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AWA Official Rules

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AWA Battery Atlanta Rules

 

 

 

Atlanta Wiffleball Association

Wiffle In the Plaza @ The Battery Atlanta

 

OFFICAL LEAGUE RULES

 

Playing Equipment

 

1.00: BALL: Only unaltered baseball sized Wiffle ball brand balls with be used (8 slots on one side).

 

1.01: BASES AND PITCHERS PLATE: All bases will be 38’ apart, the front edge of the pitcher’s plate shall be 36’ from the back point of home plate. 
Second base will be 53' from home plate.

 

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 3’ behind the back point of home plate (39' from the front of the pitching rubber).

 

1.03: BAT: Only unaltered "classic yellow" Wiffle bats are to be used. Bats may be taped on the molded grip area. 
Women are allowed to use the black Louisville Slugger bat.

 

1.04: GLOVES: Baseball gloves are NOT allowed while playing a defensive position.

 

1.05: FOOTWEAR: No metal spikes are allowed. Plastic cleats or turf cleats are permitted. Bare feet are not suggested but 
are allowed.

 

Team and Game Regulations

 

2.00: TEAM PLAYER REQUIREMENTS: 5 players required for lineup. If short players, a minimum of 3 players per team to play a regulation game or your team forfeits. Any batters who are not in a designated fielding position shall be considered extra hitters. Extra hitters are treated the same as the fielding positions for defensive substitution purposes, and may be freely rotated.

 

2.01: HOME/AWAY PROCEDURE: Will be pre-determined in scheduling. 

2.02: FIELDING: Teams are required to have 5 players in the field; four fielders and one pitcher.

 

2.03: GAME LENGTH: A regulation game is 5 Innings or 45 minutes, whichever comes first. When the game is in question,  there will be a 5 minute grace period to try and finish. *We are on a tight time schedule and try to be flexible. NO STALLING of any kind will be permitted. Don't argue calls, remember we are here to have fun! Rules regarding calls can be found at (8.1)

 

2.04: RAIN OUTS: Games become official after 4 full innings, or after 3.5 innings if the home team is ahead.

 

2.05: TEAM TARDINESS: If a team does not have enough players to field a team 10 minutes past the scheduled start time of the game, the commissioner may forfeit the game to the team present, at a score of 60.

 

2.06: 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 the team has a substitute not in the current lineup, but on the roster, then they can sub him into the game in place of the leaving or hurt player.

 

Pitching

 

3.00: SPEED LIMITS: Pitching for this league is medium or around 50 mph maximum speed.

 

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. 

 

3.02: BALKS: Balks are legal. Pitchers must have their foot in contact with or very near the pitching rubber when they release the ball.

 

3.03: ROTATION: No pitcher may pitch 2 innings in a row.

 

Batting

 

4.00: BUNTING: Bunting is not allowed.

 

4.01: STRIKES: Batters will be charged with a called strike when 1) a legally delivered pitch hits the strike board without first touching any other object, including the ground, 2) a batter, intentionally or unintentionally, extends any part of his body outside of the batter’s box and interferes with a pitched ball before it has passed the strike board.

 

4.02: HIT BY PITCH: Batters that are hit with a pitch and do not swing will be awarded a ball, but will not be awarded first base for the reason of being hit with a pitch.

 

4.03: FOUL BALL ARC: A line between the first and third base foul lines shall be drawn 20’ from home plate. This line will be treated as a foul line in the exact same manner as the other foul lines between home and first or third base.

 

Walks and Strikeouts

 

5.00: BASE ON BALLS: 5 balls shall entitle a batter to a base on ball, a walk.

 5.01: FOUL TIP: A ball which is fouled off the bat and then hits the strike board without first touching any other object, including the ground is a foul tip. A foul tip is dead the moment it touches the strike board and is considered a strike.

 

5.02: After two strikes, a foul tip that hits the strike board is considered to be caught by the catcher and the batter is out.

