ssc policies

ssc policies

TEAM ROSTERS:

Unless otherwise indicated in the gameplay rules for a sport, there is no maximum number of players allowed on a team’s roster provided all players have signed the Team Roster and Waiver Form.  It is the responsibility of all team captains to ensure players are in compliance with this policy.  Teams have up until the third week of the season to make changes to their roster.  After the third week, rosters will be frozen.  Roster changes that require additional T-Shirts will be subject to availability.  All roster changes must be communicated to and approved by the league office. 

WAIVERS:

To be eligible to participate in any SSL league, tournament, or social event, each player must be confirmed on his or her team’s roster and have agreed to the waiver.  Team captains are responsible for ensuring that all members of their team have read and accepted the terms of the waiver policy.  The waiver is included in the online registration process, including for those players invited to a team by a captain.  The waiver can also be found by visiting your dashboard.

PLAYER RESTRICTIONS:

All SSL participants must be 21 years of age or older prior to their first scheduled game.

Players may only be on one roster for any given sport on a given night, regardless of if multiple divisions are offered.  Violation of this rule may result in game forfeiture by both teams.

The SSL reserves the right to request a photo ID from any player at any time for any reason.

Teams that wish to challenge the eligibility of a player on their opponent’s roster must make that request with an SSL Official as early as possible. Only individual players may be challenged.  Entire teams may not be challenged.  

Playoff team players will automatically have their roster spots verified by an SSL Official.

UNIFORMS:

 

SSL T-Shirts are your team’s uniforms.  All players must wear the appropriate color uniform with the current SSL front logo to participate.  Past season’s uniforms are not permitted, even if they are the correct color.  Any player not wearing the appropriate uniform will be sidelined for that game.

The SSL T-Shirt must be worn on the outside of any clothing worn during play with all logos and designs in tact and clearly visible.

UNIFORM ALTERATIONS:

Players are permitted to modify their uniforms in any way provided they do not cover up or obscure any of the logos printed on the shirts and the resulting garment does not pose a threat to player safety.

DIVISION PREFERENCE:

Whenever possible, the SSL will separate programs into divisions based on playing experience, ability, and competitiveness. In the event multiple divisions are not possible, all players will be placed into a single division.

Division placement for all teams will be at the sole discretion of the SSL.

Any player, or team based on the majority of their players, that is determined to be in the incorrect division may, at any point during the season, be switched to the appropriate division at the discretion of the SSL.  

DRONES:

Drones, model planes, and any other unmanned aircraft are not permitted at any SSL activity.

FINALE WEEK FOR LEAGUES:

In the final week of league play, the top teams will compete in a single-elimination playoff to determine the league champion.  The playoff may be held on a day or at a venue other than the normal day and venue used for regular season games.

All other eligible teams in good standing with the league will be scheduled for a final game against a team similarly ranked in the final standings.

Championship and other participation prizes will be distributed at SSL discretion and include, but are not limited to, gift cards/vouchers to SSL partner establishments, league sponsor promotional items, and/or credits toward future SSL programs.

INCLEMENT WEATHER:

Prior to the start of the game, players and spectators should regularly check the SSL Rainoutline for venue status updates.  Players and spectators can also sign up for automatic updates via email and/or text message.  Details are available on the SSL website.

Once the game has started, gameday coordinators will work with facilities coordinators and SSL Operations personnel to monitor weather and playing conditions in order to determine if play will need to be suspended and/or games postponed.

GAME RESCHEDULING:

In the event of inclement weather or any other event that causes games to be postponed, the SSL will make every effort to reschedule. In the event of multiple cancellations, the SSL reserves the option to shorten the regular season and/or the playoff schedule. Makeup games may be scheduled on weekdays other than those regularly scheduled.  Makeup games may be scheduled at venues other than those regularly scheduled. Neither refunds nor pro-rated refunds will be given if the season is shortened due to inclement weather or due to actions taken by the venue.

FORFEITS:

If a team is short the minimum number of players to play a regulation game, the game will be ruled a forfeit.

In the case of an injured player, at the sole discretion of an SSL Official, a game may be continued if a team does not have the minimum number of players for a regulation game provided the team has a chance to win.

Teams forfeiting multiple games in a season are subject to removal from the league.

FORFEIT FINES:

If the forfeiting team is short the minimum number of players to play an exhibition game, a $50 forfeit fine will be assessed. 

This fine will be converted into either a gift card/voucher redeemable at a current SSL partner or a credit that can be used toward a future SSL program and distributed to the appropriate players of the offended team who showed up with no game to play.

