SEC. 2 - LINE-UP CARDS / COACHES SCORESHEETS

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KICKBALL GAME RULES SEC 1. - TEAM SIZE A. There are no limits to the total number of players a team may have on their roster. B. The maximum number of players on the field at one time is 10 (standard, 6 men - 4 women). C. To start a game, a team must have a minimum of 8 players, 2 of which must be women. D. If 2 women are not present to start the game, the game will be considered a forfeit unless the forfeit extension applies. (See Forfeit Extension Sec 6) E. There are no limits to the number of women allowed on the field at one time (10 women- 0 men) F. If a player is late, they will kick at the bottom of the kicking order where they fit into the lineup with the gender parameters. (See LINE-UP CARDS - Sec 2) SEC. 2 - LINE-UP CARDS / COACHES SCORESHEETS A. Lineup cards and a coaches score sheet (on a clipboard), will be provided to each coach as they arrive to the game B. Lineup cards/score sheets must be filled-out before the start of the game following the line up format in Sections 9 and 10. C. Coaches will enter their player's FIRST name and LAST initial on BOTH the lineup card and coaches score sheet. D. Completed line-up cards must be handed to the umpire during ground rules. The umpire's line-up card will be the official card for both teams. E. Score sheet will be kept by the coaches to keep team score and reference their lineup. Turn in the clipboards after the completion of your game. F. All changes to a line-up must be reported to the umpire. SEC. 3 - START OF THE GAME A. The home team will be listed first on the schedule and will use the 1st base side of the field. B. The umpires will call both teams' coaches to home plate to go over all ground rules and to collect lineup cards. C. The home team will take the field and the visiting team will kick first. SEC. 4 - UMPIRING STAFF A. Staff will umpire all kickball games for the season. B. With the lineup cards in hand, staff will announce the current and the "on deck" kicker. On deck must be in position to kick next. C. After the end of each half inning, the staff will announce the inning and game score. D. If there is a discrepancy in the score, the team's coach must make the staff aware of the discrepancy immediately. SEC. 5 - FORFEIT NOTICE A. Forfeiting coach or a representative from the team must contact the league by NOON on the day prior to their scheduled game. SEC. 6 - FORFEIT EXTENSION A. A forfeit extension will be provided if one of the teams is short of the required 8 players (3 of the 8 must be women) and has the "forfeit extension minimum" (6 with at least 2 women) at game time. If this occurs, that team will be the visiting team and bat first regardless of the pre assigned home/visitor designations.

B. If that team does not have the minimum number of 8 players, (3 of the 8 players must be women) by the completion of the top half of the 1 st inning, then a forfeit will be assessed. SEC. 7 - GAME CLOCK A. All games will have a 50-minute time limit without inning restrictions. B. The umpire's clock is the official game clock. Both teams will be informed when the game clock has been started by the umpire or field horn. C. The umpire will give both teams a "5-minute warning" before time expires. D. All play will stop 50 minutes from the time the game begins. EXCEPTION: If the home team is kicking and a player is in the kicker's box, that player will be allowed to finish his/her bat. E. If the time expires in the middle of an inning, the score will revert to the last full inning played. EXCEPTION: If the home team is ahead or ties the game when time expires, they will be awarded the win/tie. F. If a rainout occurs while a game is in progress, 3 innings must be completed for the game to count. G. One warm-up pitch between innings is allowed. H. Teams need to hustle on and off the field so that as many innings as possible in the 50 minute time frame may be played. I. After a game is completed, all players must clear the fields/sideline immediately to allow the next game to start on time. SEC. 8 - MANDATORY PLAYER PARTICIPATION A. All players in attendance wearing a team shirt must kick and play the field during the game (unless injured). 1. Every player must be placed in the kicking line-up. 2. Every player must play in the field a minimum of THREE innings during the game. Coaches will inform umpires which players that they are going to limit to three innings in the field. When these players take the field, the coach will again inform the umpire. B. A team will forfeit the game if the above rule is broken. SEC 9 - LINEUP A. Line-up cards will be provided to coaches before the start of the game B. Cards must be filled-out before the start of the game with the following team information: 1. Staff will enter the Coaches name/team color/ team # on the lineup cards. 2. Coaches will write players first names and last initial on the lineup card. No nicknames please only first name and last initial. C. Completed lineup cards must be handed to the umpire during ground rules. 1. Teams not handing in their card at this time will be penalized one out in their first at bat. 2. If the card is not handed in by the end of the 1st inning that team will forfeit the game. D. The umpire's lineup card will be the official card for both teams. E. There is no maximum to the number of players allowed on a team's starting lineup. F. No matter the number of players in a lineup, there must be a "2 men to 1 woman" ratio at all times. G. If a team has less than enough females to accommodate the 2 men to 1 female ratio; females may kick twice if there are at least 4 females present. If that occurs, teams must designate which females will kick twice and where on their line-up card. H. The inserted females must stay in their original kicking order and may not rotate throughout the line-up. Only those females designated on the lineup card will be allowed to kick twice or the "KICKING OUT OF ORDER" rule (see SEC. 11) will be enforced.

