2007
OFFICIAL RULEBOOK
Below are the 2007 Official Rules of Fast Plastic's National
Championship Tournament and the Fast Plastic 'Super NCQ's'.
Please check with your Regional Director for your region's
specific rules as they may differ slightly. Please contact
Fast Plastic
if you have any questions regarding the Official Rules.
- Players and teams must participate in a minimum of 2 NCQ's
(with their official team) to be eligible for post season
play.
- All NCQ's must have a minimum number of 5 teams competing.
I.
THE FIELD
1. The field will be a level surface. The angle created by
the foul lines at the tip of home plate will be ninety (90)
degrees.
2. The infield will be a forty-five (45) foot square. home
plate and three (3) bases will be placed in normal baseball
fashion. A fair play line will be drawn in front of home plate;
the line will intersect each foul line at twelve (12) feet creating
a "fair play triangle". A double play line will be drawn in
front of second base; the line will intersect each base line
at twelve (12) feet creating a "double play triangle" (DPT).
3. The outfield foul poles will be no less than eighty-five
(85) feet and no more than ninety-five (95) feet from home plate
in both left and right field. The center field wall will be
no less than ninety-five (95) feet and no more than one hundred
fifteen (115) feet from home plate. Homerun fences will be used.
4. The pitching distance is forty-five
(45) feet from the rubber to home plate (back point) and forty-eight
(48) feet to the strike zone target.
II.
EQUIPMENT
1. The official ball of Fast Plastic will be the white, baseball
size, 2004 and later models (No. 1149044) Wiffle®Ball.
Each team will bring their own supply. New or like-new balls
are required. A ball will be declared illegal for use if it
has a crack greater than one-quarter (1/4) inch and will be
removed from the game. Each pitcher will keep possession of
his ball. Players may bring only one (1) ball on the field during
a game. The ball may be lightly scuffed or sanded but no foreign
matter can be added to the ball. In preparing a ball,
you may not alter the sphereness/roundness or overall
quality of the ball.
2. The bat must be rounded on all sides, cannot exceed thirty-eight
(38) inches in length, two and three-quarters (2 3/4) inches
in diameter, or have tape, etc. eighteen (18) inches from the
handle end. Fast Plastic reserves the right to inspect and declare
a bat illegal for use.
3. The strike zone target (SZT) will
be twenty-three (23) inches wide by twenty-seven (27) inches
high/long and will stand thirteen (13) inches off the ground.
The target will be three (3) feet behind the back point of home
plate.
4. If batter's boxes are used, they will be four (4) feet wide
and six (6) feet long and placed ten (10) inches on either side
of home plate.
5. The backstop will be an eight (8) foot square and placed
four (4) feet behind the back point of home plate.
6. Proper footwear is required. Spikes/cleats are prohibited.
Turf shoes are allowed.
7. Baseball gloves/mitts are not allowed. Only batters may
wear batting gloves.
8. Uniforms are encouraged but not required at the Regional
level. Matching shirts and hats are required during the National
Championship Tournament.
III.
TEAMS & ROSTERS
1. Teams consist between two (2) and five (5) players. Roster
changes may be made up to the first pitch of the regional tournaments.
2. A maximum of three (3) players may take the field for defense
but a team may choose to bat a maximum of five (5) players.
The pitcher and all fielders must bat. If a starting player
is unable to continue playing and his team does not have a non-starter
to take his place, his turn at bat will be considered an out.
The batting order will not change during the game. Batting out
of order will result in an out (standard
MLB rule).
3. All starting players may change positions at any time defensively,
however once a player is substituted by a non-starter, the starter
is out of the game and cannot re-enter. (Also see Section V,
Rule 3.)
4. Teams may play in more than one (1) region but only one
(1) NCQ per day. Players may play for only one (1) team per
region.
5. NO Split Squads are allowed. A Split Squad
is defined as two or more groups of players from different locations
playing under the same team name with little or no effort of
playing together as a true team in an
attempt to take advantage of the Fast Plastic regional locations.
