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INTRAMURAL WIFFLEBALL RULES

Refer to the Intramural Sports Handbook for further information outlining the SDSU Intramural Sports Program.

        

        

        RULE I         PRE-SEASON PROCEDURE

        

SEC. 1                Registration

All registration and roster additions will be done through the FusionPlay App. Captains will create an account, choose a league that best fits their team’s playing ability, and enter their teammates information. Teams are placed in leagues on a first come first serve basis. 

Free Agent: Free agents register through the FusionPlay App. Free agents are players who do not already have a team to play on. Free agents are not guaranteed a spot on a team if they request to join one.

SEC. 2                Forfeit Fee Contract

A team forfeits the game when they do not have the minimum number of players present at game time.  The team will be given a loss and charged the forfeit fee ($40 for leagues and $25 for Tournaments).  If the team forfeits two or more times in a season, they will be charged for each forfeit and will become ineligible for playoffs. 

Default: If you know your team will not be able to meet the minimum number of players required to avoid a forfeit, a team has the option to take a Default. To avoid being charged a forfeit fee, come to the Aztec Recreation Center and fill out a default form. The default form must be filled out 24-48 business hours prior to your scheduled game. You will still be given a loss for the game, but it will not count as a forfeit, therefore the $40 fee will not be assessed. Default requests are accepted over the phone, email or in person.

        

SEC. 3                Captain’s Responsibilities

As a team captain, you accept full responsibility for both yourself and your entire team. This includes ensuring that your team is prepared and present for the three scheduled league games when the schedule releases. While your personal attendance as captain is not required for your team to participate, it is your duty to coordinate and confirm that your team will play their scheduled game.

Failure to show up for a scheduled game will result in a forfeit fee, which will be strictly enforced. If you become aware that your team cannot attend a game, it is imperative that you notify the Intramural Sports office by emailing imsports@sdsu.edu with at least 24 to 48 hours' notice prior to the scheduled game. This policy applies without exceptions per SEC. 2 above

Your role as captain is critical to maintaining the integrity and flow of the league. Please take these responsibilities seriously to ensure a positive Intramural Sports experience for all.

RULE II        PLAYING PROCEDURES

SEC. 1                Number of Players 

                Teams shall consist of five (5) players in the field. A minimum number of four (4)

                Players must be present to start a game.

SEC. 2                Aztec Recreation Center Membership 

Prior to all games, participants must sign a participation agreement. This agreement is located on the reverse of the score sheet. The Team Captain is responsible for monitoring the completion of his/her team’s participation agreement.

ALL PARTICIPANTS MUST PRESENT A PICTURE I.D. BEFORE PARTICIPATING. NO EXCEPTIONS! NO I.D., NO PLAY!

Acceptable forms of identification include:

Red ID’s or government issued ID’s such as a driver’s license or passport will be accepted.

The Aztec Rec app can also be used as a form of identification. Set up instructions can be found online. (https://arc.sdsu.edu/membership/mobile) Participants must be logged in on the app and need to show the supervisor the My Account page

SEC. 3                Equipment

Athletic shoes are required at all times. Metal spikes are prohibited. No individual will be allowed to participate in street clothes.  This includes jeans, or other “non-­‐gym” clothing.  Players will not be permitted to wear jewelry or anything deemed dangerous to other players. Bats and balls will be provided by the Intramural Staff. There is NO marking of wiffleballs of any kind

SEC. 4                Team Roster

Rosters are limited to 10 individuals. Teams may add players up to the point that (1) the roster limit has been reached or (2) until the roster addition deadline has passed. Roster additions can be conducted by the team captain on the registration site. Additions must be done by noon of game day or noon of Friday for a weekend game for those changes to be reflected on the game roster.

All players not listed on the roster are ineligible to participate. Players may only participate on one team within the same league (Open A and Open B are classified as the same league (Open)). The team captain/manager is responsible for monitoring the liability waiver/team roster.

SEC. 5                Starting Time

At least four (4) players must be ready to start at game time. Game time is forfeit time. Team Managers are encouraged to report early to complete the score sheet. Participants arriving late may be added to the bottom of the line-up.

