KICKBALL LEAGUE
OF ROCHESTER
   
 
RULES

2017 KICKBALL LEAGUE OF ROCHESTER RULES
VALID STARTING MARCH 1ST 2017 - THROUGH FEB 28TH 2018

Download 2017_Rules.PDF(Coming Soon) - View Key Rule Changes from 2016 to 2017 Here

(Web Version (Below) Under Construction)

RULE SECTION SHORTCUTS:



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KICKBALL LEAGUE OF ROCHESTER

KICKBALL RULES

© COPYRIGHT 2017

Kickball League of Rochester

http://www.RocKickball.net


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MAIN RULES

  • RULE #1: The “Let’s Have Fun” Rule. Because kickball is rooted back to our childhood, KLOR’s goal is to provide a fun filled atmosphere for all of its members – So, let’s have fun!
  • RULE #2: Support your sponsors. They’re supporting your enjoyment, so show them some love!
  • RULE #3: Meet new people, network, make friends, and hopefully find a soul mate.
  • RULE #4: Be respectful of Kickball League of Rochester officials, players, and the park.
  • RULE #5: Relax, unwind, and kick a ball around.
  • RULE #6: Monroe County Park Law and Monroe County Alcohol Policy apply at all times.
  • RULE #7: Challenges are part of game play and their usage is outlined further in the rules.
 

GENTLEMAN’S RULES

Gentleman’s rules apply for all games. KLOR refers to a gentleman as a person (regardless of gender) with good manners and high standards of behavior. They are expected to act as moral guides to the rest of society (their teammates, other players, and officials). They have the capacity to mingle on equal terms in good society. Moreover, it involves a good standard of courteous conduct by treating others in a respectful manner and not taking advantage of others by pushing them into doing things they choose not to do.

In the absence of a referee, games may take place between two teams, cooperating in a gentleman-like manner, utilizing sound knowledge of the current set of rules while maintaining equal fairness for both teams. Both team captains should act as the standing expert on rules, while upholding a level of play that includes a fun and friendly atmosphere.


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GAME RULES

 

FIELD

The KLOR kickball field is laid out as a square with the bases approximately 60 feet apart. The pitcher’s mound is located in the center of this square, approximately halfway between home and 2nd as well as half way between 1st and 3rd. (Fig. 01)

The “Neutral Zone” is the area described as a straight line from each side of the pitching rubber, ending at the 45ft mark down the 1st and 3rd baselines and ending at home.

KLOR kickball fields are generally set up and played in the outfields of or adjacent to installed dirt fields. However, due to field availability or field conditions, KLOR reserves the right to shift back to the traditional dirt field and marked accordingly.

The “outfield” will start roughly 15 feet past 1st, 2nd, & 3rd bases.

The 1st base line runs between the white base and the orange safety base.

The Overthrow Line (See "DEAD BALL") runs parallel to the 1st and 3rd bases line up to the backstop. If a backstop is not present on the field, this is laid out 15ft parallel behind home plate and 15 feet outside the 1st and 3rd base line and is usually marked with cones. The Overthrow Line only doubles as an “OUT OF PLAY” line in instances where a fielded ball has been thrown or deflected.

All movable "FOREIGN OBJECTS" (spectators, pets, sidelined players, coolers, tables, etc...) are to be 15ft behind the 1st and 3rd base lines (behind the Overthrow Line).

Base coaches (if desired) must be participating members of the kicking team. Base coaches at 2nd and home are not allowed. Base coaches can stand halfway between the base and the Overthrow Line. Base coaches can be no closer than halfway when the ball is kicked, when a play is in motion, and until all play has stopped.

Any runner physically touched or assisted by a base coach during play motion will be out and the individual in the base coach position will not be allowed to base coach for the remainder of the game. Play resumes until the play motion ends under normal conditions.

Grass fields are laid out with a minimum of 140 feet of clear space from home plate to the outfield. As fields could have hazards in the outfield beginning at or beyond this layout, a ball that is kicked, thrown, deflected, or otherwise travels into a hazard or hazardous area; will be called a DEAD BALL. All runners will receive the base they are advancing to, with a minimum of a GROUND RULE DOUBLE for the kicker.