 

Base running

 

6.00: LEADING OFF BASE OR STEALING: There shall be no leading off or stealing. A runner must remain in contact with the base until the batter makes contact with the ball.

         COMMENT: A base runner who leaves base before the batter makes contact with the ball shall be called out.

 

 6.01: MISSED PEGGING ATTEMPTS: Runners may advance at will, as long as the overthrown ball stays inside the fair field of play. Any ball thrown into the bench area or in/around/beyond the backstop will be considered out of play. If the ball continues into foul territory, the lead runner is awarded the base they were headed plus one base.

 

6.02: PEGGING: Fielders may throw the ball at runners. Runners struck will be out. Runners struck with a thrown ball which first hits any player, a base, or the ground first, will be out. Any balls that strike a runner, regardless of whether the runner is safe or out, will cause an immediate dead ball situation.

     COMMENT: It does not matter if the ball is knocked loose on the tag, as long as the ball “strikes” the runner, the runner is out. On a peg or a tag, if a defensive player maintains possession of the ball, the ball is live, if a defensive player loses possession of the ball, the ball is dead.

 

Fielding and Outs

 

7.00: PITCHERS PLATE FORCE OUT: The pitchers plate is equal to 1st base. Any batter that does not reach 1st before the ball is caught by any player standing on the pitcher plate is out.
 Additionally, when bases are loaded pitchers plate equals Home Plate, but ONLY then.

 

7.01: PITCHERS PLATE DEAD BALL: Once a player has obtained control of the ball on the plate, the play shall be immediately dead and any runners between bases shall return or advance to the base they are closest to at the time of the dead ball.

    

7.02: INFIELD FLY: There shall be no infield fly rule.

 

7.03: BUCKET: A five-gallon bucket of balls shall be allowed to be placed near the pitcher’s circle, but not in front of the pitcher’s plate. Any batted ball that hits the bucket, or any balls that have fallen out of the bucket, shall result in an immediate dead ball, and all runners including the batterrunner shall advance one base. A thrown ball that hits the bucket, or any balls that have fallen out of the bucket, shall be live and in play. A thrown ball that stays inside the bucket, shall result in an immediate dead ball and runners advance or return based on the pitcher’s hand rule.

 

Ground Rules and Additional Rules

 

8.00 SITTING PLAYERS: If you have an extra player not in the field, please have that player remove foul balls or strikes that have bounced back into the field of play and place them in the return bucket or toss back to the pitcher. When batting, teams are responsible for keeping their own statistics. This is very important. Make sure someone has it at ALL times!

 

8.01 CALLS: Be honest! Make the right call! Remember, this is a social league and we are all here to have a good time! Defense has first call on safe/out plays and defense has first call on catches. If no one has a great look except one person regardless of team and they are absolutely sure, go with their call. A league official will be present to oversee and make FINAL call if a mutual agreement is not quickly made by the two teams.

 

8.02 NO CATCHER: There is no catcher. If a runner passes the midway point between 3rd and home and any thrower hits the strike zone before he crosses the plate, the runner is out. In addition, all defensive throws to home plate result in a dead ball.

 

8.03 DEAD BALL: Ball is dead on any peg attempt of runner between third and home plate. Peg attempts on other runners are considered live balls and play continues. If peg misses, runner advances to next base.

 

8.04 OUTFIELD FENCE: The Outfield wall is the fountain bench. The light pole at the end serves as the RF Fair pole. Any ball that touches it above the fountain height is considered a home run.

 

8.05 GROUND RULE DOUBLE: GR Double if a batted ball bounces over the fountains.

 

8.06 FIELD OF PLAY: The concrete is out of bounds and balls caught without at least one foot originating in the field of play are considered out of bounds.

 

 

 

 

 

 

Atlanta Wiffleball Association

Official 2018 Fast Pitch Rules 

 

Atlanta Wiffleball Association Official Rules 2018

 

The Official Rules of Baseball and the Case Book of the Official Rules of Baseball as adopted by the Major League Baseball Playing Rules Committee will govern all league circumstances, with the following exceptions:

 

Rosters must be no less than 3 players and no more than 5 players.

