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SC Wiffleball


General Rules for Simulation Version:

Preseason
1. Each player has a “dependability” scale which tells you how often he will show up to gamedays. WHICH gamedays they show up to and which ones they miss is completely up to you. The number for their scale is listed next to their name on their team's roster page. If someone’s scale says they will only be at 4 of the team’s 12 gamedays, you could have him play at the first four gamedays of the season and then never again! Or you can try to work it out with his teammate’s scales to ensure that the team never forfeits (or at least forfeits as few times as possible). If the team makes the playoffs, the dependability scale goes out the window and all four players play in each post-season game.

Scott Carmichael


Set Up
1. Each team holds a four-man roster, with each member of the roster playing in at least one (1) of the team’s 12 gamedays.
2. Games must always house at least four players, two to a team (2 on 2). You can also have 3 on 2, 3 on 3, 4 on 3, or 4 on 4 games. However, ONLY 4 on 4 games are 5 innings long. All other games are 4 innings long.
3. In doubleheaders, who is home and who is away between the two teams is not important so long as each team is home once.
4. In each day’s third game at each field, the home team is the one that has been at the respective field all day.
5. You (the user) set each team’s lineup however you desire.
6. The lineup you’ve set up will also serve as the pitching rotation. The man you put in the leadoff spot will also pitch the first inning. The second hitter pitches the second inning, etc. As you may have figured out, the leadoff hitter has a much greater chance of throwing more innings (in the case of a 3 on 3 game, innings #1 and #4), so most teams tend to put their best pitcher in that spot. But you can set your lineup (and rotation) however you like. With 2 on 2 games, both pitchers will usually throw two. In this case, teams generally throw their best guy in the 2nd and 4th innings (thus, hitting second) so that he can “close the door” on the mound. However, there’s also a chance an away team could be losing and the second pitcher would not pitch the bottom of the 4th. So really...just do it however you’d like.
7. Each pitcher has also received a scale in terms of his strengths (or weaknesses) from the mound. If the pitcher is considered “good,” each opposing hitter will see their “hit rating” (1-10) drop by one point. For example, when Joey Creighton’s faces Darnell Uhland, his batting rating drops from a “10” to a “9.”
7a. If the pitcher has been labeled “dominating,” (Scott, Seth, etc), he will lower the opposing batter's "hit rating" by TWO (2) points. Also, if the batter still manages to get a hit, you will notice two of the squares in his 6x6 personal “hit grid” are a red “4”. This would normally be a homerun, but since the pitcher is super-human, it has been rendered a lowly single. Changing the “hit grid” squares only happens if the pitcher is “dominating,” not merely “good.”
7b. For below-average pitchers, reverse this. A “not good” pitcher sees his opponent’s hitting ratings move UP a point, unless, in the case of Joey Creighton, they can’t go up any higher.
7c. For the “terrible” pitchers, you move the hitter up TWO (2) rating points. And in the good chance the batter gets a hit, there are two red “1” in each player’s “hit grid” that are now to be considered homeruns.
8. Now that you know that, it’s time to play!!

The Game
1. To pitch (begin each AB), roll one of the two die. The number represents the column you will refer to on that batter’s hit rating grid (1-10). Roll the second die. This is the row on that same grid. If the corresponding square reads “O” (out) , then mark it in your “scorebook” (provided by yourself...we recommend an average, everyday notebook). You may also land on a “K” (strikeout), “B” (base on balls), or “H” (basehit). If the batter got a hit (“H”), then you move on to that batter’s personal 6x6 “hit grid.”
2. Exercise the same “rolling the die” routine to determine what kind of hit the batter got. A “1” is a single, “2” is a double, etc, and use standard baseball rules for moving the baserunners. In SC Wiffleball 2003 however, runners cannot score from 2nd base on a single, or from 1st base on a double.
3. Repeat steps 1 and 2 until the third out of the inning is recorded.
4. Repeat step 3 until the game is over.

Post-Game (or Post-Day)
1. Open the MS Excel file we have provided and enter the stats from the game, or from the full day! The stat’s formulas have already been written in for you, so all you have to do is enter the numbers where they fit and watch the season grow!
2. Play the next set of games, or the next gameday immediately, at your leisure, or follow along with us as we play our games throughout the year!

Mid-Season All Star Weekend
1. If you’d like, you can hold your own All-Star Weekend in your personal league! The way the All-Star Game and Rookie Game works is not through subjective voting but through objective stat-tracking. Sorry, but we have not yet cooked up a way to play an interleague game with the KGJWFBL or hold a Homerun Derby.
2. After the tenth gameday (there are 15 total in the season), stop the games for a moment and look at the stats. Each player has a batting rating and a pitching rating to their name. For the All-Star Game, you combine each players’ ranks (batting rank + pitching rank). This should leave each player with a single number. The six LOWEST numbers are in the 3 on 3 All-Star Game! For the 2 on 2 Rookie games, you take the four LOWEST numbers from only the rookies (players participating in season #1).
3. In the All-Star Game, the player with the LOWEST rank number is teamed up with the 4th-lowest number and the 6th-lowest number. This leaves the 2nd, 3rd, and 5th-lowest numbers as the opposing team. For the Rookie Game, the player with the lowest number teams with the 4th lowest number. They take on the 2nd and 3rd-lowest numbered players.
4. There is no rhyme or reason to who is home and who is away during these two games. Simply flip a coin, or pick favorites, or whatever other idea you concoct.

Post-Season
1. In Wiffleball 2003 and in SC Wiffleball 2003, the top three (3) teams make the playoffs. The #3 team and #2 team square off in a best-of-3 series with the winner moving on to the Series at the Sac finals, a best-of-5 series with the #1 team. Practice the same rules in the postseason games as you would the regular season games. We even set up sections in the MS Excel file for you to record the postseason stats.
2. Remember, each team fields all four players for every game they play in the Series at the Sac.

Post Post-Season
1. Send us your stats and/or other season info! We’d love to hear who’s tearing it up in your league! Who’s going to the All-Star Game? Who’s gunning for Disappointment of the Year? Who won the Series at the Sac? Allow the other fans playing to compare it to their own seasons. You could wait until after the season is over or you can send us stat updates as you go through the season! Also, send any feedback you may have for the game. This can be in the form of flattery, insults, suggestions on how to better the game, etc. Every thought will find an ear.

 

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