2014 Rules and Regulations

1. Games are self umped by the players in the game
We are playing a backyard game; it is not hard to work with fellow players to make the correct calls. Remember, this is first and foremost about fun and friendly competition. Be cool, be honest, don't be an ass. Keep in mind that if you are being an ass, cheating, or bitching, then your opponents will likely respond in kind. Likewise, if you are being honest, courteous, and collected, then your opponents will repay the favor.
-  If teams are unable to agree on a safe or out call, then the close play is considered a tie. Ties are awarded to the defense
-  The best view of a fair or foul call on a ball over the fence is from behind home plate. If one is in question, a player behind the plate should make the final call

2.  Full-time rosters must include at least 6 players, but will be capped at 8
-  This is the roster featured on the team page
-  These are the players who will be considered for awards, articles, etc.
-  Part-time players or replacements are welcome in daily lineups

2a)  Talent Cap
  • Soft Cap:   21 stars
  • Hard Cap:  24 stars
    • Luxury Tax
      • 22 stars = Additional $100 added onto league fee
      • 23 stars = Additional $150 added onto league fee
      • 24 stars = Additional $200 added onto league fee
  • Teams must carry at least 6 players on their roster, but no more than 8
    • A team must finish the season with at least 6 players on their roster playoff eligible (7 games played)
  • Each player is rated from 1 to 5 stars based on 2013 stats  -  [List of Player Star Ratings (.pdf)]
    • wOBA (weighted on-base average) is used for the offensive rating
    • KpI - WHIP is used for the pitching rating, when applicable
    • Pitching may increase the overall rating, but cannot decrease a player's value
  • All 2014 rookies will be rated at 1.5 stars
  • Fill-in players who play in only one series (2 games) WILL NOT count against the cap
  • Fill-in rookies who play more than one series (3+ games) will count as 1.5 stars against the cap
  • Fill-in veterans who play more than one series (3+ games)will count as their star rating against the cap
  • Roster moves may be made at any point through the trade deadline to manage your team's cap number
  • A team's highest number of stars carried at any point during the season (starting 4/25/14) will be their cap number
    • This number will determine the final amount of money due: league fee + luxury tax
2b.  Lineups may be comprised of 3-6 players.
-  Only 4 may play the field while on defense, but all 6 may bat
-  Substitutions into/out of the 6 man lineup may be made so long as they are announced to the other team first
-  If a team begins the game with 3 players and their fourth arrives mid-game, he may be submitted into the lineup if the opposing team allows
-  Less than 3 players or more than 6 in the lineup will be cause for forfeit

2c.  All players in a WSEM game must be at least 18 years of age
-  Exceptions will be made for players under 18 that had played in WSEM prior to the age restriction being put into effect in 2012

2d.  All players in WSEM league games must wear matching color team jerseys with player numbers
-  Team's jerseys must use officially recognized team colors
-  Keep extra uniform shirts on-hand in case you use replacement players.
-  Photo and video are benefits of being in WSEM; none will be taken/used if non-uniform players are on the field
-  Failure to field a uniform team will thus result in the buying of lunch / drinks for the opposing team and any cameramen present

3. Equipment
Legal Balls:
-  Only baseball-size official Wiffleball brand balls will be used
-  New and game-used balls are allowed
-  If a ball is dented or has a crack larger than 1/4" (or through the seam) it must be thrown out
-  No scuffing of the ball is allowed
-  The home team will supply the balls for use during the games
-  All balls are subject to being checked for legality before or during a game

Legal Bats:
-  Easton ProStix, Louisville C271 "Griffey", or official yellow Wiffle bats may be used
-  Taping the handle of the bat is allowed
-  Tape can only be applied 10" up the handle
-  The hole on the base of the handle must be left open
-  Painting of the barrel is allowed
-  No other modifications are permitted to an Easton ProStix or Louisville C271
-  Corking of official yellow Wiffle bats is allowed
-  All bats are subject to being checked for legality before or during a game
-  All bats at the field may be used by any player from either team

No metal cleats. Rubber or plastic cleats are allowed

4.  Field Layout and Distances
-  Foul lines must form a 90° angle
-  All base paths are 45'
-  The pitchers mound is 48' from the strike zone
-  The pitchers circle has a 5' radius
-  The strike zone is 30" x 22", and set 3' behind the front of home plate and 10" off the ground
-  A dead ball zone will be marked 20' in front of home plate with a semi-circle drawn from foul line to foul line
-  This line is treated the same way as infield foul lines:
-  If the ball stops on the line, it is fair
-  If the ball rolls back between the line and home, it is foul
-  Home run fences may be set at any distance and made of any material, but must completely cover the outfield fair territory