        

        SEC. 6                Length of Game 

A game will consist of five innings or the standing score at the end of 40 minutes, whichever comes first. No new innings will be started after the 30-­‐minute mark. However, any inning that has been started may be finished. Tied games will go into extra innings if time allows (if time does not allow, regular season games will end in a tie). The 40-­‐minute rule will be waived in the finals of the tournament. If for some reason play has to stop due to technical difficulties and there is no time to replay, the final score goes back to the score at the end of the last full inning.

SEC. 7                Extra Innings

Each team will begin its half of extra innings with two outs. The inning will start with a runner on third (batter who made last out the previous inning) and the next batter will bat first. Extra innings will be played till there is a winner

SEC. 8                Mercy Rule 

If at the end of 4 complete innings either team has a lead of 10 runs or more, that team will be declared the winner. If the home team leads by 15 runs or more in the 3rd inning, they shall be declared the winner if both teams have hit for that inning. If at any point after 4 innings the lead increases to 15 runs or more, AND the losing team has had an equal amount of at bats, game shall be called.

SEC. 9                 Pitching

A pitching rubber (cone) will be used and will be exactly 35 feet from the tip of home plate. A pitcher does not have to start his/her wind-­‐up from the pitching rubber. The pitcher must have at least one foot touching the rubber when he/she releases the ball. If a ball is pitched in violation of this rule, the pitch will be ruled a ball. The Pitcher has 7 seconds to make a pitch after attaining possession of the ball. An automatic ball will be called if the allotted time elapses.

RULE III        THE GAME 

SEC. 1                Pitching

The Open Tournament will use medium speed (‘straight’) pitching; roughly 35-40 mph. Excessive speed pitching is illegal. The batter will be the sole judge of all pitches and their proper speed and may demand legal and/or slower pitches. NO sidearm pitching is allowed.

SEC. 2                Ball and Strikes 

Each batter will start with a normal count. A batter who receives 3 strikes will be called out. The strike zone will be a chair that is approximately 3 feet behind home plate (cone). If a pitch hits the seat, the backing or passes through the backing and seat area in between the support poles, it is an automatic strike. A walk will be awarded after 4 balls. A walk will NOT be awarded on a pitch that hits the batter. A ball will be called. Blatant leaning into or reaching out for a pitch by a batter will result in a strike.

If the pitcher desires to walk a batter intentionally, he/she may do so by notifying the other team captain. There is a limit of walking one batter intentionally per game.

SEC. 3                 Batting Order and Substitutions 

Teams may bat an unlimited number of players. If a player plays the field, then they MUST bat (no designated hitters). If a player is injured and no legal substitute exists, the team will take an out each time it is that player’s turn to bat. All starters may re-enter the game once but only in their original batting position. Substitutes may not re-enter once substituted.

Unless a player is injured and cannot continue, pinch runners will not be allowed under any circumstance. In the event an injured runner is substituted, a player that is not at all a part of the game may take his or her place in the lineup. If there is no such player, a player who only hits will be able to take their place. If there is no extra player to be used, the last recorded out shall pinch run. An injured runner may not re-enter the game if replaced with a pinch runner.

 Defensive substitutions are unlimited.

SEC. 4                Hitting

Due to the condensed field, there are stipulations as to when a ball is hit.

Singles:         There will be a singles area that lines up approximately 35 feet from home plate on the foul line. A ground ball that is hit past the singles area will be a single. However if the ball is hit on the ground the runner must make it to first before the ball is fielded by the fielder. If the fielder fields the ground ball cleanly in the singles area before the runner reaches first the runner will be called out. If the runner reaches first base before the ball is fielded cleanly then the runner will be ruled safe. If the ball is not fielded cleanly by the fielder in the singles area the runner is automatically safe.

Doubles and Triples: If the ball leaves the singles area on the ground or in the air then the runner is free to run at their discretion to Second or Third Base (like normal baseball/softball)

Homerun: If the ball goes over the homerun line in the air then it will be ruled a homerun if it is inside the foul lines.

                        

SEC. 5                 Bunts

                        The ball is dead and the batter is out. There is no bunting allowed

SEC. 6                Base Running 

There is no base stealing allowed. Runners may not lead off as well. Base runners may only leave once the ball is batted off the bat. Violations of this rule will result in a dead ball and the runner being declared out.

