Intramural Sports Kickball Rules

General Eligibility

  1. Participation is limited to currently enrolled students and members of the faculty and staff of the University of North Florida. All areas of eligibility are covered in the Intramural handbook which are available online and through the Campus Recreation Office.
  2. In order to participate in an Intramural contest each player must present their validated Osprey1 Card. NO ID, NO PLAY. NO EXCEPTIONS!!!
  3. Game time is forfeit time. 1 forfeit will result in a team being ineligible for the playoffs. A second forfeit will result in the team being dropped from the league.
  4. All participants must register with IMLeagues to play any sport. Instructions on how to register is located on the Intramural Sports website. Captains must have the minimum number of players needed to play Kickball before they are allowed to sign up for a time slot.
  5. Adding Players – Players must be added on their team’s roster using IMLeagues (players must register first, then request to join a team, or team captains can send invitations to players to join their team) prior to participating in an Intramural contest. Players can be added at the field/court, however they must register through IMLeagues and show up on the team’s roster before 3pm of their next week’s game, or they will not be allowed to participate in their next game. Players may be added up until the end of the regular season for that sport. Rosters will be locked at the end of the regular season.

Team Composition

  1. Roster limit is 16 players. Players can compete on one men's/women's team, regardless of league classification. However, players can compete on a men’s/women’s team and a CoRec team. Suspended players may not be replaced. Roster additions can be made on the field before a game provided that player has not already played for another men’s/women’s team. If a player signs up and plays for another team after he/she has already played for their original team, the second team the player plays for will receive a forfeit and be ineligible for the playoffs. Team rosters are locked at the end of the regular season.
  2. A team consists of 8 players. A team may have an (9) extra player (or, in CoRec play, 2 extra players, male and female) to bat (EH). A team may start and finish the game with a minimum of 5 players (called playing shorthanded), but outs will be recorded for the 6th 7th and 8th spots in the batting order. If a team plays with 6 players, they will take an out in the 7th and 8th spot in the batting order, and if a team plays with 7 players, they will take an out in the 8th spot in the batting order.
  3. If a team is playing shorthanded and the 6th, 7th and/or 8th players arrive after the game has begun, may enter the game during a dead ball period after checking in with the scorekeeper, but must be placed in the 6th , 7th or 8th spot in the batting order. A team that starts a game shorthanded or with 8 players may not use an extra player at any point in the game.
  4. CoRec player requirements: 8 players – 4M & 4F, 5M & 3F, 5F & 3M, 7 players – 4M & 3M, 4F & 3F, 6 players – 3M & 3F, 4M & 2F, 4F & 2M, 5 players – 3M & 2F, 3F & 2F.
  5. A team must have a pitcher and catcher. Both must occupy legal positions – the pitcher at the pitcher’s mound and the catcher in the catcher’s box. Other players may take positions anywhere in fair territory.
  6. A player or substitute is officially in the game when he or she is entered onto the official score sheet. A substitute may take the place of any player in the batting order of the team.
  7. When a substitute is announced or not, after the substitutes enters the game, any play that the substitute makes is legal. Ann unannounced substitution carries no penalty.
  8. A substitute may take the place of any other player during a dead ball situation.
  9. If an ejected player participates, the offending team forfeits the game.


  1. UNF Intramurals will provide the game balls, those are the only balls allowed for play.
  2. All players must wear shoes. They must be made of leather, canvas or similar material. Shoes may have cleats made of soft or hard rubber, but metal cleats are not allowed.
  3. All players on a team must wear uniforms of the same color and style.
  4. Numbers on the back of uniforms are not required, but strongly encouraged.
  5. Players or coaches may wear caps or visors.

Game Time and Length

  1. In each inning, the visiting team bats first and the home team bats last. The supervisor will meet with the captains of each team before the game to determine which team will be the visiting team and which team will be the home team. A coin toss will determine the home and visiting team.
  2. A regulation game consists of five innings or 30 minutes, whichever comes first. If an inning has started before the time limit has expired, then the inning will be completed. Teams need not play five full innings if:
    • The home team scores more runs in four and one half innings;
    • The home team scores more runs before the third out in the last half of the five inning.
  3. If the game is tied at the end of five innings or after time expires, the teams continue to play until one team has scored more runs than the other team at the end of a complete inning or until the home team has scored more runs.
  4. The supervisor may call the game at any time because of darkness, rain, fire, panic or any other cause that puts player or spectators in danger.
  5. Games that the supervisor has stopped may or may not be rescheduled.
  6. A team scores one run each time a runner touches first base, second base, third base, and home plate in succession.
    • A team does not score a run if the third out of the inning results from any of the following situations: A force out.
    • A runner is put out by a tag or a live ball appeal before the lead runner touches home plate.
    • A preceding runner is declared out on an appeal play. NOTE: An appeal can be made after the third out and, if successful, can nullify a run.

    General Rules


    1. The pitcher must begin with both feet firmly on the ground and with one foot or both feet touching the pitcher’s rubber. The pitcher’s pivot foot must stay in contact with the pitcher’s rubber throughout the delivery.
    2. The pitcher must roll the ball in a smooth and continuous motion towards the plate.
    3. The pitcher may spin the ball on the ground (curveball) while rolling the ball towards the plate.


