BASKETBALL

Co-ed & Men’s Basketball at C’ville Social is a 5-on-5 league that plays on a regulation court with 2 referees and a scorekeeper.
We offer full team, small group, and individual (free agent) registrations for our Spring, Summer, Fall, and Winter seasons.

Email Basketball@CVilleSocial.com?for any questions and more information.

WHAT'S INCLUDED

7 regular season games

Playoffs for the top teams

League Champion Trophy & Gift Card to Sponsor Bar

Digital scoreboard + Scorekeeper

LEAGUE SHIRTS

1?2 experienced referees

SIGN UP OPTIONS

individual

  • INDIVIDUAL

    Don?t have a team? Let us find you a team, or we will place you on a casual or competitive free agent team. Meet new friends and start building a team for next season.

  • SMALL GROUP

    Sign up with 1 or more friends and we?ll combine you with other small groups and free agents to create a full team.

full team

  • FULL TEAM

    You have a full squad ready to hit the field? Great, sign up as a full team to save on registration and have more control over your roster size.

join an existing team

  • JOIN EXISTING TEAM

    Already part of a team? If your captain paid for a full team and you need to join it, this is the option for you. Join an existing team to sign your waiver and let us know your shirt size.

LEAGUE INFORMATION

Click here to view the rules.

Have questions? Visit our FAQ page.

CURRENT & UPCOMING BASKETBALL LEAGUES

  League  Start Date  Deadline 
2022-07-05 14:20:24

IMPORTANT FAQs

BASKETBALL

We will make the call on cancelations as soon as possible. You will receive an email from the system anytime a game is changed, canceled, or moved.

If your team needs to forfeit a game for whatever reason, please email or text us within 6 hours before your Monday ? Friday game time and 24 hours before your Saturday or Sunday game time. Email is?forfeit@cvillesocial.com. Failure to let C’ville SOcial know within the 6 or 24 hour timeline will result in a $50 forfeit fee, and will need to be paid before your next game. If not paid before 12pm of your next game, the game will be forfeited. This will now give you leverage to hold your players accountable for attendance.

All of our leagues are 5v5 games. For Co-ed leagues, you need at least 2 females.

Send an email to gamescore@cvillesocial.com with your team name, your opponent’s team name, and both scores, so we can confirm this information with the referees and then update the scores. ?Teams have 2 weeks (14 days) to inform the league of an incorrect score posted to the website / standings. If they find the error after 15 days, the league cannot guarantee the score will be changed.

If you would like to request a game reschedule, send us an email to sports@cvillesocial.com at least 5 business days prior to the scheduled game. Otherwise, we will not be able to pursue a reschedule for you. Please note, your opponent must agree to the reschedule, otherwise the game will be a forfeit.

There are a few holidays throughout the year where we will not schedule games:

  • Easter Sunday
  • Mother’s Day
  • Memorial Day Weekend
  • Independence Day
  • Labor Day
  • Thanksgiving Weekend (Thurs-Sun)
  • Christmas Eve through New Year’s Day

Please expect that all other holidays that fall on your league day will have games scheduled, and we will not accommodate bye week or reschedule requests for those days.

C’ville Social Volleyball is a Co-ed Volleyball League in Charlottesville, VA.
We offer full team, small group, and individual (free agent) registrations for our Spring, Summer, Fall, and Winter seasons.

Email Volleyball@CvilleSocial.com?for any questions and more information.

WHAT'S INCLUDED

7 REGULAR SEASON GAMES

Sponsor Bar with Beer & Food specials after the games!

1 certified & experienced referee (6v6 league only)

LEAGUE SHIRTS

Playoffs for the top half of the teams

League Champion Trophy + Sponsor Bar Gift Card

SKILL LEVELS

  • B (SOCIAL DIVISION)

    0%
    • My players (or I) want to have fun and stay active; they?re mostly new to the sport.
    • Top 2 teams will compete for the championship.
  • BB (CASUAL DIVISION)

    0%
    • My players (or I) have mostly played the sport before, and are looking for some ?organized fun?.
    • The top quarter of the league will make playoffs (above .500 record).
  • A (COMPETITIVE DIVISION)

    0%
    • My players have all played before and want experienced competition.
    • The top half of the league will make playoffs (above .500 record).

SKILL LEVELS

0%
  • B (SOCIAL DIVISION)

    • My players (or I) want to have fun and stay active; they?re mostly new to the sport.
    • Top 2 teams will compete for the championship.
0%
  • BB (CASUAL DIVISION)

    • My players (or I) have mostly played the sport before, and are looking for some ?organized fun?.
    • The top quarter of the league will make playoffs (above .500 record).
0%
  • A (COMPETITIVE DIVISION)

    • My players have all played before and want experienced competition.
    • The top half of the league will make playoffs (above .500 record).

SIGN UP OPTIONS

individual

  • INDIVIDUAL

    Don?t have a team? Let us find you a team, or we will place you on a casual or competitive free agent team. Meet new friends and start building a team for next season.

  • SMALL GROUP

    Sign up with 1 or more friends and we?ll combine you with other small groups and free agents to create a full team.

  • FULL TEAM

    You have a full squad ready to hit the court? Great, sign up as a full team to save on registration and have more control over your roster size.

join an existing team

  • JOIN EXISTING TEAM

    Already part of a team? If your captain paid for a full team and you need to join it, this is the option for you. Join an existing team to sign your waiver and let us know your shirt size.

SIGN UP OPTIONS

individual

  • INDIVIDUAL

    Don?t have a team? Let us find you a team, or we will place you on a casual or competitive free agent team. Meet new friends and start building a team for next season.

  • SMALL GROUP

    Sign up with 1 or more friends and we?ll combine you with other small groups and free agents to create a full team.

  • FULL TEAM

    You have a full squad ready to hit the court? Great, sign up as a full team to save on registration and have more control over your roster size.

join an existing team

  • JOIN EXISTING TEAM

    Already part of a team? If your captain paid for a full team and you need to join it, this is the option for you. Join an existing team to sign your waiver and let us know your shirt size.

LEAGUE INFORMATION

Click here to view the rules

Have questions? Visit our FAQ page.

CURRENT & UPCOMING INDOOR VOLLEYBALL LEAGUES

C?ville Social Kickball is the largest Co-ed Adult Kickball League in Charlottesville. We offer full team, small group, and individual (free agent) registrations for our Spring, Summer, and Fall seasons. After the games, players head to our sponsor bar to enjoy beer and food specials!

Email Kickball@CvilleSocial.com for any questions and more information.

*Kickball Captains play for FREE!
See FAQs for Details.*

WHAT'S INCLUDED

8 REGULAR SEASON GAMES

Sponsor Bar with Beer & Food specials after the games!

Experienced League Referee

Team Captains Play for Free!

Music played at the games

Playoffs for the top half of the teams

League Champion Trophy + Sponsor Bar Gift Card

LEAGUE SHIRTS

SKILL LEVELS

  • SOCIAL DIVISION

    0%
    • My players (or I) want to have fun and stay active; they?re mostly new to the sport.
    • Top 2 teams will compete for the championship.
  • CASUAL DIVISION

    0%
    • My players (or I) have mostly played the sport before, and are looking for some ?organized fun?.
    • The top half of the league will make playoffs (above .500 record).
  • COMPETITIVE DIVISION

    0%
    • My players have all played before and want experienced competition.
    • The top half of the league will make playoffs (above .500 record).

SKILL LEVELS

0%
  • SOCIAL DIVISION

    • My players (or I) want to have fun and stay active; they?re mostly new to the sport.
    • Top 2 teams will compete for the championship.
0%
  • CASUAL DIVISION

    • My players (or I) have mostly played the sport before, and are looking for some ?organized fun?.
    • The top half of the league will make playoffs (above .500 record).
0%
  • COMPETITIVE DIVISION

    • My players have all played before and want experienced competition.
    • The top half of the league will make playoffs (above .500 record).