SEC. 7                Infield Fly Rule

                        Infield Fly rule will not be called

SEC. 8                 Overthrows

When the ball is in play and is overthrown into a dead ball area, all runners are awarded a base and 1. The award will be governed by the position of the runners at the time of the throw. If two runners are between the same base, the award is based upon the position of the lead runner.

SEC. 9                Catches in Foul Territory/Over the Home Run line

The defensive team will be able to make catches in foul territory, the batter will be ruled out if the ball is fielded cleanly. If the ball hits off of the fence along any of the foul grounds, it is ruled a dead ball and not catchable for an out. A potential HR can be caught as long as the fielder has at least one foot inside fair territory when the ball is caught.

RULE IV        GAME SITUATIONS 

SEC. 1                Appeal Play 

An appeal play is a play on which an umpire my not make a decision until upon requested by a manager, coach or player. However because Wiffleball is self-umpired by the players, it will be up to the team captains to decide on the play and come to an agreement. This can be made on either live ball appeals or dead ball appeals.

SEC. 2                Batter’s Box

There is no definitive batter’s box, however, any exaggerated effort which results in a player hitting the ball while obviously out of the batter’s box will result in a dead ball and the batter being declared out. A batter who steps on or across home plate while making contact with the ball will be declared out. In all instances, the umpire’s judgment is final and may not be appealed.

SEC. 3                Sliding

No sliding is allowed at ANY base. Penalty: The runner is out.

SEC. 4                Base Running/Pegging 

When there is a live ball and runners on base fielders may throw the ball at runners. Runners struck with the ball below the neck will be ruled OUT. Runners hit below the neck with a thrown ball which first hits any player, a base, or the ground, or anything else will be ruled OUT. The ball remains live if a runner is hit with a ball while on base.

SEC. 6                 Ground Rule Double 

IF at any point the ball bounces over the home run line from being in play a ground-rule double will be called. The ball is ruled dead at that point. The batter will advance two bases and the runner will advance two bases from the base they were on. The same will apply if a ball is hit hard on the ground and rolls past the home run line.

SEC. 5                 Intentional/Malicious Contact 

The runner is out when a defensive player has the ball or is about to receive the ball and the runner remains on his feet and deliberately or maliciously crashes into the defensive player.

With less than two outs, if the runner deliberately crashes into a fielder holding the ball before he is put out, and in the umpires judgment, it was an attempt to break up an obvious double-play, the immediate succeeding runner will also be declared out. If the deliberate crash occurs after the runner was called out, the runner closest to home plate will be declared out.

In all instances, if the act is determined to be malicious, the offender shall be ejected.

RULE V        ADDITIONAL RULES 

SEC. 1                Forfeits

Game time = forfeit time. If a team does not meet the minimum number of players required for a game, they will forfeit that contest. The score for that game will be recorded as 7 to 0 in favor of the winning team.

SEC. 2                 No Designated Catchers 

There are no designated catchers. All teams must supply their own catcher. If a team is short players, they must play short-handed in the field.

SEC. 3                 Over-running First Base

To be in jeopardy of being put out, the batter-runner crossing first base must make an effort to advance towards second (e.g. a feint towards second base is considered an 6 effort). Merely turning to the left in returning to first base does not necessarily constitute an effort

SEC. 4                Dugouts/Fans

All spectators must remain in the stands and are not permitted on the field or in the dugouts. All offensive players and coaches must remain in the dugout with the exception of the batter, on-deck batter, and base coaches. The actions of a team’s spectators may carry negative consequences for that team, including but not limited to: poor sportsmanship rating, forfeiture of game or removal from league altogether.

RULE VI        COREC RULES

                        

SEC. 1                Team 

Teams shall consist of (6) players (3 men and 3 women).  Teams must play a 3:2 ratio on the field at all times. The sixth player will be used as a designated hitter but must fulfill the ratio (i.e. 3 men on the field, designated hitter must be a women). A team may play with 5 players if the is a ratio maintained if they don’t have a designated hitter. A game may begin with as few as (4) four players but it must be a 2:2 ratio at that point. If there is a sixth player that arrives late, they be inserted into the lineup.

SEC. 2                 Batting Order 

The batting order must alternate gender. Men and women courtesy runners must replace men and women respectively.

