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How to play Wiffle Ball

Bat into distance zones and track imaginary runners. This manufacturer format removes base running, walks and bunting; it is different from many modern league games.

2–10 players30–75 minAge 8+ suggested

By K.R. · Sources and editorial process

Game-night tools

What you need

Perforated plastic Wiffle ball, plastic bat, zone markers and a score sheet

Set up the game

  1. Mark a fair wedge from home with single, double, triple and home-run zones. The archived sheet suggests singles markers about 24 feet out, then successive markers roughly 20 feet farther apart; adapt all distances to the available space.
  2. Use one to five players per side. With five defenders assign pitcher, catcher and double/triple/home-run-area fielders; keep zone assignments. Record a fixed batting order.

Playing Wiffle Ball

  1. One side pitches and fields while the other bats. Only swinging strikes count toward strikeout; a foul tip adds a strike only before two strikes. No walks and no bunting.
  2. A caught fair or foul fly is out. A fair grounder fielded while still moving is also out in this format. Three outs changes sides.
  3. An uncaught fair hit receives the value of its marked zone. Record an imaginary batter-runner on first, second or third; a home run scores the batter and all runners.
  4. On a single, a runner on first advances to second; a runner already on second or third scores. A double advances a runner from first to third and scores runners farther along; a triple scores all runners.
  5. Both sides bat in each inning. Play nine innings, adding complete innings for a tie; higher run total wins. Agree a shorter inning count before starting if desired.

Imaginary runners change the score

A double puts an imaginary runner on second. The next batter hits a single, scoring that runner and leaving the new batter on first. A following double moves the first-base runner to third and puts the batter on second. The team has scored one run, not three; nobody scores merely for reaching a zone short of home.

Make the field unambiguous

Before batting, walk the foul lines and identify which marker separates each zone. If a yard obstacle will stop or deflect a hit, assign its result before the first pitch. A declared local obstacle rule is fairer than inventing a result after seeing which team benefits. Keep spectators behind the batter and outside the swing path.

Beginner decisions

  • Judge hitting success against the actual field and zone markers. A controlled ball through a gap can be more useful than a big swing that offers a fielder an easy catch.
  • Write imaginary runners after every hit. Trying to remember several singles, doubles and outs without a record creates disputes that real bases normally prevent.

Common rule mix-ups

  • Calling four taken balls a walk.
  • Running bases or using professional baseball’s ordinary ground-ball fielding rules without announcing a different version.

Questions about this game

Do I need a strike-zone target?

Not for this manufacturer format, which uses swinging strikes. Target-based leagues have their own rules.

Can the pitch curve?

Yes. The perforated ball is designed for curving flight; speed is not necessary to experiment with movement.

Sources and edition notes

The Wiffle Ball, Inc. traditional no-running game, archived manufacturer rules. Not a strike-zone-board league variant.

Sources and stated format checked October 14, 2026. This records a document check, not a claim of hands-on testing.

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