SIGN UP OPTIONS

individual

  • INDIVIDUAL

    Don?t have a team? Let us find you a team, or we will place you on a casual or competitive free agent team. Meet new friends and start building a team for next season.

  • SMALL GROUP

    Sign up with 1 or more friends and we?ll combine you with other small groups and free agents to create a full team.

  • FULL TEAM

    You have a full squad ready to hit the court? Great, sign up as a full team to save on registration and have more control over your roster size.

join an existing team

  • JOIN EXISTING TEAM

    Already part of a team? If your captain paid for a full team and you need to join it, this is the option for you. Join an existing team to sign your waiver and let us know your shirt size.

SIGN UP OPTIONS

individual

  • INDIVIDUAL

    Don?t have a team? Let us find you a team, or we will place you on a casual or competitive free agent team. Meet new friends and start building a team for next season.

  • SMALL GROUP

    Sign up with 1 or more friends and we?ll combine you with other small groups and free agents to create a full team.

  • FULL TEAM

    You have a full squad ready to hit the court? Great, sign up as a full team to save on registration and have more control over your roster size.

join an existing team

  • JOIN EXISTING TEAM

    Already part of a team? If your captain paid for a full team and you need to join it, this is the option for you. Join an existing team to sign your waiver and let us know your shirt size.

LEAGUE INFORMATION

Click here to view the rules

Have questions? Visit our FAQ page.

CURRENT & UPCOMING KICKBALL LEAGUES

?

?877-50-GLORY?|?glorydaysgrill.com

GLORY DAYS GRILL WILL GIVE YOUR TEAM:

  • $200 off?League Fees
    (refund or credit after the $250 minimum is spent)
  • Up to 16 Free Teams Shirts
    (you choose the shirt color)
  • Snack Attack!
    ($4, $5, $6 snack-sized appetizers every day after 9pm.)
  • $2.49 Bud Light, Miller Lite, & Coors Light 12oz Drafts-All Day, Everyday
  • $5.99 Classic Burgers-All Day Every Monday
  • $5.99 Tacos – All Day Every Tuesday
  • $10.99 Ribs – All Day Every Wednesday
  • $5.99 Nachos (or 1/2 order of Chili Nachos) – All Day Every Thursday
  • $9.99 Fish Fry – All Day Every Friday

VIEW MENU

All teams interested in being sponsored by Glory Days Grill?should please do the following:

    1. Click on the Registration Button below to complete the sponsor bar form.
    2. We will send you an email when we hear back from the bar, typically?after registration ends.
    3. Once approved, pickup your sponsor bar shirts (up to 16) in Chantilly.
    4. Head to?the bar to eat, drink and have fun before / after?the game, or any other day of the week (including Fridays & Saturdays).
    5. Before you leave the bar, email us a copy of the team receipt from each night to bartab@cvillesocial.com

*For any questions about the?Sponsor Bar Program, please email sports@cvillesocial.com

REGISTRATION

TEAMS

  • Each team must consist of a minimum of?Four (4) players?and a maximum of?5 players, 21 years of age or older. Four or five bowlers will bowl during the game, the four highest scores will be counted when determining the winner of each game.?

EQUIPMENT

  • The following equipment is provided:? Bowling Shoes & Bowling Balls

GAME LENGTH

  • Teams will play 3 games each week.? The average time per game is 45 minutes to 1 hour.

RULES

  • Standard bowling rules apply, in addition to the bullet points below:
  • A maximum of five (5) bowlers can bowl per game
  • Only the top four (4) scores per game may be counted for a team?s total score.

SCORING

  • Standard bowling scoring will be used.?
  • Teams will play against another team for three games each night. Each game of the night will be worth 1 point to the winning team based on total team score.
  • ?Scores will be (3-0, 2-1, 1-2, or 3-0)

FORFEITS

  • A team must have at least 3 bowlers at game time or it becomes a forfeit.
  • Teams that forfeit 2 weeks in one season are eligible to be fined and/or removed from the league with no refund.
  • Teams that forfeit 3 weeks will automatically be removed from the league with no refund.? Teams are encouraged to contact the FXA office to inform them 24 hours in advance about forfeiting.
  • Tiebreakers:
    1. Wins/Losses
    2. Head to Head Results
    3. Game Differential

PLAYER WAIVER & RELEASE FORM

  • Every player must complete the Player Registration Form prior to the first scheduled game of the season.? Any team that has not submitted all their player waivers by that time will have its scheduled games declared a ?forfeit? until all waiver forms are received.? If a player fails to submit their online player waiver & release waiver form, all liability and legal issues will be the responsibility of the team captain.? C’ville Social will not be responsible for players that do not submit an online player waiver & release form.
  • Players may be listed only on one team?s roster per season throughout that league night. For a player to be considered ?playoff eligible? (eligible to participate in the playoffs), he/she must be listed on a team?s roster and must have played in a minimum of two regular season games for that team.

 

C’VILLE SOCIAL CODE OF CONDUCT

  1. Understand, appreciate and abide by the rules of the game.
  2. Respect the integrity and judgment of game officials and C’ville Social staff.
  3. Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.
  4. Be responsible for your actions and maintain self-control.
  5. Do not taunt or bait opponents and refrain from using foul or abusive language.
  6. C’ville Social reserves the right to suspend any player at any time for unsportsmanlike conduct, violation of any rules, for failure to pay appropriate dues or for being disruptive, without any refund. Any team wishing to suspend any member for just reasons, must do so on their own, and provide C’ville Social a written reason as to why. Again, no refunds will be issued.? At the discretion of C’ville Social, any member suspended may not be allowed in the future to participate in any further C’ville Social events.

WHAT'S INCLUDED

6 week season

3 games per night

Beer / food specials during & after the games

LEAGUE SHIRTS

Playoffs for the top teams.

League Champion Trophy & Gift Card to Sponsor Bar

SIGN UP OPTIONS

individual

  • INDIVIDUAL

    Don?t have a team? Let us find you a team, or we will place you on a casual or competitive free agent team. Meet new friends and start building a team for next season.

  • SMALL GROUP

    Sign up with 1 or more friends and we?ll combine you with other small groups and free agents to create a full team.

full team

  • FULL TEAM

    You have a full squad ready to hit the field? Great, sign up as a full team to save on registration and have more control over your roster size.

join an existing team

  • JOIN EXISTING TEAM

    Already part of a team? If your captain paid for a full team and you need to join it, this is the option for you. Join an existing team to sign your waiver and let us know your shirt size.

LEAGUE INFORMATION

Click here to view the rules.

FAQ

Have questions? Visit our FAQ page.

CURRENT & UPCOMING DODGEBALL LEAGUES

Don’t get served! Come play in the largest 4v4 Sand Volleyball league in Charlottesville, then head over to the sponsor bar for some suds!

Feel free to email us at Volleyball@CvilleSocial.com with any questions.

CURRENT & UPCOMING SAND VOLLEYBALL LEAGUES

WHAT’S INCLUDED:

7 regular season games

bracket-icon Playoffs for the top teams

League Champion Prizes

sponsor-bar Beer / Food specials after the games!

SIGN UP OPTIONS:

INDIVIDUAL

Don?t have a team? This is perfect for you. Let us find you a team. Meet new friends and start building a team for next season.

SMALL GROUP

Sign up with 2 or more friends and we?ll combine you with other small groups and free agents to create a full team.

FULL TEAM

Do you have a full squad ready to hit the court?? Great, sign up as a full team to save on registration and have more control over your roster size.

JOIN EXISTING TEAM

Already part of a team? If your captain paid for a full team and you need to join it, this is the option for you. Join an existing team to sign your waiver and let us know your shirt size.

COMPETITION LEVEL:

0%

CASUAL DIVISION

  • My players (or I) have mostly played the sport before, and are looking for some ?organized fun?.
  • Top 2-4 teams make playoffs.
0%

COMPETITIVE DIVISION

  • My players have all played before and want experienced competition.
  • The top half of the league will make playoffs (above .500 record).

