Saturday, September 4, 2010
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FAQs - General

Besides the rules of the game, the tournament format is a major factor for enjoyed participation. For some, the format determines if they will enter. Instead of simply having a double elimination or a round robin tournament, we want to give you something better. Something bigger.

Wifflepalooza is an open tournament. There isn't an age group or skill level divisions. Participants' ages range from teens to fifties. Most of the participants fall between 18-39.

Conferences. Divisions. Tournament. Oh My! Wifflepalooza consisted of two conferences in years past. This year's event will be slightly different. There will be four divisions. Each division plays a round robin tournament to determine the division champion. The division winners and wild-card teams advance into a seeded single elimination tournament. This format can provide a minimum 3 to 4 games played per team.

There is no space for 2nd place. What we mean is the top two teams in each division do not get automatic bids into TP. Only the division winners are guaranteed a place in TP. However, there are wild-card teams (see next point).

If you can't beat them, join them as a Wild Card team! There will also be places for wild-card teams in TP. You could finish in 2nd and not get in TP, or you could finish in 3rd and get in. It depends on how well you do and how well, or not well, other teams do in your conference. To us, division titles mean something. Most tournaments guarantee the top 2 spots in a division into a final round. That doesn't happen at Wifflepalooza. We don't believe in shooting for 2nd place.

Pitch to Hit. Wifflepalooza isn’t about underhand pitching or blazing fast balls.  We want to provide maximum enjoyment with maximum competition. That means bringing down the speed to a level where the ball can be hit, that is unless the batter can't hit a wicked curve. The distance has been moved to 40ft to improve the average pitcher’s accuracy, while also still providing enough space to allow for good pitchers to work their stuff. The coach who taught Maddux, Glavine and Smoltz had this philosophy and it didn't affect their dominance of the game.

Entry fees are non-refundable. Once you send in your registration form and registration fee, you're in. Your entry fee isn't refundable. This also goes for teams who are not able to make a rainout date.

Rainout. If the event is cancelled due to poor weather or any other unfortunate conditions, we will make our best effort to reschedule the event for a later date. However, we can not guarantee a rainout date for the event.

Stats are important. Keeping stats is an important part of Wifflepalooza. Next to playing the game itself, it is the most important part of the event. Homeruns, RBIs, strikeouts. We want it all tracked so you can have a career at Wifflepalooza. Plus, the stats help us decide the best hitter (Mr. Palooza) and best pitcher (Eugene). Each team must have a designated statistician. Wifflepalooza adopts many of the same rules as baseball. However, there are some minor modifications we would like to bring to your attention.

The Backwards K. A pitcher’s equivalent to a homerun, the Backwards K separates the good pitchers from the great. When a batter is caught looking, strike up the Backwards K. Credit goes to Joe Winter for creation of the Backwards K.

Gunners and Kills. At Wifflepalooza, defense is a very important aspect of the game. Part of the game includes throwing the ball at the baserunner for an out. It is a risky move, which yields great rewards or great losses. Good gunners (aka fielders) who are successful at throwing the ball at a baserunner deserve a credit for a successful play. We call them kills. Credit goes to Chris Marshall for the idea to incorporate his "kills" rule into Wifflepalooza.

Baserunners and Ghostrunners. A Baserunner is an actual person on base; a Ghostrunner isn't. Ghostrunners can only move by force. So, if you have a ghostrunner on second base and your batter hits a single, the ghostrunner doesn't move to third. Put a baserunner on second base and the baserunner could run to third on a single or a fielder's choice.

There are errors in Wifflepalooza. We expect there will be high averages, high ERAs and lots of mistakes in the field. We see the fielder like an offensive lineman. They do all the dirty work, make the team look good, but they never get the credit when they win. It's wiffle ball. There will be errors. But, the teams with the best fielders will most likely be one of the teams left playing for the championship.

For those who want more details, read on.

THE PLAYING FIELD:
1) Bases 45ft from home plate
2) Fair play line 30ft from home plate
3) Foul poles 75-100ft, Centerfield 75-120ft
4) Pitching distance from rubber to zone is 40ft.

