Wiffle Dixie Social League

Make-A-Wish Charity Tournament Rules

(Updated 8/1/2018)

 

The first and most important rule is to have FUN. If you are not committed to having fun, you cannot participate in the Wiffle Dixie Social League.  Every week, there are just as many teams that win as those that do not win (some may deem them losers).  If you win, win with dignity. If you lose, lose with respect for the victors. Keep the spirit of the game in mind.  Bending the rules or going around the rules will not be tolerated.  The following are the charity tournament rules and Code of Conduct which are subject to change at the discretion of Wiffle Dixie commissioners.

Code of Conduct

The Wiffle Dixie Social League is a recreational league which is dedicated to providing a fun and safe environment for all participants. The League expects a certain level of conduct in order to foster an enjoyable playing atmosphere for the players, captains, and fans.

  1. All players and captains will exercise good sportsmanship towards umpires, the other teams’ captains, players and fans.

  2. The league commissioners, captains, and all players, will be treated with courtesy and respect.

  3. No inappropriate language or behavior (including fighting) will be tolerated by players or fans.

  4. Disputes with a call should be handled politely and calmly.

  5. The Head Coach/Captain for a team is responsible for the behavior of his/her players and the friends/fans of the players.

  6. Any players or teams fighting or causing repeated problems may be removed from the tournament at the discretion of the league commissioner(s) without refund or previous warning.

  7. Players/Teams agree to display good sportsmanship, positive behavior, and accept winning or defeat with dignity at all times as well as take pride in personal & team accomplishments.

  8. If you feel you are taking advantage of or feel your actions may be breaking the rules, then you most likely are doing something contrary to the spirit of the game.

  9. Any behavior of players or teams that the league commissioner(s) deem detrimental or feel to disrupt Wiffle Dixie’s written or unwritten/implied code of conduct and/or compromise the spirit of the league may be immediately and permanently removed from the tournament at any time without a refund or future invitation.

 

 

Rules

  1. Equipment and Field Set Up

  1. Only baseball size Wiffle® brand balls and bats and the Easton Pro Stix for female players and kids 13 and under only, provided by the league, are to be used during game play.  Any other equipment not supplied by Wiffle Dixie may not be used. You cannot use your own bats and balls.

  2. There will be four (4) bases (First Base, Second Base, Third Base, and Home Plate) which will be 45 feet apart. Also, an extra base will be placed next to first base for the batter running to first so to avoid collisions with the first baseman. This base will only be used when running to first from home plate.

  3. There will be an object strike zone placed 3 feet behind the tip of home plate measuring 24 inches wide, and 27 inches tall.  The strike zone will be 38 feet from the pitching plate. The pitcher’s mound is at 35 feet from the back tip of home plate; the strike zone is 3 feet or 1 wiffle ball bat + 4” from the back of home plate.

  4. Gloves are illegal in the field. Batting gloves are allowed, but only to be used while batting and not while fielding. Hats, shirts, or other objects may not be used to catch or swat a ball.

  5. The batter’s box will be 8” from home plate on either side as marked with the batter box carpet.  The carpet may not be stepped on while at bat as this is perceived as crowding the plate during the pitch.

  6. Altering the bats and balls in any way will not be tolerated – tape, ice, sandpaper, water, pine tar, etc.  Anything that is deemed trying to get an advantage is not allowed.  

  1. Team Requirements

  1. Teams must carry at least 7 players on their rosters. Teams must have a 2 to 1 ratio of male/female players rounding down (e.g. 6 guys/3 girls or 5/guys/2 girls).  Any exceptions will be approved prior to the start of the tournament.  

  2. There are no grace periods to wait for the other team or your teammates. Games start with who you have at game time.

  3. A maximum of 7 players will play the field.

  4. Minimum of 3 players is needed to start a game; of those players one must be female. A maximum of 5 men on the field are allowed regardless if a team is short female players. If a team is short female players, the following rules apply:

  • Only has 1 female player:  6 fielders (1 female and 5 males). These teams will have an automatic out at the end of the lineup.