Hazards and foreign objects can include but are not limited to pets or other animals, players from other fields, trees, bushes, spectators, steep hills, ditches, fences, walkways, tents, canopies, water slides, water spigots, grills, goalposts, playing children, etc.


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TEAM REQUIREMENTS

Teams have no maximum size, but a minimum of 8 players is required to begin and continue play.

In the event that a player injury or a player ejection occurs and the total fielding team count drops below the minimum number of players, the game will continue. In all other instances, the result will be a forfeit unless the game has progressed past 5 innings; where the current score will stand as the final score.

No more than 10 players can take the field at a time.

The gender requirements for teams are as follows:

  • Teams with 8 players must field a minimum of 2 females at all times*
  • Teams with 9 players must field a minimum of 3 females at all times.
  • Teams with 10 players must field a minimum of 4 females at all times.
  • No more than 6 males may play in the field at a time.

*In playoff and championship games, all teams must have 3 females in the field at all times.

Teams must field a pitcher and catcher during game play.

Any team having less than 8 players and/or less than 2 females 15 minutes beyond of the start of the game, as determined by the regular season schedule, will forfeit the game.

No team can be forced to play an official game after the 15 minute leeway time, unless delayed due to a team currently playing a playoff or championship game. No team is required to wait for missing players playing in a game outside of the scheduled game.

The opposing team will receive the average number of runs (rounded down) of the past two games (or the closest two games, if it is the start of the season) as the score of the game. If neither team can fulfill this obligation, they will both be asked forfeit that game with a score of 0 to 0. In the event that a team wins by forfeit and the team has not scored any or minimal runs in their previous two games, the average of 0 will increase to an average of 1 run for the recorded score.

All fielders must be in the kicking lineup/rotation and all kickers must also be a fielder at least once during game play. Any players that have not participated as a fielding team member must do so when they take the field in the 4th inning.

The kicking order for males cannot be rearranged once the game has begun.

The kicking order for females cannot be rearranged once the game has begun.

No more than 2 males can kick in row, at any point, in a KLOR game.

If it has been determined that this number has been exceeded, the kicking team will receive the number of outs that males has been exceeded by. If the exceeding males are still on base, they will be removed from their bases and any advancement of previous base runners will return to their original bases.


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The kicking order for females must cycle in full, at least once, before the kicking order for males can cycle again.

The cyclical kicking order(s) cannot be rearranged throughout the game.

Late arrivals will always be placed at the bottom of their respective gender’s kicking order.

Injuries to a kicker, runner, or fielder, and/or late arrivals may require an alteration of the kicking order to satisfy general kicking order requirements. If alteration is not required, alteration is not allowed.

Rearranging the gender orders is not allowed. If you expect a late arrival, be conscious of your line up arrangement/rotation to help deter any game delays associated with determining the shifting up of or down of players in the line up.

Exceeding the male kicking limit and/or kicking out of order will be determined when contact is first made with the ball by the incorrect kicker, not when a ball has been pitched, regardless of any accrued pitching strikes.

If determined, including before kicking contact has been made; any accrued pitched or whiffing strikes when the incorrect kicker was ready at the plate will transfer to the correct kicker.

Late arrivals cannot join or rotate with fielders until the end of or change of sides in an inning.

Players that arrive late cannot be added as fielders or to the end of the kicking rotation after the start of the 4th inning. Players must arrive by the start of the 4th inning to be eligible to play.

A kicking lineup for the game must be written, printed, etched, scratched, taped, typed, and or saved and readily available upon request from the referee and or opposing captain in the event the kicking order needs to be verified at any point during a game.

If a prewritten lineup cannot be produced for lineup verification, the kicking team will take an out.

After the out, a lineup will need to be created before the game can resume. Refusal to provide a lineup after that point will be grounds for forfeiture.

Ghost runners are not allowed, as only physical runners can score.

If an offensive player, currently on base, is due up to kick then that player will leave their base vacant and return home to begin the next play. Any other runners on base will not be allowed to advance.


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In the event that a base runner is injured, a pinch runner of the same gender can be used when the play has stopped. The injured player will not be allowed to participate for the remainder of the game in any position. This is to prevent an injured player from receiving additional injury.

Only team captains may dispute calls in a civil manner with the referee or combined with the other captain.