LEAGUE INFORMATION

Find a League

TEAMS
Each team must consist of a minimum of 2 Cornholers and a maximum of 8 Cornholers, 21 years of age or older. Teams may consist of all males, all females, or co-ed. Teams who have more than 2 players may rotate players between rounds. If a teammate is absent, one substitute can be recruited to play (only during regular session games) or the player may play alone. A team playing with only one player will start each game with a 0-5 score.

COURT LAYOUT
Boards are placed approximately 25 apart from each other (measuring from the front of each board) for indoor play. Boards are placed approximately 27 apart from each other (measuring from the front of each board) for outdoor play.

EQUIPMENT
C’Ville Social provides all the equipment. This consists of 2 Official C’Ville Social Cornhole Boards and 8 bags. 4 bags are one color and 4 are a different color.  Players may also bring their own bags.

OFFICIALS
Each game and match will be self-scored and officiated. Team captains must be cordial and agree on scores.

GAME RULES

  • League shirts will be provided and are your teams uniform. They must be worn during league play and worn to receive league drink/food discounts at the sponsor bar.
  • For honors (the team that tosses first), Rock, Paper, Scissors will be played (best 2 out of 3 shoots).
  • 2 players per team on opposite sides, with 4 bags each.? Teams who have more than 2 players may rotate between games, but the same 2 players must complete each game.
  • Opponents alternate tossing the bags onto the board/into the hole, until all 8 bags have been thrown.
  • Bags may be knocked off the board or in the hole by other tossed bags.
  • The last team to score on a previous round will have honors.
  • The thrower must stand behind the front foot line (the front edge of the board) of the Cornhole board. They may toss from either side of the board.
  • Each match will last approximately 60 minutes. Teams will play a total of 5 games each match within that time allotment. If there is time left over, teams may continue to play for fun. If time runs out, games will end with the current score.

SCORING

  • Teams will play a total of 5 games each match, so game scores should be recorded 5-0, 4-1, 3-2, 2-3, 1-4, 0-5.
  • Playoffs are best of 3 games.
  • First team to score or exceed 21 points wins the game.
  • 3 points for a bag in the hole and 1 point for a bag on the board.
  • Cancelation scoring.? For example, Team 1 gets one bag in the hole and one bag on the board = 4 points.? Team 2 gets one bag in the hole = 3 points. The final score from that round would be Team 1 with 1 point (4-3=1).

FOULS & ZERO POINTS

  • If the thrower crosses the front foot line and tosses, they lose that toss (give or take a few inches) and the bag may be removed from the board.
  • If someone tosses out of turn, they lose that toss and the bag may be removed from the board.
  • Bags hitting the ground first and rolling onto the board do not count. ?You may remove the bag from the board.
  • Bags hanging off the board and touching the ground do not count.
  • Bags hanging off the board and resting on another bag, which is on the floor, do not count.? However, if the bag on the ground can be removed without making the hanging bag fall to the ground, then one point is given.
  • If there is any type of interference, the player may toss again.

FORFEITS
Teams forfeiting two nights of play in one season are eligible to be removed from the league with no refund. Teams that forfeit their third night of play will automatically be removed from the league with no refund. Teams are encouraged to send at least one player or contact C’Ville Social s office to inform us you will be forfeiting.

TIEBREAKERS – REGULAR SEASON & PLAYOFFS

  1. Head to head results.
  2. The least amount of forfeits.
  3. The least amount of games lost.
  4. Rock, Paper, Scissors, best 2 out of 3 shoots.

PLAYER WAIVER & RELEASE FORM
Every player must complete the Player Registration Form prior to the first scheduled game of the season.? Any team that has not submitted all of their player waivers by that time will have its scheduled games declared a ?forfeit? until all waiver forms are received.? If a player fails to submit their online player waiver & release waiver form, all liability and legal issues will be the responsibility of the team captain.? Fairfax Athletics will not be responsible for players that do not submit an online player waiver & release form.

Players may be listed only on one team?s roster per season throughout that league night. For a player to be considered ?playoff eligible? (eligible to participate in the playoffs), he/she must be listed on a team?s roster and must have played in a minimum of two regular season games for that particular team.

C’Ville Social CODE OF CONDUCT

  1. Understand, appreciate and abide by the rules of the game.
  2. Respect the integrity and judgment of game officials and C’Ville Social staff.
  3. Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.
  4. Be responsible for your actions and maintain self-control.
  5. Do not taunt or bait opponents and refrain from using foul or abusive language.

C’Ville Social reserves the right to suspend any player at any time for unsportsmanlike conduct, violation of any rules, for failure to pay appropriate dues or for being disruptive, without any refund. Any team wishing to suspend any member for just reasons, must do so on their own, and provide C’Ville Social a written reason as to why. Again, no refunds will be issued.? At the discretion of C’Ville Social, any member suspended may not in the future be allowed to participate in any further C’Ville Social events.

THE TEAM

  • Teams will be made up of 8-16 players. Eight (8) players, five (5)?males & three (3) females will compete on a side; others will be available as substitutes. Substitutes may enter between games in the place of a teammate (male for male, female for female) or during a game in the place of an injured teammate.
  • If necessary, a team may begin a game with fewer than 8 players.? Minimum 6 players (four males and two females).

THE FIELD

The game may be played indoors or outdoors. The playing field shall be a rectangular surface free from obstructions and at least 60 ft long and at least 30 ft wide. ?The court size may vary by location. ?The court is then divided into two (2) equal sections by a center-line and attack-lines 3m from, and parallel to the centerline.

IDEAL MEASUREMENTS: 60? x 30?-Identical to a volleyball court.

THE EQUIPMENT

  • The official balls used in tournament and league play will be an 8.25″ and a 7″ weighted foam dodgeball.
  • The number of balls used in a regulation game is six (6). Four (4) 8.25″ and Two (2) 7″ female dodgeballs. the following rules apply to the 7″ female dodgeballs:
    • Only female players can throw the 7? dodgeballs while females are live in play on either side of the court. When all female players have been eliminated from the game, male players can then throw the 7? dodgeballs at opposing male players.
    • Male players can only do the following with the 7? female dodgeballs:
      • Pass or roll the female dodgeballs to females on their own team
      • Block dodgeballs being thrown at them by the opposing team
      • Throw only when ALL females have been eliminated from play on both sides of the court
      • Underhand roll back to the opposing team when no females remain on their side of the court (Please Note: male players must still throw the 8.25? dodgeballs either at someone or at least over the attack line)
    • If any male players are seen throwing the 7? female dodgeballs overhand in any manner (including “grounding”) at the opposing team while any females are on the court they will first be issued a warning (1 warning per team, per game) and after the initial warning will be called out. In both instances their throw will not count and the person they hit with the female dodgeball will remain in play.
  • Participants must wear shoes, shirts/tops and shorts/pants.
  • All clothes/uniforms are considered part of the player?s body
  • Gloves or foreign substances (which can be transferred to the ball) designed to improve catching ability are not allowed on the hands or arms.? One cotton wristband on each wrist is acceptable.

THE GAME

  • Games will begin with each team occupying opposite ends of the court. Teams will alternate sides following halftime.
  • The object of the game is to eliminate all opposing players by getting them “OUT”. This may be done by:

1. Hitting an opposing player with a LIVE thrown ball below the neck. (Note: If a player ducks or takes a position with their head below where their neck would normally be when standing, i.e. crouching, kneeling, sitting, diving, rolling or laying and this clearly is the cause for the player being hit above the shoulders, the player is OUT and the throw is considered legal).