SEC. 3                Walks

If the male is automatically walked by the other teams coach or captain, the male batter is awarded second base and the following female batter has the option to bat or take 1st base.

SEC. 4                 Positions

There are no stipulations on where males and females are placed when in the field.

RULE VII        UNSPORTSMANLIKE CONDUCT

SEC. 1                Player Conduct 

Actions that are potentially dangerous to participants, spectators, game Officials or Supervisors and/or conduct that is detrimental to the mission of the Intramural Sports Program will not be tolerated.

No player(s) may physically intimidate or verbally abuse Intramural Sports Staff. Violations of this nature are considered unsportsmanlike conduct and at the discretion of the game Official or Supervisor may result in an ejection. Any player ejected from a contest may not participate in his/her team’s next two full games.

SEC. 2                Aggressive Acts 

Acts of aggression or physical violence will not be tolerated. These include but are not limited to throwing a punch, kicking an individual or any other aggressive act. Any player guilty of such an act immediately before, during or after an Intramural Sports contest shall be expelled from further participation in Intramural Sports for one calendar year (365 days).

SEC. 3                Leaving the Bench Area or Defensive Position to Participate in an Altercation

A player, coach or bench personnel shall be ejected if he/she leaves the bench or coaching area to participate in an altercation. In addition, any player who leaves his position to participate in an altercation, regardless of his/her intentions, shall be ejected. The penalty is an automatic two-game suspension.

In all cases, the Intramural Sports Handbook’s policies on “Fighting,” “Fighting with Intramural Sports / Campus Recreation Staff,” and “Team Disturbances” shall take precedence.

SEC. 4                 Sportsmanship Ratings 

In order for a team to advance into the playoffs, it must receive an average sportsmanship rating of 3.5 or better during the regular season. During the playoffs a team must receive a sportsmanship rating of 3.5 or better EACH GAME to advance to the next round. Teams that fail to earn a 3.5 or better sportsmanship despite winning their game will result in that team automatically forfeiting their next round. 

Sportsmanship ratings will be based on the following criteria and are given after each Intramural contest:

5 points:          Team displays excellent sportsmanship while treating opponent with respect. Players demonstrate excellent sportsmanship at all times. Team respects Intramural Sports Officials and Supervisors and accepts their decisions without gesture or argument. Maintains an attitude of complete cooperation with staff. Players always display self-control.

4 points:         Team displays good sportsmanship. Team plays hard but within the rules. Team respects Intramural Sports Staff and generally accepts their decisions without gesture or argument. Mostly cooperative with game Officials and opponent. Team Captain able to control his/her players.

3 points:         Team competes without incident; wins without boasting, loses without excuses, and does not display any poor conduct. Neither cooperative nor disruptive towards staff. Team Captain unable to control all players on his/her team.

2 points:         Team has a player or coach who is ejected for abusive language or remarks. There is persistent questioning of game Officials’ judgment in the game and/or repeated arguing. Spectators, clearly related to the team, fail to cooperate with the Intramural Sports Staff.

1 point:         Team has a representative (player or coach) who is ejected for fighting. Players are so antagonistic that the game cannot be played with proper order and control. Representatives of the team display uncooperative nature to Intramural Sports Staff. Players disregard warnings of unnecessary roughness by game Officials.

RULE VIII         BLOOD RULE 

Whenever a participant suffers a laceration or wound where bleeding occurs, the player must leave the game and take necessary action(s) to stop the bleeding and prevent it from occurring again before re-entering the game. If a participant’s uniform becomes stained with blood, it must be removed before re-entering. The participant may use another number without penalty.

A team may call a thirty-second time-out if it wishes to keep the player in the game, otherwise the player must be removed and he/she may not re-enter until the next deadball after the situation has been corrected. The Intramural Staff on duty shall have final approval on any situation relating to blood.

RULE IX        INSURANCE

                        

Participation in the Intramural Sports Program is completely voluntary. All participants run the risk of possible injury due to the inherent risks involved in the sport of basketball. Individuals are strongly encouraged to have a physical examination and purchase health and accident insurance prior to participation.

THE AZTEC RECREATION CENTER HAS NO INSURANCE FOR ITS PARTICIPANTS. INDIVIDUALS PARTICIPATE AT THEIR OWN RISK.