Team captains are responsible for verifying the final score at the end of the game. Any inaccuracies of scores or standings should be directed by the team captains to Info@RocKickball.net.

 

REGULATION GAMES

Away team kicks first.

An “OUT” is indicated as one of the following:

  • A total combination of 3 strikes and/or foul balls.
  • When a base runner is struck by the ball while not on an appropriate base.
  • When a fielder catches a ball that has not touched the ground first.*
  • When a fielder possesses the ball and touches a base before the runner, when the runner is forced to reach that base by forward progress of other runners or from leaving early before being tagged up. This is also known as a “force out”, as there is no other base that the runner can advance/return to.**
  • A violation of other rules described within, when the result is described as an out.

*An incoming ball cannot be a trapped against the ground for an out. A caught fly ball or must be kept cleanly off the ground to secure an out.

**In a force out situation, a fielder touching the base must be cleanly possessing the ball off the ground to secure the out, however a ball in possession can be secured against the base itself. Existing base runners maintain ownership of their base until they have fully exited, but can be tagged out while on that base once they are figuratively bumper-carred off due to a forced incoming runner who secures ownership of their appropriate base.

A completed inning consists of 3 outs for each kicking team. Runners that cross home plate will not score if the 3rd out is a “force out”.

Games are official at the end of the 5th inning (or middle of the 5th if the home team leads.)

There is a 10 run mercy rule enforced at the end of the 5th inning and any end of inning thereafter (or middle of the 5th if the home team leads by 10). When enforced, the game is automatically over and the team in the lead wins (when they have exactly 10 more runs than the other team). The inning does not finish out when enforced if the home team leads. The mercy rule applies to all versions of KLOR kickball, however games can continue for fun when time/daylight permits and both teams agree to continue playing.

Games are scheduled to last for either 7 innings, until the next game is scheduled, or when daylight runs out; whichever comes first.

Extra Innings are not guaranteed.

If no clear winner has been determined after 7 innings, officials can grant extra innings (but not required) within the scheduled time slot. Both captains must agree to extra inning play during the regular season. Extra inning play ends when the away team leads at the end of an extra inning or as soon as the home team takes the lead in the bottom half of an extra inning.


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If available time runs out in extra innings, and no clear winner has been determined, the final score will be a tie. However, if both team captains choose not to accept a tie, there can be a final "CHALLENGE"; thus adding one point to the winning team’s final score and determining an official winner. Both captains must mutually agree on the type of “CHALLENGE”.

Officials have the capacity to end a game at the top of an inning if it becomes apparent that a full inning cannot be completed (due to weather, darkness, allotted time, or etc.). If a game is required to end in the middle of an inning due to these factors, the partially completed inning will not be counted.

All games will be called on account of darkness 15 minutes after the official time of sunset on the Friday for all games during that week. The sunset time for all weeks in 2017 will be posted here: Sunset Time

The make-up schedule for any cancelled or unofficial games will usually be announced the following business day via the KLOR website.

If there is a cancelled or unofficial game that cannot be made up by the end of the regular season, each team will receive the average number of runs of their previous two games from the date of the originally scheduled game (or the next two games if it was the start of the season), as the score of the game. The resulting winner of this game will be dependent on this score calculation.

 

PLAYERS

Each player must be 21 years of age or older to play in KLOR.

All players must sign and agree to the waiver form, for their team, before their first game each season.

Any clothing, costume, and related accessories on a player when the ball is kicked will be considered part of the player and is eligible to be played for an “OUT” during the game. A player’s hair, hat, helmet, and or head accessories will be considered part of the players head and follows all other rules of hitting in the head as described hereafter.

Acceptable kickball attire for players currently on the field during the regular season must include either a current season matching KLOR issued kickball T-shirt, matching KLOR hat, or a tasteful costume.

A current season and matching KLOR issued kickball T-shirt or hat is required for all players currently on or off the field participating in playoff or championship games.

Players may not use metal spikes or kick with any footwear that may excessively damage the kickball, the field equipment, or cause bodily harm to themselves or other players.