I. Late arriving players may be inserted at any time; however, that player must be inserted at the bottom of the kicking order, unless it interferes with the 2-1 ratio. If this occurs, coaches will place that player closest to the bottom of the order to accommodate the proper ratio. J. Starting players may move freely from one field position to another at any time during the game. The kicking order must stay the same despite any changes in field position. K. All changes to a lineup must be reported to the umpire and the other team's coach. SEC. 10 - LINE-UP WITH FEWER THAN 4 FEMALES A. All lineups must account for at least 4 female kicking spots in the order to avoid having to take an automatic "out" in the lineup. B. If a team has only 2 or 3 females in the kicking order they must keep a "2 male to 1 female" ratio at all times. In this scenario, the female may NOT kick more than one time in the order. C. After the 2 nd or 3 rd female has kicked in the line-up, an OUT will be recorded for every spot that a female is required in order to keep the "2 male to 1 female" ratio. D. In an 8 or 9 person lineup with only 2 or 3 females present a team must take an out(s) at the end of the kicking order even if they accommodate the "2 male to 1 female" ratio without having at least 4 females present. SEC 11- KICKING OUT OF ORDER A. If a player is caught kicking out of order while at the plate, the player who was supposed to kick will approach the plate and assume the ball/strike count of the player who was kicking out of order. B. If the player who was kicking out of order is caught after reaching base safely, that player will be called "out," and all runners will return to their original base. SEC 12 - THE FIELD A. The kickball diamond is a square with equal sides of 60' played on a grass field. B. The pitching mound is 42' from home plate, and directly aligned between 1st and 3rd bases. C. A 6' circle will be drawn around the pitcher s mound. Inside that circle will be considered "dead ball" territory. D. A 20' line will be drawn in front of home plate (ball must be kicked beyond this line) and a 15' line behind home plate (kickers must stand in front of this line). E. A 3' dash line will be marked in the center of each base path as a reference for the umpires. F. A strike zone extension line will be drawn on each side of kicker s home plate. G. Each field will have a kicker s home plate located between the strike zone extension lines and runners safety scoring home plate to the 3rd base side. H. Each field will have a conventional first base and runner s safety first base to the right of the foul line. SEC 13 - PITCHING A. In the spirit of the league, all pitchers must roll the ball straight and at a rate of speed that is considered "kickable" by the umpire. B. If the umpire deems the pitch to be unkickable (this may include a ball that is pitched either too fast or too slow, pitched with spin/curve, or bouncing over one foot high when it crosses the plate), an "illegal pitch/dead ball" will be called and the umpire will warn the pitcher. C. Any illegal pitch will be called a ball. If a player kicks an "illegal ball" called by the umpire, they do so at their own risk. D. If the pitcher continues to pitch "illegal balls", the umpire will remove the pitcher. E. Teams will have the option of removing the pitcher from the game or replacing them with a player who is already playing the field.