    1. The official score sheet must list the batting order of the team, including player’s first and last names. The captain must deliver the score sheet to the scorekeeper before the start of the game.
    2. Players must bat in the order that they are listed on the score sheet unless a substitute enters the game. The substitute must appear in the batting order in the place of the player that he or she is replacing.
    3. The first player who bats in each inning shall be the player whose name follows the last player who has completed a turn at bat in the previous inning. When the 3rd out of an inning occurs before a batter has completed his or her turn at bat, that player will be the 1st batter in the next inning.
    4. Batting out of order is an appeal play. Only the defensive team may make the appeal.
    5. The batting order for CoRec leagues must list players in alternating order by gender.
    6. There is no ball and strike count.
    7. Batters can take pitches if the rolled ball is too bouncy, but is highly encouraged to kick the ball if it is rolled in a smooth and continuous motion, whether is it is spun or not.
    8. Fouls: the batter has 3 fouls to give in one at bat. If the batter fouls a 4th time, they are out.
    9. There is no bunting in Intramural Kickball. All batters must make a full effort to kick the ball.

    The batter-runner is called out in the following circumstances: 


    1. When the fielder catches a fly ball with his or her feet within the boundaries of the field.
    2. When after the batter hits a fair ball, a fielder holds the ball on first base before the batter-runner touches first base.
    3. When after reaching first base, the batter-runner attempts to go to second base and is tagged or put out.
    4. When the batter-runner runs out of the 3 foot running lane and interferes with a fielder taking a throw or attempting to make a play.
    5. When a base runner is pegged between the shoulders and feet with the ball before they reach a base.
    6. When a base runner is touched with the ball between the shoulders and feet by a defensive player before they reach a base.

    A base runner is called out in the following circumstances: 

    1. When a base runner leaves the base before a pitched ball contacts the foot.
    2. When the base runner interferes with a thrown ball or interferes with a fielder who is attempting to field a batter ball, catch a ball, or throw a ball.
    3. When a fair batted ball hits a base runner or a base runner intentionally interferes with a ball.
    4. When a base runner intentionally kicks a ball that is in play.
    5. When a coach intentionally interferes with a live ball
    6. When a base runner is attempting to score and the next batter or another teammate interferes with the play.
    7. When a fielder touches a base runner with the ball when the base runner is not on a base and the ball is in play.
    8. When a fielder tags or holds a ball on a base to which the base runner is forced to advance before the base runner reaches that base (force play).
    9. When the base runner runs more than 3 feet outside the path between the bases to avoid being tagged.
    10. When a base runner passes the base runner ahead of him or her before that runner is put out.
    11. When a base runner does not return to a base after a suspension in play caused by a dead ball situation.
    12. If a base runner leave a base before a caught fly ball and a fielder holds the ball on the base and correctly appeals the play, or if a fielder tags a base runner before he or she returns to the base.
    13. If a base runner fails to touch a base and a fielder tags or holds the ball on the base before the base runner returns to the base.
    14. If a base runner intentionally and forcefully makes contact with a defensive player who is clearly holding the ball. The base runner is called out. The ball becomes dead, the base runner is ejected, and other base runners return to the last bases that they occupied at the time of the collision.

    No base runner may steal a base: 

    1. A base runner must stay in contact with a base until the ball crosses the plate or the batter hits the ball.
    2. A pitch that the batter does not hit is dead. Base runners must return to their bases. They cannot leave again until the ball crosses the plate or the batter hits the ball.



    1. The purpose of Intramural Sports is to provide a recreational environment for the University community which is safe and enjoyable. While the game atmosphere is often competitive, ensuring participant safety, providing a fun, social atmosphere, and promoting sportsmanlike behavior among participants, spectators, and team followers are our primary concerns. The game atmosphere should remain good-natured at all times. Participants shall maintain good sportsmanship throughout their participation in all facets of the intramural program.
    2. The Sportsmanship Rating System is intended to be an objective scale by which teams' attitude and behavior is assessed throughout the intramural sports league and playoff seasons. Behavior before, during, and after an intramural sports contest is included in the rating. The team captain is responsible for educating and informing all players and spectators affiliated with his/her team about the system.
    3. A team is responsible for the actions of the individual team members and spectators related to it. Additionally, UNF Intramural Sports does not recognize the use of coaches. Only the team captain shall speak to the officials regarding administrative matters (protests, ejections, disqualifications, etc). Furthermore, the team captain's efforts in assisting officials/staff to calm difficult situations and to restrain troubled teammates are important to controlling team conduct.
    4. Sportsmanship is vital to the conduct of every Intramural contest. In order to encourage proper conduct during games, officials, administrative personnel, and supervisors shall make decisions on whether to warn, penalize or eject players or teams for poor sportsmanship. These decisions are final. The Intramural Sports administrative staff will rule on further penalties as a result of unsportsmanlike conduct.
    5. Each participant should choose his or her team members carefully, as all team members will suffer the consequences of any disciplinary action taken by the Intramural Sports staff against that team for violation of the intramural rules and sportsmanship guidelines. Protests or appeals of sportsmanship ratings will not be recognized. The Intramural Sports administrative staff reserves the right to review any rating given to a team.
    6. Teams are graded by the supervisors on a scale of 1-4, 4 being the highest, each game. Teams must maintain a 2.5 sportsmanship rating throughout the season to be eligible for the playoffs. The maximum sportsmanship grade a team with an unsportsmanlike can receive is a 2.5 for that game.


    1. All teams will make the playoffs, provided they have no forfeits and have at least a 2.85 sportsmanship rating. If there are a lot of teams in one league, then the league will be split into a “Blue” playoff bracket, with teams that have a .500 winning percentage and above, and a “Grey” playoff bracket, with teams that have below a .500 winning percentage.