Kickball365 Rule Book v.2011

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Transcript of Kickball365 Rule Book v.2011

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    1. Foreword ............................................................. 3

    2. Denitions............................................................ 3

    3. RulesCommittee................................................. 3

    4. CircuitGuidelines............................................... 3

    4.1. Event Details....................................................... 3

    4.2. Game Details ...................................................... 4

    4.3. Time Limit .......................................................... 4

    4.4. Circuit Overtime (COT) ..................................... 5

    4.5. Last Tiebreaker ................................................... 54.6. Mercy Rule ......................................................... 5

    4.7. Emergency Game Management .......................... 5

    4.8. Determining Home / Away Team ....................... 5

    4.9. Determining Single Elimination Playoff Seeding .. 6

    5. FieldAndEquipment ......................................... 6

    5.1. Field .................................................................... 6

    6. Equipment ..........................................................

    7. Eligibility,Lineups,Injury,&Sportsmanship

    7.1. Eligibility ...........................................................

    7.2. Lineups ..............................................................

    7.3. Injury .................................................................

    7.4. Sportsmanship ...................................................

    8. Ofcials ...............................................................

    8.1. Ofciating ..........................................................

    8.2. Enforcement.......................................................

    9. GamePlay ..........................................................

    9.1. Outs ....................................................................

    9.2. Pitching ..............................................................

    9.3. Strikes ...............................................................

    9.4. Fouls .................................................................

    9.5. Balls ..................................................................

    9.6. Catching ............................................................

    9.7. Fielding .............................................................

    9.8. Kicking .............................................................

    9.9. Baserunning ......................................................

    9.10. Overthrows .......................................................

    9.11. Dead Ball Plays ................................................

    9.12. Fair Ball Plays ..................................................

    9.13. Foul Ball Plays..................................................

    10. DiagramExamples ........................................... 1

    10.1. Field Setup ........................................................

    10.2. Fair / Foul Ball on the Fair Line .......................

    10.3. Fair / Foul Ball & Bounces ...............................

    10.4. Fair Balls Kicked from Kickers Box ...............

    10.5. Kickers Strike Zone .........................................10.6. Fielder Catching a Fair / Foul Ball ...................

    10.7. Level II - Two Bounce Pitch .............................

    10.8. Pitcher Encroachment .......................................

    10.9. Catcher Encroachment in Catchers Zone ........

    10.10. Fair / Foul Plant Foot for Kicker ......................

    Contents

    Designed by MirrorMountain.com

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    1. Foreword

    1.1. This code of rules governs the playing of competitive adult kickball games by professional teams who

    comprise the Kickball365 Circuit Series.

    2. Denitions2.1. ExEcutivE committEE Is the main decision-making body of the Circuit.

    2.2. RulEs committEE Applies and interprets the Circuit Rules.

    2.3. ciRcuit EvEntIstheeventthatisgovernedbyKickball365andusestheOfcialCircuitRulebook.

    2.4. EvEnt managER Is the person who plans and executes the event.

    2.5. EvEnt HEad REfEREE Is the lead individual who will oversee all gamE HEad REfEREEs at the

    ciRcuit EvEnt. This individual will enforce the rules and maintain the order of the game. If a play is in

    question, the gamE HEad REfEREE and tEam captain(s) should consult the EvEnt HEad REfEREE.

    2.6. gamE HEad REfEREE Is the lead person who has responsibility in enforcing the rules and maintaining

    the order of the game in play. gamE HEad REfEREEs may overrule decisions made by gamE REfEREEs.

    2.7. gamE REfEREE Is the person who supports the EvEnt HEad REfEREE to properly enforce the rules andmaintain the order of the game. Circuit games will be enforced by one or more gamE REfEREEs.

    2.8. ciRcuit scoRE sHEEtIstheofcialscoresheetcompletedbythegamE HEad REfEREE.

    2.9. ciRcuit tEamIsateamwiththerequiredamountofplayersthatisofciallyregisteredwiththeCircui

    2.10. tEam captain Is the captain of a competing team. All Teams must designate at least one but no more

    than three Captains to the gamE HEad REfEREE prior to playing a game. A tEam captain who is ejected

    from a game must appoint a player to serve as tEam captain for the duration of that game.

    2.11. tEam linEupIsthefulllistingofplayersonacompetingteam,identiedbysexandsortedbytheorde

    in which they will kick, in a given game.

    2.12. tEam RostER Is the full listing of players on a competing team who are eligible to play in a

    ciRcuit EvEnt.