5.  Outs may be recorded by:
-  Strike out
-  Catching a fly ball in the air
-  Tagging a runner with the ball when off the base
-  Touching the base while possessing the ball before the runner arrives for a force out
-  Getting the ball to the pitcher's circle before a runner reaches base on a force out
-  Any player with possession of the ball and at least 1 foot in the circle can record the force out
-  The force out in the pitcher's circle applies to the lead runner
-  If the lead runner beats the play, but a trailing runner does not, the force out applies to the trailing runner
-  Only 1 out may be made in the pitcher's circle per play
-  Pegging a runner with the ball on a tag-up, or between 3rd and home
-  Pegging the strike zone board with the ball on a scoring play when a runner is advancing from 3rd to home
-  After a peg attempt at the board or runner, whether successful or missed, the ball is immediately dead and play is stopped

6.  There is no “infield fly” rule
-  This means a fly ball may be intentionally missed to attempt a double or triple play

7.  A runner may tag up from from any base on a fly ball
-  When trying to advance on a tag up, the defense may peg the runner with the ball for an out
-  If a player is off the base when the ball is caught and is returning to the base, then pegging is not in play
-  The ball may only be thrown back to the base for the force out

8.  Rules by Position
A)  For the pitcher:
-  A pitcher may pitch of any style and any speed they choose
-  No balking to trick the batter or throw off their timing
-  One foot must be touching or behind the mound at middle of the pitchers circle
-  No scuffing or carving of the ball will be permitted
-  Only one ball may be in hand while pitching
-  After a pitcher is taken off the mound they may not return as a pitcher for the rest of the game in progress
-  Rotation Rule:
-  If a pitcher throws 3+ innings, they may not pitch in the following game
-  If a pitcher throws 8+ innings, they may not pitch in the following 2 games
-  The pitchers' mound is 48' from the strike zone
-  The strike zone is 30" tall by 22" wide, 10" off the ground
-  The count is 5 balls for a walk, 2 strikes for an out
-  No base will be awarded for hitting a batter with a pitch, whether in the head or otherwise
-  There are no intentional walks; 5 balls must be thrown beyond home plate and miss the board to put a batter on base
-  First Pitch Strike Out Rule:
-  If the batter does not swing and the first pitch of an at-bat hits the board, the batter is OUT
-  Steals:
-  Teams have 2 steal attempts per game
-  While the pitcher is in their wind-up, a batter attempts a steal by shouting "STEAL" and leaving the base
-  The pitcher must throw the ball home; they may not step off the mound
-  If the ball misses the zone, the runner is SAFE
-  If the ball hits the zone, the runner is OUT
-  If the batter fouls off the pitch, an attempt will not be counted as used; the runner will return to the base
-  If the batter puts the ball in play, it is live and the attempt will be counted as used
-  No stealing of home
-  No double steals are allowed
-  Only 1 runner with an open base in front of them may attempt at a time
-  If multiple runners attempt:
-  The trailing runner(s) will be called out for leaving their base before the ball is put in play
-  The lead runner's attempt will play out as normal

B)  For the fielders:
-  No gloves of any kind will be allowed to be worn when on the field
-  Use of a hat or other article of clothing to catch the ball is NOT permitted
-  The only balls that will be ruled "out of play" are fly balls beyond the home-run fence, fair or foul
-  Defenders may call time out while possessing the ball in the infield to stop the runners
-  If a runner is approaching, on, or just rounded the base, they will hold at that base
-  If a runner is 2 running strides or more past the base, they may continue on to the next base
-  This buffer is to be clear whether the runner's foot was on the base or not
-  If the debate is "2 strides or 1 1/2?", there is clearly no question the runner was off the base; the runner will be allowed to advance
-  You may not interfere with the runners. This can result in all runners being called safe, or advancing runners to the next base
-  On a caught fly ball, a runner off the base may only be doubled up by throwing back to the base before the runner makes it back
-  The pitcher's circle is NOT a force out when returning to the bag, nor is pegging an option
-  If a runner tags up on a fly out, then fielders may attempt to peg or tag the runner with the ball for an out
-  Fielders may also peg the runner or the strike zone board with the ball for an out between 3rd and home
-  In situations where the ball and runner arrive simultaneously, ties are awarded to the fielder
-  Position players may freely sub in and out of the field