  • Only has 2 female players and exceed the ratio 2 to 1 Men to Women:  7+ fielders (2 women and 6-7 men). These teams will have an automatic out at the end of the lineup.

  • Does not have any female players: will result in a forfeit

  1. Game Length

  1. Games are 5 Innings (3 outs per team, per inning) or 40 min from scheduled start time (whichever occurs first).  If the game is tied after 5 innings, the game will end in a tie unless you have time to complete another inning before the next scheduled start. In that case, an extra inning may be played if time allows.  If an extra inning is not completed before the next scheduled game, then the game will remain a tie. Note only complete innings count unless unneeded (e.g. the home team takes the lead in the bottom half of the inning.)

  2. A team can only score up to 10 runs in an inning. One 10 runs are score within the half inning, then the half inning will end regardless of how many out have been made.

 

  1. Batting

  1. The official batting order must be declared before the start of the game and maintained throughout the game. Batting lineups must be written on the score sheet for both the home and visiting team prior to the start of the game.  Players arriving after the start of the game will be placed at the bottom of the lineup.  In order for a batting out-of-order call to be considered, the defensive team must wait for the out-of-turn batter to complete their turn at bat. This is when batting out of order will be questioned and ruled.  If the batting order is violated, the out-of-turn batter will be declared out following the completion of his/her at-bat regardless of the result of their at-bat. The runners will return to the positions from the start of the at-bat and the batting order will be corrected. However, if the correct batter realizes that it is his/her turn to bat before the completion of the out-of-turn batter’s at-bat, the count will remain the same and the correct batter will be allowed to finish the at-bat without further penalty. If no appeal is made before the next pitch following the batting out of order, the at-bat will stand and the batter following the previous hitter in the original line-up will be up to bat.

  2. Batters will get up to 5 pitches from a teammate that is not on base. The object from the pitcher would be to throw a ball that is easy to hit. The pitch cannot be involve in a play after it is hit (see fielding rules)

  3. The batter is out after three strikes.

  4. Foul balls are considered strikes. If a batter has two strikes and fouls, then the batter is out.

  5. If a batter stops or prevents a potential strike by leaning into the pitch or blocking the pitch with the hand or body, that pitch will result in the next strike.  

  6. Bunting is not allowed.  All batters must attempt a full swing at each at-bat.  If a bunt is attempted and the batter’s wrist does not “break”, the play is dead and the batter is out.  You may not square up for a bunt or hold any part of the bat other than the handle.  

  7. Throwing bats deliberately to distract fielders will result in an automatic out.

  8. Each present team member must be represented in the batting lineup.

  9. A homerun is a ball that goes over the homerun line (not land on it) or hits a foul cone before touching the ground.  Fielder can catch a fly ball across the homerun line but must be in bounds prior to the ball being hit.

  10. Foul Pole: we do not have foul “poles” so it is very hard to determine if the ball wrapped around the "pole".  It must be extremely obvious to be a HR. Please use common sense here. If the ball lands 20 feet past the HR line and only inch on the foul side, then it was most likely a HR.  If the ball lands only 2 feet foul but only inches past the cone, it did not wrap around the pole.

  11. Batters in batting box – As the pitcher delivers the pitch, the batter's feet must be WITHIN the lines (off the carpet). The batter cannot stand any closer than the line which is 8 inches from home plate however the batter can stand as far away as he/she chooses from Home plate.

  12. Batter’s Hands/Knob of Bat:  Any pitch that hits your hands or below (the knob or handle) is a non-pitch regardless if it’s a swing or not. This does not mean you can block the plate with your hands, that would still be a strike. 

 

  1. Pitching

    1. The pitcher will be someone form the batting team that is not on base.

    2. Pitchers must pitch from or near the rubber. They can move closer to the plate if they are struggling to throw the ball.

    3. Any type of pitching grip is allowed. Pitchers are allowed to pitch underhand, sidearm or over the top.

    4. No loading balls (i.e., putting rocks inside the ball, tape on the ball, etc.)

    5. Pitch speed is up to the batting team.

    6. If a pitcher is up to bat, then be ready with another pitcher as not to delay the game.

    7. The batter will have a maximum of 5 pitches thrown to them.

    8. It's a strike if the ball:

  • is swung at and missed,

  • is hit foul

  • hits the strike zone,

  • is blocked by the batter (see rule 4e).