    2.13. Win pERcEntagEIsthestatisticusedtoseedteamsafterthePoolPlayGamesofanOfcial

    ciRcuit EvEnt. The formula forWin pERcEntagE is as follows: Win pERcEntagE = [(Number of Wins x

    1) + (Number of Ties x 0.5) + (Number of Forfeits x -.75)] / (Number of Pool Play Games Played)

    3. RulesCommittee3.1. The RulEs committEE applies and interprets the Circuit Rules.

    3.2. All Circuit Kickballers can propose necessary rule changes to the RulEs committEE.

    3.3. The ExEcutivE committEE appoints referees and assistant referees forciRcuit EvEnts.

    3.4. TheOfcialCircuitRulescannotbeadjustedduringtheactiveseason.

    4. CircuitGuidelines

    4.1. EventDetails

    4.1.1. The EvEnt managERshall determine if the ciRcuit EvEnt will use either Level I or Level II Pitching

    prior to the event registration being open to the public.

    4.1.1.1.............See pitcHing, RulE 9.2.1,forclaricationonLevelIorLevelIIPitching.

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    4.1.1.2.............The EvEnt managERshall determine the Last Tiebreaker procedure if time/scheduling does not

    permit multiple extra innings of Circuit Overtime (COT). This decision should be made prior to th

    ciRcuit EvEnt taking place.

    4.1.1.3.............See ciRcuit ovERtimE, RulE 4.4,forclarication.

    4.1.2. ToqualifytocompeteinTheCircuit,ateammustofciallyregisterwithTeamRegistrationDatabase,

    available at www.kickball365.com/TheCircuit.4.1.3. The Circuit prohibits any defamatory and/or disparaging remarks regarding any adult kickball association

    4.1.4. Any offensive, disparaging, abusive, or otherwise inappropriate material (Team Names, Event Names,

    Sponsorships, etc.) may be removed without notice.

    4.2. GameDetails

    4.2.1. League Play Games

    4.2.1.1.............All League Games will consist of six (6) innings.

    4.2.1.2.............Teams must play a minimum of three (3) full innings in League Play Games.

    4.2.1.3.............There is no mercy rule for League Play Games.

    4.2.1.4.............Ties are allowed in League Play Games.

    4.2.1.5.............However, once League Play Games reach the Playoff Stages, they are governed by RulE 4.2.3, deaing with Single Elimination Playoff Games.

    4.2.2. Pool Play Games

    4.2.2.1.............AllPoolPlayGameswillconsistofve(5)inningsor45minutesfromscheduledstarttime,which

    evercomesrst.TheEvEnt managER is responsible for managing the game timekeeping schedule

    4.2.2.2.............Teamsmustplayaminimumofthree(3)fullinningsforagametocountasofcial.

    4.2.2.3.............Ties are allowed in Pool Play Games. There is no version of COT for Pool Play Games.

    4.2.2.4.............A gamE HEad REfEREE must not start a new inning if there are less than 5 minutes remaining in

    the game. gamE HEad REfEREEs are to announce there will be no next inning, so that the teams are

    aware.

    4.2.3. Single Elimination Playoff Games

    4.2.3.1.............All Event Single Elimination Playoff Games will consist of six (6) innings.4.2.3.2.............Teams must play a minimum of three (3) full innings in Single Elimination.

    4.2.3.3.............There is a mercy rule for Single Elimination Playoff Games. See mERcy RulE, RulE 4.6, for cla

    cation.

    4.2.3.4.............Ties are not allowed in Single Elimination Playoff Games. If a Single Elimination Playoff Game is

    tiedafter6inningsor60minutesofplay(whicheveroccursrst),thenCircuitOvertime(COT)wi

    be enforced. See ciRcuit ovERtimE, RulE 4.4,forclarication.

    4.3. TimeLimit

    4.3.1. RulE 4.3 applies to both Pool Play and Single Elimination Playoff Games.

    4.3.2. Intheeventofagamereachingitsspecictimelimit,theEvEnt managERorgamE HEad REfEREE, wi

    inform (blow horn, whistle, yelling, etc.) the teams that their time limit has expired.4.3.2.1.............Once this has occurred, the gamE HEad REfEREEwillberesponsiblefornishingthefullinningth

    teams are currently in, if time/scheduling permits.

    4.3.2.2.............However, unless COT applies, no Circuit Game shall run longer than sixty (60) minutes. At the en

    ofsixty(60)minutes,thegameisover,andthenalscorewillbethescoreattheendofthelastfu

    inning.

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    4.3.2.3.............Teamswhohaveexhaustedthesixty-minutelimitforaSingleEliminationPlayoffGamemustnis

    any full inning in which they are currently playing before COT applies. If one team is ahead at the

    end of this inning, that team wins, and COT does not apply.