2. Legally catching a LIVE ball thrown by your opponent before it touches the ground.

3. Causing an opponent to lose control of a held ball as a result of contact by a thrown LIVE ball (usually occurs when a ball is being used to block a thrown ball)

4. An opposing player stepping out of bounds.

5.?Head hunting will be strictly enforced. ?Head Shots is defined as striking an opposing player while in a upright/standing position above the shoulder area which includes the head, face and neck. ??Any head shots (intentional or not) the thrower is OUT. ?Any head shots (intentional or not) and the thrower is OUT. ?In addition, multiple head shot offenders are subject to our 3 & OUT policy which we adopted for this season. 1st head shot, the thrower is OUT and must take his/her spot on the sideline wall. 2nd head shot by the same thrower, they are OUT for that game and must exit the dodgeball court into the substitution area and the team will play down a player for the remainder of that game. 3rd head shot by the same thrower results in ejection from the match, must exit the dodgeball court and is no longer eligible for the remainder of that evening’s match.

6. Male players MUST throw the ball past your opponent’s?10′ attack line at all times! ?Failure to throw past the attack line will result in that players being called out.?Obviously this rule will not apply if there is a player inside the attack line.

  • Definition: LIVE: A thrown ball that strikes or is caught by an opposing player without/before contacting the ground, another player, a held ball, a non-held ball, official or other object.
  • A player may block a thrown ball with a ball being held, provided the holder does not lose control of the held ball as a result of the contact with the thrown ball.? The held ball does not need to strike the ground to cause the holder to be OUT, only be knocked loose of the holder?s grip.? Even if the holder regains control of the held ball, they are still out. Any actions by the holder after the initial loss control are ignored.
  • A live ball deflecting off the body of Player ?A? remains live only to player ?A?. If Player ?A? legally catches the deflected ball, the thrower is OUT. Teammates of ?A? may not legally catch the deflected ball. In fact, touching of the deflected ball by another player causes it to become dead.
  • Once a player is OUT, they must drop any balls in hand and exit the playing field at the sideline determined by the official.? If an OUT player intentionally contacts a live ball or interferes in any way with play before exiting the playing field the officials may call OUT an additional member of their team as a penalty for interference.
  • Players that are OUT or eliminated need to line up side-by-side in the order they are OUT at the sideline wall.? Once a teammate makes a legal catch (defined below) the first eliminated player in line may re-enter the game and is granted a three (3) second grace period prior to opponents being able to throw balls at them. ?During the three (3) second grace period, the player re-entering is not yet eligible to throw balls at the opposing team, nor can they catch the opposing team ball until the grace period has ended.
  • Kicking the dodgeball?is not allowed at any time during the game, balls must be thrown, tossed or rolled by hand. A warning will be passed onto a player who kicks any ball.? A second violation, that player will be OUT.

LEGAL CATCHES

  • A player demonstrates control of a live thrown ball (by opponent) with at least one foot inbounds, on the playing surface, and no other part of the player out of bounds. Result: thrower is out.
  • An inbound, airborne player/catcher demonstrates control of a live thrown ball (by opponent) Result: thrower is out. ?Airborne Catcher: A player that leaves the playing surface from inbounds-prior to catching? the ball in an attempt to catch a thrown ball.? If the ball is controlled while airborne and before going out of bounds, the catch is legal.
  • If an airborne player lands out of bounds they are immediately OUT. ?Note: In this case, if control is demonstrated before landing out of bounds both the thrower and catcher are OUT-in that order.
  • A player that contacts (is hit with) a live thrown ball inbounds and in an attempt to catch it leaves the floor, the player must control the ball with one foot inbounds for the catch to be legal. Note: A player may not become airborne (even if they control the ball while airborne) following the initial contact with the live ball and subsequently land out of bounds. The player must land inbounds.

BOUNDARIES

  • During play, all players must remain within the boundary lines.
  • A player shall not have any part of their body cross over the center-line and contact the ground on their opponents? side of the court. (Officials will take exception during the opening rush if some players cross the center-line.? Players will only be called OUT at this time if they have crossed the line and a definite advantage is gained by the action).
  • ? When only one male player remains on each team, those male players may advance over the center-line up to their opponents Attack Line. If one male player remains on one team and one female player remains on the opposing team the male player can only advance up to the center line.
  • ? When one female player remains on one team and her opponent has two or more players on their team, the female player may advance over the center-line up to her opponent?s attack line. When one female player remains on one team and one male player on the opposing team the female player can advance up to the opponent?s Attack Line.
  • Note: Any player initiating physical contact with an opponent will be ejected, forfeit the game and face possible suspension.

THE OPENING RUSH

  • Game begins by placing the 6?dodgeballs along the center line. Players then take a position against the end wall with a hand or a foot placed against that wall. Following a signal by the official, 3 players from each team?may approach the centerline to retrieve the 3 balls on their right side. This signal officially starts the contest.?Players MAY NOT LEAVE THEIR FEET when retrieving the ball.?Once a ball is retrieved it must be taken behind the attack-line before it can be legally thrown.? The thrower must also get both feet behind the attack-line before the ball can be legally thrown.? A retriever may toss the ball to a teammate standing behind the attack-line and they may legally throw the ball.
  • If a team fails to retrieve their 3 dodgeballs in the initial rush, the opposing team may grab their opponents?dodgeballs after their 3 dodgeballs have been brought back or thrown?behind?their attack line.
  • A False Start will be called if players leave the end wall prior to the official?s signal to start the game. Result: Play will be stopped, players must reset at the end wall and await the next official?s signal. ?A second offense, and the player is out.

TIMING AND WINNING A MATCH

  • Teams will play 11 (4) four minute games. ?The first team to legally eliminate all opposing players will be declared the winner of the game. A 4-minute time limit has been established for each game. If neither team has been eliminated at the end of the 4 minutes, the team with the greater number of players remaining will be declared the winner of the game. ?An equal # of players at the end of the 4 minute game will be declared a tie contest.
  • The team with more games won out of the 11 games will be declared winner of the match.
  • Matches ending in an equal amount of games won will be scored as a tie.
  • Any forfeits will be scored as an 6-0 victory for the team that has a full legal squad (Eight (8) players, five (5)?males & three (3) females)

RETRIEVING BALLS

  • During play, any ball able to be retrieved by a player still in bounds on there side of the court is considered legal. You cannot reach over the center line to retrieve a ball from the opponent?s court.
  • Balls may also re-enter the playing field from the sideline by an eliminated player (passed, rolled or handed to active players).? Eliminated players must maintain a hand or a foot placed against the sideline wall.

TEAM ADVANTAGE & STALLING

  • ? The team with the advantage at any time during the game will be instructed to throw by the official and cannot hold the balls in attempt to run time clock down which is stalling. The team with the advantage has 5 seconds to throw the ball, otherwise the opposing team will have the next player in line (who was out) enter the game. Team Advantage includes the following:
    • The team that has more live players on the court anytime following the opening rush. If a team is playing down a player at the start of a game the opposing team will begin that game with the advantage and be instructed to throw following the opening rush.
    • The team that has more dodgeballs in their possession when both teams have the same amount of live players on the court anytime following the opening rush. (e.g. both teams have 4 live players and one team has 4 or more dodgeballs in their possession the team with more dodgeballs will be instructed to throw by the official)
  • ? In order to reduce stalling, a violation will be called if a team in the lead holds any ball(s) on their side of the court for more than 5 seconds. When teams are tied with the same number of live players and each possess 3 dodgeballs, both teams will be instructed to throw by officials via a 5 second countdown until one team gains an advantage in either live players or dodgeballs in their possession. If both teams fail to throw before the 5 second countdown is up when tied, a stalling violation will be assessed by the official by calling OUT one (1) player from each team that was in possession of a dodgeball and did not throw it before the 5 second countdown was up.
  • Players on the team with the advantage must throw the ball over into the opponent?s court.? Male players must attempt throws beyond the opponent?s attack line.? Females that continually toss or roll the balls back to their opponent will result in a warning.? If a team continues this act, an eliminated player from the opposing team will be allowed to re-enter the game.

