Sports
Kickball games
Diamond, kicking-order, base-running, and fielding games for parks, school fields, and social kickball groups.
All Kickball games (60)
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Bunt and Sprint Kickball
Turn soft bunts and clean first-base running into a quick kickball inning.
Players: 6-18Time: 15-40 minEnergy: High
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Line-Drive Kick Race
Score controlled line-drive kicks through a marked center lane.
Players: 6-18Time: 15-40 minEnergy: High
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Two-Base Relay Kickball
Each participant completes two separate controlled kick-and-run legs—home to first, then second to third—in FIFO order with no defense or throws.
Players: 6-18Time: 15-40 minEnergy: High
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Force-Out Freeze
Practice kickball force plays with runners already on base.
Players: 6-18Time: 15-40 minEnergy: High
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No-Head-Throw Tag Round
Make close kickball tags safer by scoring only legal waist-down or base-touch stops.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Around the Horn
Race a safe throwing sequence against one base runner.
Players: 6-18Time: 15-40 minEnergy: High
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First-Base Safety Lane
Teach cleaner first-base spacing while still playing a live kickball rep.
Players: 6-18Time: 15-40 minEnergy: High
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Kick Order Captain
Let captains manage a fair kicking order while everyone gets a turn.
Players: 6-18Time: 15-40 minEnergy: High
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Overthrow One-Base Challenge
Practice kickball overthrow limits with a short live base-running round.
Players: 6-18Time: 15-40 minEnergy: High
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Pitcher Roll Target
Score controlled kickball rolls before starting full innings.
Players: 6-18Time: 15-40 minEnergy: High
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Kicker Box Precision
Make the kick location visible and easy to judge.
Players: 6-18Time: 15-40 minEnergy: High
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Fly-Ball Tag-Up Race
Turn tag-up timing into a short kickball race.
Players: 6-18Time: 15-40 minEnergy: High
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Base Coach Signal Round
Practice base-coach communication without touching runners.
Players: 6-18Time: 15-40 minEnergy: High
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Short-Field Kickball 5s
Run a faster kickball game when the group has a small space.
Players: 6-18Time: 15-40 minEnergy: High
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Home-Plate Run Race
Practice scoring from third with clear plate spacing.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Cutoff Call
Build smarter kickball relays instead of wild long throws.
Players: 6-18Time: 15-40 minEnergy: High
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Foul-Line Finder
Score controlled sideline kicks without chasing unsafe foul balls.
Players: 6-18Time: 15-40 minEnergy: High
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Runner Hold-or-Go
Practice base-running choices with visible coach calls.
Players: 6-18Time: 15-40 minEnergy: High
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Infield Hands Kickball
Make kickball infield grounders playable and fast to repeat.
Players: 6-18Time: 15-40 minEnergy: High
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Outfield Safe Catch Chase
Reward loud, safe outfield calls and controlled returns.
Players: 6-18Time: 15-40 minEnergy: High
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Three-Out Mini Inning
Run a full kickball inning in a compact, repeatable format.
Players: 6-18Time: 15-40 minEnergy: High
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Mercy-Run Reset
Keep kickball innings balanced with a clear run cap.
Players: 6-18Time: 15-40 minEnergy: High
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Pitcher-Catcher Sync
Make pitcher-catcher spacing visible before live kickball begins.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Knock-In
Turn run creation into a short kickball RBI game.
Players: 6-18Time: 15-40 minEnergy: High
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Diamond Position Draft
Teach kickball positioning through a quick draft and rotation.
Players: 6-18Time: 15-40 minEnergy: High
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Two-Foul Pressure Kick
Create pressure at-bats with a clear foul limit.
Players: 6-18Time: 15-40 minEnergy: High
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Rundown Escape Lane
Practice kickball rundowns with a no-contact lane.
Players: 6-18Time: 15-40 minEnergy: High
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One-Pitch Kickball
Speed up kickball with one-pitch at-bats and quick defense.