THE PLAYING EQUIPMENT:
1) Bats and Balls are supplied by GameMasters
2) White wiffle ball (kind with 8 slots on one side)
3) Traditional yellow bat made by Wiffle Inc. Bats cannot be modified in anyway
4) Footwear - plastic cleats or turf shoes on grass or dirt can be worn. Nothing with metal
5) Ball gloves are not allowed
6) We encourage teams to wear uniforms, but are not necessary
7) Only equipment provided by GameMasters is allowed

TEAMS:
1) Team Rosters consist of 3 to 4 players
a) Only three players on the field defensively at one time (one pitcher, two gunners)
b) All three/four players may change positions at any time defensively
c) A four player team can only move to a 3-player if an injury occurs and the injured player becomes de-active at that point. The injured player's turn at bat will be considered an out for the remainder of that game. If the injured player isn't able to continue for the team's remaining games, the team may elect to play with one less player for the remainder of the tournament. However, the team may not make any additions to the roster. (See Lee Thomas Rule below)
d ) Four player teams must bat all four players
e ) Batting orders cannot be changed during a game. Batting out of order will be an out.
f ) The Lee Thomas Rule: Teams are not permitted to acquire players on their roster once the team has registered their lineup in the event. Players are not permitted to move from one team to another team in the event.

THE GAME:
1) Five innings equal an official game, but will go extra innings if necessary
a) 10-run rule is in effect after three complete innings (exempt during TP)
b) 20-run rule is in effect after two complete innings (exempt during TP)
2) Two outs per inning for each team
3) The count: 5-balls is a walk and 2-strikes is an out
4) Strike zone: 18" wide x 24" high.
5) Pitchers rubber is out for first base
6) Base running but no stealing.
7) Ghost runners are allowed after a hit.
8) No bunting.
9) Fielder may throw ball at runner to get base runner out. Ball must hit runner for out.
10) Judgement calls decided by GameMasters is final and cannot be protested
11) Ball traveling below the homerun wall will be a ground rule double
12) The games will begin by coin toss, except in TP where seeding is used.

GAME SITUATIONS:
1) Batted balls must go completely beyond the 30 ft line to be playable
2) Ground balls fielded prior to reaching the 30ft line are foul
3) If a batted ball goes beyond the 30ft. line but reaches foul prior to first or third, it is a foul ball
4) Fly ball clearing the outfield wall is a homerun. If a fielder touches the fly ball, fails to maintain possession and ball goes over the wall, it is a homerun. If fielder breaks fence while catching a potential homerun ball, the batter is awarded a homerun.

THE BATTER:
1) The batter may switch sides of the plate any time during the pitch count, the batter must notify the pitcher prior to the pitch. It is ruled a strike if pitcher is not notified.
2) A batter must have both feet completely in batter's box
3) No leaning into the pitch. If batter leans into the pitch, it will be called a strike.
4) There is no hits batsman rule. Ball that hits the batter will be ruled a ball.
5) The batter's hands are considered part of the bat.
6) Batter will not touch foul balls until they come to a complete stop.
7) Batting glove may be worn only while batting.

THE PITCHER:
1) The pitcher may not wear any type of distractive jewelry or clothing
2) Pitcher must start the windup from the pitching rubber. Pitcher must have one foot touching the pitching rubber when releasing the ball.
3) No balks.
4) A pitcher can have some warm-up pitches before the start of a game. Relief pitchers are allowed some warm-up pitches.

THE FIEDLERS/GUNNER(S):
1) A fielder/gunner(s) will not line up in any manner that may, in any way, distract the batter

BASE RUNNERS AND GHOST RUNNERS:
1) Ghost runners move one base on a single, two bases on a double and three bases on triple. Ghost runners must move by "force".
2) Ghost runners do not advance on ground outs or fly outs.
3) Base running allows a team to move a runner without force. Any team member can run for the base runner.

OFFICIATING AND SCORE KEEPING:
1) Fair and foul calls will be the responsibility of the offensive team.
2) Check swings will be the responsibility of the batter.
3) Foul balls off the hands will be the responsibility of the pitcher.
4) The official score will be the responsibility of each team's designated statistician.

 


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