SEC 14 - FIELDERS A. The defensive infield must consist of a pitcher, catcher, 1st basemen, 2nd basemen, shortstop and 3rd basemen. B. Infielders are not allowed to rotate into a "short" outfielder position at anytime. C. Infielders must not be positioned on the baseline before the ball is kicked to avoid obstructing the runners advancing to the next base. 1. Infielders may not be further than 6 from the baseline before the ball is kicked (in front or behind). E. If a team does not have 10 players, then a player may move between the infield/outfield positions. However, the player must be set in their new position before the ball is pitched. SEC 15 - THE STRIKE ZONE A. The strike zone extends to 1 foot on either side of the kickers home plate, and lower then one foot from the ground. B. Any ball that passes between OR touches the "strike zone" lines will be considered a strike. C. A ball that travels outside of these lines and comes back into the strike zone after it crosses the kicker s home plate will be considered a "ball." SEC 16 - THE COUNT A. Players will have a one-ball/one strike count when they come up to kick. B. The player is out after a third strike, including a foul ball that is kicked after two strikes. C. If a player kicks a ball into the air in foul territory on his/her third strike and the ball is caught before it touches the ground, although the kicker is out, the ball remains live and runners may advance at their own risk. SEC 17 - KICKING A. The kicker must stand between the 15' kicker's line and kicker s home plate before the ball is pitched. B. Players must only use their foot to contact the ball. C. Players must use a full follow through kicking motion when striking the ball with their foot. D. Male player who bunt or "pooch" the ball instead of using a full follow through will be called out. E. Female players who bunt or pooch the ball instead of using a full follow through will have a strike called on them. If this occurs multiple times, the umpire has the discretion to call the female out. E. Kicks must occur at or behind home plate. F. If a player kicks an "illegal ball" called by the umpire, they do so at their own risk. SEC 18 - A STRIKE A. A "legal" pitch within the strike zone or has touched the "strike zone extension line", that was either not kicked, or missed by the kicker. B. If the ball has not reached the kicker s plate when it is kicked (see Sec 24). C. A kick occurring behind the "kicking line" or where a player started behind the kicking line. D. A kicked ball that comes to rest or is touched by a defensive player short of the 20 foot line. E. A foul ball (see Sec 21). SEC 19 - A BALL A. A pitch outside of the strike zone extension lines. B. A pitch that crosses the plate higher than one foot is considered an "illegal pitch". C. A pitch that curves/spins on the way to the plate or is deemed unkickable by the umpire (See Sec 13).

D. When any pitcher advances outside the pitchers circle (see Sec 12) before the ball is kicked. E. A catcher crossing home plate before the kicker has kicked the ball or failing to stand behind the kicker at any time. SEC. 20 - A FAIR BALL A. A legally kicked fly ball, line drive or grounder shall be judged by the umpire according to the relative position of the ball and the foul line, including the cone at the end of the foul line, and not with respect to the position of the fielder (on fair or foul ground) at the time the ball is contacted. B. A ball that is touched in or over fair territory and rolls into foul territory. NOTE: If the kicked ball has passed 1st or 3rd base in the air, lands in fair territory, and then travels out of bounds, it is a fair ball. SEC. 21 - A FOUL BALL A. A kick landing in foul territory beyond the 1 st or 3 rd base bag. B. A kick landing in fair territory, but traveling into foul territory before being touched by a fielder or passing 1 st /3 rd base. SEC. 22 - AN OUT A. A count of 3 strikes at the plate. B. A runner touched by the ball at ANY time while not on base (unless they are forced to run). Example: The ball is kicked on the ground towards first base. The runner on first base is on first base when he is hit by a thrown ball. The runner is forced to run, and is not offered protection by first base. C. A runner who interferes with a kicked or thrown ball. (No runners will advance on an interference call) D. Any kicked ball (fair or foul) that is caught in the field of play. E. A base that was touched by the defensive team in possession of the ball to which a runner is forced to advance to (a force out). F. A runner caught off of his/her base before the ball is kicked (no "leading-off" is allowed). G. Any player who slides or makes contact with another player (see "RUNNERS CONTACT/SLIDING" SEC. 33 below). I. A kicker who bunts or pooches the ball, by not using a full kicking motion. SEC. 23 - INFIELD FLY RULE A. For an "infield fly rule" to be called, 1st and 2nd base must be occupied with LESS than 2 outs. B. The kicker is automatically out when the infield fly rule is called by the umpire and the ball will be declared a dead ball. C. With 2 outs, a ball kicked in the air to the infield, the ball will remain live. SEC. 24 - DEAD BALL (KICKING) A. The umpire will automatically call a "dead ball" if the ball is kicked by a player who is behind the 15 kicking line, has traveled beyond home plate, bunted or not attempted to use a full follow through. B. If a "dead ball" is caught in the air by the fielding team, it will be ruled an out. Example: A player kicks the ball before it reaches home plate. The ball is caught in the air, and the umpire will call an out. If the ball touches the ground, the umpire will call a strike. C. If a "dead ball" was kicked on the ground, then a strike will be called (see Sec. 16 - "THE COUNT").

