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How To Play Wiffle Ball

Don't have enough players – or space –for a game of baseball? Never fear, wiffle ball is here.


  • Step 1: The pitcher attempts to strike out the batter. Swinging and missing the ball is a strike. Three strikes and the batter's out. Pitches that touch the bat but continue to the catcher, and uncaught balls hit into foul territory are strikes for the first two strikes. After that, as in baseball, there's no limit to the amount of foul balls a batter can hit.
  • TIP: The recommended batting order is: pitcher, catcher, double-area fielder, triple-area fielder, and home run-area fielder.
  • TIP: Experiment with different grips and releases when pitching. A Wiffle ball curves and dips like a baseball.
  • Step 2: After three outs, the teams switch from pitching to batting. After both sides get three outs, that's an inning. There are nine innings in a game. In the event of a tie, play additional innings. The team with the most runs at the end of the last inning wins!
  • FACT: Wiffle ball got its name in the 1950s from kids in Connecticut who called a strikeout a "wiff."
  • Step 3: Advance the imaginary runners. A runner on first moves up one base on a single, two bases on a double, and scores on a triple. Runners on second and third score on any hit. A home run scores one run, plus one run for each of the imaginary runners who were on base when the homer was hit – just like baseball.
  • Step 4: In your turn at bat, try hitting a ball no one can catch into the single area to put an imaginary runner on first base. (There aren't any actual bases, and players don't really run after batting.) Doubles and triples put imaginary runners on second and third.
  • Step 5: Choose teams and assign positions. A team can consist of just a pitcher and catcher, but a full Wiffle ball team consists of a pitcher, catcher, double-area fielder, triple-area fielder and home run-area fielder. Flip a coin to decide who bats first.
  • Step 6: Place two single-area markers 20 or so feet from the tip of the V, one on either foul line. Put two double-area markers 40 feet out, and two triple-area markers 60 feet out. The area behind the triple markers is the home run area. Mark the pitcher's mound and batter's box.
  • TIP: If you don't have a Wiffle bat, use a broomstick.
  • Step 7: Play the field. Fielders must stay in their designated areas, and try to catch the opposing team's hit to get them out. A fly ball caught in fair or foul territory is an out; so is a ground ball caught in motion in fair territory.
  • TIP: Bunting is not allowed, and there are no walks.
  • Step 8: Set up a V-shaped playing field. The size of the field is up to you, but the top of the V is generally at least 20 feet wide and 60 feet from the V's tip. The sides of the V serve as the foul lines.

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