C)  For the batter:
-  There are 2 strikes for an out, and 5 balls for a walk
-  No base will be awarded for being hit by a pitch, whether in the head or otherwise
-  Bunting is not allowed
-  There are no intentional walks; 5 balls must be thrown beyond home plate and miss the board to put a batter on base
-  If the batter does not swing, and the ball hits anywhere on the strike zone, it is a strike
-  First Pitch Strike Out Rule
-  If the batter does not swing and the first pitch of an at-bat hits the board, the batter is OUT
-  If the batter has 1 strike and tips the ball into the board, they are OUT; in line with tipping strike 3 into the catcher's glove in baseball
-  One-handed swings are not allowed, and will be called as a strike
-  Both of the batter's feet must be on the artificial turf when starting their swing
-  Crowding the plate is not allowed; the batter must give the pitcher the inside corner
-  Blocking the plate or stepping into pitches will result in a called strike

D)  For the runners:
-  When any defender has possession of the ball in the circle, the runners will treat this as a time out and cannot advance
-  When any defender calls time out with possession of the ball in the infield the runners will stop
-  If a runner is approaching, on, or just rounded the base, they will hold at that base
-  If a runner is 2 running strides or more passed the base, they may continue on to the next base
-  This buffer is to be clear whether the runner's foot was on the base or not
-  If the question is "2 strides or 1 1/2?", there is clearly no question the runner was off the base; the runner will be allowed to advance
-  Runners CANNOT lead off
-  Runners must wait until the ball makes contact with the bat to leave the base, unless using a steal attempt
-  If a runner does lead off or leave early without stealing, they will be called out
-  Runners may tag up on fly outs from any base, but may be pegged with the ball for an out while trying to advance in this situation
-  The runner must stay on the baseline while running the bases and may not interfere with the ball and/or the defenders
-  On a fly ball caught, a runner off the base may only be doubled up by throwing back to the base before the runner makes it back
-  The pitcher's circle is NOT a force out when returning to the bag, nor is pegging an option
-  All base paths are 45'
-  In situations where the ball and runner arrive simultaneously, ties are awarded to the fielder
-  Steals:
-  Teams have 2 steal attempts per game
-  While the pitcher is in their wind-up, a batter attempts a steal by shouting "STEAL" and leaving the base
-  The pitcher must throw the ball home; they may not step off the mound
-  If the ball misses the zone, the runner is SAFE
-  If the ball hits the zone, the runner is OUT
-  If the batter fouls off the pitch, an attempt will not be counted as used; the runner will return to the base
-  If the batter puts the ball in play, it is live and the attempt will be counted as used
-  No stealing of home
-  No double steals are allowed
-  Only 1 runner with an open base in front of them may attempt at a time
-  If multiple runners attempt:
-  The trailing runner(s) will be called out for leaving their base before the ball is put in play
-  The lead runner's attempt will play out as normal

9.  League games are 6 innings
-  Tournament games may play with more or less innings
-  Mercy Rules:
-  10 runs after the 4th or 5th inning
-  15 runs after the 3rd inning
-  20 runs after the 2nd inning
-  There is no time limit on league games
-  No rule changes will be made in an extra inning game to expedite a result

10.  League games are 6 innings
-  A player must play seven (7) regular season games in order to be eligible for the playoffs
-  All players on a team's 6-8 man roster must be playoff eligible at the end of the season

11.  A team must play 24 games to be eligible for the postseason. Occasionally forfeits are unavoidable, thus, forfeiture of up to two series is acceptable. Any more than that shows a lack of commitment to the league and your fellow players, therefore, you will lose your right to represent the league in the race for the championship.

12.  Trades
-  All trades are subject to approval by the front office and a majority vote of team captains
-  Trades must include at least a player-for-player swap
-  Non-monetary incentives may be included in addition to players in a deal
-  The number of players involved per side does not have to be equal
-  i.e. 2-for-1 trades are allowed
-  All players have a no-trade clause and may veto any trade in which they are involved
-  When traded, games played toward playoff eligibility travel with the player to their new team
-  The trade deadline is the end of Week 9 (June 24, 2014). No trades may be made during postseason play

13.  Free Agency
-  Free agency is open to veteran players from October 1st through April 1st
-  Once signed a player is committed to that team for the upcoming season, and cannot switch teams unless released or traded
-  Non-monetary incentives may be used to lure players, however no money may be offered to a player
-  Rookies who have never played in WSEM may be picked up at any time during the offseason or regular season
-  No signings may be made between the trade deadline and October 1st