CLEVELAND WIFFLEBALL LEAGUE

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SECTION I: THE BASICS
1.00 Each gameday we meet at the field and randomly choose teams consisting of atleast three players per team. There's no pre-determined way of choosing teams. It's basically grab a couple guys and play ball. A bat flip will determine the home team.
1.01 All games are seven innings long with as many extra innings as needed. No ties.
1.02 Only two outs per inning.
1.03 The field dimensions are as follows: 100 ft down each line and 105 ft to dead center. The bases are 40 ft with the mound being 45 ft from the plate.
1.04 The "mercy" rules goes into effect after 5 innings of play. If an opposing team is down by ten or more runs, the game is called after 5 innings.

SECTION II: EQUIPMENT
2.00 Only old school, official Wiffleballs are allowed in the CWL. No substitute plastic balls, or Easton balls, or whatever else is out there.
2.01 Though we're strict on the type of ball use in the league, most bats are legal. Yellow Wiffleball bats, Ken Griffey Jr. bats and Easton bats are all used, and preferred. "Captain Caveman" bats, however, are not allowed, and if you try to use one, you'll be pummelled immediately by the rest of the players.
2.02 Fielding gloves are allowed, but only if you're willing to endure the torture that comes with wearing a freakin' glove in wiffleball.

SECTION III: BASERUNNING
3.00 "Ghost runners" are allowed (and often used because most of us are lazy), but can only advance the same number of bases as the hitter when the ball is put in play. For example, if a "ghost" is on first and the hitter doubles, the "ghost" can only advance two bases.
3.01 Live runners can tag on fly balls but "ghosts" cannot.

SECTION IV: UMPIRING
4.00 Umpiring is done as a whole on most occasions. Guys are expected to be fair and honest at all times. If you check swing and you know you went, say so.
4.01 Any "close calls" will be handled as a group by both teams, but since most guys in the CWL show true sportsmanship, "close calls" are normally handled with little or no problems.
4.02 We use a backstop that serves as a strikezone. If a pitched ball hits the backstop, it's a strike, if not, it's a ball. Easy enough, huh?

SECTION V: HITTING
5.00 Each team must bat in the order determined before the game. There's no penalty for batting out of order, but it keeps the game flowing nicely and makes it easier to tally stats when everyone is batting in the right place.
5.01 Bunting is not allowed in the CWL. If you try to bunt, you'll be beaten severely and shamed for life. This is about hitting bombs, not bunting.
5.02 A marker will be placed a few feet in front of home plate to serve as a guide for questionable batted balls. If the ball crosses the marker, it's fair, if not, it's foul.

SECTION VI: DEFENSE
6.00 Every player plays defense, no one sits during a game. Players can position themselves however they see fit during the course of a game.
6.01 The pitching rubber acts as a base in itself. Any ball hit directly back to the pitcher is an automatic out if the pitcher has control of the ball and touches the rubber before the runner reaches base. This same rule applies to fielders as well. If a defender fields a ground ball and throws to the pitching rubber before the runner reaches base, the runner is out.
6.02 If runners are on base, the pitcher can turn a double play if the ball is thrown to the base where the force is in effect and the ball is thrown back to the pitcher before the runner reaches base. Same goes for fielders. If a defender cleanly fields a ball, touches the base where the force is in effect and tosses to the rubber before the runners reach their desired base, a double play is turned.
6.03 "Pegging" runners is also allowed in the CWL. If a defender hits a runner with the ball, the runner is out. If the defender misses the runner, the runner can advance as many bases as he can possibly get.

SECTION VII: PITCHING
7.00 We use a count system similar to the Big Leagues: Three strikes, four balls, fouls balls are strikes unless the hitter already has two strikes. The only difference is after four balls, the batter can either take first or choose to have a new count. With a new count, the batter starts fresh with a 0-0 count. Only one new count can be used per plate appearance.
7.01 If a pitcher hits a batter with a pitched ball it counts as a ball only. No free base is awarded to the hitter.
7.02 And there's a thing I like to call the "Cavett Rule", which simply means the pitcher must pitch from the rubber. Players cannot inch closer to the plate to gain an advantage.

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That's all I can think of. If anything else pops up during the course of a game, we'll deal with it then and make something up as we go.