“UNSPORTSMANLIKE BEHAVIOR"

Each player is responsible for his/her own actions both on and off the field and may incur disciplinary actions as a result of unsportsmanlike conduct. This includes but is not limited to warnings, suspensions, or permanent expulsion of players or entire teams from the remainder of the game, the season, or the league from repetitive complaints and/or degree of incident(s).


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PLAY

PLAY MOTION

Play motion continues until one of the following calls has been made by the referee:

  • “DEAD BALL”
  • “TIME”
  • “STRIKE”
  • “FOUL”
  • “OUT” (only on the 3rd out)

All referees, 1st and 3rd base coaches inside the Overthrow Line, the inside of the backstop, and/or any beverage container on the field that is hit by the ball is considered "IN-PLAY" and play motion will continue as normal.

"DEAD BALL" is called to stop all play motion. Runners can only advance to the base that they are advancing to, unless the call brings the kicker back to the plate or gets the kicker out.

The runner at 1st base will be awarded 2nd base if an overthrow is towards them and or across the Overthrow Line area by 1st base.

The runner at 1st base will not be awarded 2nd base if the overthrow is across any other area of the field, unless the 1st base runner has crossed the Aggressive Movement Plane, which suggests that the runner is making a turn to or attempt at 2nd.

Runners in “DEAD BALL” scenarios caused by an overthrow, who are returning to a base have already owned and advanced, constituting an advancement motion; unless forced back to the base for a tag up. Base advancement on an overthrown tag up play can only be allowed of the tagged up player secures the tag and again leaves the base in the proper direction before the ball passes the overthrow line.

"DEAD BALL" will be called if a ball is thrown, kicked, or deflected into any "FOREIGN OBJECT"

"DEAD BALL" will be called if a ball is thrown at or deflected off a runner and travels 15ft past the base line.

"DEAD BALL" will be called if a ball is thrown to or deflected off another fielder to make a play and travels 15ft past the base line. Conversely, if a kicked ball lands fair behind 1st/3rd bases then rolls, spins, or travels on its own past the overthrow line, the ball will stay alive until it either touches a foreign object or approaches a hazard/hazardous area.

If a fielder intentionally throws, kicks, or deflects a ball 15ft past the baseline, or at a "FOREIGN OBJECT", with the goal of stopping play motion, that fielder will be considered to be displaying “UNSPORTSMANLIKE BEHAVIOR”. In this scenario, the ball will be called a "DEAD BALL" and all base runners will advance to home.


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Fielders also assume the risk of all runners automatically advancing to home if they choose to kick or drop-kick a fielded ball from the outfield that they are fielding and the ball accidentally goes past the Overthrow Line.

If an overthrow is into the outfield and stays in play, the runners may keep advancing until play motion has ended and “TIME" has been called.

"TIME" will be called when a defense player is in control of the ball in fair territory within the infield and no offense players are in motion. In this scenario, if a stalled runner is not on the base when "TIME" has been called, they will return to the base they touched last as the defense has stopped all play motion advancement.

 

PITCHING

Balls must be pitched underhand.

Pitchers must pitch from the designated pitching base and/or currently outlined pitching area.

A pitcher is allowed one step in front of the pitching area/base during their pitch, but the pitcher may not advance any further forward until the ball has been kicked.

A pitched ball where a kick attempt has been made will be called a “STRIKE”. This is commonly referred to as a “whiff”.

Acceptably pitched balls where the diameter of the ball crosses over any part of the plate where a kick was not attempted will be a STRIKE.

Acceptable pitches can be reasonably paced, slow, and/or easy to kick.

Unacceptable pitches are considered fast and/or aggressive.

Pitched balls that bounce more than 6 inches above home plate, as measured from the bottom of the ball will be considered BOUNCY, and unless a kick attempt has been made, will not be considered for a strike.

The strike zone includes approximately 8.5 inches on each side of the plate and approximately 6 inches above the plate. (Fig.02)

“UNSPORTSMANLIKE BEHAVIOR” of pitchers:

Warnings will be given to pitchers if pitching is aggressive, out of control, and/or out of line with the ability of the player at the plate. This is a determination made by the official. Repeated warnings by the official or the degree of incident can result in substituting the pitcher for another fielder on the field, this is a judgment call made by the official. The warned pitcher can still play but will not be allowed to pitch for the remainder of the game taking place. Pitchers who undermine the authority of the referee by disgracefully pitching from one extreme to the other after a warning will not be allowed to continue in the game in any sort. If a referee is not present see GENTLEMAN'S RULES.