D. If a dead ball is called by the umpire, runners will automatically return to their previous base. SEC. 25 - DEAD BALL (FIELDING) A. Inside the 6 circle around the pitcher's mound will be considered "dead ball territory". When a ball is advanced by a defensive player with possession into this circle, the umpire will call "dead ball" and all play will stop. B. All runners that are LESS than half way between bases will return to their previous base when a dead ball is called. C. All runners who are MORE than half way between bases will proceed to the next base when a dead ball call is made including runners who have passed the half line between 3rd base and home plate. SEC. 26 - BALL HITTING A PLAYER ABOVE THE SHOULDERS (DEAD BALL) A. Hitting a runner with the ball above shoulder level is not allowed. B. If a runner is hit above the shoulders by a thrown ball, a dead ball will be called and that runner's allowed to advance 1 base. C. If the throw by the defensive player is considered unsportsmanlike, that player may be ejected or suspended from the game (see Sec 39). SEC. 27 - DEFLECTED BALL OFF RUNNER A. If a ball thrown at a runner is deflected into foul territory, a dead ball will be called. B. If a ball thrown at a runner stays in fair territory, the ball is "live" and all other runners may advance at their own risk. SEC. 28 - OBSTRUCTION A. When a fielder prevents the runner from getting to the base or impedes the progress of a runner who is legally running the bases, obstruction will be signaled by the umpire. Examples: 1. Fielder who is standing on the base blocking the runner (only the fielder's foot should be on the base if a play is being made to that base) 2. A fielder who pushes a runner off a base in attempt to gain an out. 3. A fielder making a fake tag (ejection from game, see "UNSPORTSMANLIKE CONDUCT" in "General Game Rules") B. An obstructed runner will be awarded the base they would have reached in the umpire's judgment, had there been no obstruction. C. If an obstructed runner is thrown out prior to reaching the base they would have reached before the obstruction, they will be awarded that base. EXCEPTION: If the base runner does not attempt to avoid contact, they will be called out (ejection from game, see "UNSPORTSMANLIKE CONDUCT" in "General Team Rules"). SEC. 29 - RUNNERS A. Runners must stay within the baseline and fielders must stay out of the baseline. B. Fielders trying to make an out on the base runner may have their foot on base, but must lean out of the baseline to avoid contact with the runner. C. Runners hindered by a defensive player who is not fielding the ball shall be safe at the base to which they were running. D. Runners may overrun 1st base and the home "scoring plate" ONLY. E. One base will be awarded for an overthrow out of the field of play. F. Neither leading off base, nor stealing a base is allowed (see Sec 22- F).

G. At their own risk, a runner can advance to the next base after a fly ball has been caught. The runner must "tag-up" (touch their base before running to the next base). H. All base ties go to the runner and the runner will be declared safe. SEC. 30 -RUNNERS SAFETY BASE A. Runners advancing to 1st base must tag the runner's safety base (located in foul line territory) or they will be called out. B. The 1st baseman must tag the conventional base (located in fair territory) to get the runner out. If the 1st baseman tags the runner's safety base, the runner will be called safe. SEC. 31 - RUNNERS SCORING PLATE A. All plays at home plate will be a force and no tag by the catcher is necessary for the runner to be called out. B. The catcher must tag the kickers' home plate to "force" advancing runners from 3rd or the runner will be called safe. C. Runners advancing from 3rd base must tag the "scoring plate" (located on the 3rd base side of the home plate) at all times, or will be called out. D. Runners that are past the half line between 3rd and home must continue to home plate. E. Once the runner has crossed the half way mark from 3rd to home they may NOT be tagged or hit with the ball. The ball must be thrown to the catcher at home for a force out. SEC. 32 - INJURED RUNNER A. A pinch runner may be used if a player is injured while running the bases. B. The pinch runner must be the last player (same gender) who made the last out in the preceding inning. C. A player cannot kick and have another player run to first base for them. D. A player will be removed from the remainder of the game if their injury dictates the use of a pinch-runner. SEC. 33 - RUNNERS CONTACT/SLIDING A. Sliding is NOT allowed in the kickball league. This includes "diving back" after rounding or missing any base. EXCEPTION: If the umpire considers the slide necessary in order to avoid injury or a collision. B. Any player that initiates an illegal slide will be called out. If the slide is considered unsportsmanlike by the umpire, the player will be ejected or suspended from the game. C. It is the runner's job to avoid contact at all cost. You must give yourself up or get out of the way. Runners will be called out if unnecessary contact is not avoided and may be ejected or suspended from the game D. The umpire will call obstruction if a fielder is blocking the base or base path and the runner will be awarded the base to which they were advancing. SEC. 34 - FIELDER POSITION RESTRICTIONS A. Outfielders 1. Outfielders must play behind the cones placed fifteen yards beyond the infield baseline before the ball is kicked. 2. Once the ball is kicked, the outfielder may make a play on the ball anywhere in the field. B. Infielders 1. Infielders may not be further than 6 from the baseline before the ball is kicked (in front or behind).