RULE ENFORCEMENT

During pool play or regular-season matches, rules will be enforced primarily by the “honor system”*. Players will be expected to rule whether or not a hit was legal or whether they were legally eliminated. All contests will be supervised by a court monitor*. The court monitor?s responsibility will be to rule on any situation in which teams cannot agree. THE COURT MONITOR?S DECISION IS FINAL-NO EXCEPTIONS.

*NOTE: During tournament play, All Semi-Final and Final Round matches will be officiated by no less than two (2) C’Ville Social Officials. These officials will rule on all legal hits, out-of-bounds and 5-second violations.

C’Ville Social Code of Conduct

1. Understand, appreciate and abide by the rules of the game.

2. Respect the integrity and judgment of game officials and C’Ville Social staff.

3. Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.

4. Be responsible for your actions and maintain self-control.

5. Do not taunt or bait opponents and refrain from using foul or abusive language

General Rules
  1. All rules of the field owners must be obeyed. If using a field that is owned by the Charlottesville Parks & Recreation department, all of their rules regarding conduct and prohibited items must be obeyed. Failure to abide by those rules may result in ejection from the league.
  2. Player Restrictions: All players must have signed the kickball waiver form (done electronically at the time of registration) and must be 18 years of age by the start of the season. Balances must be paid in full prior to the first team game-unpaid players or teams will not be permitted to play. If a team makes use of a player not on their roster or within the kickball league, the outcome of the game will be a forfeit.
  3. Apparel: All players must be wearing their issued shirts of the appropriate sport and season. Failure to produce the correct league shirt will result in the player in question not being allowed to play in the game.
  4. Unsportsmanlike Conduct: Acting in an unsportsmanlike manner will result in an ejection from the game and an additional one game suspension. Two ejections from any CVSSC sport over the course of a one year period will result in a year-long suspension from all CVSSC sports and activities. This conduct rule includes sponsor venues – reports of disruptive behavior or causing a disturbance will not be tolerated and may result in additional suspensions not limited to those listed above.
  5. Disputing Calls: Calls may only be discussed with the umpire(s) by the captain or assistant captain of either team. Verbally abusing a umpire will result in ejection and further punishment may be awarded by the CVSSC.
  6. Rain Outs: The CVSSC will attempt to make up any rained out games, provided fields and umpires can be obtained. There is no guarantee that rained out games will be made up.
  7. Completed Games: A full kickball game plays 7 innings. In the event of inclement weather or other disruption, a game is considered complete after 4 full innings have been played or the allotted game time has elapsed. At the umpires discretion based on available time an 8th inning may be played if the 7th inning ends in a tie.
  8. Overruling: The rules below may be overruled at the discretion of the head umpire. For example, the head shot rule may be overruled if the head umpire determines that a player was struck in the head as a result of a baserunner ducking, thus lowering their head into the area normally occupied by a body part legal for contact with the ball.
Equipment
  1. Kickballs will be provided by the CVSSC. Outside balls may not be used.
  2. No metal cleats or spikes are permitted.
  3. Gloves are permitted.
  4. Players may wear protective equipment as long as it does not provide a performance advantage. The umpire has final decision and may order the equipment removed.
Umpires

The head umpire has the final word and can overrule the first base umpire.

Roster
  1. The team captains are encouraged to exchange rosters/kicking lineups prior to the start of the game.
  2. The home team captain keeps the official scorebook and is responsible for reporting the final score on the league website. The visiting team captain is also encouraged to keep score and confirm the score with the home team captain during and after the game to reduce the opportunity for score disputes.
  3. A maximum of 10 players are allowed on the field, with a minimum of 4 female players required. A team may field with no fewer than 8 players, while still meeting the minimum female requirement. The fielding team is required to provide a pitcher and catcher, but may use their own discretion to distribute the remaining fielding players.
  4. If a team is unable to field the required minimum number of players by 5 minutes of the scheduled game starting time, the result will be a 7-0 forfeit loss.
  5. There is no maximum number of players allowed on a player roster or batting order. Not every kicking player is required to play in the field.
  6. No more than 2 male players may kick in a row in the batting order (there is no limit to the number of female players who may kick consecutively). If there are not enough female players present to satisfy the gender requirements of the lineup, female players are allowed to bat again in the order to meet the rule. All females must kick before the batting order is complete. Female players are allowed to bat again to satisfy this rule.
  7. Any eligible player that shows up while a game is in progress and wishes to play is added to the end of the batting order (making sure that the gender rules above are obeyed).
  8. Substitutions: Players from other kickball teams are allowed to sub for teams who are shorthanded, but only up to 10 players total OR the number of players that brings the team to a legal roster number- and gender-wise. For each sub player picked up the opposing team is awarded 1 run at the start of the game. No outside players are to be used as subs; all substitutes must be currently in the league and on an active kickball roster. Subs must wear their CVSSC league shirts. No sub players are allowed in the playoffs, and all playoff players must have played 1 regular season game.
  9. All players must be on the team roster. In the event of injury or other extenuating circumstance, the league may approve placing a replacement player on the roster. If another team challenges a player on a roster, ID will be compared to the online team roster, so please remember to bring a government-issued ID to the field.
  10. Any roster challenges or protests must be submitted to the league via email at
    kickball@cvillesocial.com within 48 hours of the conclusion of the game in question. After the time limit expires, the game will be considered final and cannot be challenged.
  11. Kicking order challenges (such as players kicking out of order) should ideally be made as soon as the violation is recognized to allow the umpire to act. Both team captains and the head umpire must be present, and the decision is made at the discretion of the head umpire.
Base Coaches

Two members of the kicking team should coach at first and third base. Base coaches should assist the fielding team in the retrieval of balls ruled foul by the umpire.

Base coaches may switch with other members of the kicking team in order to maintain the order of the kicking lineup.

Kicking
  1. Kicking Count: 4 balls are required to walk a kicker, and 3 strikes constitute a strike out. A foul ball counts as a strike, and a foul ball on a two strike count results in a foul out.
  2. All kicks must be made by a part of the leg below the knee. Any ball struck by a leg below the knee (shin, ankle, foot) is considered a kick. A ball struck at or above the knee is considered a foul ball, and if caught in the air results as an out, but is dead once it hits the ground and runners may not advance on the play. A ball struck by the non-kicking foot (i.e. plant foot) is a dead ball.
  3. A swing that does not contact the ball is a strike.
  4. The strike zone is defined as an area one foot to either side of home plate, and extends one foot in the air above the plate. Any part of the ball that crosses one of these barriers is considered a strike. The head umpire should draw lines to indicate the strike zone. At a park with a short backstop (e.g. Quarry Park), the umpire may draw a strike zone slightly ahead of the plate to give kickers more space to approach the ball.
  5. Batters must make contact with the ball at or behind home plate. Contact with the ball in front of home plate results in a “dead ball foul” -in this situation the ball is considered live in the air, but is dead once it hits the ground. A ball caught in the air results in an out and the play is then dead; therefore no baserunners may advance. If the ball is not caught, the result is a foul ball/strike for the batter. If the batter had two strikes at the time of the infraction, the dead ball foul would result in the third strike and the batter would be out.
  6. Double Contact: If a player kicks the ball twice or makes a second contact with the ball behind the plate or in foul territory, the ball is dead. If a player kicks the ball and then makes a second contact with the ball in fair territory, it is considered the same as if the player were struck by the ball and the player is ruled out.
  7. A walk to a male kicker with a female kicker due up next results in the female being given the option of taking an automatic walk. This rule is in effect regardless of the number of outs in the inning (unlike softball).
  8. A kicked ball must travel on its own momentum up to or beyond the rubber of the pitcher’s mound, or over lines drawn perpendicular to the 3rd or 1st base path connecting with the nearest corner of the pitching rubber to the base path. If a ball comes to a stop before reaching this distance, it is ruled foul. If a fielder elects to touch the ball before it has come to a rest AND been ruled dead by the head umpire, it is considered fair and runners may advance.
  9. A kicked ball that clears any fair part of an outfield fence is considered a home run. This can occur either on the fly or by bounce.
Ball in Pla’
  1. When the ball is controlled by the pitcher and the pitcher is on or in the immediate vicinity of the pitcher’s mound the play is considered over and the runners may no longer advance. As each field is different, it is the umpire’s discretion as to what constitutes “immediate vicinity” at each field-feel free to consult with the umpire for an assessment of this area before the game’
  2. A runner who is more than halfway advanced to the next base when the pitcher is ruled to be on the mound is awarded the base. If a runner is ruled not to have passed the midpoint along the base path, the umpire will return that runner to the previous base once the play is ruled dead. This rule excludes runners who are on their way to first base.
  3. Any play where the ball is unintentionally popped or deflated or comes into contact with an obstruction overhanging the playing field (such as the power lines at Quarry) will be halted by the umpire and replayed. The kicker and all baserunners will return to the locations where they were at the start of the play.
  4. Any runner who is not on a base and is struck by a thrown ball below the head and neck level is ruled out. If the runner is ruled to have ducked or slid, and therefore lowered the level of their head/neck into the area of a legal body part for contact, the runner will be ruled is ruled out. A thrown ball that that is ruled by the umpire to strike a player in the neck or head is still live, and the runner may continue to the desired base. These calls are at the umpire’s discretion.
Pitching

