SIN CITY SHOOT OUT KICKBALL RULES!! BASIC INFORMATION

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SIN CITY SHOOT OUT KICKBALL RULES!! BASIC INFORMATION PLAYER REGISTRATION: All players must register with a Government ID before taking the field. Players must register before the start of their first game to be eligible for the remainder of the tournament. Team manager/designated representative may request for a Late Player Registration only to the Tournament Director before start of games Saturday morning. PLAYER LINE-UPS: Teams must begin and finish with 8 players to avoid forfeit. All subsequent players who arrive late are able to join at the end of the line-up. Initial rosters must be submitted in advance!! Please email them to will@varsitygayleague.com GAME TIME: Both managers must be ready with a completed line-up sheet 10 minutes prior to game time for coin toss when called by Umpire. Teams must have 8 players at game start time. HOME TEAM: Home team will be determined by coin toss during round robin and elimination games. For Playoff and Championship games, the higher seeded team shall be the home team. UMPIRES: Tournament will have umpires provided, however, we require one player from each team volunteer to be a first base umpire. DOUBLE ELIMINATION BRACKET PLAY: A random draw of teams will determine the start of the tournament. Playoffs draw will be determined by same record with seeding based on the following priority: 2-0-0, 1-0-1, 1-1-0, 0-1-1, 0-0-2, and 0-2-0. Wins-Loss-Tie. HOME RUNS: When a home run is hit, the batter and all runners must touch at least one base and immediately return to the dugout to speed up play. PLAYER EJECTION PENALTY: Any player exhibiting unsportsmanlike conduct, by the umpire, can be ejected from the game. Player shall be removed from current game only. Tournament officials reserve the right to suspend and / or disqualify any ejected player for futures games of the tournament if ejection is deemed to be threatening in nature to another player, umpire, spectator, tournament staff, park patron, animals or morally offensive. UNIFORMS: Each player must wear a team jersey uniform. There are no regulations to the extent of the outfit anything is allowed but you must have a uniformed look. TOURNAMENT INTEGRITY: The competitive integrity of all tournament play is paramount. All participants must adhere to the spirit and letter of the rules. The Sin City Shootout Sports Festival reserves the right to remove participants for any action that is illegal, harassment, threatening, unethical, and detrimental to the success of the event or constitutes cheating at the discretion of Tournament Officials. Participants are reminded we are here for Friends, Fun and Kickball!.

GAME INFORMATION Game length is 50 minutes or 7 innings whichever happens first. Once we hit the 40-minute mark, the very next top of the inning will be the last. 5 minute warm up before each game. (But we recommend warming up beforehand) 10 players on the field 6 infield/4 outfield. You may place the catcher in the outfield at the beginning of an inning, if you so choose, but no player is allowed to take the catcher position that inning. Everyone must bat. Mercy Rule: If a team scores 8 runs in an inning, that inning is over. If in the last inning of a game, a team is down by more than 8 runs, the Mercy rule no longer applies. PITCHING : GAME PLAY A. A strike is over the plate or 1 length either side as soon as the ball crosses the front of the plate. As long as any part of the ball touches the white lines on either side of the plate, it is considered a strike B. Pitches may be a straight roll or it may be bouncing. a. If the ball is bouncing, it must bounce at least twice before crossing the plate. b. If the ball is bouncing when it crosses the front of the plate, the ball must be completely below the knee. c. If the top of the ball, as determined by the umpire, hits the line that is lower end of someone s knee, the pitch is a ball. C. PITCHES MUST BE RELEASED UNDERHAND. You may pitch side arm or underhand, BUT when the ball is released, the hand must be must be positioned upwards. KICKING : You have 4 Foul Balls, 3 Strikes and Four Balls. 11 Pitches Max. Foul balls do not count as strikes. DO NOT KICK THE BALL IN FRONT OF THE PLATE. It is considered a dead ball and a foul. If this ball is caught by the opposing team, it is not an out, as the ball is not live. You must kick the ball within two feet behind the plate. Any further and the call will be the UMPS discretion. If the UMP calls a ball or a strike and the kicker then kicks the ball, the UMPs previous call stands and the kick is invalid.