The offended team, provided they are in good standing and do not owe any outstanding dues or fines to the league, can collect the forfeit fine gift card, voucher, or future credit from an SSL Coordinator during the final week of the season.  If the fineable forfeit occurs in the last week of the season, the offended team will receive a credit for participation in a future SSL program.

Teams must participate in the final week of the season in order to collect any forfeit fine gift cards, vouchers, or future credits they are owed.  If a team does not participate in the final week, any forfeit fine gift cards, vouchers, or future credits owed are forfeited.

Forfeit fines must be paid online within 72 hours.  Unpaid forfeit fines may result in additional forfeits and/or suspension from the league.  Teams with outstanding fines from past seasons will be barred from future registration in any SSL sport or event until they are paid in full.

Game forfeiture notice must be submitted via the SSL website by 5:00 PM on the preceding day (Friday for weekend games) in order to avoid the forfeit fine.  

The minimum number of players required to play an officiated exhibition game is noted in the “Roster” section of each sport’s respective rules document.

SPORTSMANSHIP:

We are all adults, and the SSL expects all participants and spectators to act like it. Unsportsmanlike behavior may result in disqualification.  At the request of an SSL Official, disqualified players or spectators must leave the playing area.  

Repeated or egregious unsportsmanlike behavior, including refusal to leave the playing area, will result in an extended suspension term.

Suspended players are not permitted to attend any current or future SSL leagues, tournaments, races, and social events until after having received written approval from SSL Player Services.  Violation of this policy may result in a team forfeit and additional suspension.

LET’S KEEP IT SOCIAL:

You may hear this from an SSL Official if someone is on the verge of committing an act not in accordance with the spirit of our programs.  It is simply a reminder for everyone to calm down, play the game, and keep it social!

TAKE A BREAK:

If a player is exhibiting overly aggressive or unsportsmanlike behavior or is otherwise posing an unnecessary risk to themselves or others, he or she may be directed to “take a break” by an SSL Official.  This is designed to prevent a more serious violation of SSL policies that would result in disqualification.

OVERLY COMPETITIVE PLAYERS:

All SSL sports are intended to be recreational. Any player or team who is deemed to be excessively competitive and/or overly aggressive may be removed from competition at the discretion of any SSL Official or gameday coordinator.

Overly competitive actions include, but are not necessarily limited to:

  • Running up the score
  • Refusing to include teammates in gameplay
  • Repeatedly targeting weaker players
  • Aggressive shouting (even if it is to yourself or a teammate)
  • Being too Physical
  • Arguing with, or directing negative comments toward, other players
  • Arguing with, or directing negative comments toward, SSL Officials
  • Attempting to deceive SSL Officials

DYNASTIES AND COMPETITION:

Everyone loves a little competition, but one team dominating a league season after season can spoil the fun for everybody.

If a group of players has dominated multiple seasons, the SSL will have the option to, in its sole discretion, request those players to form two or more separate teams to promote parity in the league or withdraw their registration entirely.  All subsequent registrations must then be approved by the SSL prior to registering.

indoor kickball rules

indoor kickball rules

PLAYING AREA:

During the pregame conference, the umpire will declare fair, foul, and dead-ball territories.  A ball that becomes lodged in any structure or enters another field of play is considered a dead-ball.

There are no home runs in SSL Indoor Kickball.

A kicked ball caught off the wall or ceiling is an out.  A kicked ball that is touched by a fielder before contacting the ground will be declared fair or foul based on the position of the ball when it is first touched by the fielder.

A kicked ball that first contacts the wall or ceiling prior to contacting the ground will be declared fair or foul depending on where it contacts the wall or ceiling.

A kicked ball that first contacts the wall or ceiling in foul territory prior to becoming dead will be declared foul.  A kicked ball that first contacts the wall or ceiling in fair territory prior to becoming dead will be declared a ground-rule double.

OFFICIALS:

The SSL will provide umpires for all games.  Excessive arguing with umpires will not be tolerated.

The umpire will be the official keeper of time and score in the game.

EQUIPMENT:

The SSL will provide indoor kickballs.  Gloves are not permitted.

Athletic shoes with non-marking soles are required while on the court.

PLAYING ROSTER:

The maximum numbers of players in the field is seven.  The minimum number of players is five.  The maximum number of males is four.  The minimum number of females is two.

A minimum of two females must play in a position other than catcher.

If one team is short the minimum number of players by game time, that team will automatically become the visitor and kick first.  If that team is still short the minimum number of players upon completion of the top of the first inning, the game will be ruled a forfeit.

