KICKBALL RULES: INTRAMURAL SPORTS

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1. Player Eligibility and Check-In: a. All players must first register on the IMLeagues webpage, and join a team to be placed on the team roster. Players MUST be on the team roster to participate in a game. Write-ins will NOT be accepted until the player has registered on IMLeagues. b. All participants must be current members of the gym/recreational facilities. Non-members wishing to play intramurals must purchase a membership. Any non-student participant must be 18 years or older. c. Each player must check-in prior to game time and present their current Duke ID card. d. A player must be signed-in and checked off before entering the game on the game sheet. e. Players are permitted to play on ONE Coed League team and ONE Open League team (which include Fraternity Leagues); this is the ONLY exception when playing for two teams. Any player found to be on more than one team roster will be considered ineligible and suspended for a minimum of one game. Teams risk forfeiting any matches an ineligible player has played in. f. Roster additions can be made at any time up until the final date for roster additions. Please check the kickball sport page on IMLeagues for this information. Following this date only special requests will be accommodated, but the Intramural office must be contacted. g. Coaches: Coaches may be recognized for an intramural team, but MUST be on the team roster and also be checked off and identified by the intramural staff and its officials prior to the start of the game. 2. Teams/Number of Players: a. Each game shall have two participating teams: the Away team, which kicks first each inning, and the Home team, which kicks last each inning. b. A team must have a minimum of 8 players present to both start and finish the game. A team may have an unlimited number of players present to play the game. All players present and participating in the game are required to be in the kicking order (unless due to injury). Any player arriving after the start of the game and once the kicking order has been established will be added to the end of the kicking order. c. While fielding, each team must field at least 8 players, but no more than 10 players, which must include one pitcher and one catcher at all times. d. Two members of the team at kick may coach first and third base, switching as needed with other team members to remain in the proper kicking order. Base coaches may not physically assist runners or intentionally interfere with the ball or opposing players while the ball is in play. If this occurs an Out will be called. e. COED LEAGUES: A team may have a minimum of 3 females or males to start and finish the game as long as the 8 player minimum is met. When fielding, a team must adhere to the following ratios: Using (10) players of which at least 5 must be female, 5 must be male. Using (9) players can be a 4:5 or 5:4 ratio. Using (8) players of which a team may have a 4:4 female to male ratio, a 5:3 female to male ratio, or a 3:5 female to male ratio (at no point can a team exceed more than 5 of either gender when fielding). Kicking Order: Teams must kick in alternating format of male/female (the 1 st kicker in the line-up may be male or female). If a team does not have equal numbers of males and females then the kicking order will restart with that gender in order to meet the alternating format. For example, if a team only has 4 females present, but 8 males: Male1, Female1, Male2, Female2, Male3, Female3, Male4, Female4, Male5, Female1, Male6, Female2, Male7, Female3, Male8, Female4 Substitutions: While fielding, players cannot be substituted for by bench players, unless due to injury. Pitchers may be replaced by another player in the field only, and will remain in the field at a new position. Players in the field are permitted to switch positions. There are no gender requirements for positions, and players may start and switch at any position while in the field. Courtesy runners: A courtesy runner may only be used in the event of an injury, and must be of the same gender that recorded the last out. If a team cannot replace an injured player with a player of the same gender, then the opposing team may grant them the use of an opposite gender courtesy-runner. If the opposing team wishes to not grant this, then the runner will be declared out. 3. Equipment a. While participating, players must properly wear official athletic clothing. Athletic shoes are required; rubber cleats are permitted; metal cleats are not allowed. Players may NOT play in their bare feet. b. Players may wear protective equipment providing it does not offer the wearer an unfair performance advantage. Any equipment determined as a performance enhancement by the Site Supervisor must be removed or the player will be removed from play. c. Kickballs will be provided by the Intramural Sports Program. 4. Playing Field: a. The kickball diamond is a square with equal sides of 60 feet or about 20 paces with a base at each corner.