 

Playing Equipment

 

1.00: BALL: Only unaltered baseball sized Wiffle ball brand balls with be used (8 slots on one side).

 

1.01: BASES AND PITCHERS PLATE All Bases will be 42’ apart, the front edge of the Pitcher’s Plate shall be 41’6” from the back point of home plate.

 

1.02: STRIKE BOARD: The strike zone will consist of a board that measures 22” wide by 29” tall. The strike zone will be 12” off the ground, and located 3’6” behind the back point of home plate (45’ from the front of the pitching rubber.

 

1.03: BAT: Only large, completely hollow barrel bats no larger than 2.75in across barrel will be used. Bats may not measure over 37in in length. Bats may be taped at the handle only. Any bat that fits these criteria can be used but must first be approved by the commissioner.

 

1.04: GLOVES: Baseball gloves are NOT allowed while playing a defensive position. Batting gloves ARE allowed.

 

1.05: FOOTWEAR: No metal spikes are allowed. Plastic cleats, combinations of metal and plastic or turf cleats are permitted. No bare feet allowed.

 

Game Regulations

 

2.00 Before the game begins-

(a) Both teams shall be made aware of any rules that are specific to the park or field.

(b) Lineups and starting pitchers shall be recorded on the score sheet or reported to the official scorer if applicable.

(c) No game shall start without a minimum of 15 usable balls per pitcher. Balls shall not be returned to a pitcher during an AB.

 (d) The Commissioner shall be the sole judge as to whether a game should be delayed, suspended, or postponed due to weather or unfit field conditions. A period of no less than 30 minutes will be given before any game will be called.

(e) If a team does not have enough players to field a team 15 minutes past the scheduled start time of the game, they shall forfeit the game to the team present, at a score of 60 unless both parties agree to a postponement and/or rescheduling.


2.01:
REGULATION GAME: A regulation game is five (5) innings, with three (3) outs per half-inning.

2.02: EXTRA INNINGS: In the event of a tie after five (5) innings of play a sixth inning will be played to determine a winner. This inning will start with the player who made the last out the previous inning on 2nd base and the lineup continues naturally.

(a) In the event of a tie after six (6) innings both teams will be given one additional at bat with no one on base, starting with the next batter due up, and the team with the best outcome ( BB better than out, single better than BB, double better than single, etc.) will be awarded the victory. These additional ABs will continue until a winner is determined and must be pitched by the last pitcher used in the 7th  inning unless injured or fatigued, in which case, the opposing team will choose the pitcher.

 

(b) In the event of a tie after five (5) innings in the playoffs, the game will continue into extra innings until there is a winner with rule 3.01(runner on 2nd base) carrying over until the game is completed

2.03: MERCY RULE: If the home team is winning by more than 10 runs after 2 1/2 innings the game will be stopped and the home team will be awarded the win by Mercy Rule.

2.04: If the visiting team is winning by more than 10 runs after three (3) innings the game will be stopped and the visiting team will be awarded the win by Mercy Rule.

2.05: No team shall lose by Mercy Rule without batting three (3) full innings.

2.06: UGLY: If the total runs scored by both teams exceed 25 runs at any point in the first four (4) innings, the game will end at the conclusion of the 4th inning and the natural extra inning procedure will start an inning early.

2.07: RAIN OUTS: If after two and 1/2 (2.5) innings the game is called due to weather and the home team is winning the home team will be given the win.


2.08:
If after three (3) innings the game is called due to weather and the visiting team is winning the visiting team will be given the win.

2.09: If a game is called and the score is tied or the minimum inning requirements to be an official game were not met the game will be replayed from the beginning and the stats will not count.

2.10: SP WIN REQUIREMENTS: The starting pitcher must pitch at least three straight (3) innings to qualify for a win.  

(a) The starting pitcher must pitch at least five (5) innings to qualify for a shutout.