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KICKING

Kick the ball.

Do not tap a pitched ball, do not run into a pitched ball, do not chop swing a pitched ball, do not use the bottom of your foot to redirect a pitched ball, do not roll over the top of a pitched ball with your foot, do not redirect a pitched ball in any form or fashion that the referee would deem as an improper kick.

Pitched balls are meant to be kicked. Kick the ball.

Balls that are not kicked properly will be called a strike. The referee will use their discretion on properly kicked balls considering the extension of the foot, fluid movement, and continuous leg speed during a kick attempt.

Kick the ball.

All kicks must be made by foot or shin. A kick made by the knee or above will be a "DEAD BALL" and count as a strike.

All kicked balls must travel outside the 30ft arc that starts halfway from home to 1st and home to 3rd. Any kicked ball falling short of the arc and stopping on its own will be called a strike. If a fielder touches the ball prior to this mark either before the ball stops on its own or before the referee has announced a decision on the status of the kicked ball, the ball is considered in play.

During a winter season, the 30ft arc is replaced with a straight line that starts halfway from home to 1st and home to 3rd. The start and end of this line is usually indicated by cones halfway down the baseline.

The back of the kicker’s plant foot cannot be fully in front of home plate when kicking. If the kicker steps fully in front of home plate for their kick attempt, the kick will be a "DEAD BALL" and count as a “STRIKE”.

The ball must be rolling for the kicker to attempt a kick on the ball. If the ball stops or has a dramatic reduction in speed before it reaches the plate it will be a "DEAD BALL" and must be repitched.

If the kicker stops a pitched ball with their foot, it can be counted as a “STRIKE” and treated like a "DEAD BALL". Kickers that do not want to take action on a pitched ball should either pick it up with their hands and hand it to the catcher or let it pass through to the catcher who can return it to the pitcher. The referee can use common sense judgment on this ruling during a game or as set forth with captains before the start of the game.


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A double kicked ball is described as a kicked ball that touches the same player more than once before touching an opposing team member first. All double kicked or double touched balls will stop game play. Base runners cannot advance or tag up; all existing base runners are to return to the base in which they came.

If the kicker double kicks the ball while it is behind the home plate extension and not over the plate when they are hit the 2nd time with the ball - it counts as a STRIKE.

If the kicker double kicks the ball while the ball is over or in front of the plate or they touch the ball in fair territory when they are hit the 2nd time with the ball, they are OUT. This includes kickers who have crossed over the home plate extension line and are running towards 1st within the safety base path without ever crossing into fair territory. Any player that is touched or hit by their own kick over or past home plate extension will be OUT.

 

RUNNING

Runners must reasonably stay within the base line. Play motion, the speed of the runner, and their trajectory should be taken into consideration as they round any bases.

If a ball in play touches a runner who is not safe on an appropriate base, they will be OUT. This includes runners hit by balls kicked by their own team members.

Running past another runner is not allowed. Any runner passed by another runner is out, this includes instances when a runner behind touches a base before the runner in front of them; including home plate. In instances at home, the act of one runner touching the plate before the appropriate runner constitutes an out. In 2 out scenarios, this counts as the third out and the score will not count.

An offense player that pushes, touches, or physically advances other offense players during game play is prohibited. In this instance, the advanced runner will be considered OUT, all play stops, and the ball will be considered a "DEAD BALL”. All remaining players return to the base that they touched last.

Runners can run through first base free of being tagged out unless they are "MAKING A TURN TOWARD SECOND BASE".

"MAKING A TURN TOWARD SECOND BASE" puts the runner at 1st at mercy of being tagged for an out. A runner will be considered “MAKING A TURN TOWARD SECOND BASE” when they cross the Aggressive Movement Plane (“The AMP Line”). This plane runs along the left side of the white base as you approach 1st. Crossing “The AMP Line” puts the player at mercy of being tagged out by a fielder.

If there is a play at first, the runner must tag the orange safety base or the runner will be out. The runner has the option to turn on the white base when there is no play at 1st. See Safety & Interference at First Base for instances when a first base-person unintentionally blocks access to this base.


