur for every inning after the 5th. These can be requested at any point, and discretion is given to game officials to decide whether or not to review the play. 

    • Reviewable plays will mainly consist of safe/out calls on the base paths at any base. Our instant replay system is currently undergoing testing and reviewable plays will be edited before the first tournament. 

  • Ghost Runners

    • Ghost Runners are not fast. They move the amount of bases of the hit. (Single moves the ghost runner one base and so on)​

    • Ghost Runners may score on deep fly balls. Judgment call from officials. This can only happen on 3rd base. Ghost Runners cannot move bases on outs at any other base. 

    • Ghost Runners move at the speed of the hitter. If the defense get the ball to the base the ghost runner is advancing to before the batter reaches first, the ghost runner is out. 

  • Equipment

    • Bats and balls are supplied. Non-SDWBL bats and balls are not allowed.​

    • You can bring batting gloves, fielding gloves, glasses, eye black, etc. 

    • No metal cleats.