Arcadia University Intramural Sports Intramural Kickball Rules 2016 Current NIRSA (National Intramural Recreational Association and Arcadia University Intramural Handbook shall govern all intramurals rules used for kickball unless modified by the Arcadia University Athletic & Recreation Division for program needs. Persons subject to the rules are team representatives, including players, substitutes, coaches, trainers, spectators and other persons affiliated with the team.
Eligibility I. II. III. IV.
Each player must have a valid Arcadia ID. No ID = No play (NO EXCEPTIONS). Individuals must produce a valid Arcadia University ID to the Intramural Staff prior to every game All participants’ (team or individual) must be on an Intramural scorecard prior to participation. Team captains will be held accountable for the eligibility of the participants listed on their team roster. Each team shall have a minimum of 6 players and a maximum of 12 on the roster. A team must have at least 5 players to start the game or it is a forfeit. Team Rosters will be finalized after the first weeks of games. Captains have until 11:59PM on the Sunday following the start of the league to add players to roster.
Captains’ Responsibilities Team captains will be held accountable for the eligibility of the participants listed on their team roster. Team captains are responsible for their team’s actions as well as their preset fans and spectators. Captains are also the only players permitted to talk with officials during the game.
Length of Match Games will be 7 innings or 45 minutes, which ever happens first. A new inning will not start after the 45 minute mark. If 7 innings have not been completed, it will be at the discretion of the Intramural Staff to call the game or play. The home team must ALWAYS kick last. Once an inning starts, play must continue until the end of that inning. The Campus Rec Staff may call the game before the beginning of a new inning due to time constraints. There is a 15 run mercy rule after a completed 4th inning.
The Game: I. II.
Each team will pitch to the opposing team. Pitchers must pitch from the pitching mound and cannot go in front of the plate to field the ball until the ball is kicked. Slow to moderate pitches only. If the kicker requests a slower pitch, the pitcher is obligated to do so. This request may only occur twice during one at bat. The pitcher should try his/her best to give the kicker a pitch that they feel most comfortable kicking.
III. IV. V.
VI. VII. VIII.
IX. X.
XI. XII. XIII. XIV. XV. XVI. XVII. XVIII.
XIX.
XX.
XXI.
Excessive bouncing or spinning of the ball while pitching will not be allowed and the pitch will be counted as a ball. Runners cannot lead off or steal bases. Baserunners may leave the base when the pitch is contacted by the batter. Runners who leave base prior to the ball being contacted by the batter are out. If the runner makes contact with a base and the base slides away from its original position on the field, the runner is safe (if it occurred before the tag or put out) and is not liable to be put out while base is dislodged. a. If the runner attempts to advance to another base, he/she is liable to be put out and must return to the actual dislodged base, not where the base should be. The only base a player can overrun is first base. Players can choose to slide but only feet first. In the event that a player is on base when it is his/her turn to bat, the player shall vacate the base to come to bat. The runner simply loses his/her chance to score a run. No ghostrunner will be permitted. No out will be recorded.
All defensive throws must contact the runner BELOW the shoulders. If not below the shoulder, the runner would be called safe. If the throw is deliberately thrown at the runner’s head, the thrower may be ejection from the game under the discretion of the Intramural Supervisor. If a thrown ball contacts the ground and then the runner, no out will be made and the play continues. Baserunners are responsible for avoiding all collisions with fielders (anytime a fielder is making a play on the ball such as fielding, throwing, or catching). a. If the baserunner does not avoid the collision, play will be ruled dead and the baserunner will be called out. The batter is awarded first (unless involved in the collision), and all runners return to their original base unless forced to advance to the next base. A player will be called out if a kicked ball is caught in fair OR foul territory on the fly. Baserunners must tag up if they want to proceed to the next base. If a player touches a ball in fair territory before it rolls foul along the first or third baselines and BEFORE the ball reaches the bag, the ball is in play. All kicks must be made by foot. A kicker will be awarded first base if they get 4 balls. A kicker will be called out if they get 3 strikes or 4 foul balls. After 3 called outs, the inning will be retired and the fielding teams will then switch. The kicker may not cross the front of home plate when he/she makes contact with the ball. NO RUNNING STARTS. Bunting is not permitted. Intramural Staff will determine if the kick is a bunt. A play ends when the pitcher has control of the ball and is near the mound/pitching circle. Any runner who interferes with the ball on its way back to the pitcher will be called out. Campus Rec Staff will determine a boundary from which a homerun will be awarded to a team. a. In the event of the ball bouncing over this boundary, a ground rule double will be awarded to the kicking team. If the ball is thrown out of play, two bases will be awarded to the runner. a. The runner will advance two bases from the base they have reached previously before the ball was out of play. In the case of a tied game: a. In regular season games, the game will end in a tie. b. In playoffs, the game will go into extra innings. In the case of inclement weather, Intramural Supervisor will determine if the field is safe enough to play. If the game is after a completed 5th inning, the game will be considered a played game. Otherwise the game will be rescheduled.
Sportsmanship The sportsmanship rating system is intended to be an objective scale by which teams' attitudes and behaviors can be assessed. Behavior before, during, and after an intramural contest is included in each rating. Each team captain is responsible for educating ALL players and spectators affiliated with his/her team about the system. Teams must maintain a 3.0 average in order to qualify for playoffs. Teams must also maintain a 4.0 average during playoffs in order to advance. The Intramural Staff will determine the score for the teams after each intramural contest. Captains who disagree with their team's sportsmanship rating should not sign the scorecard and instead fill out a protest form immediately after the game and give to the present intramural supervisor.
I. Sportsmanship Rating Scale Excellent Sportsmanship (4.0): Teams/Individuals demonstrate excellent behavior and maintains attitude of complete cooperation with all officials and opponents. The captain calmly converses with officials about the rules and also has full control over his/her teammates. (No technical fouls, disqualifications, penalty cards, etc.) Default or Average Sportsmanship (3.0): Teams/Individual rarely questioned officials’ judgment/decisions. Officials may have issued a warning about unsportsmanlike behavior, but overall the team respected opponents, and maintained self-control. (Minor disagreements of an official interpretation of call or ruling. No technical fouls, disqualifications, penalty cards, etc.) Below Average Sportsmanship (2.0): Team/Individuals constantly made unsportsmanlike calls and frequently argue with the officials’ judgement/decisions. There was harassment of the officials, opponents, and players showed minimal self-control. (One yellow card, one technical foul, one unsportsmanlike penalty, etc.) Poor Conduct (1.0): Team/Individual constantly made derogatory comments to the officials and/or opposing team/individual. The team captain exhibits no control over teammates. (Two or more technical fouls, personal fouls (football) or yellow cards, one red card or any ejected player) Forfeit or Fighting (0.0): This includes threatening an employee. If involved in a fight, all teams involved in the fight could be removed from the league for the remainder of the season. All issues are turned over to Judicial Affairs. The Intramural Coordinator reserves the right to issue any new rules or regulations that are deemed essential to the success of the total program.