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KICKBALL RULES

Eligibility: To participate in GGC Intramural Sports, you must be a current student in good academic standing. Any team found playing with ineligible participants will forfeit the games in which ineligible participants played. Teams playing with ineligible participants may also be dropped from the league at the discretion of the Coordinator of Recreation. Each player must meet the following conditions to sign-in: 1. Present a valid GGC Claw Card before EACH contest to be eligible to participate OR 2. Have a registered profile on IMLeagues.com/GGC and be part of the team’s roster. Even if a participant is already registered with IMLeagues, he or she must still present a valid GGC Claw Card.

NO EXCEPTIONS! I. Equipment 1.1 All players must wear athletic shoes. 1.2 Equipment which may be dangerous to another player is not allowed. The supervisor/official will determine if an article is dangerous and will ask the player to remove the article. If the player refuses, he/she will be asked to leave. 1.3 Knee braces made of hard, unyielding substances covered on both sides with all edges overlapped and any other hard substances covered with at least a ½ inch of slow recovery rubber or similar material will be allowed. 1.4 Jewelry, rubber bands, chains, rings, or earrings may not be worn. Medical alert bracelets may be taped to the body.

II. Team Composition 2.1 A regulation team may have up to 9players in the field. A team must have a minimum of 6 players to play a full game. 2.1.1 Teams must have 6 players present to begin play. At 5 minutes after the scheduled game time, the game will be declared either a forfeit or default depending on the circumstances (Teams can receive a default if players are present or intramural staff is notified ahead of time). 2.2 Only players and coaches (maximum of two) are permitted in the playing area. III. The Game 3.1 Line-ups must be completed and issued to the umpire prior to the first pitch. 3.2 A coin flip or rock, paper, scissors will determine who is home and away. 3.3 A regulation game consists of a maximum of 7 innings. No innings will be started after 50 minutes of playing time has elapsed. If an inning is started it must be completed. Innings are considered started once the third out of the previous inning is made. 3.4 There will be no warm-up time given to either team due to time constraints. Teams should arrive early and warm up in designated areas off the field before the game.

KICKBALL RULES 3.5 Completed games which end in a tie during the regular season will stand. A game is considered official after 4 innings. Example: If rain forces cancellation of a game in the middle of the 6th inning, score reverts to the end of the 5th inning and the result will stand. 3.6 If a 12 run difference occurs during a contest after 4 innings, or 3½ innings with the home team winning, the game will be stopped and considered a complete game. 3.7 No time limit will be in effect during championship games but the mercy rule still applies. IV. Substitutions 4.1 ALL players bat in the lineup. 4.2 Free substitution is allowed. Each player must play in the field at least one inning. 4.3 A base runner may be replaced by a courtesy runner (batter who made last out) at the discretion of the umpires. 4.4 An automatic out will be awarded if: 4.4.1 A team bats out of order 4.4.2 At the time of a player’s at bat, that player has been ejected from the game. V. Running 5.1 No stealing is allowed. Runners may leave the base when the pitch is kicked. If the runner is off the base before the pitch reaches the plate, the runner is out and no pitch is declared by the umpire. 5.2 The base distance is 65 feet. 5.3 When the ball is thrown over the fence or beyond the backstop, all runners will be awarded two bases and the award will be governed by the positions of the runners when the ball left the fielder’s hand. If two runners are between the same bases, the award is based on the position of the lead runner. The base to which the runner is running has no effect on the award. 5.4 Any runner who deliberately runs into a fielder (waiting to make a tag or a force out) will be called out immediately and each runner will return to the last base occupied at the time of the collision. If the runner's act is flagrant, he/she will be ejected. Other runners involved in the play may be called out at the umpire’s discretion. 5.5 Any runner who is not in contact with a base and is in fair territory when struck by a batted ball when the ball has not passed a defensive player other than the pitcher will be called out. An immediate dead ball should be called, the runner is out, and the batter is awarded first base. 5.6 A runner may choose either to slide into a base or simply avoid contact. Please always be aware that sliding into a base may cause injury. Intramural Sports does not require players to slide, however, if a runner chooses not to slide they must still avoid contact and may be tagged out. Collisions may result in immediate ejections. A runner who leaves the base path will be called out. 5.7 In the case of a double play, the base runner must slide directly into the base or get out of the way of the thrown ball or both he/she and the batter may be called out. 5.8 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. In the event of an obstruction the umpire shall award the obstructed runner and each other runner affected by the obstruction the bases they would have reached had there been no obstruction. 5.9 The base runner MUST use the orange bag and the 1st baseman MUST use the white bag during a close play. We strongly encourage base runners to use the orange bag and fielders to use the white bag at all times to avoid any possible collisions.