BUNTING: This is a kicking tournament, meaning we do not allow bunting. If a player bunts, it is the discretion of the UMP to call it an error and the kick will be considered a foul ball. A bunt is when the leg is not fully extended. When you kick, you re leg needs to be fully extended. However, it does not matter the strength of your kick. There are additional caviates: A) You are allowed to straight leg the ball (almost like a stomp) which has the same effectiveness as a bunt, though much harder to execute. B) If the ball hits your knee or thigh on an extended leg kick, it is a legal kick. RUNNERS : You may run through first base only. If you overrun any other base, you are at risk for being tagged out. A) If you take a left off of 1 st base as you run, you are considered to be going to second and can be tagged. If you through you are safe. No running out of the baseline. If you run egregiously out of the baseline, you will be out. You are allowed to try and avoid a tag, but you cannot run into the outfield or the pitcher s mound between 1 st and 2 nd base. If a player is in your running path and is not actively going to collect the ball AND obstructs you causing you to get out Player will move back to their previous base or to the next if the previous base is unavailable. No stealing bases and no lead offs. Tie goes to the runner. If there is a force out for the last inning, no runs scored will be counted. PINCH HITTERS/RUNNERS: All players must bat. If a player is unable to bat, they must sit out the game. If a batter is able to kick, but not run, they may have a runner for them. This runner is the player in the lineup who made the last out. In the first inning, with no outs, the last batter in the batting order shall be the courtesy runner. If a courtesy runner is on base at the time that player is scheduled to bat, a replacement courtesy runner shall be used (the last recorded out). SLIDING: Sliding is allowed but at your own risk. A) Your feet must be pointed towards the ground and legs together.

a. If you are perceived to be using your cleats to endanger other players, you will be ejected from the game. B) If your leg is up in the air, you will be out. C) You may slide hands first. TAGGING UP: A runner may tag-up and advance to the next base (at their own risk) as soon as the ball is touched by a defending player. The defender does not need possession of the catch for the runner to tag and run. END OF PLAY: Once pitcher has the ball, and is within 10 feet of the mound, the play stops and the umpire will call time. Runners must go back to their previous base, unless they are more than halfway, in which case they will be awarded the base to which they were advancing. Once the umpire calls time the play is dead and the pitcher cannot decide to throw to a base or go after a runner. If they do this after the umpire calls time, nothing counts, regardless of the outcome at the base/with the runners. OUTS : You may tag and opponent with a ball. You may tag the base on a force out. You may throw the ball at a player below the shoulders. FAIR/FOUL BALLS: Fair territory is the area from home plate extending along the foul lines by 1 st and 3 rd base and into right and left field. Within those bounds is fair territory. Outside of those bounds is foul territory. FAIR: ANY BALL KICKED ON THE GROUND THAT PASSES 1ST OR 3RD BASE WHILE IN FAIR TERRITORY (INSIDE THE LINES OVER DIRECTLY OVER THE BASE ITSELF) IS A FAIR BALL. FOUL: ANY BALL KICKED ON THE GROUND THAT PASSES 1ST OR 3RD BASE WHILE IN FOUL TERRITORY (OUTSIDE THE LINES) IS A FOUL BALL. FAIR: ANY FLY BALL THAT LANDS IN FAIR TERRITORY IS A FAIR BALL. FOUL: ANY FLY BALL THAT LANDS IN FOUL TERRITORY IS A FOUL BALL. FOUL: ANY DROPPED CATCH OF A FLY BALL IN FOUL TERRITORY IS STILL A FOUL BALL. FAIR: ANY FLY BALL THAT WOULD HAVE LANDED IN FAIR TERRITORY BUT IS DEFLECTED INTO FOUL TERRITORY (SAY BY A BOTCHED CATCH) IS A FAIR BALL.

FOUL: ANY FLY BALL THAT WOULD HAVE LANDED IN FOUL TERRITORY BUT IS DEFLECTED INTO FAIR TERRITORY (SAY BY A BOTCHED CATCH) IS STILL A FOUL BALL. INFIELD FLY: Infield fly is when there is a runner on 1 st and 2 nd base and there are less than two outs. If Infield Fly is in effect, if a player kicks the ball almost directly into the air (if the flight of the ball is at a greater angle than 45 degrees) and it is absolutely clear the ball will not clear the infield, player is immeadiatly out and the play stops. Unlike baseball/softball, players are not allowed to advance. This protects teams from nearly automatic double plays. MULTIPLE GAME RULES: The following applies if there are multiple games being played on the same field, and a player/ball interferes with the other game: A) As soon as the kicked ball goes into play of the other game, and or if it hits a player in the other game play stops and the ball is considered a ground-rule double. If there was a runner on first base, the will go to 3 rd base. If that runner was half-way between 3 rd and home when the umpire calls ground rule double, the runner will be allowed to score. B) If a player hits another player accidentally (while running for a ball) and play is obstructed, the ball will be considered a single and play stops. C) If it appears that player obstructs play on purpose, the play will be considered a double and play stops. TIE GAMES: ONE PITCH rule shall be applied: The last batter of the previous inning shall be placed on 2nd base. Each batter gets ONE PITCH. 1) Foul ball: Caught or dropped = OUT 2) Strike: Swing or Called = OUT 3) Ball: Batter is awarded a walk. 4) Batted Ball: Outcome of play.