b. The distance from home plate to second base and from first base to third base is 84 feet or about 28 paces. The distance between any base and home plate shall be measured from the back corner of each. c. The pitching strip is in the center of the diamond, 42 feet or about 14 paces from home plate, and directly aligned with the 1st-3rd base diagonal. d. The Kicking Box: A rectangle with the front of the box aligned with the front of home plate and the back of the box aligned with the sideline cones behind home plate. Lines extending forward from the sideline cones perpendicular to the front of home plate make up the sides of the kicking box. The area directly in front of the kicking box is fair territory. The kicker is not required to start in the kicking box; however the kick must occur within the kicking box. The kicking box is roughly 8-10 feet deep from the front of home plate, and 12-15 feet in width. Any grounders kicked within the kicker s box that travel through the area between the kicker s box and the foul lines and remain in fair territory are fair. e. Optional Extra Base: When available, an additional base may be set up adjacent to First Base to provide more room for the runner. If an Extra Base is used: The Extra Base is only available for runners traveling from home plate. Fielders trying to make an out on first base must touch the base in fair territory (the actual First Base). Runners hindered by a fielder touching the optional base in fair or foul territory (the Extra Base), will be safe. Once a runner has reached first base safely the runner must start the next play on the First Base. Any runner standing on or touching the Extra Base at the beginning of the next play will be out. No additional base may be used at any other base. The Runner is permitted to use the First Base or the Extra Base if/when avoiding collision with a fielder in fair or foul territory. 5. Game Play & Duration: a. The game sheet will designate the home and away team; who bats first (designated as the Away Team) and which team is in the field first/bats second (designated as the Home Team). b. Games will last 7 full innings (6 ½ if the Home Team is ahead) or 1-hour in length (whichever comes first). Any full-inning started before the 1-hour time limit expires will be completed. Both the top and the bottom of the inning will be completed given that the home team is not ahead at the beginning of the bottom half of the inning. If the home team is ahead, then the game is over. There will be NO extra innings played to resolve tied games at the end of 7-innings; tied games end in ties with the exception of playoffs. c. Fifteen-Run-Rule (Mercy Rule): If one team is leading by 15 or more runs after 6 complete innings (5 ½ if the home team is ahead), the game will be over. d. Ten-Run Max Inning Rule: The kicking team can score a maximum of 10-runs per inning. Once the kicking team has scored 10- runs in any given inning, the inning is over. Additional runs scored beyond 10-runs will not count (i.e. the kicking team has 8 runs and bases loaded; player kicks a home run which brings in all 4 runs: the team will only be scored a maximum of 10-runs for the inning, and the inning is over). e. A game that is called off or ended for any reason after 4 full innings of play shall be considered a regulation game (3 ½ if the Home Team is winning). The game score at the end of the inning shall determine the winner. Regulation games called off that end in a tie shall be marked as a tie. 6. Scoring & Base Running: a. Runners must stay within the baseline. Any runner outside the baseline is out: Runners may choose their path from one base to the next, and may follow a natural running arc. Runners are free to change course to avoid interference with a fielder making a play. When attempting to avoid a ball tag, runners may move no more than 4 feet out of their established running path. b. Fielders trying to make an out on base may have their foot on base, but must lean out of the baseline. Runners hindered by any fielder within the baseline, not making an active play for the ball, shall be safe at the base to which they were running. Runners may choose to advance beyond this base while the ball is still in play. c. Neither leading off base, nor stealing a base is allowed. A runner may advance once the ball is kicked. A runner visibly off base when the ball is kicked is out. d. Hitting a runner s neck or head with the ball is not allowed. Any runner hit in the neck or head shall be considered safe at the base they were running toward when the ball hits the runner. If the runner intentionally uses the head or neck to block the ball, the runner is out. e. Sliding into base is NOT permitted. Leading off base and stealing are also NOT permitted.