2.11: SAVE REQUIREMENTS: A relief pitcher must record one (1) out per run his team is ahead by to qualify for a save.

2.12: A pitcher may not throw more than  five (5) warm up pitches between innings.

 

Team Requirements

 

3.00: TEAM PLAYER REQUIREMENTS: Minimum of two (2) players per team to play a regulation game. A lineup may have up to five (5) batters. Any batters who are not in a designated fielding position shall be considered Designated Hitters. Designated Hitters are treated the same as the fielding positions for defensive substitution purposes, and may be freely rotated.

 

3.01: PITCHER DEFENSIVE SUBSTITUTIONS – Once a player has been in the pitcher’s position, and has been removed from that position, the player may return as the pitcher in that same game. In order to qualify for a win though, a starter must pitch three (3) innings from beginning of the game.

 

3.02: FIELDING: Teams are required to have three (3) fielders; two fielders and one pitcher, but may play with 2 if they choose. Teams cannot play with only 1 person.

 

Lineups


4.00:
LINEUP: A team may have from two (2) to five (5) players in their line-up. The line-up at the start of the game may not change during the game unless,

       (a)  Player is injured and can not play for the rest of the day.

       (b)  Player has to leave the field for personal reasons.

(c)  Player arrives late and there are four (4) or less batters in his team's lineup. He must take the last spot in the lineup.

4.01: If a team bats two (2) players in their lineup there will be a player named "Out" as the third man in the lineup in any of the first four innings of the game that the team attempts to bat two batters. The result will be a groundout. Starting in the fifth inning, and until the end of the game, the team will return to three (3) out innings regardless of how many batters are in the line up. The team may add a third player from it's roster at anytime during the game and the out will no longer be charged.

 

Pitching

 

5.00: SPEED LIMITS: Pitching for this league is medium to fast. No mph limit.

 

5.01: 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 scuffing or cutting is allowed.

 

5.02: BALKS: Balks are legal. Pitchers must have their foot in contact with the pitching rubber when they release the ball.

 

5.03: ROTATION: Pitcher rotation is required. No pitcher can go over 5 innings combined for both games. All rotation requirements are for that day only and do not carry over to the next week. Managers shall indicate to the opposing manager any pitchers who are NOT eligible to pitch that game.

 

Batting

 

6.00: BUNTING: Bunting is not allowed.

 

6.01: STRIKES: Batters will be charged with a called strike when 1) a legally delivered pitch hits the strike board without first touching any other object, including the ground, 2) a batter, intentionally or unintentionally, extends any part of his body outside of the batter’s box and interferes with a pitched ball before it has passed the strike board.

 

6.02: HIT BY PITCH: Batters that are hit with a pitch and do not swing will be awarded a ball, but will not be awarded first base for the reason of being hit with a pitch. However, should the batter be struck in the face, they will have the option of taking a base or continuing the AB.

 

6.03: FOUL BALL ARC: An arc between the first and third base foul lines shall be drawn 20’ from home plate. This line will be treated as a foul line in the exact same manner as the other foul lines between home and first or third base.

 

Walks and Strikeouts

 

6.00: BASE ON BALLS: Five balls shall entitle a batter to a base on ball, a walk.

 

6.01: FOUL TIP: A ball which is fouled off the bat and then hits the strike board without first touching any other object, including the ground is a foul tip. A foul tip is dead the moment it touches the strike board.

 

6.02: After two strikes, a foul tip that hits the strike board is considered to be caught by the catcher and the batter is out.

 

Base running

 

7.00: LEADING OFF BASE OR STEALING: There shall be no leading off or stealing. A runner must remain in contact with the base until the batter makes contact with the ball.

         COMMENT: A base runner who leaves base before the batter makes contact with the ball shall be called out.

 

7.01: COURTESY RUNNERS/GHOST RUNNERS: In the event that a batter is due up to bat in the batting order and is still on base, another player from the player’s team may run in their place without being counted as a substitution. If no player is available as a courtesy runner, the team may use a “ghost runner”. The ghost runner must be the trailing runner on base. All ghost runners must be forced to advance to the next base by the batterrunner, and a force out at a base for the ghost runner can be made if the fielder completes the force play before the batterrunner that is forcing the ghost runner reaches first base.