Pitches must be slow pitch with no curve/bounce.

Fielding
  1. The pitcher and all fielders (excluding the catcher) are not allowed to advance beyond the fair/foul line (see rule 6h) until the kicker makes contact with the ball. The pitcher is allowed to follow through on the pitching motion, but can advance no further. Failure to abide by this rule results in the play being ruled dead and all runners being ruled safe at the immediate bases to which they were advancing.
  2. The catcher must remain behind the plate (imaginary line drawn across the top of the plate perpendicular to path from the pitcher’s mound) until contact is made with the ball by the kicker. The catcher must also remain out of the path of the kicker attempting to kick a pitch, or an obstruction call may be made, resulting in the pitch being ruled a ball.
  3. A kicked fly ball in foul territory that is dropped by a fielder attempting to make a catch is ruled foul as long as the ball is completely beyond the foul line into foul territory. The location of the fielder is irrelevant-it is the location of the ball that matters.
Baserunning and Scoring
  1. All baserunners must stay within the base lines while advancing between bases. Any runner judged to have left the base path to avoid a play will be ruled out at the umpire’s discretion.
  2. Fielders must stay out of the base lines and not impede the runners. A base runner that is impeded by a fielder, while that fielder is not in possession of the ball and not in the act of fielding the ball, shall be awarded the base to which they were attempting to advance. Fielders who are attempting to make an out at a base must orient themselves out of the baseline to not impede the runner. Fielders who are attempting to make an out by tagging a runner with the ball are allowed within the base path for fielding, tagging, and run-down purposes, but must attempt to avoid bodily contact with the runner. Should the runner attempt to make physical contact with a fielder in the process of making a play, the runner is to be called out.
  3. One baserunner passing another baserunner on the base path will result in the passing runner being called out.
  4. Leading off or stealing bases is not allowed. A runner may not leave the base until the kicker makes contact with the ball. A runner who violates this rule will be called out.
  5. All ties go to the runner.
  6. First base may be safely overrun by a kicker advancing to first base. The runner may only be tagged out if, after overrunning the base, an aggressive move is made towards second base (evaluated at the umpire’s discretion).
  7. A safety base will be placed in foul territory next to first base for the kicker to run through. If a fielder obstructs the path of the kicker/baserunner through the safety base, the runner will be ruled safe. If the runner uses the main base in fair territory while the first baseman is attempting to make a play, the runner may be ruled out at the discretion of the umpire if the runner is determined to have interfered with the play.
  8. Both feet first and head first sliding are allowed in all divisions.
  9. “Tagging up” is permitted. Once a fly ball is first touched by a fielder, a runner may attempt to proceed to the next base, as long as the runner goes back to tag, or is already in contact with, the originating base at the time the fielder makes contact with the ball. The baserunner only needs to wait for the fielder to make contact with the ball-there is no need for the runner to determine whether or not a catch has been made.
  10. Overthows/Out of Play: For all fields with a surrounding fence, a ball can only be considered “out of play” if it goes over, under, or in some other way beyond the fence. On any field without a fence, the area of “out of play” should be predetermined and announced by the umpire to both team captains.
  11. For any ball thrown beyond the surrounding fence out of play, the play will be ruled dead, and all baserunners will be awarded one base. Any ball that is contained by the fence, or remains in fair territory, is not considered an “overthrow” and remains live; baserunners may advance at their discretion.
  12. Any ball kicked off-target by a defensive player cannot be considered an “overthrow” regardless of where it goes (even over the fence). Baserunners may advance at will.
  13. A run scores when a baserunner touches home plate before the third out of the inning is recorded, except when the third out occurs as the result of a force play or the kicker is declared out before arriving at first base.
  14. The winning team is the team that has scored the most runs at the end of seven (7) innings, or the team that has the most runs at the end of the last completed inning should the game time expire.
  15. Intentional delay of a game to take advantage of the expiration of the game time is not permitted. The penalty is at the discretion of the umpire, but recommended penalties are to call the stalling player out or ejection of the player from the game.
Outs
  1. Each half of an inning is completed when the defensive team has produced three (3) outs.
  2. Examples of outs (this list is not exhaustive):
    • A count of three (3) strikes, or a fouled ball on a two strike count.
    • A kicked ball caught by a defensive player before the ball makes contact with the ground, either in fair or foul territory.
    • A baserunner who fails to tag up after a fly ball is caught is either tagged with the ball or the base from which the runner had departed is tagged by a defensive player in possession of the ball before the baserunner manages to return.
    • A defensive player in possession of the ball tagging the base in which a runner is forced to advance before the runner has arrived at the base.
    • A runner leaving the base before the batter has made contact with the ball.
    • Kicking out of order (any skipped kicker is ruled out if the at-bat has completed; if the at-bat is underway the skipped kicker assumes the balls and strikes of the kicker that passed them in the order and the at-bat continues).
    • A ball making contact with a baserunner below the head or neck when the runner is not safely on a base.
    • A runner making intentional contact with the ball while safely on base.
    • A runner passing another runner on the base path.
    • A runner deliberately running into a fielder to try to draw an obstruction call.
Injury Substitutions
  1. In case of an injury, a time-out may be called by the head umpire and a player of the same sex substituted into the lineup for the injured player. The injury substitution will not result in a one (1) run penalty, unlike substitutions for lack of players.
  2. If a substitute player is not available, an out must be taken the injured player’s position in the lineup.
  3. Players removed due to injury who wish to return to the game may resume their original place in the kicking lineup.
  4. A player that successfully reaches first base may opt to use a courtesy runner. The courtesy runner must be the member of the same sex that was ruled out most recently. If a player opts to use a courtesy runner in a game they are required to use a courtesy runner for the remainder of the game.
Frequently Asked Questions
  1. Runners that run through first base using the fair side base rather than the safety base in foul territory can be ruled out by the umpire if they affect the outcome of the play.
  2. Runners to first base that are impeded from reaching the foul side safety base by the fielder are ruled safe.
  3. A kicked ball that rolls foul and then returns to fair territory before reaching the base on the foul line OR being touched in foul territory by a fielder or base runner is considered fair.
  4. A kicked foul ball touched by a fielder or base runner while in foul territory is dead, excluding a caught fly ball where runners can tag up and advance.
  5. The runner, advancing to first base, must continue to move toward the base. If the runner stops or reverses direction, the runner should immediately be ruled out vocally by the umpire. Note: this only applies to runners advancing from home to first base.
  6. Players that overrun or advance beyond second or third base, when a force play was an option at that base, have avoided the force out (possible by tagging the base) and now that runner must be tagged by the ball in order to record an out.
  7. The umpire should actively and vocally call a play dead in the instance of a foul ball, overthrow, or other such situation to keep players from progressing too far only to be called back.