f. A tag-up is permitted by a base runner after a kicked ball is caught by a fielding player in the air. g. All ties or close calls will go to the runner. Runners traveling from home plate may overrun first base only, and may only be tagged out if actively attempting to advance to second base. 7. Base Running on Overthrows: a. An overthrow is a ball thrown, kicked, or deflected into foul territory while making a defensive play toward a player or base. A runner may advance as many bases as desired. b. If any fielder attempts to make an out prior to returning the ball to the pitcher, runners may commence base running. c. Running past another runner is not allowed. The passing runner is out. A run scores when a runner touches home plate before the third out is made, EXCEPT that no run can score when the third out is made during a force play situation, or when the kicker is put out before touching first base. 8. Balls & Strikes (Pitching): a. A count of three (3) strikes is an out. A strike is: Any pitch that is not kicked and is not called a ball that enters any part of the strike zone. Any attempted kick missed by the kicker inside or outside of the strike zone. Any foul ball will count as a strike up to the kicker s first two strikes. A kicker CANNOT strike out on foul balls. b. A count of four (4) balls advances the kicker to first base. A ball is: Any pitch outside of the strike zone where a kick is not attempted. Any pitched ball that does not touch the ground at least twice or roll before reaching the kicking box. Any pitched ball that exceeds one foot in height from the bottom of the ball as it enters the kicking box. Any pitched ball that exceeds one foot in height from the bottom of the ball at any time while passing through the kicking box. Any pitched ball that is higher than one foot at the plate. 9. FAIR & FOUL Ball: a. A count of 4 fouls is an out. Foul balls never count as strikes. b. A FOUL ball is: A kicked ball first touching the ground in foul territory. A kicked ball first touching any person wholly in foul territory, while the ball is over foul territory. A kicked ball landing in fair territory, but touching the ground in foul territory on its own at any time before crossing the 1st-3rd base diagonal. A kick made on or above the knee. A kicked ball touched more than once or stopped in the kicking box by the kicker. A kicked ball first kicked outside of the kicking box. A kicked ball first touching a permanent object, such as the ceiling or light fixture. c. A FAIR ball is: A kicked ball landing and remaining in fair territory. A kicked ball landing in fair territory then traveling into foul territory beyond the 1st -3rd base diagonal. A kicked ball first touching any player in fair territory. A kicked ball landing in fair territory, then touched by a participant in fair territory before touching the ground in foul territory. A kicked ball that touches a runner before touching the ground in foul territory. A kicked ball that touches the kicker once outside the kicking box before touching the ground in foul territory. 10. OUTS: a. A count of 3 outs by a team completes the team's half of the inning. b. An OUT is: A count of 3 strikes or 4 fouls. Any kicked ball (fair or foul) that is caught by a fielder. Any part of the ball may incidentally touch the ground during the act of catching and still be ruled an out if the fielder first displays full control of the ball and maintains control after touching the ground. A Force Out, being the tag by any part of a fielder s body of a base to which a runner is forced to run, before the runner arrives at the base, while the fielder has control of the ball. The ball may be touching the ground if the fielder displays full control of the ball while simultaneously tagging the base. A runner touched by the ball or who touches the ball at any time while not on base while the ball is in play. A kicker or runner that interferes with the ball.