    4.4. CircuitOvertime(COT)

    4.4.1. In the event of a tie score, in a Single Elimination Playoff Game, after six (6) innings or sixty (60) min-

    utesofplay(whicheveroccursrst),COTshallcommenceuntilawinnerisdetermined.

    4.4.2. COT begins from where the tEam linEup of each team left off at the end of their last completed inning a

    kick.

    4.4.3. There is no pre-set time limit on COT. If a full inning of COT ends in a tie, the teams play another innin

    of COT.

    4.4.4. COTshouldbeplayedwiththefollowingmodications:

    4.4.4.1.............Eachteammayuseonlyeight(8)playersintheeldfordefensefour(4)ofeachsex.

    4.4.4.2.............Each team must use the same kicking order in COT.

    4.4.4.3.............tEam captains cannot modify the kicking order once COT begins, unless injury forces a player to

    be removed from the order.

    4.5. LastTiebreaker

    4.5.1. If time/scheduling does not permit multiple extra innings of COT, a winner will be decided using the

    ciRcuit EvEnts Last Tiebreaker procedure.

    4.5.2. The EvEnt managERmust decide this procedure prior to the Event.

    4.5.3. Where possible, a ciRcuit EvEnt Last Tiebreaker should utilize objective kickball criteria (such as, but

    not limited to, Longest Kick, Accuracy Kick, Home Run Derby) rather than games of chance or non-kick

    ball skill (such as, but not limited to, Rock-Paper-Scissors or Coin Flip).

    4.5.4. Teams cannot, under any circumstances, opt out of the Last Tiebreaker procedure selected by the

    EvEnt managERprior to the Event.

    4.6. MercyRule

    4.6.1. For Pool Play Games and Single Elimination Playoff Games, if there is a ten (10) run difference at the

    end of the 3rd inning (for Pool Play) or the 4th inning (for Single Elimination) or at the end of full inning

    thereafter, then the mercy rule will be an option for the winning team at that point.

    4.7. EmergencyGameManagement

    4.7.1. EventGameswillnotbepostponedduetorain,unlesstheeldsareclosedordeemedunplayablebythe

    Events Head Referee and/or the EvEnt managER.

    4.7.2. If lightning is visible, the Event will be immediately postponed, and all individuals must retreat to safety

    4.7.3. AllofcialscoresaretobesubmittedusingtheCircuitScoringSheettotheEvEnt HEad REfEREE and

    EvEnt managERat the end of each game.

    4.7.4. All games called off for any reason before three (3) full innings of play are completed shall not be con-

    sidered regulation Pool Play or Single Elimination Playoff Games. The EvEnt managERwill coordinate

    new times for all such postponed games.

    4.8. DeterminingHome/AwayTeam

    4.8.1. Pool Play: The gamE HEad REfEREE will determine Home/Away with the tEam captains using Rock-

    Paper-Scissors (RPS).

    4.8.2. Single Elimination Playoffs: The team with the higher starting Playoff Seed may choose Home or Away

    status.

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    4.9. DeterminingSingleEliminationPlayoffSeeding

    4.9.1. The Seeding of the Teams for each individual ciRcuit EvEnt will be conducted by the EvEnt managER

    and the EvEnt HEad REfEREE prior to the Events start time.

    4.9.2. Single Elimination Playoff Seeding will be ranked according to a teams Win pERcEntagE, derived from

    its Win, Loss, Tie, and Forfeit record from Pool Play. See Win pERcEntagE, RulE 2.13,forclarication.

    4.9.3. Tiebreakers for Single Elimination Playoff Seeding are listed below. Once a team/team(s) has/have beeneliminatedusingatiebreaker,thetiebreakerprocesscontinuesagainwiththersttiebreakerforremainin

    teams.

    4.9.3.1.............If the calculation ofWin pERcEntagE results in a tie, then Head to Head Score between all of the

    tied teams will be used.

    4.9.3.2.............If Head to Head Score Seeding results in a tie, then Runs Allowed will be used.

    4.9.3.3.............If Runs Allowed Seeding results in a tie, then Highest Starting Seed will be used. The Highest

    Starting Seed is determined by the EvEnt managERpriortothespecicciRcuit EvEnt in ques-

    tion.

    5. FieldAndEquipment

    5.1. Field

    5.1.1. All Field Setups must be approved by the EvEnt managERand by the EvEnt HEad REfEREE before begi

    ning the ciRcuit EvEnt.

    5.1.2. See diagRam 10.1, Regarding Field Setup.

    6. Equipment

    6.1. Equipmentprovidedwillconsistofbases,cones,OfcialCircuit-Approved10kickballs,aeldmeasur

    ment aid, a First Aid Kit, and Score Sheets.