    1. If a pitched ball happens to hit the bat while the batter holding their stance or trying to get away from a wild pitch and has not attempted to swing and isn’t blocking the strike, the pitch will NOT be considered a foul ball or a strike. It will count toward the maximum of 5 pitches per batter.

  1. Base Running

    1. No stealing or leading is allowed; however, sliding is allowed.

    2. Runners may be tagged out at any time when the ball is live when not touching a base. This includes when a ball is hit and is live from the bat whether it has hit the ground, a fly ball, or a line drive.

    3. Tagging up is allowed on any fly ball or line drive outs. Runners who leave early can be tagged out at the base they left.  A tag-up can start as soon as the opposing player makes contact with the ball.

    4. Runners may not stand near a player and linger while the defensive player is trying to catch a pop fly in the base path and cannot distract the fielder by yelling at the player, flailing your arms, or touching them.   If this happens then the base runner is out.

    5. If the runner runs outside the baseline (approximately 5 feet) to elude a ball thrown at them they are out.  If the runner runs outside the baseline to elude a fielder blocking the baseline or to elude a fielder in the process of fielding a ball, then they are still "live" and can continue running to the next base.

    6. A player who would usually be forced to the next base must advance to the next base on any ground ball. Failure to do so will result in the runner being automatically out.

    7. A base runner is out if:

  • The ball touches any base runner and he's not on a base. Consider the ball like “poison” if the ball hits you anyhow, anyway and you are not on a base you are out.

  • The fielder tags the base in which the base runner is headed in a force out situation.
    The base runner is tagged out.

  • Hit with a thrown ball below the neck.

  • The base runner over runs 2nd or 3rd base and is tagged.

  • Base runner is hit by a batted ball

    1. Base runner is hit by a batted ball: If a base runner is hit directly by a                                                                                                           batted ball (one that the fielding team did not touch), then the base runner is out regardless if he/she is on base. The batter is then awarded first base, and other base runners will only advance if forced. Let’s say you have bases loaded and a batted ball hits the player on 2nd base. That player would be out, the player on 3rd stays where they are, the player on 1st goes to 2nd and the batter takes 1st base.

    2. You may “Hit and Sit” on a homerun (no base running appeals allowed).  This means after hitting a homerun over the fence/line, the batter does not have to touch any of the bases.  All runners on base at the time of the homerun do not have to touch any more bases. The players may simply run off the field if desired. We recommend running bases, but the rule avoids a controversial play on a HR that someone may or may not have touched a base.

    3. Any flagrant contact by runner will not be tolerated. When a defensive player has the ball and is waiting for the runner and the runner deliberately, with great force, crashes into the defensive player, the runner is declared out and will be ejected from the game. The ball will be declared dead and all runners must return to the last base they legally occupied. If the act is to be judged flagrant by the captains, the runner closest to home also will be declared out.

    4. NO PINCH RUNNERS ALLOWED. If you are not healthy enough to run the bases, please do not push yourself and play as we do not want you hurting yourself further. The only exception is if a player is injured on a play and that player has made it safely to a base and cannot continue. Then and only then a pinch runner can be used but the player being replaced can no longer play in the game. Pinch runners will be chosen by the captains of both teams to find a mutually acceptable replacement.

  1. Fielding

  1. No more than 7 fielders may be on defense at any given time (maximum of 5 guys). Players may substitute freely on defense.

  2. All fielders, besides the catcher, must start play and remain behind the 1st Base/Pitcher mound and 3rd base/Pitcher mound diagonals until the ball is hit.  This is NOT the same diagonal as 1st base to 3rd base.

  3. Unlike Wiffle Dixie’s regular season rule, the pitcher’s mound is not out for first. If a fielder touches a base and has control of the ball prior to the runner reaching the base in which he or she is forced to run, then the runner is out.  Any defensive player may touch any base at any time for a force out.