Summary of Differences from Outdoor Kickball

  • 7 players in the field, 3 of which must be women.
  • Kicked balls caught after contacting the ceiling, or one or more walls, before touching the floor are an out.
  • A ball that becomes lodged in an elevated surface above the field of play will be ruled a ground rule double.
  • Runners?DO NOT need to tag up if the ball is caught on the fly.
  • Any backboards, rims, and supports that are down count as walls. Any backboards, rims, and supports that are raised count as part of the ceiling. Basketball nets are ignored. The bleachers count as part of the floor.
  • There are no home runs. All kicks are playable off of walls, baskets, etc.
  • The ceiling is out of bounds, and all kicks hitting it will be rules an out.
  • ?Bases? will be squares of tape on the floor.
  • Any players not playing in the field or base running must stand/sit in foul territory. Do not use the gym doors located in left field.
  • The kicker cannot overrun first base-the runner must be touching the base to be safe the same as any other base.
  • The game is played in a basketball gym:
  • Home plate is placed under the basket of the main court.
  • 1st and 3rd base are placed on the sidelines at half court.
  • 2nd base is placed under the basket opposite home plate.
  • The pitcher?s ?mound? is at center court.
  • There is no bunting; a kicked ball must pass the mid-court line. ?However, a fielder may cross the mid-court line to field a ball.
  • Fielders must set-up behind the mid-court line. ?However, fielders may cross the mid-court line to field a ball.

Complete Rules

  • There is NO ALCOHOL allowed in the gym or in the parking lot. Failure to follow this rule could cost the league use of the facilities, so it is taken very seriously. Violating this rule may result in you or your team being suspended for the next game or longer.
  • All rules of the field owners must be obeyed. If using a field that is owned by the Charlottesville Parks & Recreation department, all of their rules regarding conduct and prohibited items must be obeyed. Failure to abide by those rules may result in ejection from the league.
  • All players must be wearing their league issued shirts of the appropriate sport and season.
  • Unsportsmanlike Conduct: Acting in an unsportsmanlike manner will result in an ejection from the game, and a 1 game suspension. Two ejections from any CVSSC sport in a 1 year period will result in a 1 year suspension from all CVSSC sports. This includes sponsor venues — reports of disruptive behavior or causing a disturbance will not be tolerated and may result in additional suspensions not limited to the rules listed above.
  • Disputing Calls: Calls may only be discussed with the referee(s) by the captain or assistant captain of either squad. Verbally abusing a referee will result in ejection and further punishment may be handed down.
  • Overruling: The head referee, at his discretion, may overrule any of these rules below. An example would be the head shot rule, if the referee determines that the player ducked, and due to that action, the ball then struck the head of the player.
  • A game must have completed 3 full innings or the time in the game expired to count as an official game. Games that are rained out/cancelled prior to completing 3 full innings will not count.
  • Games cancelled for any reason (snow closing the facilities, etc.) will be attempted to be made up, provided facilities and referees can be obtained. There are no guarantees on making up cancelled games.

Equipment

  • Kickballs will be provided. Outside balls may not be used.
  • Hard-soled dress shoes, spikes/cleats and boots are not permitted.
  • Gloves are currently permitted.
  • Players may wear protective equipment as long as it does not provide a performance advantage. Referee has final decision and may order the equipment removed.
  • Field of Play
  • The game is played in a basketball gym
  • Home plate is placed under the basket on the main basketball court..
  • 1st and 3rd base are placed on the sidelines at half court.
  • 2nd base is placed under the basket opposite home plate.
  • The pitcher?s ?mound? is at center court.
  • The foul line the mid-court line. Kicked balls that come to rest or are touched by a player on the fielding team before crossing the foul line into fair territory are foul balls.

Referees

  • All games must be officiated by one referee (head referee). In the event there are two referees, one will be the head referee and the other the ?first base? referee. The first base referee will be placed in the corner behind first and second base.
  • Head referee has final word and can overrule the first base referee.
  • Head referee is responsible for ensuring games begin on time and finish within the allotted playing time.

Participants

  • All players must be 18 years of age by the start of the season.
  • All players must have signed the kickball waiver form prior to playing.
  • All players must be wearing their league t-shirts.
  • Balances must be paid in full prior to the first team game. Unpaid teams/players will not be permitted to play.

Roster Rules

  • The team captains will exchange rosters/batting order prior to the start of the game.
  • The home captain keeps the official scorebook. The away captain is encouraged to keep score as well in case of disputes at the conclusion of the game. After the game, both captains should report the score to scores@cvillesocial.com within 48 hours.
  • Any eligible player that shows up when a game is in progress and wishes to play is added to the end of the batting order.
  • No number of maximum players to a team. Not every batter is required to field.
  • Teams must have 12 paid players (captain included) on their roster.
  • 7 players in the field, 3 of which must be women. A team may field with no fewer than 5 players, 2 of which still must be women. Not being able to field a team by 5 minutes after the game start time will result in a 7-0 forfeit loss.
  • Substitutions: Players from other squads will be allowed to sub in for teams who are shorthanded, but only up to 7 players total OR what brings a team to a legal roster gender-wise. For *each* sub player picked up, the opposing team gets 1 run to start the game. All subs must currently be in the league and enrolled in the sport in question, no outside players allowed. Subs must wear their CVSSC t-shirt for any games they sub in for. Subs picked up from a higher level league will incur a 3 run penalty, instead of the usual 1 run.
  • No more than 2 men kicking in a row in the batting order. If there are not enough women on the team to satisfy the requirement, women are allowed to bat again rotating in their original order to meet the gender rule.
  • All players must be on their team’s roster. Replacements, without prior league approval (in the event of injury, etc.) are not permitted. If the other team challenges a player on a roster, ID will be asked for. Please make sure to have a government issued ID handy in case of challenges (as well as to get into the kickball sponsor bars too, of course).
  • Roster challenges and protests must be submitted to the league within 48 hours of the game being completed. From that point on, the game is considered final and cannot be challenged.
  • Batting order challenges must be submitted no more than 15 minutes after the conclusion of a game. Both team captains must be present, as well as the head referee of that game. Once both captains have signed the scoresheet, no batting order challenges may be made.

Base Coaches

  • No base coaches are allowed on the court. Players may provide advice from out of play.

Batting Rules

  • Kicks must be made by a part of the body below the knee. Any ball struck by a leg or foot is a kick.
  • 4 balls = walk, 3 strikes = out. Fouls count as strikes and you can foul out by kicking a foul ball on a 2 strike count.
  • The strike zone extends 1 foot to each side of home plate, and 1 foot in the air.
  • Kicked balls that contact any part of the ceiling are fair if striking part of the ceiling that is above fair territory.
  • Batters must contact the ball at or behind home plate. Making a single contact with the ball in front of home plate shall be treated as a dead ball foul. If the ball is caught by the fielding team, the kicker is out, and runners may NOT advance. If the ball is not caught, the play results in a strike.
  • If the ball is already contacted and is contacted a second time in the field of play, that results in the kicker being out.
  • Walks to a male batter with a female batter due up next at bat will result in the female having the option of taking an automatic walk.
  • A ball striking any backboard, wall, or ceiling that is in play is a fair ball. There are no home runs.

Pitching Rules

  • Pitching ‘fireballs’, balls with excessive speed, shall be ruled a ball at the umpire’s discretion.
  • The pitcher and all infielders must remain behind the half-court line until the ball is kicked. The catcher must remain behind home plate until the ball is kicked. Failure to abide by this rule results in all runners being called safe to the base they were advancing. After that, the runners may advance at their own risk.