    6.1.1. TheOfcialKickballofTheCircuitSeriesistheBadenSportsPG10-5016.IfaciRcuit EvEnt cannot u

    a PG10-5016 model, it should use a Baden PG10-07 model as a replacement.

    6.2. Any Player names or nicknames being placed on the jerseys may not be obscene or overtly sexual, nor

    may they contain any offensive language.

    6.3. Metal cleats are not allowed.

    6.4. Athletic Gloves (including, but not limited to, batting, goalie, receiver, golf, weighlifting, or bike gloves)

    are not allowed.

    6.4.1. A Fielder cannot wear any type of Athletic Glove, even if the glove does not leave a residue on the ball.

    6.4.2. The gamE HEad REfEREEshouldbealertedifanyplayeriswearingAthleticGlovesintheeld.

    6.5. Any equipment on a player (uniform, costume, soft brace, etc.) is an extension of the player.

    6.6. Should a player be found to be in violation of the equipment guidelines, that player will be warned

    by the gamE HEad REfEREE to remove the disallowed equipment. Failure to comply will subject theplayer to ejection, suspension and/or possible expulsion from the Circuit, as determined by the Circuit

    RulEs committEE.

    7. Eligibility,Lineups,Injury,&Sportsmanship

    7.1. Eligibility

    7.1.1. Players, Rosters, Lineups, and Teams must meet the Eligbility Requirements at all times.

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    7.1.2. Players who do not meet the Eligibility Requirements cannot play a ciRcuit EvEnt.

    7.1.3 Teams who do not meet the Roster or Lineup requirements must comply or forfeit each ciRcuit EvEnt

    game until compliance is achieved.

    7.1.4 Any use of ineligible players not on the submitted ciRcuit EvEnt Roster will automatically result in a

    forfeit of the game and any remaining games in that ciRcuit EvEnt. That ciRcuit tEam will receive ad-

    ditional penalties determined by the RulEs committEE.

    7.2. Lineups

    7.2.1. Offensive (Kicking) Lineup

    7.2.1.1.............tEam captains must exchange written Kicking Lineups at start of each game. The Kicking Lineup

    is valid for the current game only and may be changed between games.

    7.2.1.2.............Teamsmayrequestclaricationontheidentityand/orsexofkickballersonthekickinglineup.

    7.2.1.3.............The Kicking Lineup may contain more than ten (10) people, even if these Kickers do not play the

    eld.

    7.2.1.4.............Substitutions to Kicking Lineup (Not Allowed)

    7.2.1.4.1 .....................Every player that a Team wishes to use in a game must be on the Kicking Lineup. A team

    may only use players on its Kicking Lineup during a game. It may not use a player on theRoster not playing in the game.

    7.2.1.4.2......................The kicking lineup cannot change during the course of a game, unless due to injury. See In-

    jury,Rule7.3,forclarication.

    7.1.1.4.3......................If a team player cannot kick at the designated spot in the Kicking Lineup, that players at

    kick will be counted as an out, unless due to injury.

    7.2.2. Defensive (Fielding) Lineup

    7.2.2.1.............Nomorethanten(10)playerscantaketheeldatonetime.

    7.2.2.2.............Each Teams Defensive Lineup must have at least four (4) women.

    7.2.2.3.............ATeammayhaveonlyone(1)Pitcherandonly(1)Catcherintheeld.

    7.2.2.4.............Substitutions to Fielding Lineup

    7.2.2.4.1......................Each team may replace its Pitcher and/or Catcher position once per inning, unless injuryforces another substitution. A player substituting in for Pitcher or Catcher is not required to

    be currently playing on defense.

    7.2.2.4.2......................There is no limit to replacing any other defensive position besides Pitcher or Catcher during

    given inning or game.

    7.3. Injury

    7.3.1. In cases of injury or illness, a time-out may be requested by the tEam captain for a player removal and

    replacement with a substitute of the same sex.

    7.3.1.1.............An injured player who later returns to play must be inserted in the same place in the written Kickin

    Lineup previously held. If after returning to play, the player becomes re-injured and is removed, tha

    player may not play the rest of the game.7.3.1.2.............However, any player removed due to injury at least three (3) times during a given ciRcuit EvEnt o

    day of league play will not, under any circumstances, return to play any Circuit game on that day.

    7.3.2. If a player is ejected, injured, or becomes ill and cannot continue, the Teams Kicking Lineup will contin

    in the same order, minus the removed player. In the case of an ejected player, this removed spot will coun

    as an automatic out. See outs, RulE 9.1.13,forclarication.

    7.3.3. Injured players who do not kick shall not play in the game.

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    7.3.4. Any player removed from the game for injury or illness must be noted on both Teams Kicking Lineups

    and mentioned to the gamE HEad REfEREE.

