Wiffleball Rules

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Wiffleball Rules ASBURY UNIVERSITY Rules and regulations published in the​ Asbury University Intramural Sports Handbook​ will be the governing policies for all intramural sports. Highlights of those rules and regulations are presented below alongside the sport rules. Team captains are responsible for possessing a thorough understanding of these regulations and their implications.. Team captains are responsible for possessing a thorough understanding of these regulations and their implications. The IM officials/supervisors will have absolute control of the game. Teams are responsible for keeping their players and spectators under control. Misconduct of players, coaches, or spectators, can result in assessment of a penalty, ejection or forfeiture of the game. Spectators must also remain in the area designated by the IM staff. The supervisors will have the power to make decisions on any matter or questions not specifically covered in the rules. 

Team A. Player Eligibility- ​ All Asbury University and Asbury Seminary students enrolled for at least three semester hours and their spouses, faculty and staff of Asbury University and Asbury Seminary and their spouses, and alumni shall be eligible to participate in any activity promoted by the Office of Intramurals. Additional information regarding participant eligibility can be found in the Intramural Handbook. Requests for exceptions to any policy must be directed to the IM Staff by emailing [email protected] B. Team composition-​ The game shall be played between 2 teams of 7 players each. Each team must have a minimum of five (5) players and ​ both genders​ in order to begin a game and avoid a forfeit. C. Collegiate Athletes- ​ there will be a maximum of two (2) collegiate baseball players on each registered team i. Collegiate athletes are defined as any intramural eligible individual whose name appear(red) on an official collegiate team roster for a given academic year or have conditioned and/or practiced with a collegiate team with the intent to participate with that team. These also include players who are classified as junior varsity, ineligible, walk-ons, red-shirts.

Playing with Character A. Verbal Conduct: ​ The use of profane language directed to one’s self or another will not be tolerated. Arguing with a staff member or player in an unsportsmanlike manner will not be tolerated. Failure to abide by this rule will result in consequences B. Ejections: ​ A player that was ejected from a game shall not participate in that game again. The intramural coordinator may eject a player from the court area if deemed necessary. If ejected from the area of play, the player shall leave within 2 minutes. Failure to do so will result in the player’s team to forfeit the game. An ejected player is automatically disqualified from ALL intramural sports until they meet with the Director of Intramurals.

C. SPORTSMANSHIP- ​ In order to cultivate an atmosphere of strong character amidst competition, each team will be given a sportsmanship score for each contest. Team sportsmanship is graded following each contest according to the following scale and criteria: ● "5" points: Excellent Sportsmanship- Players cooperate fully with the officials about rule interpretations and calls. The captain also has full control of his/her teammates. Team members and spectators were respectful of opponents and officials and encouraged each other’s efforts. At no time was this team disrespectful towards participants or officials. ● "4" points: Acceptable Sportsmanship- Team members and spectators are respectful of opponents and officials except for one or two minor incidents which may or may not merit a warning from the game officials or supervisor. ● "3" points: Sportsmanship Needs Improvement - Team members or spectators are disrespectful of opponents or officials on a number of occasions which may or may not warrant a penalty. Captain exhibits minor control over his/herself and his/her teammates and spectators. Teams receiving multiple warnings or having a player ejected for an unsportsmanlike act should receive no higher than a "3" rating. ● “2” points: Unacceptable Sportsmanship- Teams constantly comment to the officials and/or opposing teams from the field and/or sidelines. The team captain exhibits little or no control over teammates or himself/herself. Majority of individuals on this team are disrespectful of opponents or officials on a regular basis. ● "1" point: Season Ending Rating- The following actions can result in an “1” sportsmanship rating: Team is completely uncooperative and out of control before, during, or after intramural contest. Team captain exhibits poor control over self, the team, and/or the spectators. Multiple ejections or blatant unsportsmanlike conduct that endangered participants, fans, officials, or supervisors. Team fails to cooperate / comply with intramural sports administrative staff / University officials while performing their duties; falsely represents or withholds any requested information. Teams which receive an “1” rating are subject to immediate dismissal from league or tournament play.

Playoffs In order to be seeded for playoffs a team must meet two requirements: achieve a winning percentage of .500 (win half of scheduled games) and achieve an average sportsmanship score of at least 4.

Game Time, Length, Scoring and Forfeits A. Forfeits- ​ A forfeit is recorded when a team appears with less than the number of players required to start a game (5 in wiffleball). There will be a maximum 10 minute waiting time (with the game clock running) from the original game start time for a team to show with adequate numbers. Each forfeit by a team will result in a 2 sportsmanship rating for that game. If a team forfeits a third contest during the regular season, the team will be dropped from any further play in that sport. B. Defaults-​ If a team is unable to play and informs ​ [email protected]​ by 2PM the day of the game, the team will be awarded a sportsmanship rating of 5 instead of a forfeit 2. C. League elimination- ​ Should a team forfeit and/or default a combined 4 times in a season they will be removed from the league. D. Games will consist of seven (5) innings or a 50 minute time limit. E. If the game is tied at the end of seven (5) innings or at the end of the time limit, each subsequent half-inning will begin with the batting team placing a runner on second base (The runner will always be the last batter to complete their turn from the previous inning) and two outs. Extra innings, under these conditions, will be played until a winner is determined. F. If a team is winning by 15 or more runs by the end of the 4th ​​inning, the mercy rule will be placed into effect. This rule will carry over each inning until the game ends.

Equipment and Regulations A. All participants must wear athletic shoes. No boots, sandals, metal cleats, etc. will be allowed.