Ball in Play

  • When a ball is in play, the following rules apply.
  • When a ball is controlled by the pitcher and the pitcher is in the pitcher?s circle, the play is over. Runners who are more than halfway to the next base may advance to that base; runners who are not yet halfway to the next base must retreat to the previous base (excluding a batter on the way to first base).
  • Any play where the ball is unintentionally popped or significantly deflated shall be ruled a do-over (with a new ball).
  • Runners who are contacted with a ball in play below the head or neck are out.
  • Bystanders should attempt to avoid any ball in play. A ball making incidental contact with bystanders remains live unless the referee declares it an overthrow out-of-play.
  • If a player on the kicking team makes intentional contact with a live ball, the kicker is ruled out
  • If a non-playing player on the fielding team makes intentional contact with a live ball, the batter is awarded first base.
  • If someone not on either team (fans, players waiting for their game, etc.) makes intentional contact with a live ball, the result is a do-over and that person may be asked to wait in the hallway at the ref?s discretion.

Fielding

  • Balls that are dropped in foul territory by a fielder attempting to make a catch on a fly ball are ruled foul as long as the ball is over foul territory when it is being touched. It does NOT matter where the fielder’s feet are, only the position of the ball. This is a normal baseball rule.

Running and Scoring

  • Runners must stay within the base lines or be called out at the umpire’s discretion.
  • Fielders must stay out of the base lines and not impede the runners. A fielder deemed to be impeding a runner shall be awarded the base in which they were attempting to advance. Fielders who are attempting to make an out who are on the base must lean out of the baseline as to not impede the runner. Fielders who are attempting to make an out by tagging a runner with the ball are allowed within the baseline for fielding, tagging and run-down purposes, but must attempt to avoid contact with the runner. If the runner makes contact with a fielder in these situations, the runner is to be called out.
  • Running past another runner shall result in the passing runner being called out.
  • Leading off or stealing bases is not allowed. Runners may not leave their base until contact by the batter is made. A runner who violates this rule will be called out.
  • Ties go to the runner.
  • Feet first sliding is banned. Runners who slide feet first shall be deemed OUT. Head first slides are legal.
  • ?Tagging up? is not required — baserunners may leave the base as soon as the batter makes contact with the ball.
  • Overthrows: 1 base maximum on an overthrow. The ball needs to go “out of play” to be considered an overthrow; this includes landing in bleachers, thrown into an open hallway, or entangled with players out of play in foul territory. A ball thrown into foul territory that isn?t entangled is still a live ball. ??Balls that are thrown off target and still end up in fair territory (a throw going to 2B ending up in the outfield) are NOT overthrows. A ball thrown by a fielder that deflects off a runner can be ruled as a ball “out of play”, limiting the runners advancement to 1 base from when the ball was declared out of play. ??Only balls that are *unintentionally* thrown off target and end up out of play are considered overthrows. The HP ref should immediately yell out if it’s an overthrow situation. In these situations, the fielder needs to get the ball back into the pitcher. Making any attempt to record an out voids the overthrow rule and allows the runners to continue to advance at their own risk.
  • Because there are no dugouts, there will often be large clusters of players out of play in fair territory behind home plate. Players out of play must attempt to avoid impeding play, but the ref will have to make a judgment call as to if a ball has become unplayable and is therefore an overthrow.
  • A run scores when a runner touches home plate before the third out, except when the third out occurs as a result of a force play, or when the batter is declared out before reaching first base.
  • The winning team is the one with the most runs scored at the end of seven (7) innings, or when time has expired. Only full completed innings count. Example: If a team is in the top of the 4th inning when time is called, any runs scored in that 4th inning are not counted in the official score.
  • Intentionally delaying the game to try to take advantage of the expiry of time is not permitted. Umpires judgment on penalty here, usually calling the stalling player out or removing them from the game will suffice.

Outs

  • 3 outs completes the batting team’s half of the inning.
  • Outs are:
  • A count of three strikes, or a fouled ball on a count of two strikes.
  • A kicked ball contacting the ceiling. Play is immediately stopped with runners unable to be advance or be tagged out.
  • A ball caught before contacting the floor, in either fair or foul territory. A ball caught off of one or more walls that has not touched the floor does count as an out.
  • A ball tag on a base in which the runner is forced to advance to before the runner has reached said base.
  • A runner leaving a base before the batter has made contact with the ball.
  • Kicking out of order.
  • A ball contacting a runner below the head or neck when the runner is not on a base.
  • A runner making intentional contact with the ball while safely on a base.

In-Game Substitutions

  • In case of injury, a time-out may be called by the head referee and a player of the same sex substituted for the injured player.
  • Kicking order remains the same, minus the removed player. In a case that a sub is not available, an out must be taken.
  • Players removed via injury who wish to return to the game resume their original place in the kicking order.

FAQs and other rules.

  • Dropped balls contacted when the ball is in foul territory are still foul.
  • Tagging up and advancing to the next base is legal after a catch in either foul or fair territory.
  • If the ball has been touched in foul territory, it is foul regardless of where it may roll after contact by the fielder (or runner).
  • A play is completed when the ball has been returned to the pitcher in the pitcher?s circle. Runners more than halfway to the next base are awarded that base; runners not yet halfway must return to the previous base. There is no requirement for the ref to call time or for play to wind down.
  • Players that overrun a base at which a force play was an option, avoiding the force out, must then be tagged by the ball to be out. Tagging the base after the runner has already touched it in advancing to beat the force out has no consequence.
  • Tie goes to the runner.
  • Umpire should actively call a play dead if ruled an overthrow out of play. Overthrows only exist in foul territory or when a ball has become unplayable
  • Contacting the ball twice behind the plate results in a foul ball.
  • Making a ‘double-kick’ with the second contact being in fair territory results in an OUT.
  • Batting out of order:
  • Batting out of order situations have always been considered difficult by many umpires. These situations can become easier to rule on by keeping three things in mind. ?1. Has a pitch been thrown after the incorrect batter has batted. ?2. Any outs made when the incorrect batter is at bat stand. ?3. When a pitch has not been thrown, if the incorrect batter makes an out and an appeal is made, the batter who should have batted is out and the batter who batted remains out and is skipped if they are scheduled to bat.
  • Remember, however, if the batter who is scheduled to bat is the third out of the inning, the correct batter to leadoff the next inning is the player who would have come to bat had the player been put out by ordinary play. (Rule 7, Section 2 D 3)
  • Play 1: With no outs, B9 is scheduled to bat but B1 bats. B1 hits a fly ball that is caught by F7. Before the next pitch, the defense appeals that B1 batted out of order.
  • Ruling: B9 is out as B9 is the correct batter and B1 remains out. B2 bats next with two outs. Per Rule 7, Section 2 D 2, after the incorrect batter has completed their turn at bat and before the next pitch, legal or illegal, to the following batter and before the pitcher and all infielders have clearly vacated their normal fielding positions and have left fair territory; the batter who should have batted is out and the next batter is the player whose name follows that of the player called out for failing to bat. EXCEPTION: If the incorrect batter is called out as a result of their time at bat and is scheduled to be the proper batter, skip that player and the next person in the line-up will be the batter.
  • Play 2: With one out, B7 is scheduled to bat, however B8 bats. B8 hits a fly ball that is caught for the second out of the inning. The defense appeals that B8 batted out of order and the umpire calls B7 out for the third out of the inning. Who is the leadoff batter in the next inning?
  • Ruling: B8. In this case, since the second out of the inning was made by B8 and the third out was made by B7 for failure to bat in the proper order, B8 is now the leadoff batter in the next inning. When the batter declared out is the third out of the inning the correct batter to leadoff the next inning is the player who would have come to bat had the player been put out by ordinary play. (Rule 7, Section 2 D 2 d)
Page 2 of 3 1 2 3

Official Sponsor Bar