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                                ??  Church Wiffle Ball League  ??

   

  

            Since the last Wiffle ball season I have been contacted by several churches who are

   interested in starting a Church Wiffle ball league.   This idea intrigues me greatly.   Some of my

   best softball memories are of the 25 years spent playing in the Tri-Country and the Chillicothe

   parks and recreation league in the Yoctangee Park and Annex. 

            Meeting on Mondays for the regular weekly church games with guys you have come to know

   was a really cool thing, sharing fellowship, prayer requests and church concerns with other brothers

   and sisters in Christ.

            So, many of you have never played competitive Wiffle ball and surely wonder, "Is this for real ?"

            I assure you it is.  Take a look around our web site.  We have had 6 - 10 teams of 4 - 8 guys

   play in our leagues for the last 4 years - up to 100 guys per season.  As evidenced by the stats and

   recounts of games here, upper level Wiffle ball is played by everyone from experienced, talented,

   super competitive athletes to Little Leaguers and girls.   It is fun for everyone but difficult enough

   to challenge even the best athletes.

           Having a church Wiffle Ball league would provide several advantages over a softball league. 

  First, all players would be at the same location at the same time - increasing the fellowship opportunities

  instead of being spread out at multiple fields across the county.  Secondly, men, women and youth can

  play on the same team, and still compete.   How cool is that. 

            We envision beginning each night with some good ole' talk time, have a time for prayer requests,

  to tell of special things happening in our churches that week, then prayer...followed by some fabulous

  Wiffle ball games.

    

            So, here is what I am suggesting - and what you will need to build your team;

           General League Info

                              

  

           Monday or Tuesday league night

           6 - 8  teams (need this many to make it worthwhile)

           3 - ?  team members (you can add to the roster any time up to the tournament)

           5       defenders playing the field at a time (with one catcher who can't come into fair play)

                    Any number of batters can be in the lineup

           2 -     the number of games per night (5 innings each / about 45 minutes per game)

           6 - 8  the number of league game nights

           1 -     double elimination tournament at the end - trophies for league and tourney champion

           $ 75  league entry fee

           We have developed our own Wiffle ball rules which enhance play and make sense for the field

   types we have.  Click on the Rules tab to the left to see a full explanation of the rules but here is a

   summary of the most imortant;

               Defense

                              

            -  4 defenders permitted in the field in any configuration

            -  1 catcher who may not come into fair territory for any reason in addition to the 4 is permitted

            -  Pitcher's hand is utilized

                    + ground balls can be fielded and thrown to the pitcher to record outs - but only to 1st base

                    + force outs to 2nd, 3rd and home must be recorded in the normal fashion

                    + pitchers must have both feet in contact with the carpeted pitching mound to record an out        

                           = i.e., stretching or jumping do not record outs until both feet touch the mound

           -  Defense gets the advantage at all bases - wins all ties

                    + base runners must have BOTH feet off 1st at the time of pitchers hand, force, or peg to be safe

           -  Base runners can be pegged (have the ball thrown at them to record outs) at any time

              Pitching

                             

           -  the pitcher's mound is 22' away, and carpeted (6' x 4')

           -  a strike plate lays behind the plate - pitches that contact any part of it in the air are strike

           -  pitching is underhand, slow, with an arch range from 4' to 10'

                    + the ball must clear a pool noodle between home and pitcher's mound to be legal

                    + each field has a pool noodle and 10' maximum arch indicator to assist with calls

           -  6 balls is a walk (double)

                    + but batters may choose not to walk - in which case 10 balls is an automatic HR (hey, this is a hitter's game)

           -  3 strikes is a Wiff (strikeout) - that's why they call it Wiffle Ball !

           -  both of the pitcher's feet must be in contact with the mound for a pitch to be legal

                    + although the pitcher may fake, dance, break dance before or while pitching

              Hitting

                            

           -  An 8' x 6' carpeted batters box will be present at each field

           -  Batters must keep both feet in the box for a legal hit

           -  Batters are allowed an unlimited number of HRs

           -  Girls and Little Leaguers (12 or less) will hit solid Wiffle balls and not regular ones

                    + these go considerably farther and make it feasible to play girls and youth with no disadvantage

           -  Batters may switch sides of the plate at any time

    

              Base Running

                            

           -  No sliding or diving is permitted by base runners anywhere - doing so is an automatic dead ball out

           -  Tagging on fly balls is permitted (and encouraged)

              General

           -  Only unaltered, Official Yellow Wiffle Bats permitted

           -  Metal cleats not permitted (ouch my toes !)   plastic cleats ok

           -  Games are 5 innings with a 15 run mercy rule after the 3 innings)

           -  Time out can only be called by the pitcher, with both feet and the ball on the pitcher's mound

           -  Fielders must stay entirely in the field of play to record an out

                    + any portion of a defender that makes contact with out of play (foot, hand, etc.)

                       results in dead ball, no out, all runners advance 1 base