Players: 6-18Time: 15-40 minEnergy: High
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Captain's Challenge Call
Make rules part of the game without slowing every call.
Players: 6-18Time: 15-40 minEnergy: High
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Last-Kicker Rally
Give a kickball inning a clear comeback moment.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Zone Ladder
Climb scoring zones with equal turns.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Equal-Turn Sprint
Short race with equal turns for everyone.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Partner Handoff
Partners alternate legal attempts.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Soft-Touch Control
Soft controlled attempts only this round.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Captain Setup Call
Captain locks one safe rule before the round.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Verify-First Finish
No cheer until the result is verified.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Comeback Lane
Trailing side gets one legal extra finale attempt.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Blind Order Draw
Draw turn order before play.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Kids Track Split
Kids use a simpler track on the same flow.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Process Sheet Round
Visible score sheet scores 1 process point.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Boundary Respect
Out past the hard line scores 0.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Practice Beat Free
One free practice attempt before scoring.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Honesty Self-Call
Self-called fouls earn 1 honesty point.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Shared Team Mean
Match uses team average.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Silent Focus Beat
One round uses gestures only.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Mirror Match
Copy the prior legal attempt style with equal turns.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Relay Chain
Each teammate completes one legal attempt in order.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Target Swap
Targets or prompts swap mid-round once.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Precision Window
Only attempts inside a tight window score.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Warm Seat Start
New players get one free orientation turn.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Shadow Score
Keep a shadow sheet for disputed calls.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Pace Ladder
Each equal-turn set slightly speeds the table clock.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Split Field
Two fair sub-fields run the same rules in parallel.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Guest Guide
A guest sets one safe house rule for the round.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Carry Token
Bank one legal success as a carry into the next set.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Quiet Corner
Offer a quiet lane or seat for low-stim play.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Spotter Assist
One named spotter may stabilize props once per turn.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Tiebreak Draw
Ties resolve with one equal-turn sudden finish.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Shared Trophy
Celebrate co-winners when totals match after verify.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Reset Ritual
Group reset between sets earns one process point.
Players: 6-18Time: 15-40 minEnergy: High
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Kickball Twists (60)
Optional one-rule scoring twists for a game your group already plays.
Safety Base Bonus
Correct safe-lane use on a close first-base play earns 1 extra runner point.
- Correct safe-lane use on a close first-base play earns 1 extra runner point.
- Use the separated runner/fielder targets from First-Base Safety Lane. Host marks a close play only when both arrivals require a timing call; an unobstructed correct runner-lane finish earns 1 extra point regardless of safe/out. At most once per rep; no crowding is tolerated. Keep this bonus separate from that drill’s ordinary lane-use 1. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Safety Base Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Safety Base Bonus; stop at the agreed finish condition.
No-Head-Throw Reset
Direct thrown-ball head or neck contact immediately kills play, awards no defensive out, and places runners by one exact safe-base rule.
- Setup: Before a three-inning house game, announce the direct head/neck rule, near-miss warning, runner placement, repeat-thrower consequence, and concussion/substitute protocol.
- Direct thrown-ball head/neck contact: STOP and dead ball; the contacted runner is safe at the base they were approaching, other runners return to the last base unless forced, and the runner team receives 1 safety point maximum for the play.
- A near miss is dead ball with 0 points; runners return to the last base and the thrower is warned. A repeat unsafe thrower sits the inning.
- Suspected concussion means immediate removal and no same-day return; a safe substitute enters at the affected runner's last occupied base, or the game ends no contest when no substitute is available.
Called Bunt Zone
A called fair bunt-zone placement earns 2 instead of the ordinary bunt placement point.
- A called fair bunt-zone placement earns 2 instead of the ordinary bunt placement point.
