Wiffleball Rules

Governing Rules

The rules of the National Federation of State High School Athletic Associations will apply in all cases except where a special Oregon State University Intramurals rule applies.

Eligibility

All participants must be either students registered at Oregon State University or Faculty/Staff/Affiliate with a Recreational Sports Membership. For more information on eligibility, consult the Intramurals Handbook.

Uniforms and Equipment

  • Mouth guards and batting helmets for each player are recommended for your protection.
  • Athletic, closed-toe shoes must be worn.
  • No braces, casts, guards, or supports that may cause other players harm will be permitted.

Pre-Game

  • Team members need to check in with the supervisor on duty with their IDs before each game to verify their eligibility.
  • Teams will also take part in a meeting with the supervisor prior to game time to discuss ground rules and decide home and away.

Game Time

  • Game time listed on the schedule is the official game time.
  • You must have four (4) players on the field ready for play at game time; otherwise, a forfeit will be awarded to the opposing team. Teams may not play with less than four (4) players.
    1. Teams with more than four (4) players will be given the option to use free substitution and bat the lineup, or bat four (4) players and abide by official baseball substitution rules. Once a player exits the game, they cannot return.
  • The games will consist of four (4) innings with a 6-run limit per inning.
  • No new inning can begin after 45 minutes.

Officiating

  • The games will be self-officiated.
  • Any altercations or discrepancies with rules will come down to the decision and judgment of the supervisor.

Other Rules

  • A strike is a pitch that hits the AutoUmp target in the air or is swung at and missed by the batter. Three strikes is an out.
  • A ball is any pitch that wasn’t swung at that misses the AutoUmp target. Four balls is a walk.
  • If hit by a pitch, a batter has the option of taking their base or beginning the at-bat again with a new count.
    1. If a batter opts to begin the at-bat again and is hit by another pitch, the batter will not be given the option again and will be forced to take their base.
    2. Note: A batter may not lean in front of the AutoUmp target.
  • All fair balls must cross the Fair Play Arc.
  • If a ball is hit and strikes the netting in foul territory, it will be called dead. The pitch will still be called a strike.
  • Runners may not lead off and must tag before advancing on fly-ball outs.
  • Fielders may not play directly behind the pitcher.
  • Once a runner rounds third and crosses the Run Line, located approximately a third of the way between third base and home plate, a fielder may throw the runner out by hitting the AutoUmp target on the fly or on the bounce before the runner crosses the plate. Any throw that misses the target is still in play unless it rolls beyond the backstop.
    1. If the throw lands in the Pickoff Pocket, all runners are out (including the runner attempting to score, unless the runner has already crossed home plate before the throw lands in the Pickoff Pocket).
  • If a pitch lands in the Pickoff Pocket on the fly, the batter and any runners on base are all out.
    1. If a foul tip lands in the Pickoff Pocket on the fly, the same rule applies.
  • Each person on the team must pitch one inning.
    1. If a pitcher has already given up four (4) runs in an inning, the pitcher for the following inning can come in to relieve this pitcher. This pitcher must finish this inning and the following inning.
      1. Note: The pitcher for the 4th inning must finish the game.
    2. If a team is playing with five (5) players, the 4th-inning pitcher can be relieved after four (4) runs.

Ties

If there is a tie score after four innings, the game is decided by a timed Home Run Soft Toss Shootout. In the shootout, each team will select two players to participate. The visiting team bats first and the batting procedure will go as follows:

  1. With one player providing soft-toss and the other player batting, the team tries to hit as many home runs as possible in 30 seconds. Each home run is worth one run.
    1. The pitcher and batter may set up anywhere within the Fair Play Arc.
    2. The rest of the team will be in the outfield retrieving balls and counting runs. The opposing team can assist in counting as well.
  2. At the conclusion of the 30-second interval, the team gets one bonus “Grand Slam” soft-toss ball. Any player on the team may bat and any of their teammates may provide the soft-toss. If the bonus soft-toss ball is hit for a home run, the team receives an additional two runs.
  3. The home team bats using the same rules. The team with the most runs wins. If there is a tie, the procedure is repeated until the tie is broken.

Conduct

The Intramurals program promotes positive sportsmanship at all contests and activities. Unsportsmanlike conduct includes actions which are unbecoming to an ethical, fair, and honorable individual. It consists of acts of deceit, disrespect, or vulgarity and includes taunting.

Ejections

Any player ejected from a game will be immediately suspended from participating in all Intramurals activities. The ejected player must then make an appointment with the Coordinator of Intramurals and Sports Coordinator to determine the length of suspension and any other sanctions. The following actions can result in ejections from Intramurals:

  1. Improper language
  2. Unsporting conduct

Contact: Sports and Special Programs Office, (541) 737-4083, 111 Dixon Recreation Center

Revised: 1/16/2025