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Leading off base and base stealing is not allowed. Any player caught by the official to be leading off or stealing a base before the ball is kicked will be called out. In this scenario, the ball will be a "DEAD BALL". All runners, except for the runner called out, will return to their bases. The kicker will not be penalized with a strike and can re-kick (unless the runner called out was the third out).

A fly ball that is caught in fair or foul territory will be an OUT. In this scenario, the ball is now a live ball unless it is the third out.

A runner is considered “TAGGED UP” on base as soon as a kicked fly ball is touched, regardless of whether it is bobbled and then caught. Runners can “TAG UP” on first touch of a fly ball.

On all caught fly balls, where runners left their base before a kicked ball was touched, all runners must tag each base(s) that they have touched on their way back to their original base to avoid a force out at their base of origin.

Fielders have the option to either tag the runner with the ball or throw to the runner’s base of origin to secure an out or a force out.

A touched and dropped ball in foul territory is considered a "DEAD BALL" and cannot be tagged up on.

Hitting a runner with the ball above the shoulder is not allowed. A runner hit above the shoulder will be safe, except when the runner intentionally uses his/her head to block the ball, as determined by an official, and/or if the runner is ducking, diving, or sliding (i.e. actively attempting to dodge the ball) and is hit in the head, as determined by an official.

When the runner is hit with the ball above the shoulder level, the ball is considered a "DEAD BALL" and other runners are permitted to advance to the base to which they were running, but do not receive additional bases unless forced by the advancement of the runner hit with the ball.

If multiple runners are on the same base at the same time, and a force out does not apply, the fielder has the choice to tag either runner. The runner who is tagged is out, the other is safe.

Runners that intentionally swat, hit, kick or otherwise purposefully deflect a ball out of a defensive players possession will cause the play to be a dead ball and all runners, except for the one that got out by touching the ball, will return to the base that they touched last.

 

FIELDING

Infielders are limited to 6 players. A pitcher and catcher are required. The remaining 4 infielder positions usually include the 1st base-person, 2nd base-person, 3rd base-person, and a short stop.

Infielders may stand outside the dirt (in the outfield) if they choose to.

Outfielders are to remain outside the dirt (in the outfield; approx 75ft from home) until the ball has been kicked.

Infielders are not permitted to move into the Neutral Zone, from the time the ball has been pitched and until the ball has been kicked.


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There is NO infield fly rule. However, if in the official’s determination, the infielder dropped the ball intentionally to try to or successfully secure additional outs, the ball will be a "DEAD BALL". In this scenario, the kicker will be out and all base runners will advance one base.

Fielders must always use the white primary base when making a play at 1st.

 

SAFETY

Obstruction, Collisions, & Safety

Fielders must stay out of the base line, unless attempting to tag a runner with the ball or field an incoming kickball. It's the responsibility of the runner to avoid collisions with fielders who are making a play on a ball within the baseline.

Fielders should attempt to occupy the furthest portion of a base when there is an oncoming runner. If a fielder (not fielding the ball) physically obstructs a runner from advancing, the runner may advance as many bases as they would've had they not been obstructed (this is a judgment call made by the official). This includes multiple fielders at the same base who are blocking safe access or appropriate passage by a runner.

Interference at First Base

Fielders, the 1st base-person in particular, must stay out of the safety base path of incoming runners unless making a play for a kicked or fly ball down/near the 1st base line. As runners are obligated to reach the safety base when there is a play at 1st, fielders should do their best to provide safe passage to this base regardless of the intended outcome. Runners should avoid this type of collision as the fielder has their head up and away from an incoming runner. Fielders are not to cross into the safety base path of runners for any other type of play at 1st. In avoidable and unfortunate collision or obstruction scenarios the runner will at a minimum be safe at 1st. Officials reserve the right to advance the runner for avoidable and dangerous interference caused by a first base-person fielding a ball thrown to them.

Disregard for Safety

Any fielder, runner, or player with a blatant disregard for safety is subject to being out, substituted, ejected, and/or expelled from the game, additional games, season(s), and or the league. Kickball is a game, not a sport.


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FOULS

"FOUL" balls are counted as strikes. Thus, a kicker will strike out with any combination of 3 strikes and/or foul balls.