- Use Bunt and Sprint Kickball’s 3 m-deep split zone. Call left/right before the roll; a qualifying fair bunt settling or first fielded wholly in the called corner earns 2 placement points when the kicker safely reaches first, replacing base bunt 1. A later legal run still earns 2. This replaces the separate final-corner bonus rather than stacking with it. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Called Bunt Zone as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Called Bunt Zone; stop at the agreed finish condition.
One-Base Overthrow
Use one announced reference instant and destination for every overthrow call.
- Use one announced reference instant and destination for every overthrow call.
- Use Overthrow One-Base Challenge’s dead-ball teaching award: freeze when a throw enters foul; allow one base beyond the base then occupied or approached, not two beyond the last occupied base. Correct independent destination calls earn defense 1 per shown scenario; this is not another point on top of that activity’s same correct-call award. Walk after STOP; do not chase or manufacture unsafe throws. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score One-Base Overthrow as 1 challenge point, separate from the main score.
- Reset and rotate evenly after One-Base Overthrow; stop at the agreed finish condition.
Base Coach Point
A timely legal coach signal followed to a safe base earns 1 coach point.
- A timely legal coach signal followed to a safe base earns 1 coach point.
- Assign one coach outside the path and a distinct destination. Call GO before the runner leaves; the runner must arrive safely without physical assistance for the coach’s extra 1. HOLD earns no advance bonus. Rotate the same coaching opportunities; emergency calls stay unrestricted. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Base Coach Point as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Base Coach Point; stop at the agreed finish condition.
Force Play Focus
Only controlled force outs earn the declared defensive bonus during a matching inning.
- Only controlled force outs earn the declared defensive bonus during a matching inning.
- In a three-out run game, declare 1 extra defensive point per controlled force before the game. A force exists only when the kicker becoming a runner displaces an unbroken occupied chain; control plus forced-base touch must beat that runner. Ordinary safe held-ball tag outs and caught-kick outs still count as outs but earn no force bonus. Apply to both halves of one named inning. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Force Play Focus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Force Play Focus; stop at the agreed finish condition.
Tag-Up Bonus
Correct tagging and a safe next-base advance earn 1; an early leave gives defense 1.
- Correct tagging and a safe next-base advance earn 1; an early leave gives defense 1.
- Use Fly-Ball Tag-Up Race’s isolated drill and later fully-controlled-catch cue. Stay on or retouch the starting base until control, then advance to the separate target. A drop is a reset. This is its base tag-up/early-leave award once, not another 1 added to the same event; the ordinary full-game first-touch rule remains separate. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Tag-Up Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Tag-Up Bonus; stop at the agreed finish condition.
Cutoff Hero
A cutoff retaining control and stopping an unready relay earns 1 recognition point.
- A cutoff retaining control and stopping an unready relay earns 1 recognition point.
- Use the single unscored readiness rehearsal in Kickball Cutoff Call. Show an unready receiver while stopped; the cutoff holds and signals STOP instead of throwing. Give everyone one equal scenario, maximum 1. Never intentionally place anyone at risk to earn the point; a live hazard always stops play. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Cutoff Hero as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Cutoff Hero; stop at the agreed finish condition.
Two-Foul Pressure
The third foul ends the at-bat and earns defense 1 challenge point.
- The third foul ends the at-bat and earns defense 1 challenge point.
- Use Two-Foul Pressure Kick’s visible separate foul and strike counts. Announce counts before each roll; a foul adds only to fouls, not strikes. A fair ball ends the at-bat; legal misses/taken rolls add strikes and three strikes also end it. The defensive 1 is that activity’s existing out award, not a second point. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available.
- Score Two-Foul Pressure as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Two-Foul Pressure; stop at the agreed finish condition.
Last Kicker Double
The named final kicker’s legal run is 2; a clean out of that kicker earns defense 1 extra.
- The named final kicker’s legal run is 2; a clean out of that kicker earns defense 1 extra.