The minimum number of players to play an officiated exhibition game, and avoid the forfeit fine, is four.

Late arriving players must be inserted into the bottom of the batting order or as close as possible to maintain gender order compliance.

Teams lose the ability to challenge a player’s eligibility after the third inning, except in the case of a late-arriving player.

LINE-UP CARDS:

Completed line-up cards (download here) must be handed to the umpire before the game begins. Cards must be filled out with each player’s first name and gender. The umpire’s card will be the official card. All changes to your line-up must be reported to the umpire.

FORMAT:

Each game consists of seven innings or as many as can be played in the time allotted, whichever is fewer.  No new inning shall begin after 45 minutes unless, at the discretion of the umpire, time permits.  The inning in play when the umpire declares time has expired shall be completed to determine a winner. Regular season games may end in a tie.

The game clock will start when the umpire calls for the captains to meet at home plate.

The home team will be determined by a coin flip or with a game of Rock, Paper, Scissors.

Games will be considered complete after seven innings or time has expired, whichever occurs first.  In the case of inclement weather or lighting failure, games will be considered complete after 30 minutes or 4 ½ innings provided the home team is leading.  Games that have not reached this point will resume from the point of interruption at a later date.

No new innings will start after the umpire has declared time expired. After the game is completed, teams are required to quickly clear the playing area for the next game.

FIELDING:

Play shall be ruled dead once the ball has been returned to the pitching area. Runners will be directed to occupy the appropriate base by the umpire at this time.

Fielders may move freely from one position to another.  No fielder may advance past the pitching area until the ball has been kicked.  If a fielder advances past this line and is in any way involved in the play, all affected runners will be ruled safe.

In addition to force and tag plays, a runner can be put out by throwing the ball and hitting that runner in the area at or below the shoulders.  Throwing the ball at a base will not put out a runner.

Hitting a runner with the ball above shoulder level is not allowed and the runner is safe, except for the following situations:

– If the runner intentionally uses the head to block the ball (runner is out).
– If the runner is ducking, diving, or sliding (i.e. attempting to dodge the ball) and is hit in the head because of this (runner is out).
– If the runner intentionally hits or kicks the ball out of bounds after being tagged out, the ball is dead and all runners must return to their original bases.

Fielders must stay out of the base path unless in the process of an immediate attempt at playing the ball.  Fielders attempting to put a runner out may have one foot on a base, but must lean out of the basepath to avoid obstructing the runner.

Obstruction on the part of the fielder shall be at the sole discretion of the umpire with the runner being awarded a minimum of one base.

The catcher must maintain a position well away from the kicker until the ball is kicked.  If it is determined that a catcher’s actions or position interfered with the play, all affected runners will be ruled safe.

A fielder may not kick the ball in order to advance it to another fielder.  If a fielder kicks the ball during a play, all runners will be ruled safe and awarded based as determined by their position at the time of the infraction.

INTENTIONAL DROP RULE:

While there is no infield fly rule in SSL Indoor Kickball, if a fielder is deemed to have intentionally dropped a fly ball or line drive in fair territory in order to gain a defensive advantage, the umpire shall declare the play dead, rule the kicker out, and return runners to their original bases.

PITCHING:

Each kicker will start with one strike.  A strike is recorded when the kicker swings and misses or kicks the ball foul.  The second foul ball with two strikes will be called strike three (“courtesy foul”).  Three strikes and the kicker will be declared out.

If the kicker has taken four consecutive pitches without swinging, the umpire shall announce to both the pitcher and the kicker that the Taken Pitch Rule will be put into effect. If the kicker does not swing at the next pitch, the umpire, at their discretion, will issue a walk or a strikeout based on the ratio of good pitches to bad.  For example, if the kicker takes three bad pitches and two good pitches, the kicker will walk. If the kicker swings, the Taken Pitch count will be reset to zero.

A good pitch is one, in the umpire’s judgment, that is kickable and satisfies all pitch and strike-zone requirements.

A player may pitch a maximum of 2 innings during a single game, after which a new pitcher must be used. Once a player has delivered a pitch in an inning, that inning shall count in full toward his or her inning pitch limit.

All pitches must be underhand, straight, and slow.  All action will stand if the kicker attempts to kick the ball.

A player may pitch a maximum of 2 innings during a single game, after which a new pitcher must be used. Once a player has delivered a pitch in an inning, that inning shall count in full toward his or her inning pitch limit.

A pitched ball must either roll or bounce at least twice before reaching the strike zone to be considered a strike.