A tag of a base by any part of a fielder s body, while the fielder has control of the ball, and before the runner originating at that base can tag-up as required due to a caught ball. Any runner visibly off base when the ball is kicked. Any runner physically assisted by a team member during play. A kicker that does not kick in the proper kicking line up. A runner that passes another runner. A runner outside of the baseline. A runner who misses a base. A runner who fails to properly tag up on a caught ball. 11. Ball in Play: a. Once the pitcher has the ball in control and retains possession on the mound, the play ends. Runners who are off base at this time and in forward motion may advance only one base. Runners who are off base at this time and not in forward motion must return to the base from which they were running. b. Interference is: When any non-fielder or non-permanent object except a runner, touches or is touched by a ball in play in fair territory. This interference causes the play to end, and runners shall proceed to the base to which they were headed. When any runner on or off base intentionally touches a ball, or hinders a fielder. This interference causes the play to end, the runner to be out, and any other runners shall return to the base from which they came, unless forced to advance. When any kicker intentionally touches a pitched ball by hand or arm before the pitch is called a Ball or Strike, or intentionally touches a kicked ball to render it foul. This interference causes the play to end, the kicker to be out, and any runners shall return to the base from which they came. During any play where a ball is popped or deflates significantly, that play shall be replayed with a properly inflated ball. 12. Forfeits & Defaults (point differential): a. For any forfeits a match differential of (10-0) will be assessed. In addition, the forfeiting team will receive a sportsmanship rating of 3.0. b. For any defaults a match differential of (5-0) will be assessed. In addition, the defaulting team will receive a sportsmanship rating of 4.0. c. For further information please review the Forfeits, Defaults & Rescheduling Policy. 13. Sportsmanship Rating: The Sportsmanship Rating System is designed and intended to be an objective scale by which a team s overall sportsmanship (which includes attitude and behavior) can be assessed during an intramural game and throughout a team s season, which includes playoffs. Behavior before, during and after an intramural game is included in this rating. The team captain(s) is/are responsible for educating and informing all players and spectators associated with their team about this rating system. 14. Team/Individual misconduct: Profanity and/or any other forms of derogatory or abusive language towards officials, site supervisors, administrative staff, other participants, and spectators are unacceptable actions during participation in Intramural sports, events, and tournaments. Furthermore, physical misbehavior, such as fighting, will not be tolerated when participating in Intramural sports, events, and tournaments. All participants, thus, acknowledge that they are subject to both removal from the team/league and disciplinary action from Duke University on any such occasion. 15. Sportsmanship: The goal of Duke Intramural Sports is to provide recreational environments for its participants who are safe, fun, and inclusive and further promotes teamwork, communication, integrity and healthy lifestyles. While the game environment can be competitive, ensuring player safety, providing a fun atmosphere, and promoting sportsmanlike behavior for participants, spectators, and staff are the program s primary concerns and are the sole responsibility of its participants, spectators, and staff. Participants and spectators are expected to maintain good sportsmanship throughout their participation in Duke Intramural Sports as it applies to Intramural Staff, fellow participants, team followers, and spectators. The team and captain(s) are responsible for the actions of the individual team members and spectators or team followers. Coaches may be recognized for an intramural team, but MUST be on the team roster and also be checked off and identified by the intramural staff and its officials prior to the start of the game.

Only the recognized head team captain (1) and/or coach are permitted to speak to the officials regarding administrative matters such as protests, ejections, rule clarifications, etc. Intramural staff will only recognize these persons when communicating matters in an intramural game, and only when addressed in a civil, good-natured manner. Furthermore, it is expected of team captains and/or coaches to assist the intramural staff and its officials to calm difficult situations, restrain troubled teammates, and assist in other administrative matters as asked by the intramural staff and its officials. 16. Cancellations (Weather or Unforeseen Circumstances): For any game that is cancelled due to hazardous conditions (weather or facility) and not played or rescheduled, a tie will be assessed to both teams with a score of (0-0). In addition, both teams will receive a sportsmanship rating of 5.0. If a cancellation to a game in play is made due to hazardous conditions, the game will count if 4 full innings (3 ½ if the Home Team is ahead) of the game has been played. The game score at any time thereafter will be the score. A team s sportsmanship rating will be assessed up until the point of cancellation. 17. Game Time & Delayed Starts: a. When a team arrives, at GAME TIME, with less than the minimum requirement of players the game clock will start. The team with at least the minimum requirement of players will be awarded a score based on elapsed time, and until a team meets the minimum requirement of players. Delays between Game Time to 5-minutes: 2 runs to the opposing team. Delays between 5-minutes to 10-minutes: addition of 2 runs to the opposing team. Delays at 10-minutes (or more): forfeit to the opposing team (10-0). In addition, the team that does not have the minimum requirement of players at Game Time will begin with a maximum sportsmanship rating of 4.0. If the game is forfeited the forfeiting team will receive the necessary score differential, as mentioned above, and a sportsmanship rating of 3.0. b. If both teams do not have the minimum requirement of players at Game Time, the clock will start. Scoring will be awarded based on when a team meets the minimum requirement of players in conjunction with any elapsed time.