This will be seen as an attempt to circumvent the Fast Plastic
style of play and will not be tolerated. Any team caught under
this rule will lose any points, FP3 and/or regional, and will
be subject to expulsion. Fast Plastic will handle any infractions
on a case by case basis. For further
clarification click here.
6. Players may play for only one (1) official team
for FP3 points and post season eligibility.
A player may play for another team for fun if he chooses. If
this occurs this team will receive no FP3
points and the player will not qualify for any post season play
with that team. Players choosing to play for fun with another
teams must contact that Tournament Director before hand.
7. Players may become eligible and play for only one (1) team
in the playoffs.
8. Players should consult their Regional Director for playoff
eligibility requirements.
9. Players must play in a minimum of two (2) Fast Plastic qualifiers
with their official team of record to be eligible for the post
season including the National Championship Tournament.
10. There are no regional playoffs.
IV.
THE GAME
1. Six (6) innings equal a normal game. A ten (10) run "mercy
rule" is in effect after any complete inning.
2. Each team receives three (3) outs per inning.
3. Four (4) balls equals a walk. Three (3) strikes equal an
out. Fouls are unlimited unless a foul tip with two (2) strikes
hits the strike zone target. This will result in an out.
4. There are no restrictions with pitching speeds. A pitcher
can throw as fast or slow as he likes.
5. There is no physical base running. All runners will be imaginary/ghost.
There is no stealing.
6. Fair and foul balls adhere to standard baseball rules unless
otherwise stated.
7. All
ground balls must reach the fair play line. If a batted ground
ball does not cross and remain past the fair play line it will
be ruled a foul ball. Infielders may NOT record ground ball
outs until the ball passes the fair play line.
8. Infield ground ball outs will be recorded by throwing to
designated areas outlined and described in Section VIII, Rule
5.
9. If a batted ball is dropped by a fielder and the ball falls
on the ground, it will be ruled a hit.
10. Any fair ball that lands past the infield line will be
ruled single; or a double if the ball continues to roll and
either comes in contact with or rolls past the fence.
11. A ground ball that comes to a complete stop in the infield
is ruled an infield single.
12. A fly ball hitting the wall first and then caught by a
fielder before hitting the ground is a double.
13. A fly ball hitting the wall first then the ground is a
triple.
14. A fly ball hitting a fielder, who is not within six feet
of the wall, and continuing over the wall is ruled a double.
15. With a runner on third and/or second base and less than
two (2) outs, a team may try and advance the runners on a fly
ball. When the ball is in the air the offensive team can yell,
"TAG" to activate the runner(s). (Also see Section VII, Rule
2)
16. A maximum of three (3) extra innings will be allowed. If
the game is still tied, the team with the most total bases (Section
IV, Rule 17) will be declared the winner. If the total bases
are tied at the end of the 9th inning, the game will
continue until one (1) team is ahead by runs or total bases
after a complete inning.
17. During the course of the game each team will keep track
of their total bases. Total bases are determined by the outcome
of the batter’s plate appearance. Homerun = 4 bases; Triple
= 3 bases; Double = 2 bases; Single and Walk = 1 base. The batter
does not earn a base when he reaches via a Fielder’s Choice.
There are no errors.
18. While not in the field or batting, players are required
to remain in the bench area.
V.
THE PITCHER
1. A pitcher will get ten (10) warm-up pitches before the start
of the game once he takes the mound, seven (7) between innings
and three (3) after a ball has been declared illegal or lost.
Pitchers may not throw any warm ups when they switch balls on
their own during an inning. A relief pitcher will receive seven
(7) warm-up pitches unless he has previously pitched during
the game. If a relief pitcher comes into the game due to a result
of an injury to the active pitcher, a reasonable amount of time
will be allowed for the relief pitcher to warm-up.