  4. If a ball is hit in the air to a fielder who catches the ball and a runner leaves the base prior to the ball being caught and doesn't go back and tag that base, then the runner is out once a defensive player tags the base before the runner returns to that base.

  5. A foul-tipped ball caught by the catcher before it touches the ground is an out.

  6. If the catcher catches a foul ball anywhere in foul territory it is an out and the play is dead and runners cannot advance. This only applies to the catcher. If any other field player catches a foul ball you can tag up on the play.

  7. The "Dud Zone" is a clearly marked, triangular area 22.5 feet  along each foul line from the plate and across (halfway from home plate to first or third base). Balls that stop or are fielded in the "Dud Zone" are ruled as a foul ball; therefore the Dud Zone is considered foul territory.  As long as the ball is hit with the bat, the ball is live unless stopped, whether on its own or by a defensive player, in the “Dud Zone” or foul territory.  This means the ball may first hit any area in front of the strike zone first before going into fair territory including the carpet, home plate, or the “Dud Zone.”  The ball will be considered fair if rolled into fair territory without being stopped or touched.

  8. In-Field Fly Rule: Wiffle Dixie does NOT use the In-Field Fly Rule since catching a wiffleball may be more difficult to catch than a baseball or softball. However, a player may NOT intentionally drop a catch-able ball in an attempt to complete a double-play.  If a player intentionally drops a ball as determined by the Captains, then all players are safe and will advance to the next base including the batter running to 1st base. If the Captains determine that the player accidentally dropped the ball, then play continues per normal rules of play.

  9. The defense always has the right of way when fielding a batted ball.  It is the responsibility of the runner to avoid contact with the fielder when a fielder is attempting to field a batted ball.  If he does not avoid the fielder, then the runner is out.  A runner cannot plow over the 3rd baseman on a ground ball because he is in the baseline to 3rd base if he/she is in the act
    of fielding a live ball. A runner may, however, run in front or behind of the fielder as long as the runner is within the base line (approximately 5 feet) and doesn't distract, disrupt, or interfere with the play or fielder (running into, placing hands in player view, etc.). A runner standing and letting the ball go through their legs could be considered interference by hindering the view of a defensive player. OBSTRUCTION is the act of a fielder who, while NOT in possession of the ball and NOT in the act of fielding the ball, impedes the progress of any runner. If a fielder impedes a runner from reaching a base (i.e. "blocking the base or baseline", etc.), the runner will be considered safe at the intended base. If a fielder is about to receive a thrown ball and if the ball is in flight directly toward and near enough to the fielder so he must occupy his position to receive the ball he may be considered "in the act of fielding a ball." It is entirely up to the judgment of the umpire as to whether a fielder is in the act of fielding a ball. After a fielder has made an attempt to field a ball and missed, he can no longer be in the "act of fielding" the ball. For example, an infielder dives at a ground ball and the ball passes him and he continues to lie on the ground and delays the progress of the runner, he very likely has obstructed the runner.

  10. Peg Out Rule: If a runner is hit below the neck (or anywhere on body if sliding) with a thrown, batted, or deflected ball, then they are out if not on a base.  If a runner is pegged for the out, the play continues until the play is deemed dead. Fielders may throw at their own risk and if they miss the base runner or hit the runner while safely on a base, all base runners may run at will and at their own risk no matter where the ball goes.

  11. No Overthrows: There is not an overthrow rule.  Runners may advance at their own risk until the play is declared dead.  We do have a peg out rule see (Fielding 7j) In the Spirit of the game, if a ball that is in play is overthrown behind either of the benches and/or ends up in a cooler, baby stroller, over the fence, behind the netted goals, or in an area that appears difficult to retrieve, then all runners must stop at the base they are going to.  The location of the ball (how far away it has gone) is not to be considered, but whether or not the ball is difficult to retrieve. 

 

 

Umpiring Guide

Please remember this is a self-umpired and officiated league which requires sportsmanship and honesty. Here are the umpiring guidelines:

Only Captains should discuss the calls. This isn’t debate team.  ALL captains are responsible for knowing ALL rules.  Captains are responsible for keeping your teams calm while you discuss the play/ call with the other team captain.

