Intramural Sports & Fitness

Kickball

Rules & Regulations

KICKBALL RULES

Current NIRSA softball rules will govern kickball play except for the following modifications.

1. In order to participate in an Intramural contest each player must present their ID card to the check in desk at least 10 minutes prior to their game.

I. TEAM COMPOSITION

1. Teams must consist of a minimum of 8 players, and a maximum of 15.

2. At least 3 players of each gender must play in the field at all times, and all teams must bat alternating boy/girl lineups at the top of their batting order.

3. No player may pitch two innings in a row, and at the top of each inning each team must designate their pitcher, as that player will not be allowed to bat for that inning.

II. EQUIPMENT & FIELD DIMENSIONS

1. All players must wear closed toe shoes; tennis shoes and soft-soled shoes are legal. Sandals, flip flops, cleats, and boots are not permitted.

2. Kickballs will be provided by the Intramural Sports staff at the game site.

3. Wrist and hand jewelry is NOT allowed to be worn by any participant during intramural kickball. This jewelry consists of any visible rings (including wedding bands), watches, bracelets, and any other such similar jewelry. Medic alert bracelets must be taped to the body or secured under clothing such as a wristband or sock to be worn during play. A player is subject to ejection for failure to remove any jewelry after first warning.

4. The foul ground is represented by the basketball baseline up to the wall on one side, and the basketball sideline up to the half court line on the other side. The bunt line will extend roughly to the midpoint between the pitcher’s mound and home plate. A kicked ball must cross this line before being touched by a fielder or it will count as a foul-strike.

5. Any kicked balls that come in contact with the ceiling or anything attached to the ceiling (Basketball hoops, lights, etc.) will be an automatic dead ball out, and runners will not be allowed to tag.

6. Any kicked balls that hit the wall at or above the level of the windows will be an automatic dead ball out, and runners will not be allowed to tag.

7. Any kicked balls that hit the home run wall above the purple pads without touching the ceiling will be considered a home run.

Kickball Court Diagram.png


III. GROUND RULES

1. A ball kicked fair, and in an out of play or unobtainable area will be counted as a ground-rule double, with all runners being awarded two bases. If a ball is thrown out of play by a fielder, play will stop and all runners will be awarded one base ahead of their last reached base.

2. Teams shall remain clear of the fields while games are in progress; the “dugouts” are on the foul side of the first and third base lines.

IV. GAME TIME & LENGTH

1. If a team does not have the required players 5 minutes after their game’s start time, that team will forfeit the game. A team needs at least 8 legal players to begin the game.

2. Each game has a 35-minute or 6-inning limit. Any inning started before the end of the 35-minute time period will be completed. No inning shall begin after 35 minutes.

3. Regular season games can end in a tie. Extra innings will be played only if they start before the 35-minute time limit. All playoff games will continue into extra innings until a winner is determined.

4. There will be a 5 run limit for the first 3 innings. After the first 3 innings there is no limit to how many runs a team may score in an inning.

V. PITCHERS

1. Teams will pitch to their own kickers. A member of the defensive team will position themselves on either side of the pitching mound.


2. Pitchers (of the kicking team) will not be responsible for playing defense. When the pitcher is struck by a kicked ball before it passes a member of the defensive team, the kicker will be called out and runners must return to the base occupied at the time of the at bat. In all other situations, the pitcher must move clearly out of the way of a defender making a play or the potential path of a throw. If, in the umpire's opinion, the pitcher interferes with any part of a defense's play, the umpire may call out a runner or the kicker as appropriate. The ruling will follow guidelines similar to "interference" and "obstruction" in the ASA softball manual.

3. The pitcher must be a member of the offensive team. If the pitcher is a kicker in the line-up, their spot will be skipped. No player may pitch two innings in a row.


VIII. PITCHING

1. In the act of delivering the ball to the kicker, the pitcher must remain in the pitching mound for the entire delivery. A legal delivery shall be a ball that is delivered underhand and a slow to moderate speed. Bouncies are permitted.

2. Each kicker will receive a maximum of 3 pitches. If a kicker allows three pitches to pass and has not kicked the ball, he/she will be out.

3. The pitcher has 10 seconds between pitches. If he/she exceeds this time, the kicker will lose the right to a pitch (from 3 down to 2, down to 1, then out).

VI. KICKING

5. The kicker must contact the ball behind the kicking line, which is approximately 3 feet in front of home plate. If, in the umpire's opinion, a kicker contacts the ball beyond the three-foot kicking line, he/she will be called out and all runners must return to their original base.