A pitched ball may not bounce higher than one foot (as measured from the bottom of the ball). If the ball is bouncing higher than one foot off the ground at any point before it reaches the strike zone, then it is a ball.

The strike zone extends to two feet on either side of home plate, and one foot high. There will be a box around home plate which marks the strike zone. If any part of the ball falls within the zone or hits the line (and meets the conditions above), then it is a strike.

All walks are one-base awards regardless of the number of outs.

KICKING:

Everyone on your team must kick.  No more than two males may kick consecutively.  A female may kick twice in order to accommodate this requirement.

If a team plays with fewer than three females, they must play short and will receive an automatic out when that position is reached in the kicking order.

All kicks must be made by the foot only and touched only once.  If a knee ball or double-kick occurs, the ball will be ruled foul.

The plant foot must be on or behind the line in front of home plate. If the line is crossed and the ball is put in play on the ground, it will be ruled foul.

Kickers may not stop the ball with their foot and then kick it.

BUNTING:

Bunting is allowed. However, when a male is kicking, the pitcher shall be allowed to advance beyond the pitching area toward home plate prior to the ball being kicked.  When a female is kicking, the pitcher must remain within the pitching area until the ball is kicked.

KICKING OUT OF ORDER:

If the error is discovered while the incorrect kicker is at-kick, then the correct kicker will assume the ball/strike count of the incorrect kicker. If the error is discovered after the incorrect kicker has safely reached base, the incorrect kicker will be called out, and all runners will return to their original base. The opposing team must make the umpire aware of “kicking out of order” before a pitch is thrown to the next kicker. If it is not, then the incorrect kicker will stay on base with the kicking order continuing thereafter in the proper order.

BASE RUNNING:

Runners must stay within the base path while advancing between bases.  A runner who is outside of the base path will be called out.

If a “safety” base in being used, runners must only touch that base while running and leave the inner base for the fielder.

The kicker-runner may overrun first base if he or she touches the wall or barrier with a hand.  This act signifies no intent to advance to second base.

Neither leading off nor stealing bases is permitted.

Runners must give up their position and avoid contact with other players at all times.  Excessive or unsportsmanlike contact will result in an immediate ejection.  At the discretion of the SSL, an ejected player may face further suspension.

Interference on the part of the runner shall be at the sole discretion of the umpire and will result in the runner being called out.

Sliding is not permitted and will result in an automatic out.

When two runners are on the same base at the same time, the fielder has the choice of tagging either runner with the ball. The runner who is tagged is out and the other runner is safe and may stay on the base.

COURTESY RUNNER:

A courtesy runner may replace an injured runner once that runner has reach base and all action has stopped.  If a female runner is injured, the last female out will become the courtesy runner.  If a male runner is injured, the last out regardless of gender will become the courtesy runner.

SCORING:

Teams may score a maximum of five runs per inning. After the fifth run crosses home plate, the umpire will call time and stop play regardless of the number of outs.

The only exception to the five-run rule shall be in the final inning with the scoring team behind.  The scoring team shall have the opportunity to score as many runs as needed in order to gain a run advantage.  If multiple runs are scored on the final play that gives that team a run advantage, all runs shall count and that half inning will be over.

The run rule will be put into effect and the game called if one team is ahead by 12 runs or more upon completion of the fifth inning (top of the fifth if the home team is ahead).

PLAYOFF RULES:

The run rule will be put into effect and the game called if one team is ahead by 12 runs or more upon completion of the fifth inning (top of the fifth if the home team is ahead), or ahead by 15 runs or more upon completion of the fourth inning (top of the fourth if the home team is ahead).

If extra innings are required in a playoff game, both teams will have the opportunity to kick. The player who was at-kick the previous inning when the third out was recorded will start at second base with no outs. The kicker will start with a 3-2 count and no courtesy foul (1-pitch format). This format will continue for all extra innings until a winning team is established.

STANDINGS:

Teams earn three points for a win, one point for a tie, and zero points for a loss.  Teams are ranked in order based on the following criteria:

  • Total Standings Points
  • Head to Head
  • Total Runs Allowed
  • Total Run Differential

Any rules not specifically mentioned here follow those set forth by the SSL governing Kickball.

DYNASTY RULE:

Everyone loves a little competition, but one team dominating a league season after season can spoil the fun for everybody.

If a team retaining more than five players has won three championships in consecutive seasons for which they have been registered, the SSL will have the option to, in its discretion, request that team to form two or more separate teams to promote parity in the league or withdraw their registration. That team will then have the opportunity to form two separate teams with each subsequent roster approved by the SSL.

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