  1. Know and understand the rules!  If you have a question about a rule, look it up first and then ask Mike or Kelsey if clarification is needed.  Remember: Commissioners are also players on their own team so anything that can be handled on your own field between captains saves time on all fields.

  2. Both teams should place someone in position to make the calls. Typically, the batting should have someone near first base to make calls and someone near the homerun line to see if ball has gone over the line or not.

  3. It is up to the team that is batting to first determine whether their runners are safe or out.

  4. You are expected to call yourself out when you know you are out. (ex.: you felt the ball hit you and you know you are off the base).

  5. You are expected to call your teammates out if you know they are out. Don't sit mute or say, "I'm not sure" if you really know.

  6. The closest person who saw the play should determine the call. So, someone on the sidelines behind home plate should not determine whether a ball went over the homerun line. If you do not have someone near the HR line, and the play is truly questionable, then the outfielders should make the call.

  7. The team that is batting can defer the call to the other team if they are not sure of a call. In this case, the fielding team will make the final decision.

  8. The fielding team can also contest the call of the batting team only if they believe they are absolutely sure.

  9. If neither team is sure, then the captains will discuss the play and ask input from teammate and spectators.

  10.  If the captains cannot reach an agreement (this should be extremely rare), then the following will result:

  • If the play in question involves the batter and it’s a force play at first base or determining whether a batter had a hit or not, then a do-over will result and the batter will bat with a fresh count and other base runners will return to their previous bases.

  • For all other plays, a coin flip (or the like) will determine the outcome. (i.e.: to determine if a person was off base when hit, if a runner was tagged at home before touching home plate, etc.)

  • If one captain is not sure and the other captain is positive, then the captain that is positive will determine the call. The do-over and coin flip is only to be use when both captains are completely unsure. Again, this should be a rare circumstance.

  1.  No arguing, just discussing. And no mocking the call or complaining once the call is final (see Code of Conduct).

  2.  The bottom line is: we really shouldn’t have to be flipping coins or complaining, just be honest and fair and everything will work out and everyone will have fun.

 

 

Captain’s Weekly Responsibilities

  1. Assemble the weekly roster (determine who will be there or not each week) and find substitute players if necessary.

  2. Understand all rules.  The captains are going to be the referees during the games and handle any disputes with the other captains. The official rules will be emailed prior to the start of the season.

  3. Turn in a completed score sheet.

  4. Come to the early games at least 15 minutes early to help set up and stay after for the late games to help tear down the field.  These can also be assigned to another team member.  If everyone pitches in, then everyone will only have to come in early or stay late once per season.

  5. Captains must encourage all players to show up each week. We had several complaints that some captains told some female players to stay home since they already had 2 girls playing. This will not be tolerated.

  6. Captains are to try to avoid game delays by making sure their players know what positions they are to play and to remind their players of who is to bat next in the lineup.

  7. Make sure members can play in at least half the games before you let them join your team.

  8. Of course good sportsmanship is required. Please demand this from all of your teammates especially those acting out of line (throwing bats, cursing, etc.).

  9. The decisions of the league commissioners are FINAL.

 

Hammond Park Rules

  1. Alcohol is not allowed at the park. These are the new alcohol field policies that will be followed or people will be asked to leave the league after their second violation.

  2. No metal cleats/spikes are allowed on this field. (most people wear sneakers or low profile turf shoes)

  3. No dogs or pets are allowed within the fenced area of the field.

  4. No smoking within the fenced area or putting out smoking products on the playing surface.

If rules are not followed, your team members and possibly your entire team may be subject to game and season forfeiture. Wiffle Dixie Social League may also lose our privileges to reserve and play at Hammond Park.  Finding a place to play with a league our size is very difficult so please keep others, including our league, in mind with regards to the park rules.

 

 

Copyright 2007

Wiffle Dixie

Disc Golf League

  • Grey Twitter Icon
  • Grey Facebook Icon
  • Grey YouTube Icon

Twitter

Follow us

Facebook

Become a Fan

YouTube

Subscribe

© 2007 Wiffle Dixie.