I found out that because the bounding rectangles are based on the lower left corner and texture coords are based on the center, the below seems to be the best solution.
playBounds = new Rectangle(240, 400, 157, 177);
batcher.drawSprite(
playBounds.lowerLeft.x + playBounds.width / 2,
playBounds.lowerLeft.y + playBounds.height / 2,
playBounds.width,
playBounds.height,
Assets.mainMenu
);