6. A foul ball on the third pitch will be recorded as an out.

7. There are no walks.

8. A kicked ball must clear the bunt line in front of home plate to be in play. Balls that come to rest inside this area or that are fielded (touched by a defensive player with any part of the body above the waist) in this area are considered foul-strikes. All balls fielded in this area are considered dead when touched by a fielder and all runners must return to their original bases. Fly balls caught in this area are also dead; runners do not have a chance to tag up.

VII. RUNNING

1. No stealing is allowed. Baserunners may leave the base when the pitch is kicked. If a runner is off base before the pitch reaches the plate, the runner is called out and a "no pitch" is declared.

2. The base path for a runner is the direct line between the player and the base to which he is advancing at the time a play is being made on that specific base runner and the three feet to either side of that direct path. Note: this path may be different from the straight line connecting two bases. For example, a player who has run past 1st base a distance of about 10 feet decides to run for second. His/her base path for any tag plays is the direct line from where he/she made his turn towards 2nd base (10 feet down the line from 1st) and 2nd base. This is different from the direct line from 1st to 2nd base. For plays between home plate and 1st base, the runner shall run in the 3-foot lane of the foul side of the foul line.

3. A player who runs outside his bath path (including the 3-foot lanes on either side) in an attempt to avoid a tag shall be declared out.

4. Baserunners are responsible for avoiding all collisions with fielders anytime a fielder is making a play on the ball (fielding, throwing, catching). If the baserunner does not avoid the collision, play will be ruled dead, the baserunner is called out, the batter is awarded first (unless involved in the collision), and all runners return to their original base unless forced to the next base.

5. A defensive player cannot stand in the base path or obstruct the path of a base runner unless he/she is making a play on the ball. A fielder has absolute right to any position on the field to field a ball and all runners must avoid a fielder in these cases. In the event the defense obstructs a runner, the umpire shall award the runner and each other runner affected by the obstruction the bases they would have, in the umpire's opinion, reached had there been no obstruction. It is also obstruction when a fielder without the ball fakes a tag. In this case, bases are awarded as a normal obstruction AND the fielder will be ejected from the game.

6. Any runner in fair territory and not in contact with a base that is struck by a fair kicked ball is out except when (a) the ball has passed an infielder and in the judgement of the umpire, no other fielder had a chance to make an out, (b) when a runner is hit with a fair batted ball over foul territory and no other fielder had a chance to make an out, or (c) when a runner is touched with a fair batted ball after it is touched by any fielder, including the pitcher. In the event of one of these 3 exceptions, play will continue as normal.


7. In case of a possible double play, the runner must get out of the way of the thrown ball. Baserunners who fail to get out of the way may be charged with interference resulting in both the baserunner and the batter-runner being called out on the play.

8. When a defensive player has the ball and is waiting for the runner, and the runner deliberately, with great force, crashes into the defensive player, the runner is declared out. The ball will be declared dead and all runners must return to the last base they legally occupied. If the act is to be judged flagrant by the umpire, the offending player will be declared out and ejected from the game.

9. There are no courtesy runners in kickball.

IX. FIELDING

1. Defensive positioning is restricted by the following:
A. No more than 6 players (including a "fielding pitcher" and catcher) may position themselves within the infield area prior to a pitch being kicked. In a game with 8 fielders, 2 must begin each play in the outfield area.
B. Each team must provide a catcher. The catcher must field from behind the kicker. The catcher must remain at least 3 feet behind the kicker and may not cross home plate until the ball is kicked.
C. If a team provides a "fielding pitcher", the "fielding pitcher" may align themselves on either side of the pitching mound. The "fielding pitcher" may not position themselves in front of pitcher's rubber (closer to the plate) until a ball is kicked.
3. The kicker is out in situations similar to softball (forceouts, flyouts, etc). In addition, a runner is out when he/she is hit by a thrown ball. The ball must be thrown with the hands/arms in order to record an out in such cases, and may not contact the runner above the shoulders at all. If the runner is hit above the shoulders at any point during the thrown tag, they will not be out. Balls kicked or contacted by the defense in such a way that they hit a runner will not result in an out. A thrown ball that bounces prior to legally contacting a runner still puts out the runner.

4. There is no infield fly rule.

X. OTHER RULES

1. Team captains will rock-paper-scissors before the game to determine home team.

2. A player who is bleeding or has blood on his/her uniform cannot participate until the bleeding is stopped or the uniform is changed. If the player accomplishes this task within a reasonable time (to be determined by the umpire), the player may remain in the game. If the situation is not handled in a reasonable amount of time, the player must leave the game and be replaced. The player is then subject to the re-entry rule. If no substitutes are available, play will continue without the player. The player, then, may re-enter the game when he/she is deemed legal for participation.

3. The pitcher may receive a maximum of 3 warm-up pitches prior to the first inning. Warm-up pitches are prohibited at all other times. Infield practice is not permitted prior to any inning.

 

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