2. A pitcher must start his wind-up from the pitching rubber.
The pitcher must have at least one (1) foot touching the rubber
when he releases the ball. If a ball is pitched in violation
of this rule, the pitch will be ruled a "no pitch".
Repeated violations may result in the pitcher being removed
from the pitcher's position for the remainder of the game.
3. A pitcher entering the game must face one complete batter
before being replaced.
4. A wild pitch will be declared whenever a pitched ball COMPLETELY
misses and goes beyond the backstop, without hitting the target
strike zone, the batter, or the bat. All base runners will advance
one base.
5. A pitcher may not wear any type of distracting jewelry or
clothing.
6. There are NO balks.
VI.
THE BATTER
1. The batter may NOT intentionally move into the path of a
pitch. If he does, he will be called for batter's interference,
and the pitch will be called a strike. A warning must be given
first and a "no pitch" will result. The warning remains with
that particular batter for the remainder of the game.
2. A batter must move out of the way of a fielder’s throwing
attempt. If the batter is standing in front of the backstop
and/or the strike zone target and is hit by a fielders throw
while the ball is in the air, a successful fielding play will
be recorded. (Also see Section VIII)
3. A hit batsman results in a ball
only unless the batter is hit in the head. A headshot will result
in the batter awarded first base.(Also see Section VI, Rule
4)
4. The hand's of the batter are considered part of the bat
ONLY if the batter is swinging.
5. The batter will NOT touch foul balls until they come to
a complete stop. If the batter does touch a moving foul ball
and the ball is determined to have a chance of rolling into
fair territory the batter will be ruled out.
6. Bunting is not allowed.
VII.
BASE RUNNERS
1. There is no physical base running. Base runners are imaginary.
2. Base runners move as follows: One base on a single, three
bases on a double and triple. With two outs all runners advance
one extra base on a clean (untouched) hit through the infield.
An infield hit does not get the two out extra base. A clean
hit is defined as follows: Any fair ball, either on the
ground or in the air, that moves past the boundaries of the
infield without being touched by a fielder (infielder or outfielder).
3. With a runner on third and/or second base and less than
two (2) outs the offensive team may try and advance the runners
on a fly ball. When the ball is in the air the offensive team
can yell, "TAG" to activate the runner(s). The fielder must
catch the ball cleanly and throw to the backstop or any part
of the strike zone target in the air, if he does the lead runner
is out, if it misses, the runner(s) scores and/or advances.
All other base runners hold their base. The fielder has three
(3) seconds and one (1) step to make the throw after the catch.
VIII.
FIELDERS AND DOUBLE PLAYS
1. All fielders must start in fair territory.
2. A fielder will not line up in any manner that may distract
a batter.
3. Only
infielders may record ground ball outs. To be considered an
infielder, the player must be on or inside the infield line
prior to and during the pitcher’s windup and delivery.
4. All ground ball outs will be completed by throwing.
5. Infield Throwing Outs
- An out is recorded when a ball thrown directly toward homeplate
hits either the backstop or any part of the Strike Zone Target
(SZT) in the air. The infielder has 3 seconds and 1 step in
which to release the throw.
- In a double play situation, an out is recorded when a ball
is thrown toward 2nd base to a second infielder who is positioned
on or inside the Double Play Triangle (DPT) at the time he
cleanly catches the ball. The infielder has 3 seconds and
1 step in which to release the throw.
- An out is recorded when a ball is thrown from the Double
Play Triangle (DPT) in an attempt to complete a double play
after it is caught cleanly and then thrown toward homeplate.
The ball must hit either the backstop or any part of the Strike
Zone Target (SZT) in the air. The infielder has 3 seconds
and 1 step in which to release the throw.
- An infielder may “Hold” a non-forced runner by cleanly fielding
a ground ball and throwing to the Backstop/SZT. The out will
be the lead forced runner. If the infielder bobbles/deflects
the ball all non-forced runners will advance one base and
the out is at first.
6. Double Plays
- In order to attempt/complete a double play, ALL defensive
players must be positioned within the boundaries of the infield,
i.e. "Double Play Depth".
