-Sam Houston State University- INTRAMURAL KICKBALL RULES

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1 -Sam Houston State University- INTRAMURAL KICKBALL RULES DIVISIONS OF COMPETITION: Men s Greek Men s Open Co-Rec Women s FORMAT: This is an 8 player league. Teams will be scheduled in round robin pools followed by a single elimination bracket. ELIGIBILITY: A participant may play on one Men s/women s A or B team, one Co-Rec team, and one Men s Greek team in each sport. Participants are subject to the Intramural Sports eligibility rules as stated in the Intramural Handbook (page 5-7). Teams will be allowed to add new players to their roster throughout the tournament. All roster additions will be handled through IMLeagues.com or at the game site. VALID SHSU ID CARDS: A valid SHSU ID or SHSU Rec Sports courtesy pass must be presented to be eligible to participate. NO ID=NO PLAY. There are no exceptions to this rule. INCLEMENT WEATHER: If the weather or field conditions are questionable, please call the Intramural Weather Line at If games are rescheduled due to weather, the updated schedule will be posted by 3pm the following day on IMLeagues. No game information will be given out by staff over the phone. FORFEIT PROCEDURE: If a team fails to appear or fails to have the required number of eligible participants at the scheduled game time, the opposing team who is present will have the following options: 1. Take the win by forfeit at that time. No contest will be played. 2. Choose to wait until the opponent arrives to compete. However, the official game clock will start running as scheduled. The game will commence once the opponents arrive with whatever game time is remaining on the clock and the score at 5-0 in favor of the waiting team. If the opposing team is not ready to play 10 minutes after the scheduled game time, the Intramural Staff will declare a forfeit win for the waiting team. Forfeits of regular season games and playoff games result in a forfeit fee of $20 that must be paid prior to the team s next scheduled contest. Any team that forfeits a second game will be dropped from further competition in that sport and will be assessed a second $20 forfeit fee. PROTESTS: All protests must be submitted in writing to the Intramural Sports Professional Staff according to the following procedure: 1. All protests, except those concerning eligibility, must be made on the field of play to the Intramural Staff member on duty at the time of the occurrence. You must protest before the next play occurs. You should make it very obvious that you are wanting to protest immediately. Once play has resumed, you can no longer protest. 2. There will be no protests on judgment calls or the quality of officiating. All protests must deal with the interpretation of a rule or enforcement of a penalty for the infraction of those rules. In the event that there is grounds for protest, the game will be played under protest from that point forward. 3. All game protests must be made in writing to Sam Houston State Recreational Sports by the protesting team s captain. Forms can be obtained from the on-site supervisor. All protest forms must be filed immediately following the conclusion of the game with the on-site supervisor. On-site supervisors will assist in filling out the form if there are any questions. 4. All player eligibility protests must be made in writing to Sam Houston State Recreational Sports by the protesting team s captain. The deadline for protesting player eligibility will be 12:00 pm the day following the game you are protesting. 5. All protests will be reviewed and a ruling will be made by the Coordinator or Senior Assistant Director of Intramural Sports. An upheld protest involving rule interpretation will result in the game in question being replayed from the point of protest. Upheld player eligibility protests will result in a forfeit of the game in which the ineligible player competed. 1

