Stealing the Show

Your Junk my Happy Zone
by Brandon Corbett

Rules re: Steals in the 2013 Rulebook
-   Teams have 2 steal attempts per game.
-   While the pitcher is in their wind-up, a batter attempts a steal by shouting "STEAL" and leaving the base.
-   The pitcher must then throw the ball home; they may not step off the mound.
    -   If the ball misses the zone, the runner is SAFE.
    -   If the ball hits the zone, the runner is OUT.
    -   If the batter fouls off the pitch, an attempt will not be counted as used; the runner will return to the base.
    -   If the batter puts the ball in play, it is live and the attempt will be counted as used.
-   No double or triple steals.
    -   Only 1 runner with an open base in front of them may attempt at a time.
    -   If multiple runners attempt:
         -   The trailing runner(s) will be called out for leaving their base early.
         -   The lead runner's attempt will play out as normal.

WSEM players were given the chance to discuss their opinions on possible changes for 2013. Only one comment was made in response to steals, which was unfortunately anonymous, and could not be allowed through. The gist of that comment: Steals are fun and quirky, but they are based on luck and take away from the pitcher versus hitter dynamic.

Yes, shifting dynamics are a result of introducing a new facet of any game. However, having two steals per game is not going to render the pitcher versus hitter match-up obsolete. Steals introduce a new strategy into WSEM games, and that adds another level to an at-bat. All the presence of a steal does is ask the pitcher to be on the board. It doesn't tell him he can't throw a ball in the dirt to get a batter to chase; it tells him to be careful and aware when he throws it. It also increases a hitter's responsibility for runners on base. It is no longer just about bringing them around, his responsibilities now include making sure runners stay on base by fouling off close pitches. In fact, the whole team network will have to work together more in deciding the strategy for a game, and communicating to stay on the same page.

Let's look at a few situations where steals come into play.

1)  Late in a game, runner on second, no outs, a ringer coming up to the plate, hitting team has one steal. In the past, there would be no chance this big bat would see a single pitch to hit with first base base open. Now, the steal makes a pitcher stay on (or at least around) the board to keep the runner at second and from scoring on a sac fly.

2)  How often have we seen pitchers walk the bases loaded, and get out of it with three strike outs? With steals, that pitcher now has to dial it in sooner or find himself in a bit of trouble.

3)  Remember those extra-inning marathon games with a 1-0 or 2-1 score, where runners rarely get past second, that show up a handful of times a season? Intelligently using steals can help manufacture runs to decide those quicker.

4)  Go back to scenario 1, but this time the team has both of their steals. Now, that pitcher really needs to step up for his team and be on target. "Game 7, legend-in-the-making" kind of stuff.


Bottom line, steals take nothing away from the game or harm it in anyway. They demand pitchers be better. They beg runners to be more involved in the play and what is going on. They urge teams to think strategically about game situations. They should cut down on the ridiculously long games, which is addition by subtraction. They will insert some excitement into scenarios that used to be dull. But what about Anonymous' claim that steals also add luck to the game; is their truth in that?

In this system, the process of stealing a base involves about the same amount of luck as hitting a 75-80 mph pitch. You scout the pitcher, figure out his tendencies: Does he go for the board on the first pitch? If he is ahead in the count, will he try to make the batter chase? Are there any tells in his wind-up or delivery? Then, you use that information to guess what and where the next pitch will be, and decide whether to run or hold. This is the same technique you use at the plate against fireballers (assuming you don't just use the *flail like a madman!!!* technique). Guess the pitch and location right, you look like a hero; guess wrong and you look like a fool.

And that is what playing Wiffle is about: crossing back and forth over a fine line between ridiculous and awesome until it is completely wiped away. 60:30:10. Sixty percent of WSEM is the shenanigans and fun that happens at the field. Thirty percent is what spills over into the exaggerated media coverage. Only ten percent of WSEM is the result or competition on the field. Steals not only add a new layer of strategy to the game being played, but the boisterous cheers and deflating sighs they get in reaction play perfectly into the over-the-top atmosphere around the game, as well. That is the most important thing for this league.

4 comments:

  1. Can you steal home?

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    Replies
    1. As portrayed here, yes. That will ultimately be decided by a captains/front office vote at the meeting on Feb. 2. We see the +/- both ways. On one hand, it could suck to lose on a steal of home. On the other hand, crossing home is kinda the idea of using steals.

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  2. I am guessing the steal home vote probably won't go through, based on my convo with three different captains. The other seven captains could vote it through though, so who knows. Anyways, as a player who was a guinea pig for steals at both the JH tourney and Halloween games, I was sceptical at first. I thought it could get messy and confusing. Well, many of the messy stuff such as double steals and picking runners off, has been cleaned up or taken away. I am now on board for steals, and am excited for this new aspect of the game.

    -Coffee

    ReplyDelete
    Replies
    1. skeptical* I don't want to upset Buhr

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