    7.3.5. Only players running who are injured while traveling to a base, and who successfully make it to a base,

    may receive a substitute runner. All runner substitutions must be of the same sex. There are no other al-

    lowable runner substitutions.

    7.4. Sportsmanship

    7.4.1. All Player(s), Visitor(s), and/or Fan(s) ofciRcuit EvEnts are expected to conduct themselves in a sports

    manlike manner as deemed by the Head Referee for game conduct, and by the Circuit RulEs committEE

    fortournamentconduct(notgame-specic).

    7.4.2. Any conduct deemed unsportsmanlike will not be tolerated. Such conduct includes, but is not limited to:

    ghting,taunting,verbalabuse,lewdorobscenebehavior,threateningbehavior,offensivelanguageor

    comments, excessive delay, stalling tactics, and/or collusion.

    7.4.3. Only tEam captains are allowed to discuss all calls with the gamE HEad REfEREE orgamE REfEREE(s)

    7.4.4. Violators face penalties up to and including ejections, suspensions, and expulsions for the Player or Team

    as determined by the Circuit RulEs committEE.

    8. Ofcials

    8.1. Ofciating

    8.1.1. League Play Games

    8.1.1.1.............There shall be a gamE HEad REfEREE and at least one gamE REfEREE for each League Play Game

    8.1.2. Pool Play Games

    8.1.2.1.............There shall be a gamE HEad REfEREE and at least one gamE REfEREE for each Pool Play Game.

    8.1.3. Single Elimination Playoff Games

    8.1.3.1.............There shall be a gamE HEad REfEREE and at least one gamE REfEREE for each Single Elimination

    Playoff Game. If available, two or more gamE REfEREEsshouldbeusedintheeld.

    8.1.4. Referees shall be positioned as follows:8.1.4.1.............The gamE HEad REfEREE shall be positioned behind Home Plate.

    8.1.4.2.............The gamE REfEREE shall be positioned at First Base.

    8.1.4.3.............Additional gamE REfEREEsbeyondthesersttwoshallbepositionedinthisorder:a

    gamE REfEREE at Third Base, a gamE REfEREE at Second Base, and a gamE REfEREE at Home

    Plate.

    8.2. Enforcement

    8.2.1. The gamE HEad REfEREE may issue warnings and/or ejections for repeated violations of these rules and/

    or other unsportsmanlike behavior. The gamE HEad REfEREE must notify all tEam captains of such issu

    ances.

    8.2.1.1.............No warning is required to precede an ejection. Ejections may occur without warning for particularlserious rules violations and/or other unsportsmanlike behavior.

    8.2.1.2.............Issuing ejections for unsportsmanlike behavior is at the discretion of the gamE HEad REfEREE,

    EvEnt HEad REfEREE, or the EvEnt managER. Such conduct may include, but is not limited to:

    8.2.1.2.1......................Repeated failure to comply with instructions of Referees and/or Event Staff concerning Gam

    Play;

    8.2.1.2.2......................Physical/verbal abuse of opponents, Visitors, Fans, Referees, or Event Staff (See

    spoRtsmansHip, RulE 7.4,forclarication);OR,

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    8.2.1.2.3......................Any activity otherwise prohibited by the Event Facility rules, or local/state/federal law.

    8.2.1.3.............Any ejected player must leave the Playing Field and the Event Facility. Such player shall not be

    considered as lawfully on the premises of the Event Facility. Failure of an ejected player to leave th

    premises of the Event Facility will cause that players Team to forfeit any game it has in progress.

    9. GamePlay9.1. Outs

    9.1.1. Any count of three (3) Strikes is an out.

    9.1.2. Any count of three (3) Fouls is an out.

    9.1.3. Any pitched ball contacting the Kicker (whether kicked or not) and caught in the air by a defensive playe

    prior to touching the ground is considered an out.

    9.1.4. Any time a pitched ball kicked into play makes contact with a Baserunner who is not on base (absent a

    Baserunnerwhohasoverrunrstbase)isanout.SeeEquipmEnt, RulE 6.5,forclaricationonBaserun-

    ner contact.

    9.1.5. AnytimeaFieldercontactsaBaserunnerwhoisnotonbase(absentaBaserunnerwhohasoverrunrst

    base) with the ball, via a throw or a tag (with the exception ofRulE 9.1.6), is an out.9.1.6. Ifanypartofaballthrown,kicked,orotherwisedeectedbyaFielderataBaserunnermakesrstconta

    with the Baserunner on any part of the head or neck while the Baserunner is not diving, not sliding, or no

    ducking, the Baserunner shall be awarded the base to which s/he was running.