In the case of an injury during a scheduled contest, participants should immediately notify a staff member, game official, or site supervisor.

                        

        

        

        

        

                        

Updated May 2024

Aztec Recreation Intramural Sports

Wiffleball Tournament Rules

ELIGIBILITY: Currently enrolled students of the Aztec Recreation community are eligible to play with the   exceptions

CHECK-­‐IN: All players must check in with the Intramural staff on duty prior to the start of the game.  Players arriving late are eligible to enter the game and must present their ID to an official for attendance and eligibility purposes.  It is the responsibility of the team to ensure that they have been checked off for attending.

  FACILITY:  Recreation Field

Tournament Format:  The Wiffleball tournament will be double elimination.

MINIMUM PLAYER:  Games will consist of five (5) vs five (5) fielded players (including the pitcher).  Teams must have a minimum of four (4) players to start a game.  If for any reason the number drops below this, the team will be forced to forfeit.  Teams can not use an opponent’s player.  See below for ‘lineup’ rules.

GAME TIME:  Game time is forfeit time.  If a team is not checked in, has the minimum amount of players present, and ready to play by game time, a forfeit will be declared by the official.  Exception:  A team may waive the right to win by forfeit and wait for the opposing team. The clock will start at the scheduled game time regardless of any situation.  If after 10 minutes the team still does not have the minimum amount of players, the present team must accept the forfeit win.  If a team waives the right to win by forfeit and the game begins, that team cannot rescind their decision and take the forfeit.

Rock, Paper, Scissors will determine home/away team.

CLOCK MANAGEMENT: A game will consist of five innings or the standing score at the end of 40 minutes, whichever comes first. No new innings will be started after the 30-­‐minute mark. However, any inning that has been started may  be finished. Tied games will go into extra innings if time allows (if time does not allow, regular season games will end in a tie). The 40-­‐minute rule will be waived in the finals of the tournament. Mercy Rule: If at the end of 4 complete innings either team has a lead of 15 runs or more, that team will be declared the winner. If the home team leads by ten         runs or more in the 4th inning, they shall be declared the winner and there is no need to bat. If at any point after 4 innings the lead increases to 15 runs or more, AND the losing team has had an equal amount of at bats, game shall be called.

If for some reason play has to stop due to technical difficulties and there is no time to replay, the final score goes back to        the score at the end of the last full inning.

Extra Innings: Each team will begin its half of extra innings with two outs. The inning will start with a runner on third (batter who made last out the previous inning) and the next batter will bat first. Extra innings will be played till there is a winner

UNIFORM:  No metal cleats allowed.  No individual will be allowed to participate in street clothes.  This includes jeans, or other “non-­‐gym” clothing.  Players will not be permitted to wear jewelry or anything deemed dangerous to other players.

EQUIPMENT:  Bats and balls will be provided.  There is NO marking of wiffleballs of any kind.

THE FIELD

All balls must LAND in the marked area to constitute the base hit associated with the area.  Each area is a square (diamond) contained by the cones.  Straight lines will be used to determine the area.

The bases associated with the area will not be awarded on balls that roll into the area.

GAME RULES

There will be no umpires/referees. Both team captains must agree on all calls.  Should the two team captains disagree, the pitch/play shall be replayed.  All disputes and rule interpretations will be assisted by the site monitor, but he/she will NOT make any judgment calls.  Because teams agree to certain guidelines one game does NOT mean this automatically continues in the next game.

Base running:  There is no base stealing allowed. Runners may not lead off as well. Base runners may only leave once the ball is batted off the bat.

Line up:  The entire team may bat.  If a player plays the field, then they MUST bat.  Once a player bats, he/she is considered an official batter.  If for some reason that batter no longer bats, an out will be ruled for every time he/she misses an at bat.  

Pitching:

Making an Out:

Strike Zone: Is a chair that will be set up approximately 3 feet behind home plate (cone). If a pitch hits the seat, the backing, or passes through the backing and seat area in between the support poles, it is an automatic strike.

Home Run: A potential HR can be caught as long as the fielder has at least one foot inside fair territory when the ball is caught.

Pitcher’s Mound:

Bunting: Bunting is illegal and will not be permitted. Any bunt, fair or foul, is an automatic out.

Infield Fly: Will not be called.