KICKBALL RULES VI Pitching 6.1 Teams will pitch to their own kickers. A member of the defensive team will position themselves no

closer than 3 feet from the pitcher to act as a fielder. 6.2 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. 6.3 In the act of delivering the ball to the kicker, the pitcher shall stand with at least one foot in contact with the pitcher’s line until the ball leaves the pitcher's hand. A legal delivery shall be a ball that is delivered underhand and a slow to moderate speed. Bouncies are permitted. 6.4 Each kicker will receive a maximum of 3 pitches. If a kicker allows 3 pitches to pass and has not kicked the ball, he/she will be out. VII Kicking 7.1 The kicker must wait for the ball to be within three feet of home plate before kicking it. The kicker

must contact the ball behind the 3-foot kicking line drawn in front of home plate. If, in the umpire's opinion, a kicker contacts the ball outside of the three-foot area in front of home plate, he/she will be called out. 7.2 A kicked ball must clear the 30-foot 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 and an out will be recorded for the kicker. 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. 7.3 Kickers are allowed 1 foul ball. A second foul ball is an out. There are no walks, and no infield fly rule.

VIII Fielding 8.1 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 below the shoulders. In these cases, the ball must be thrown with the hands or arms and may bounce before hitting the runner to record an out. 8.2 Any runner hit above the shoulders is safe. In this case, the play continues but the runner who was hit above the shoulders is NOT liable to be put out until after he/she touches the next base. However, if the runner intentionally uses the head to block the ball or ducks, the runner will be called out (the ball is immediately dead and runners return to the last base they legally touched). In the event a fielder intentionally throws a ball towards and contacts a runner's head, the play will be immediately dead and the fielder will be ejected. The runner will be awarded home and all runners in advance of the runner hit by the ball will also score. 8.3 There is no out-of-play area. Overthrows must be retrieved by the defensive team unless obstructed by immovable objects (over a fence, backstop etc). In the event of an obstructed ball, regular softball out-of-play rules will apply.

KICKBALL RULES IX. Sportsmanship 9.1 Each team will be given a sportsmanship rating at the end of each game. The sportsmanship rating will operate on a 0-4 point scale. Playoff eligibility will be determined by the average sportsmanship rating throughout the regular season. Any team with an average sportsmanship rating lower than 3.0 will not be allowed to participate in the playoffs. 9.1.1 Description of Sportsmanship Ratings: A. Excellent Sportsmanship (4 points) – Players cooperate fully with the officials about rule interpretations and calls. The captain also has full control of his/her teammates. Team members and spectators were respectful of opponents and officials and encouraged each other’s efforts. At no time was this team disrespectful towards participants or officials. B. Acceptable Sportsmanship (3 points) – Team members and spectators are respectful of opponents and officials except for one or two minor incidents which may or may not merit a warning from the game officials or supervisor. C. Sportsmanship Needs Improvement (2 points) – Team members or spectators are disrespectful of opponents or officials on a number of occasions which may or may not warrant a penalty. Captain exhibits minor control over his/herself and his/her teammates and spectators. Teams receiving multiple warning or having a player ejected for an unsportsmanlike act should receive no higher than a C rating. D. Unacceptable Sportsmanship (1 point) – Team constantly comments to the officials and/or opposing teams from the field and/or sidelines. The team captain exhibits little or no control over teammates or himself/herself. Majority of individuals on this team are disrespectful of opponents or officials on a regular basis. Teams receiving multiple D ratings within one season may be subject to dismissal. F. Season Ending Rating (0 points) – Team is completely uncooperative and out of control before, during, or after intramural sports contest(s). Team captain exhibits poor control over self, the team, and/or the spectators. Team has multiple ejections or blatant unsportsmanlike conduct that endangered participants, fans, officials, or supervisors. Team fails to cooperate/comply with intramural sports administrative staff/College officials while performing their duties; falsely represents or withholds any requested information. Teams which receive an F rating will be immediately dismissed from the league.