A kicked ball that is caught anywhere in foul territory, without interference from a foreign object will be an out.

Tagging up on a caught ball anywhere in foul territory is allowed.

The position of the ball when it either stops under its own power, when it is first touched by a player, or where it lands once past 1st/3rd base will determine whether the ball is fair or foul. The location of the player when the ball is touched is not a factor in this determination.

  • A kicked and uncaught ball that has stopped in foul territory before 1st or 3rd base will be "FOUL".
  • A kicked ball that first hits the ground in foul territory past 1st or 3rd base will be "FOUL".
  • A kicked ball that is moving and is touched in foul territory will be "FOUL" unless caught for an OUT.
  • A kicked ball that rolls past the outside of first or third base in foul territory and no part of the ball rolled over any part of the white primary base at first will be "FOUL".

A moving kicked ball cannot be called either way until the ball has stopped on its own, is touched, passes 1st or 3rd base, or touches the ground and crosses the Overthrow Line. This accounts for potentially foul balls that can often roll, spin, or bounce back into fair territory on their own; thus becoming potentially fair balls.

Any kicked ball that hits a foreign object in foul territory (i.e. tree, building, chair, table, cooler, etc.) will be considered "FOUL". If the foreign object encroaches into fair territory (tree branch, etc...) it can no longer be caught and or played for an out, as its origin stems from foul territory.


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CHALLENGES

Each team will be issued one challenge at the start of each game.*

"CHALLENGE" can only be called by the team captain. Challengeable calls are those that result in a definitive outcome. Foul Balls, strikes, double kicks, and kicks falling short of the halfway arc cannot be challenged. Caught fly balls and trapped balls cannot be challenged. A definitive outcome refers to a definitive result for both teams. A determination for both sides of being safe/out must be able to be determined. The disputed call location also determines stoppage of the play. A challenged call cannot be challenged; however, play motion can have multiple challenge points.

In this scenario, the play closest in time from the kick must be challenged first. This will determine the possibility of any resulting challengeable plays.

A challengeable call must be close enough that it leaves room for human error.

Challengeable calls are generally used for close calls and bang-bang plays; an example of this would be when a runner touches a base and a fielder hits them with the ball and/or forces them out at what appears to be a similar instance.

Both of the team captains must be in agreement for the traditional challenge activity to take place.

  • No one can be forced to do a beverage challenge.
  • The same player is not allowed to do more than one beverage challenge in the same game.
  • Tossing KLOR mallets is not an acceptable challenge.

If the traditional activity is not agreed upon, the captains can offer suggestions to each other for any nontraditional activity for a challenge.

Both team captains and the official must all be in agreement for any nontraditional activity to take place. Examples of non-traditional activities include:

  • Variations of the traditional challenge
  • Who can kick or throw the ball the furthest
  • Foot Race, Wheelbarrow Race, Somersault Race, or Crab Walk - to or around the base(s).
  • A Dance-Off, Cartwheel Race, Shoe Toss, or Dizzy Bat activities
  • Combinations of or other ideas; etc

If a challenge activity cannot be decided upon, within a reasonable amount of time, a “Ball Toss” from behind the pitcher’s line to home plate will be used as the default challenge. In this scenario, a tossed ball that stops closest to any part or side of home plate will have the challenged call go in their team’s favor.

The cone(s) behind home plate can be used to mark the toss(es) if only one ball is available.

*In games with the absence of a referee, each team will begin with two challenges. If a team executes and wins both challenges, one final challenge will be rewarded for use. If a game extends into extra innings, all unused challenges will be removed and 1 challenge each is awarded for remainder of extra innings.

Additionally, as a referee is not present to initially make a judgment on close calls, and in instances where the call itself is up for debate among both teams, Rock/Paper/Scissors (RPS), best out of 3, will be used as the deciding factor as the call on the field. Thereafter, the call, as determined, can be challenged accordingly from any remaining challenge(s).