2. Infielders must not be positioned on the baseline before the ball is kicked to avoid obstructing the runners advancing to the next base. C. If a defensive player catches a ball or makes a play on a runner while violating the above position restrictions, a dead ball will be called. The kicker and runner(s) will be awarded one base. SEC. 35 - SCORING LIMITS A. After a team has scored 7 runs in one inning, the offensive part of that inning will be stopped and that team will take the field. SEC. 36 - PLAY-OFF GAME INFORMATION A. Play-off games will have a 45 minute time limit with no inning restrictions (this will allow 15 minutes for overtime when necessary). B. If the time expires in the middle of a play-off game inning, that inning will be completed if necessary. Example: If time expires and the visiting team is kicking, they will be allowed to complete their at bats. If they are winning at the completion of that inning, then the home team will be allowed to complete their 1/2 inning. If they are losing after the completion of the 1/2 inning, the home team will win the game. If the home team is kicking and winning the game when time expires, game is over. C. If the game is tied at the completion of the last inning, tie-breaker rounds will begin. (See Sec. 38) D. The mercy rule will be in effect (10 runs after 6 innings in the play-offs). SEC. 37 -CHAMPIONSHIP GAME A. Championship games will be 50 minutes with no inning restrictions. B. If the time expires in the middle of a championship game inning, that inning will be completed if necessary. Example: If time expires and the visiting team is kicking, they will be allowed to complete their at bats. If they are winning at the completion of that inning, then the home team will be allowed to complete their 1/2 inning. If they are losing after the completion of the 1/2 inning, the home team will win the game. If the home team is kicking and winning the game when time expires, game is over. C. Play-off tie breaker will be utilized when necessary (See Sec 38). D. The mercy rule will be in effect (10 runs after 6 innings in the championship). SEC. 38 - PLAY-OFF/CHAMPIONSHIP TIE BREAKER A. If the game is tied after the completion of the last inning a tie breaker will be used. B. The home team will take the field with the visiting team kicking. ROUND # 1: The kicking order will continue from the previous inning for both teams. The player who kicked last in the previous inning will be placed on 2nd base. -Starting with 1 out in the top of the inning, each player will begin with a 2 balls/1 strike count. -At the completion of the top half of the inning, the home team will start the bottom half with the same format. -If either team scores more runs in the inning than the other, they will win the game. If not, round 2 will begin. ROUND # 2: The kicking order will continue from the previous inning for both teams. The last 2 players to kick in the previous inning will be placed on 2 nd (Last Kicker) and 3rd base (2 nd Last Kicker). -Starting with 2 outs in the top of the inning, each player will begin with a 2 balls/2 strike count (a foul in this situation is still an out).