         COMMENT: The bases are loaded, but a ghost runner is on first base because a team only has three players and one of them has to bat. A ground ball is hit to the left fielder, who grabs the ball and steps on second base before the batterrunner gets to the first base. The ghost runner is forced out at second, and the batterrunner is safe at first on a fielder’s choice.

 

7.02: MISSED PEGGING ATTEMPTS: Runners may advance at will, as long as the overthrown ball stays inside the fair field of play. Any ball thrown into the bench area or in/around/beyond the backstop will be considered out of play. If the ball continues into foul territory, the lead runner is awarded the base they were headed plus one base.

 

7.03: PEGGING: Fielders may throw the ball at runners. Runners struck will be out. Runners struck with a thrown ball which first hits any player, a base, or the ground first, will be out. Any balls that strike a runner, regardless of whether the runner is safe or out, will cause an immediate dead ball situation.

     COMMENT: It does not matter if the ball is knocked loose on the tag, as long as the ball “strikes” the runner, the runner is out. On a peg or a tag, if a defensive player maintains possession of the ball, the ball is live, if a defensive player loses possession of the ball, the ball is dead.

 

Fielding and Outs

 

8.00: PITCHERS CIRCLE FORCE OUT: In addition to any other method of putting out runners, any force out may be made if a player obtains control of the live, batted or thrown ball, in a circle that is 10’ in diameter and centered on the midpoint of pitcher’s rubber, before the runner reaches a base. Should there be more than one force out in play, only one force out shall be made on a single play. The lead force shall be the first one affected, but should it not have been in time, subsequent forces will be enforced in continuing lead order.

     COMMENT: Runners on first and second. Batter grounds a ball to the fielder, who throws it to the pitcher. The runner going from second to third is the lead force, but he gets to base before the pitcher has the ball in the circle, so he is safe. The runner going from first to second is the next lead force, and he does not get to second before the pitcher gets the ball, so he is out. The batterrunner is safe at first on a fielder’s choice.

8.01: PITCHERS CIRCLE DEAD BALL: Once a player has obtained control of the ball in the circle, the play shall be immediately dead and any runners between bases shall return or advance to the base they are closest to at the time of the dead ball.

     COMMENT: Runners on first and second. Batter grounds a ball to the fielder, who throws it to the pitcher. The runner going from second to third is the lead force, but he gets to base before the pitcher has the ball in the circle, so he is safe. The runner going from first to second is the next lead force, and he does not get to second before the pitcher gets the ball, so he is out. The batterrunner is safe at first on a fielder’s choice. If the runner at third was past third base when the pitcher caught the ball, the runner would be awarded the base they are closest to at the time.

     COMMENT: Again, the situation if a fly ball or line drive that is caught inside the pitchers circle creates a unique situation in regards to this rule. If runners are on base, they may usually tag and advance on a caught fly ball. However, in this situation, in which a player is already in the pitcher’s circle when they catch the ball, runners may not advance, and are not awarded the next base on the dead ball. Runners may not advance on a caught fly ball until the player has caught the ball. And when the player catches the ball inside the pitcher’s circle, it is immediately dead, and the runner is still “on base”. So they would not be able to advance. If they are off base, and did not tag up they would return to the base

8.02: PITCHER'S CIRCLE DOUBLE PLAY: If there are baserunners and a defensive player catches the ball in the circle from a batted ball or another defensive player before the lead runner reaches their base, they are out, but batter can be thrown out as well if the player hits the K board BEFORE the batter reaches 1st base. Once the lead runner is out by a held ball in the circle, the play is DEAD to all players EXCEPT the person holding the ball and the batter so this is a FREE throw. 