    9.1.7. Any time a Fielder has control of the ball and touches a base to which a Baserunner is forced to advance

    prior to the Baserunner reaching the base is an out.

    9.1.8. Any Baserunner intentionally running more than four (4) feet outside the baseline, intending to avoid a ta

    or throw, is out.

    9.1.9. Any Baserunner interfering with a Fielder making an active play on the ball is an out. Such interference i

    cludes, but is not limited to intentionally striking a ball in play and/or intentionally screening the ball fro

    a Fielders view.

    9.1.10. Any Baserunner not on base when the ball is actually kicked by the Kicker is an out. If this is the third ou

    of an inning, the Kickers at-kick ends.

    9.1.11. Any Baserunner who passes another Baserunner is out.

    9.1.12. Any Baserunner who is physically assisted by any team member is out.

    9.1.13. Any attempt by the Kicker or Baserunner to make contact with a kicked ball, fair or foul, is out.

    9.1.14. If a player cannot kick at the players designated spot in the kicking order, except for injury, the at kick

    is an out.

    9.2. Pitching

    9.2.1. All ciRcuit EvEnts are either Level I or Level II Events, based on which pitching level is selected:

    9.2.1.1............. Level I (One-Bounce) Event: A pitched ball must touch the ground at least once prior to reaching

    the front of the plate.

    9.2.1.2............. Level II (Two-Bounce) Event: A pitched ball must touch the ground at least twice prior

    to reaching the front of the plate. If the second bounce is on the plate, the pitch is a ball. See

    Balls, RulE 9.5,forclarication.

    9.2.2. A Pitcher must throw the ball by hand. However, a Pitcher may throw the ball in any style they choose.

    9.2.3. A Pitcher must deliver each pitch:

    9.2.3.1.............On or behind the encroachment line;

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    9.2.3.2.............With the plant foot, upon release, behind the pitching strip and no more than 1 foot to the side of the

    pitching strip; and,

    9.2.3.3.............HavingstartedandnishedthepitchingmotionwithintheupperhalfofthePitchersCircle

    (bounded by the edge of the Pitchers Circle nearest to second base and the diameter of the

    PitchersCirclethatiscollinearwiththeencroachmentlinebetweenrstandthirdbase).See

    EncRoacHmEnt, RulE 9.7.3,forclarication.ThePitchersCircleextendsina6footradiusfromtpitching strip. See diagRam 10.1forclaricationregardingthePitchersCircle.

    9.2.4. See diagRam 10.7 For Pitching Examples.

    9.3. Strikes

    9.3.1. Three strikes, and a Kicker is out. See outs, RulE 9.1.1.

    9.3.2. The Strike Zone

    9.3.2.1............. The Strike Zone is 41 wide (1 foot to the lateral and back sides of home plate) and 1 foot high.

    9.3.2.2.............A pitched ball is a strike if:

    9.3.2.2.1......................Any part of it touches any part of the strike zone; and,

    9.3.2.2.2......................Any part of it does not reach more than 1 foot high, as measured from the bottom of the bal

    at any time during the bounce that carries the ball to or through the strike zone.9.3.2.3.............Conescannotbeusedtodesignatethestrikezone.However,temporarypaintontheeldmaybe

    used to designate the strike zone.

    9.3.2.4.............See diagRam 10.5 for strike zone example.

    9.3.3. Any attempted kick that does not make contact with the ball is a strike. It is a judgment call for the

    gamE HEad REfEREE or assisting gamE REfEREEs to determine whether the Kickers movements consti-

    tute an attempted kick.

    9.4. Fouls

    9.4.1. Three fouls, and a Kicker is out.

    9.4.2. Any kick that is kicked outside of the Kickers Zone is a foul.

    9.4.3. Any kick that lands in foul territory outside of the Catchers Zone is a foul.9.4.4. Any kick during which the Kickers plant foot steps at least partly in front of Home Plate is a foul.

    9.4.5. Any improperly kicked ball is a foul. See KicKing, RulE 9.8.1,forclaricationanddiagRams 10.4 and

    10.10 for examples.

    9.4.6. Any kicked foul ball is live until it hits the ground.

    9.4.6.1.............A Fielder may catch a foul ball to get the Kicker out. If a play is made, then any Baserunners who

    have properly tagged up may advance at their own risk.

    9.4.7. Cones can be used to designate the foul lines.

    9.4.8. See diagRams 10.5 and 10.06 for Fair/Foul Ball Examples.

    9.5. Balls

    9.5.1. Four balls, and a Kicker is walked.9.5.2. Any pitch that is not a strike or foul is a ball.

    9.5.3. Intentional Walks are allowed. A Pitcher may intentionally walk a Kicker by stating Intentional Walk t

    the gamE HEad REfEREE at any time during an at-kick.