B. C. D. E. F. G.

Wiffle Bats will be provided by the Intramural staff and are the only legal type of bat for use. Intramural staff will also provide Wiffle balls that are the only legal type of ball for use. All fielders must play barehanded. No gloves or hats may be used. Batting gloves may by worn by the batter The bases shall be 45 feet. The pitcher’s mound will be 35 feet from the front of home plate. Teams must have 4 players to prevent a forfeit.

Field Rules A. B.

C. D. E.

F.

If the ball is hit into the air and a fielder catches the ball before it touches the ground, the batter is out and all other runners must return to the base they started from. To consider a person “out” one of the following must occur: a. The batted ball must be caught before it touches the ground b. The runner must be tagged with the ball while it is in the hand of the fielder. To be tagged out, the runner must not be on base. c. A fielder shall not throw a ball at a runner. If a batter is intentionally “pegged” with a thrown ball, the runner will be awarded an extra base and the fielding team will receive a warning. d. The ball must be securely in the hands of a fielder standing on a base, where the ball has arrived before the runner. This only applies if the runner is forced to run. No stealing will be permitted. If a wild pitch or a passed ball goes out of play, runners may NOT advance. In addition, runners may not lead off bases. Players may not leave the base unless the ball is put into play. A runner may over-run first base and home plate only. If the runner does not stop on second or third base, he/she may be caught off base and tagged “out.” Base runners advance at their own risk. No bases will be automatically rewarded for over throws. However, if the ball is blocked by spectators or becomes out of reach of the fielders, each runner will advance only one base. Teams may use any combination of players in the field. A team may substitute defensive players at any time during an inning, but the player taken off may not return to the field until the following inning. If the pitcher is substituted, he may remain on the field as a position player.

G.

Pitching A. During odd numbered innings, teams will pitch to their own batters. During even numbered innings the opposing team will pitch to the current team batting.   B. The pitcher can throw overhand or underhand at whatever speed the pitcher chooses. C. The pitcher must throw three (3) strikes to strikeout the opposing batter. Strikes are earned when: a. The batter swings and misses b. The pitch hits the k zone behind the plate c. The batter hits a foul ball D. If a pitch is not swung at by the batter and DOES NOT hit the k zone, it shall be counted as a ball. Four (4) balls constitute a walk. E. Any batter hit by a pitch shall not be awarded first base unless the batter is hit above the shoulders. Otherwise, the pitch will be counted simply as a ball.

Batting A. The visiting team determined by the league schedule will be the first team to hit. B. The batter will start with a 0-0 count. C. Bunting is ILLEGAL. If a batter intentionally bunts a ball, he/she will automatically be declared out and any baserunner must return to the base from which they started. D. A batter may hit as many foul balls as possible to keep an at-bat alive. There are NO foul outs.

E. If playing indoors, A batted ball which hits an overhead obstruction such as the ceiling or basketball goal will be treated as a FLY ball. If caught before touching the ground or another object such as the side or outfield wall, it shall be an out. F. A batted ball that strikes the ceiling shall be considered fair or foul according to where the ball FIRST HITS the ground (NOT WHERE IT ROLLS). G. A fair-batted ball which hits the ceiling, air vents, basketball goals, or another object, can be played normally and, if caught while still in the air, is considered an out.

Baserunning A. B. C. D.

There is no stealing of bases under any condition. A runner may leave a base only after the ball has BEEN CONTACTED BY THE BATTER. The runner or batter-runner will be out if the ball makes it to the base prior to the runner. ABSOLUTELY NO SLIDING. Any base runner that slides will be called out automatically.

Specific Indoor Rules In the event that games are redirected inside, the following rules will apply. A. A ball which hits a wall or ceiling in foul territory may NOT be caught on the fly for an out. B. A ball which hits the ceiling in fair territory may be caught on the fly for an out.

Sportsmanship In order to cultivate an atmosphere of strong character amidst competition, each team will be given a sportsmanship score  for each contest. Team sportsmanship is graded following each contest according to the following scale and criteria:    ▪ "5" points: Excellent Sportsmanship­ Players cooperate fully with the officials about rule interpretations and calls.  The captain also has full control of his/her teammates. Team members and spectators were respectful of opponents  and officials and encouraged each other’s efforts. At no time was this team disrespectful towards participants or  officials.    ▪ "4" points: Acceptable Sportsmanship­ Team members and spectators are respectful of opponents and officials  except for one or two minor incidents which may or may not merit a warning from the game officials or supervisor.     ▪ "3" points: Sportsmanship Needs Improvement ­ Team members or spectators are disrespectful of opponents or  officials on a number of occasions which may or may not warrant a penalty. Captain exhibits minor control over  his/herself and his/her teammates and spectators. Teams receiving multiple warnings or having a player ejected for  an unsportsmanlike act should receive no higher than a "3" rating.    ▪ “2” points: Unacceptable Sportsmanship­ Teams constantly comment to the officials and/or opposing teams from  the field and/or sidelines. The team captain exhibits little or no control over teammates or himself/herself. Majority  of individuals on this team are disrespectful of opponents or officials on a regular basis.    ▪ "1" point: Season Ending Rating­ The following actions can result in an “1” sportsmanship rating: Team is  completely uncooperative and out of control before, during, or after intramural contest. Team captain exhibits poor  control over self, the team, and/or the spectators. Multiple ejections or blatant unsportsmanlike conduct that  endangered participants, fans, officials, or supervisors. Team fails to cooperate / comply with intramural sports  administrative staff / University officials while performing their duties; falsely represents or withholds any  requested information. Teams which receive an “1” rating are subject to immediate dismissal from league or  tournament play.