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Circuit Rulebook Cheat Sheet

Circuit Rulebook Cheat Sheet

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Categories:Types, Research
Published by: Kickball Threesixtyfive on Feb 12, 2011
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08/27/2013

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Scenario 1.

Foul balls in the infield

2. Strikes and fouls 3. Strike zone 4. Legal batter/kicker

Kickball365 – The Circuit - REFEREE CHEAT SHEET Thank you for agreeing to become a Circuit ref! If you’re coming to us from a closely related sport like softball or baseball, well, you’re in luck – most of those rules apply here. This cheat sheet’s intended to go over the major differences. Consider it our “Top Ten List.”  For the nitty-gritty details, you should, of course, consult the Official Rulebook of the Circuit. Baseball/Softball Rule Kickball Rule See Rule Ball that rolls foul may “roll “Once foul, always foul.” Once the ball crosses entirely outside 9.12, back” into fair territory of the infield foul lines, it’s foul(!), and it can’t come back fair. 9.13, before 1st or 3rd base. 10.2, One exception. A ball can be kicked through the space directly 10.3, ahead of the kicking box and the infield baselines and be fair. 10.4 Check the diagram for examples. Fouls aren’t strikes; hitters Strikes and fouls are separate. Fouls don’t become strikes. 3 9.3.1, get courtesy fouls; etc. strikes = out. 3 fouls = out. 9.4.1 Width – between batter’s Width – 1’ to each side of, and including home plate 9.3.2, boxes Height – 1’, from the bottom of the ball, on the bounce that 10.5 Height – between shoulder gets the pitch to or through the strike zone and knee Batter must hit ball within Kickers will often get a running start. They just have to kick: 9.8., batter’s box. (1) Within the kicking box (between and forward of the two 10.9, rear cones, and at or behind the plate) 10.10 (2) With no part of the plant (non-kicking) foot ahead of the plate. The kicking foot can be ahead of the plate. A double-kick is a foul (and can be caught for an out). Contacting the ball above the waist is a foul (and can be caught for an out). Picking up the ball (as a kicker) is an out. Pitchers in Circuit kickball take very powerful run-ups and windups to their pitches. However, pitches must: (1) Be released within 1’ to each side of the pitching strip. (2) Be delivered by hand (can be overhand or sidearm, and likely will be at this level). (3) Bounce twice before hitting (or crossing the plane of) the plate. A second bounce *on/level with the plate* is a ball. Also, pitchers can’t follow through ahead of the pitching strip. See encroachment, below. All non-catcher fielders (this includes the pitcher!) must stay behind the imaginary line between 1st and 3rd until the kicker kicks. *Think offsides in soccer or football!* This is an encroachment penalty = result of play or ball. Catcher is the most active defender in Circuit kickball; catchers move very quickly during a pitch. But: A catcher must always be behind the plane of the kicker and in between the two cones that make up the kicking box. This is encroachment: result of play or ball. A catcher can’t block or interfere with the kicker’s approach: First offense: warning, second offense: kicker gets first base. Pegging allowed: May throw/kick/deflect the ball and hit the runner, except above the shoulders. (Note: no “headshot immunity” for ducking/diving/sliding runners.) Need not maintain possession during tag play. If the ball hits a runner on the tag and pops loose, the out is still good. Runner must stay on the “dot” marking the base’s original location. If touched while not on the dot, the runner is out. Only a pitcher, in control of the ball, not making a play on anyone else, and back in the pitcher’s circle (6’ circle from center of pitching strip) freezes time.

5. Legal pitches

Restrictions based on windup, maximum or minimum height of ball

9.2, 10.8

6. Legal fielding 7. Legal catching

Restrictions based on infield, outfield cone, etc. Behind batter, and right behind home plate. Catcher is stationary during pitch.

9.7.3

9.6.2, 10.3 10.9

8. Tagging a runner

Must tag with ball or glove, and must maintain possession of ball during tag.

9.1.4, 9.1.5, 9.1.6

9. Loose bases 10. Time out

Runner dislodging base need only maintain contact with dislodged base. Any player requesting “time” during an appropriate end to a play.

9.9.6 9.9.11

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