    9.5.3.1.............In the interests of time and safety, a Pitcher is not required to throw any pitches to intentionally wal

    a Kicker.

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    9.6. Catching

    9.6.1. Teams must have one (1) and only one (1) Catcher while on defense.

    9.6.2. The Catcher must stand behind the Kicker and within the Catchers Zone & Kickers Box. See

    diagRam 10.9 for Catchers Zone Example. A Catcher may not cross in front of the Kicker nor be posi-

    tioned outside the Catchers Zone until the ball is kicked or until the Kicker has let the ball pass. Failure

    do so results in an Encroachment call. See EncRoacHmEnt, RulE 9.7.3.,forclarication.9.6.3. Catcher Interference is prohibited.

    9.6.3.1............. If the Catcher impedes the Kicker intentionally or unintentionally (through physical contact or othe

    deliberate movement into the Kickers approach to kick the ball), the Catcher will be given a single

    warning for Catcher Interference, and the Kicker may opt to be awarded a ball in the count or the

    result of the play.

    9.6.3.2.............If the Catcher repeats the Catcher Interference violation, the Kicker may opt to be awarded 1st base

    or to accept the result of the play.

    9.6.4. Catcher Inducement is prohibited.

    9.6.4.1.............If a Kicker makes an unnatural move and initiates contact in an attempt to draw a Catcher Interfer-

    ence call, the Kicker will be given a single warning for Catcher Inducement.

    9.6.4.2.............If that same Kicker repeats the Catcher Inducement violation, that Kicker shall be called out.

    9.7. Fielding

    9.7.1. All Fielders, with the exception of the Catcher, must be positioned with at least one foot in fair territory

    until the ball is kicked.

    9.7.2. Fielder Intereference is prohibited in order to prevent injuries.

    9.7.2.1.............Fielders may not stand within the baseline, on the base, in a position blocking the base, nor may the

    contact Baserunners (including intentional fake tags), unless making an active play on the ball.

    9.7.2.2.............Fielders must use the Inside Base the base to the left side of the foul line at 1st base to record

    force outs on Baserunners at 1st base. See diagRam 10.1forclarication.

    9.7.2.3.............Fielder Interference under Rules 9.7.2.1 and 9.7.2.2 results in the Baserunner being awarded the ba

    attempted by the Baserunner, at the discretion of the gamE REfEREEs.9.7.2.4.............However, a Baserunners Interference with a Fielders active play on a ball results in the Baserunne

    being called out. See outs, RulE 9.1.8,forclarication.

    9.7.2.5.............WhenassessingInterference,theRefereewillbalancetheFieldersrighttoeldtheballwiththe

    Baserunners right to the base and use discretion to determine the resulting Interference call. If no

    Interference Call is made due to a judgment of Incidental Conduct, the result of the play stands.

    9.7.3. Encroachment by Fielders is prohibited.

    9.7.3.1.............Encroachment occurs when:

    9.7.3.1.1......................When a Pitcher fails to deliver the pitch in accordance with RulE 9.2.3; OR,

    9.7.3.1.2......................When any Fielder (including the Pitcher) crosses the encroachment line between 1st base an

    3rd base line (1st base/3rd base) before the ball is kicked; OR,

    9.7.3.1.3......................When the Catcher is improperly positioned within the meaning ofRulE 9.6.2.

    9.7.3.2.............Encroachment is penalized by the kicking team choosing to:

    9.7.3.2.1......................Nullify the result of the play, and add a ball to the Kickers count; OR,

    9.7.3.2.2......................Allow the result of the play to stand.

    9.8. Kicking

    9.8.1. All legal kicks must:

    9.8.1.1............. Be made below the waist;

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    9.8.1.2............. Occur with the Kickers plant foot completely within the Kickers Box, with no part of the plant

    foot in front of the plate; and,

    9.8.1.3............. Contact the ball only once during the kicking motion or other bodily attempt to kick the ball.

    9.8.1.4............. If the above three (3) requirements are not met, the resulting kick is a Foul. See diagRams 10.4,

    10.5, and 10.10 for Kicking Examples.

    9.8.2. Teams must kick in their submitted kicking order. A Kicker who is in the Kickers Box and kicking out oorder results in an out for the spot in the order that was due up according to the written lineup. (Example

    If the fourth Kicker is up when third Kicker should be up, the third Kicker is out.) The kicking lineup wi

    continue with the next spot due up.

    9.9. Baserunning

    9.9.1. Base stealing is prohibited. A Baserunner off base when the ball is kicked is out. See outs, RulE 9.1.9, f

    clarication.