- The Pitcher is considered an infielder and can participate
in any aspect of the double play.
- In order to attempt/complete a double play, the infielders
involved must handle the ball cleanly (not juggled or deflected).
- In accordance with Rule 5 of this section, a ground ball
double play is recorded by an infielder first fielding the
ball and then throwing it to a different infielder who has
at least one foot on or inside the DPT (See Section I, Rule
2) who then throws the ball to the Backstop/SZT.
- The first runner of the double play will be out when the
infielder at the DPT cleanly catches the ball.
- If the infielder at the DPT fails to catch the throw cleanly
ALL runners will be safe.
- The successful double play will result in the out at second
base and first base except when the bases are loaded. If the
bases are loaded the outs will be recorded at home plate and
first base.
- If the ground ball is juggled or deflected the infielder
cannot complete a double play, his only option is to throw
toward home to get the runner at first. All other runners
advance one (1) base.
- If a ground ball is fielded cleanly by an infielder while
he is positioned on or inside the DPT he may attempt an "unassisted
double play" by throwing to the Backstop/STZ.
- An infielder may “Hold” a non-forced runner by fielding
a ground ball cleanly and throwing directly to the
Backstop/SZT. The out (if any) will be the lead forced runner.
If the infielder bobbles/deflects the ball all non-forced
runners will advance one base.
If an infielder attempts a double play
in any fashion, all non-forced runners will advance one (1)
base if the successful double play does not end the inning.
- An infielder may NOT intentionally allow a fly ball or line
drive to land in order to create a double play situation.
If this does occur, only one (1) out by normal infield ground
ball rules can be achieved.
7. There is NO infield fly rule as defined by MLB.
IX.
WHO MAKES THE CALL
1. Fair and foul calls will be the responsibility of the batter.
2. Singles, doubles and triples will be made by the fielder
closest to the ball.
3. Check swings will be the responsibility of the pitcher.
4. Foul balls off the batter's hands will be the responsibility
of the batter.
5. Batter's interference will be the responsibility of the
pitcher.
6. Determining the timeliness of the "TAG" call will be the
responsibility of the defense.
7. Whether a thrown ball hits the Backstop/SZT for throwing
plays (tags and infield) will be the offensive team's responsibility.
It is also the offensive team's call on the timeliness of the
throwing attempt.
8. Wild pitch determination will be the offensive team's responsibility.
9. Legal pitch determination will be the offensive team's responsibility.
10. Keeping and reporting the official score will be the home
team's responsibility.
11. Consult your Director for calls not mentioned herein.
X.
GENERAL RULES
1. Tournaments will be round robin with a single elimination
playoff.
2. A coin toss will decide the Home team during the round robin
format. The higher seeded team will be the Home team during
the playoff rounds.
3. There is no refund on tournament fees once a team is registered.
4. Forfeiting games is not allowed; teams must play all of
their scheduled games. Any forfeiture may result in the team
being disqualified from the tournament.
5. All teams and players will respect and adhere to the rules
of Fast Plastic. All players will conduct themselves in a sportsmanlike
fashion. Taunting, berating or other type of disrespecful conduct
towards opponents and/or league officials will not be tolerated.
Any violations may result in an ejection from the game and/or
tournament.
6. Fast Plastic reserves the right to refuse entry of any player
or team.
7. Formal protests must be lodged to the Tournament Director
and only prior to the next pitch. Judgment calls cannot be protested.
All decisions made by the Director will be final.
8. Rules not stated herein, will follow the rules of Major
League Baseball.
9. The Tournament Director is in complete charge of the tournament.
10. In an effort to help in the National Championship Tournament
scheduling process, Fast Plastic will be requiring teams to
submit a registration form prior to their arrival at the NCT.
The registration fee is $100.00. (A printable
form will be available later in the season.)
11. All qualifiers must be completed by September 2, 2007 unless
cleared through Fast Plastic. |