8.03: RUNNER GOING HOME: Any runner who has rounded 3rd can be thrown out by hitting the Strike Board. If runner pauses before reaching halfway point(20ft) he is considered safe at 3rd as all peg attempts at home result in an automatic dead ball. However, if the runner has passed the halfway point, regardless of whether they have stopped or not, and the ball hits the strikezone, the runner is out. 

 

 

8.04: BUCKET: A five-gallon bucket of balls shall be allowed to be placed near the pitcher’s circle, but not in front of the pitcher’s plate. Any batted ball that hits the bucket, or any balls that have fallen out of the bucket, shall result in an immediate dead ball, and all runners including the batterrunner shall advance one base. A thrown ball that hits the bucket, or any balls that have fallen out of the bucket, shall be live and in play. A thrown ball that stays inside the bucket, shall result in an immediate dead ball and runners advance or return based on the pitcher’s hand rule.

 

8.04: Runner Going Home: Any runner who has rounded 3rd can be thrown out by hitting the Strike Board. If runner pauses before reaching halfway point(20ft) he is considered safe at 3rd as all peg attempts at home result in an automatic dead ball. However, if the runner has passed the halfway point, regardless of whether they have stopped or not, and the ball hits the strikezone, the runner is out.

 

 

Subs

                      

8.01: Subs: Non-league players may sign up to sub during the season. This must be done every week by Wednesday at midnight by email or text or FB post.  Managers will be able to choose between the subs based on waiver priority, however if the number of subs is less than the amount needed for all claims, priority will go to the team with the fewest players. Managers must submit their claim by email or text or FB post by Thursday at midnight. Players will be notified by the league on Friday if they are claimed and will confirm their participation. If they can no longer participate, the claiming team will be given their next choice. Subs are eligible for that week only. If players are claimed, agree to play and do not show without legitimate excuse, they lose postseason eligibility for 2018.  Subs who have played in 5 games or more are eligible for postseason play. After week 9 eligible Subs can be claimed for the postseason by teams based on descending order of 2018 Draft and the team retains their rights for the 2019 season. Each team is allowed one additional player if they choose; remember however, postseason lineups are still limited to 5 a game.

 

 

Franchise Rules


9.00:
The Franchise is a team that will consist of three (3) to six (6) players.

1. A Franchise may hold a 6th player on roster provided the player does not play. If the designated 6th player plays in an AWA FP game the Franchise must give up the 6th player designation and must immediately trim their roster to five (5) players.

9.01: Franchises must have an Owner.

9.02: The Owner will be,

(a)  Responsible for choosing his Team's Name.

(b) Responsible for signing or drafting the required number of players to his roster.

(c)  Responsible for any other player transaction.

(d)  Familiar with the 2018 AWA FP Rules rules.

(e)  Required to make his team aware of their schedule on a week-to-week basis.

(f)  Required to hand in a completed scoresheet after every game.

9.03: All Franchisees (Owners) must pay their yearly League Registration fee no later than April 1, 2019.

9.04: A Franchise may only acquire players through the Draft, by trade or by making a successful waiver claim.

9.05: A player may stay with a Franchise indefinitely if the player chooses to do so, teams retain rights for three seasons, after which the player must be signed on a yearly basis.

9.07: A Franchise may trade any player this year or release any player after this season.
9.08: Franchises may only use current MLB team names. Names will be awarded on a first come first serve basis.

9.09: A Franchisee may have his ownership revoked for failure to abide by AWA FP rules.

9.10: Team uniforms are encouraged but not required in 2018, though this will change over time. We simply ask that you wear matching team colors. However alternate color throwbacks are always acceptable.

 

 

Park Rules

 

10.01: Do not park in the grass to your right (beside field). Line up on the pavement or in the grass on the left as you come in.

 

10.02: Be respectful of the park and dispose of all trash.

 

10.03: All players in second Doubleheader are asked to help take down fence and any other game day preparations. If we all pitch in, this should take less than 10 minutes. Same goes with setting the field up for players in the first Doubleheader. If you get there early, please help set up the field and cameras so we can get started ASAP.