    9.9.2. Baserunners may not intentionally run more than four (4) feet outside of the baseline to avoid a tag or

    throw. See outs, RulE 9.1.7,forclarication.

    9.9.3. Baserunners have the right-of-way within the baseline, except that a Fielder has the right to make a play

    on any ball in play, including within the baseline. See fiEldERs, RulE 9.7.2.1,forclarication.9.9.4. A Baserunner running to 1st base must use the Safety Base located on the right side of the foul line. See

    diagRam 10.1forclarication.Failuretodosoresultsinanout,unless:

    9.9.4.1.............No Fielder occupies the Inside Base; OR,

    9.9.4.2.............The Baserunner immediately advances to 2nd base after touching the Inside Base; OR,

    9.9.4.3.............An imminent collision with a Fielder forces the use of the Inside Base.

    9.9.5. Baserunners may overrun 1st base. However, if they turn toward 2nd base as if attempting to advance, th

    are in play and may be tagged out.

    9.9.6 If a base becomes dislodged during play, the Baserunner is considered on base while maintaining contact

    withthesquareareaontheeldrepresentingtheoriginallocationofthebase.

    9.9.7. Baserunners may be substituted by players of the same gender, but only if the Baserunner is injured durin

    the play. See injuRy, RulE 7.3.5,forclarication.IfthesubstituteBaserunnersspotinthekickinglineucomes up, the spot is skipped, and an out is recorded.

    9.9.8. Inordertoadvanceonacaughtyball,Baserunnersmusttag-upontheiroriginalbasesatorsubseque

    totheFieldersrstcontactwiththeball.

    9.9.8.1.............Failure to tag-up allows the defense to make an out by either tagging the Baserunner with the ball

    before the Baserunner returns to the original base, or by a Fielder in control of the ball touching the

    original base before the runner returns to it.

    9.9.8.2.............Failure to tag up is not an automatic out. It must be recognized by the defense, who must make a

    play on the Baserunner or original base.

    9.9.9. A Baserunner who passes another Baserunner is out. See outs, RulE 9.1.10,forclarication.

    9.9.10. A Baserunner physically assisted by a teammate is out. See outs, RulE 9.1.11,forclarication.

    9.9.11. Once the Pitcher has the ball within the Pitchers Circle, all Baserunners must stop at the base they are

    running toward unless the Pitcher, subsequent to receiving the ball, attempts to make a play on a Baserun

    ner.

    9.9.12. Formal appeals to the base are required on baserunning calls. If a Baserunner is deemed out for a baserun

    ning error, the play is adjusted accordingly as if the Baserunner was out at the time of the appeal.

    9.10. Overthrows

    9.10.1. AnOverthrowisanyattempttowardsaplayerorbasethatdeectsintofoulterritory.

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    third baselines between the two cones marking the Kickers Box. If it does so, and it otherwise mee

    the requirements ofRulE 9.12.3, it is a fair ball.

    9.13.2. Any legally kicked ball that is still inside the Catchers Zone when it is touched by a Fielder is foul.

    9.13.3. AnylegallykickedballrsttouchedbyaFielderorBaserunnerwhileitiscompletelyoutsideeitherfoul

    line (subject to the exception of any ball described in RulE 9.12.1) is foul.

    9.13.4. A double kick (any time the Kicker contacts the ball two (2) or more times during an attempted kick) re-sults in a foul. This kick, while illegal, is not considered a dead ball play.

    9.13.5. Any kick that occurs above the waist of the Kicker is a foul. See KicKing, RulE 9.8.1.1,forclarication

    This kick, while illegal, is not considered a dead ball play.

    9.13.6. See diagRams 10.2,10.3, 10.4,10.6, and 10.10 for Fair Ball/Foul Ball Play Examples.

    10. DiagramExamples

    10.1. FieldSetup

    10.1.1

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    10.2. Fair/FoulBallontheFairLine

    10.2.1.

    10.3. Fair/FoulBall&Bounces

    10.3.1.

    10.4. FairBallsKickedfromKickersBox

    10.4.1.

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    10.5. KickersStrikeZone

    10.5.1.

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    10.6. FielderCatchingaFair/FoulBall

    10.6.1.

    10.7. LevelII-TwoBouncePitch

    10.7.1.

    10.6.2.

    10.6.3.

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    10.8. PitcherEncroachment

    10.8.1.

    10.9. CatcherEncroachmentinCatchersZone

    10.9.1.

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    10.10. Fair/FoulPlantFootforKicker

    10.10.1.

    FieldGuideYoumaydownloadtheeldguideathttp://bit.ly/k365eldguide.

    http://bit.ly/k365fieldguidehttp://bit.ly/k365fieldguidehttp://www.thisiskickball.com/