-At the completion of the top half of the inning, the home team will start the bottom half with the same format. -If either team scores more runs in the inning, they will win the game. ROUND # 3: (and subsequent rounds if needed): The kicking order will continue from the previous inning for both teams. The last 3 players to kick in the previous inning will be placed on 1 st base (Last Kicker), 2 nd base (2 nd to Last Kicker) and 3 rd base (3 rd to Last Kicker). -Starting with 2 outs in the top of the inning, players will begin with a 3 balls/2 strike count (a foul in this situation is still an out). -At the completion of the top half of the inning, the home team will start the bottom half with the same format. -If either team scores more runs in the inning, they will win the game. SEC. 39 - UNSPORTSMANLIKE CONDUCT - COOLING OFF PERIOD/EJECTIONS/SUSPENSIONS Unsportsmanlike conduct is not tolerated and may result in warnings, cooling off period, ejections and suspensions. Cooling Off Period: Teams may replace the player on the field during a "cooling-off" period. Ejected Player(s): Teams will lose a position on the field for any player who has been ejected for the duration of the game and may not be replaced. If the removal of a player results in the team not having enough players, the game will be forfeited (no fine will be assessed). Suspended Player(s): Teams will lose a position on the field for any player who has been suspended for the duration of the game and may not be replaced. If the removal of a player results in the team not having enough players, the game will be forfeited (no fine will be assessed). Suspended player(s) MUST leave the venue within five minutes of being suspended. If this is not accomplished, the suspended player's team will forfeit its game. A suspended player may not attend the game venue and participate in the next scheduled game that their team is to play. The suspension will continue if the next scheduled game is rained out or "called in" as a forfeit. A PHOTO will be taken of the suspended player for reference. If a suspended player is found playing in the next scheduled game, the team will forfeit all regular season games and a forfeit fine will be assessed. Postseason Suspensions: There are no ejections in the postseason, only suspensions. Any player suspended in the postseason will NOT be eligible to participate in any remaining postseason game(s). Suspended player(s) MUST leave the venue within five minutes from being suspended from the game. If this is not accomplished, the suspended player's team will forfeit their game. If a player that has been suspended is caught playing in a postseason game, the team will forfeit the remainder of their postseason. SEC. 40 - REMOVAL FROM THE LEAGUE Any player who has been ejected or suspended (or a combination of the two) two times during the season will be removed from the league. If that player is caught playing after being removed from the league, the team will not be allowed to play their remaining games for that season. Any player(s) who is involved in any physical confrontation during any activity will be banned for LIFE. If this confrontation occurs during a game, all players will be removed from the field and the game will end. If it can be determined who started the confrontation, that player's team will have a loss recorded for the game.

SEC. 41 - METAL SPIKES A. Any player wearing metal spikes will be suspended from the game (see "UNSPORTSMANLIKE CONDUCT" in the General Team Rules). B. If that player is caught wearing metal spikes a second time, they will be removed from the league. SEC. 42 - LIGHTNING OR RAIN DURING GAMES A. ALL kickball games will end immediately, if lightning is detected in the area or if the fields become unplayable because of rain. B. To determine if games will be canceled due to lightning, the league will use Strike Alert Lightning Detectors. C. Recommendations from The National Athletic Trainers' Association: A flash to bang count of 60 (or 12 miles) should be your break point. Anything less is increasing the risk of death or serious injury from potential lightning strikes. With lightning detectors, a setting of 12 miles would be recommended. Immediately cease play and move to safety. D. A complete game will be recorded for the regular season if 3 innings are complete. E. A complete game will be recorded for the post season if 4 innings are complete. SEC. 43 - DECEITFUL PLAY A. Any deceitful play to circumvent/undermine the above rules or the spirit of the league will be called dead immediately. The coach/player(s) will be warned by staff, with the second infraction being ejection/suspension. SEC. 44 - RESTRICTED ITEMS FROM VENUES A. The league reserves the right to forfeit games if any of the below criteria are not met; The following are restricted from venues (inside or outside), including any field/court at any time during the day while activities are taking place: * Tents * Tables * Grills * Picnic Items * Loud Music * Amplified Speakers * * Live Music * Generators * Blenders * Lawn Games * B. My item is not on the list, how can I find out if it's restricted? Contact the league (mike@baltssc.com) for consideration 48 hours before game time. ***** SPORTSMANSHIP ***** ANNSSC is an organization that encourages members not to take winning or losing too seriously, and stresses that the social aspects of the league are really more important than a win or a loss. We expect all participants to behave in a sportsmanlike manner, on and off of the field. We strive to ensure that each member "shows that he or she has qualities of fairness, courtesy, and grace in winning and in losing."