2 SAFETY: 1. Proper attire must be worn. No jeans or dress pants allowed. Regulation rubber-soled cleats, plastic cleats, detachable rubber cleats that screw into the shoe, and tennis shoes are the only permissible footwear. Cleats are recommended. Players may not play barefoot. No combat boots or hiking boots may be worn. No steel cleats or shoes with steel detachable cleats that screw onto the shoes may be worn. The legality of footwear is at the discretion of the Intramural Supervisor on duty. 2. It is forbidden to wear any object that may cause an injury or give an artificial advantage to the player, including but not limited to: head gear, jewelry (including tied rope necklaces, earrings, nose rings, etc.), casts, or braces. Taping of exposed jewelry will not be permitted. This is for your safety as well as others. 3. Religious medallions or medical identifications must be removed from chains and taped or sewn under the uniform. 4. Individuals are required to obtain prior approval from the Senior Assistant Director of Intramural Sports for the use of orthopedic devices essential to protect an injury. 5. Players bleeding or having blood on clothing will be prohibited from participation until appropriate measures have been administered by on-site personnel. 6. Any player who refuses to follow these rules cannot play and may be removed from the playing area. GENERAL RULES 1. Line-Up: Men's, women's, and fraternity team line-ups may include up to 8 players. Co-Rec team line-ups may include up to 8 players with no more than 4 males and 4 females. In a Co-Rec game, the kicking order will alternate between male and female kickers. 8 players will play in the field. 2. Rosters will be limited to 20 players per team for all divisions of play. 3. Teams in all leagues may begin and end a game with a minimum of 6 players. In the event that a Co- Rec team starts a game with 7 players, a member of the majority gender must kick first in the line-up. For teams that begin with 6 or 7 players, any late arriving players may be added to the line-up or join the team in the field immediately after properly signed in. 4. Games will be 5 (five) innings or 35 minutes (whichever occurs first). Games called due to darkness, rain, etc. after 4 completed innings (or 3 ½ full innings if the home team is leading) shall stand as full games. No new inning will begin once the 35-minute time limit has expired; however, any inning which has been started prior to the time limit expiring will be completed. 5. Extra Innings: In the event the at the score remains tied after 5 complete innings or 35 minutes, a series of extra innings will be played until the tie is broken. 6. Mercy Rule: Due to the maximum of 8 runs per inning, if one team is ahead by 1 more run than the number of outs remaining for the opponent in a traditional five inning game (or the current inning if the 35-minute time limit has already been reached), the game will be called. For example, if the defending team leads by six runs, and the first three kickers get out in the final inning, the game will be called as only five outs / five possible runs remain for the kicking team. 7. Limited free substitution is permitted in order to encourage maximum participation. Limited substitution is available to all players in the line-up. Once a substitute has entered the line-up, he/she must play for a full inning (team's offensive and defensive halves of an inning). This rule allows for reentry of both the starter and any subsequent substitutes. In the event of an injury, a substitute may enter the game prior to the full inning period. Ejected players may not be replaced in the line-up or in the field. An out will be recorded when an ejected player s turn occurs in the line-up. 8. The use of an EH/EK (extra hitter/extra kicker) is not permitted in any league. I. EQUIPMENT & FIELD DIMENSIONS 1. Kickballs will be provided by the Intramural Sports staff at the game site. 2. The distance between bases shall be 55 feet. Solid white lines shall indicate the foul lines. The kicking line shall be a straight line which connects points 5 feet down the first and third base lines from home plate. The bunt line shall be a straight line which connects points 30 feet down the first and third base lines from home plate. II. GROUND RULES 2

3 1. There is no out-of-play area in intramural kickball. Balls that are obstructed (over a fence, behind an immovable object) shall be declared dead with bases awarded to runners based on ASA softball manual obstruction guidelines. 2. Other teams shall remain clear of the fields while games are in progress. III. PITCHERS 1. Teams will pitch to their own kickers. A member of the defensive team will position themselves no closer than three feet from the pitcher to act as a fielder. 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, but does not have to be one of the kickers in the line-up. All-time pitchers are permitted (must be signed-in as a team member). If the pitcher is a kicker in the line-up, when it is the pitcher's turn in the line-up, another player will be required to enter the game to pitch. Only two pitching changes are permitted in any half-inning. IV. PITCHING 1. 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 at a slow to moderate speed. 2. Each kicker will receive a maximum of three 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 three down to two, down to one, then out). V. KICKING 1. All players in the line-up will kick in each inning. Therefore, up to 8 outs may be recorded during a team's at-bat. 2. The kicking order may change each inning. 3. The offensive team (pitcher or kicker) is responsible for notifying the defensive team when the last kicker is preparing to kick. If the final kicker kicks without the offense notifying the defense that it is their last kicker, that kicker will be ruled out and the inning will be over. 4. When the last kicker of an inning kicks, play reverts to regular "2-out softball play". Therefore, the inning will end when ANY out is recorded (when the kicker is put out or any baserunner is put out). The inning will also end when the defense is in possession of the ball while touching home plate. No tag is necessary at home plate during the last kicker's at-bat. No runs will score when a force out is recorded during the last kicker's at-bat. 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 kicker may have one foul per at bat. On the second foul, the batter will be declared out. 7. There are no walks. 8. 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. VI. 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. 3