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CHALLENGE PROTOCOL

  • Challenge is called by team captain who disagrees with a close call on the field.
  • Referee confirms or denies that it is a challengeable call.
  • Captains and referee gather near home plate to discuss the challenge activity and what the potential outcomes will be for both teams after a completed challenge.
  • The referee will suggest the traditional challenge activity, which can be denied by either captain.
  • Discussion of a different challenge activity progresses as follows:
  • Initiating captain proposes a challenge activity to other captain.
  • Captains can build onto proposed challenge and determining stipulations.
  • Other captain can ultimately accept/reject proposed activity.
  • Other captain proposes a different challenge activity to initiating captain.
  • Captains can build onto proposed challenge and determining stipulations.
  • Initiating captain can ultimately accept/reject proposed activity.
  • Initiating captain proposes a 3rd challenge activity to other captain.
  • Captains can build onto proposed challenge and determining stipulations.
  • Other captain can ultimately accept/reject proposed activity.
  • If an acceptable challenge cannot be agreed upon, the referee will revert to the default challenge activity to keep the game moving along.
  • The default challenge will be a Ball Toss.
  • If the initiating captain’s team wins the challenge, the disputed call will be reversed and play will continue as normal.

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OTHER RULES

VARIOUS RULES

No glass or draught containers are permitted in Monroe County Parks; this is part of Monroe County Park Law. KLOR officials will ask teams and their spectators to remove any and all glass visible at the start of the game. Games will not begin until all glass or draught containers have been removed. Any team and their spectators that again have glass visible fifteen minutes after the start of the scheduled game will forfeit the game.

Keep all pets on a leash and on the sidelines. Any pets on the infield are both hazardous to the fielding team and any base runners. Pets may also be hit with a kicked or thrown ball. KLOR will not be liable for any pet that is injured during game play.

The park is carry-in/carry-out. You mother doesn’t work here; please make sure you clean up after yourselves. This includes all beverage containers, boxes, wrappers and any other garbage that may leave our mark on the field or park.

Clean up after your pet. Monroe County Parks are carry-in/carry-out, this includes any mess left by your pet(s) – especially on or near the field of play before games begin.

The park, your field, and any team congregation areas should be left in as good as or better condition that you found them, other than standard wear and tear of the playing area(s).

No sirens, megaphones, blow horns, air horns, vuvuzelas or obscene noise makers. Traditional instruments (such as a sousaphone) may be utilized if used in a gentleman-like manner and must adhere to the guidelines set forth under Monroe County Law. Instruments or noise makers that are purposefully blown as to distract a player who is attempting to kick or field balls or prevent a referee from making calls is prohibited. Any player or spectator using an instrument in this manner will be considered as displaying “UNSPORTSMANLIKE BEHAVIOR”. Music may be played if utilized appropriately (See Monroe County Park Law for more detail).

KLOR officials reserve the right to eject any player for heckling, blatant intoxication and/or any other offensive gesture, language, and/or act between players, teams and/or directed at any official.

KLOR and its sponsors and affiliates support responsible beverage consumption.

Please carpool as often as possible and use parking spaces appropriately.

NO VEHICLES ARE TO BE DRIVEN OUT OR PARKED IN THE LAWN. Service roads are for service and emergency vehicles only.

Speeding, peeling out, and general reckless vehicle operation on park property and near surrounding residences falls under “UNSPORTSMANLIKE BEHAVIOR”. This includes but is not limited to vehicles that disrespect park property or circumvent intended parking controls or block roadways; such as gates, barriers, curbs, ditches, walking paths, or inappropriate encroachments of vehicles across the grass in non-curbed or controlled roadways and parking areas.


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INCLEMENT WEATHER

KLOR will generally play in all weather conditions and KLOR itself rarely cancels games due to weather. Games will generally be delayed or cancelled due to lightning.

Games for a particular night may be cancelled at the discretion of the Monroe County Park Supervisor to help maintain the integrity of the grass and field areas. It is understood that they will notify KLOR on weekdays by 4:30pm, so that we can do our best to post applicable updates by 4:45pm on game days or the night before any Saturday games.

Check KLOR media outlets for all weather related updates.

Assume games are on as scheduled unless updated otherwise.

WEATHER UPDATES

RocKickball.net

Twitter.com/K_L_O_R

Facebook.com/RocKickball

585-507-7774 (Ryan)


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FIGURE REFERENCES

[Fig. 01]
2017 Field Layout

[Fig. 02]
Strike Figure

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