4 2. The base path for a runner is the direct line between the player and the base to which s/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 second base (10 feet down the line from first) and second base. This is different from the direct line from first to second base. For plays between home plate and first base, the runner shall run in the 3-foot lane of the foul side of the foul line. 3. A player who runs outside their 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 other runners will 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 judgment 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 three exceptions, all runners must return to their previously occupied base and the kicker-runner is awarded first base. If the award of first to the kicker-runner causes another runner to be forced, that runner will advance to the next base. 7. In case of a possible double play, the baserunner 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 remains on his feet and 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 and the runner closest to home will also be called out. 9. There is no out-of-play area. Overthrows must be retrieved by the defensive team unless obstructed by immovable objects (over a fence, etc). In the event of an obstructed ball, regular softball out-ofplay rules will apply: a. On an initial overthrow by an infielder that lands in an obstructed area, the award is 2 bases from the time of the throw; i.e., batter gets second base, any baserunners are awarded 2 bases from where they were at the time of the throw. b. On an overthrow by the outfielder that lands in an obstructed area, the award is 2 bases from the time the fielder releases the ball, not when it goes out of play; i.e., if a man is one step away from second when the outfielder released the ball, the runner is awarded second and third. 10. When a fielder carries the ball over an out-of-play line, the play becomes dead and the baserunners are awarded two bases or more based on the umpire s discretion from the time the fielder carried the ball out of play 11. All base awards are based on the position of the lead runner. For example, if two players are between first and second base at the time of an overthrow which lands out of play, the first runner will be awarded second and third (two bases) and the second runner will receive second base only. 12. The umpire may allow a courtesy runner in the event that an injury takes place during the game. The player who made the last out will be designated the courtesy runner. In Co-Rec play the last player of that gender who recorded an out would be the courtesy runner. 13. Sliding is NOT ALLOWED at any base! 4

5 14. You may run through any base, first, second, or third. The same rules that apply to running through first base apply to running through second or third. You must run straight through the base without making a turn towards the next base at all. If you turn towards the next base, you are liable to be tagged out. 15. At second and third base, you do not have to step on the base. There is a base painted on the grass on the outfield side of the actual base. You can only use the painted base if there is an opponent standing on the base or obstructing you from touching the base. It is the runner s responsibility to avoid contact with a fielder that is on the base. If you do not avoid contact, you will be automatically called out and possibly ejected from the game. VII. FIELDING 1. Defensive positioning is restricted by the following: a. No more than six players (including a "fielding pitcher" and catcher) may position themselves within the infield area prior to a pitch being kicked. In a game with eight fielders, two 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 three 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 offense's pitcher no closer than three feet from the pitching rubber. The "fielding pitcher" may not position themselves in front of pitcher's rubber (closer to the plate) until a ball is kicked. d. Only one other infielder, other than the "fielding pitcher", may position themselves inside the diamond (inside the first/second/third base diagonals) until the ball is kicked. 2. In co-rec play, a maximum of three males and three females may play in the infield. This maximum includes the pitcher and catcher. The remaining players will play the outfield. 3. The kicker is out in situations similar to softball (force outs, fly outs, etc). In addition, a runner is out when he/she is hit by a thrown ball below the shoulders. The ball must be thrown with the hands/arms in order to record an out in such cases. 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. Throwing at a Runner: a. Any runner who is hit by a throw 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 must return to the base they last touched). b. Any blatantly hard or dangerous throw, regardless of how it is thrown, can result in the ejection of the player. c. 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. d. The umpire s discretion will be used in whether or not a throw is legal. 5. Since catching a fly ball in kickball is not a guarantee, there is no infield fly rule. However, there is a no "cheese" rule. If the umpire thinks a fielder intentionally misses or does not try to catch a fly ball in an effort to make a double play, both runners are safe. This rule is not in effect with only one runner on base. 6. Outfielders must stay 30 feet (10 yards) behind the infield bases until the ball is kicked regardless of who is up to kick. If this rule is violated, the ball remains alive until the umpire calls time out. The umpire will then decide which is more advantageous to the kicking team, the kicked ball or an automatic pass to first base. VIII. APPEAL PLAYS 1. An appeal play is one in which an umpire cannot make a decision until requested by a member of the defensive team. Appeals must be made prior to the next legal or illegal pitch or before the defensive team has left the field. 5

6 2. Once the ball has been returned to the infield and time has been called, any infielder (including the pitcher or catcher), with or without possession of the ball, may make a verbal appeal on a runner missing a base, a runner leaving a base too soon, or the batter batting out of order. The plate umpire should acknowledge the appeal, and the administering umpire should then make a decision on the play. Baserunners cannot leave their base during this period, as the ball remains dead until the next pitch. IX. OTHER RULES 1. There will be a coin-toss prior to each game to determine the 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 three 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. MEDICAL PROCEDURES: Sam Houston State University Recreational Sports assumes no responsibility for injuries received during intramurals, special events, and other recreational activities. Participants are reminded that their participation is completely voluntary. The nature of sport activities and the large number of participants in the Sam Houston State University Intramural program make the occurrences of some injuries inevitable. It is strongly recommended that all participants have a physical examination prior to participating. Any injuries or accidents occurring during recreational activities should be reported immediately to on-duty personnel. Participants with a health issue and individuals who are on medication are urged to confidentially inform the Senior Assistant Director of Intramural Sports of their specific situation. ALCOHOL AND DRUG POLICY: Individuals, teams, and spectators who arrive intoxicated, suspected of consumption, or possessing alcohol, tobacco, or other illegal substances will not be permitted to play and will be asked to leave the playing area. The game may be forfeited and the offending individuals immediately suspended. Sam Houston State University Recreational Sports will not tolerate such behavior and will act in a manner that is prudent, with the safety of all participants the priority. Such individuals will be dealt with harshly, given a minimum of a 365-day suspension and will be subject to University disciplinary procedures. Please read the Intramural Handbook. It is a written description of the regulations that govern the Intramural Sports Program. No matter what sport you play, these regulations govern your participation in our programs. It is imperative to the continuity of the program that all participants are aware of and abide by the regulations set forth by Sam Houston State University Recreational Sports. SPORTSMANSHIP RATING: Good sportsmanship is required of all participants. Players, coaches, and spectators are to conduct themselves properly at all times. Sam Houston State University Recreational Sports reserves the right to suspend or disqualify groups or individuals for unsportsmanlike conduct at any time. Unsportsmanlike conduct before, during, and/or after a game (event) will not be tolerated. The team captain assumes full responsibility for the conduct of the team and spectators. Unsportsmanlike conduct includes actions that are unbecoming to an ethical, fair, honorable individual. It consists of acts of deceit, disrespect, or vulgarity and includes taunting. Sam Houston State University Recreational Sports disapproves of any form of taunting which is intended or designed to embarrass, ridicule, or demean others under any circumstances. Teams must maintain a B (3.0) rating throughout the playoff tournament (minimum 2 games). In addition, if a team receives two consecutive C ratings or one F rating, they will be eliminated from the tournament. Teams dropping below a 3.0 average during the playoffs will be eliminated from the tournament as well. RATING CRITERIA 6

7 A= Given to a team which demonstrates good sportsmanship and maintains an excellent attitude toward their opponents and officials. The team and spectators maintain an attitude of complete cooperation. B= Given to the team when there are minimal incidents of poor sportsmanship show towards opponents or officials. Poor behavior is limited to individuals, not the entire team. Team members and spectators show respect for opponents and officials. C= Team members show very little respect for opponents and officials. Given to a team with a player who was issued a warning for unsportsmanlike conduct. D= A player is ejected from the game for unsportsmanlike conduct. F= Given to teams whose players disregard warning of unsportsmanlike conduct, abusive language, unnecessary roughness, etc. Any individual involved in a fight. More than one player is ejected from the game for unsportsmanlike conduct. The Intramural Supervisors reserve the right to reevaluate and amend any grade based on team/player s sportsmanship. If you have any questions regarding the intramural kickball rules, please contact Brian Weaver (Senior Assistant Director of Intramural Sports) at (936) or brian.weaver@shsu.edu Schedules and results will be available on the IMLeagues webpage: imleagues.com/shsu 7

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