- Use Last-Kicker Rally’s finite final-play end. A normal run is 1, so final-kicker 2 replaces it rather than adding 2. Defense earns 1 extra only for a legal clean out of that final kicker; ordinary outs have no base scoring point in that host format. Apply the same allowance in both halves and keep the run cap. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Last Kicker Double as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Last Kicker Double; stop at the agreed finish condition.
Pitch Target Call
Call inside, middle or outside before a legal roll; the called strip earns 1.
- Call inside, middle or outside before a legal roll; the called strip earns 1.
- Use Pitcher Roll Target’s marked three-strip corridor and low legal roll demonstration. The ball center must cross the called strip at home; a strip boundary or wrong strip earns 0 in this call mode. Use five rolls each and compare separately from the ordinary uncalled corridor mode; never double-award the same 1. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Pitch Target Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Pitch Target Call; stop at the agreed finish condition.
No Sliding Rule
Use only a wide clear lane and stand-up finish; a safe completed finish earns 1 bonus.
- Use only a wide clear lane and stand-up finish; a safe completed finish earns 1 bonus.
- Apply once per runner rep in First-Base Safety Lane or Home-Plate Run Race, after confirming separate receiver/runout targets. A correct safe stand-up target touch earns 1 extra, regardless of a lost timing race; no slide or contact can qualify. Stop and reset crowding immediately. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score No Sliding Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after No Sliding Rule; stop at the agreed finish condition.
Everyone Kicks
Finish one complete willing-player order before repeats; a clean order earns 2.
- Finish one complete willing-player order before repeats; a clean order earns 2.
- Post the eligible willing order and record passes before the half. Complete it without an order error for 2 team points, once per half; a half ending early earns 0. In Kick Order Captain this replaces its ordinary order bonus 1, rather than stacking. Nobody must kick through discomfort to preserve a bonus. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Everyone Kicks as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Everyone Kicks; stop at the agreed finish condition.
Runner Hold Call
A correct unforced HOLD called before destination receipt earns 1 coach point.
- A correct unforced HOLD called before destination receipt earns 1 coach point.
- Use Runner Hold-or-Go’s shown scenarios. The third-base runner can hold without a force; the runner on first must go when forced unless a safety STOP applies. Award 1 for a correct unforced HOLD or necessary safety STOP, once per shown scenario and without requiring an unsafe act. It is the base correct-decision point, not an added duplicate. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Runner Hold Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Runner Hold Call; stop at the agreed finish condition.
Outfield Voice
A controlled called catch earns 2 total; a silent valid catch can still make an ordinary out.
- A controlled called catch earns 2 total; a silent valid catch can still make an ordinary out.
- Use one assigned catcher and one yielding backup. A timely agreed mine/yours spoken or visible signal plus controlled catch earns 2 instead of an ordinary catch point 1; never multiply Outfield Safe Catch Chase’s existing 2 into 4. A silent catch receives no voice bonus but does not erase a valid ordinary caught-kick out in a game. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Outfield Voice as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Outfield Voice; stop at the agreed finish condition.
Low Tag Only
A legal gentle waist-down held-ball tag or qualified target touch can earn 1 extra.
- A legal gentle waist-down held-ball tag or qualified target touch can earn 1 extra.
- Use the named host: an ordinary game requires an actual force for a base-touch out; No-Head-Throw Tag Round and Rundown Escape Lane instead declare separate house timing targets. Award the receiving defender 1 extra for the specified legal stop, once per rep. No ball is thrown at a person. Unsafe tags stop and void the rep; never count a high throw as an out. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Low Tag Only as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Low Tag Only; stop at the agreed finish condition.
Mercy Run Cap
Stop at the posted cap; the kicking side earns 1 compliance point per capped half.
- Stop at the posted cap; the kicking side earns 1 compliance point per capped half.
- Use Mercy-Run Reset, posting the same cap for both matching halves. When the cap is reached, end scoring immediately and award that kicking side 1 compliance point for a safe stopped reset, once. A half ending below cap earns no compliance point; its defense may still receive that activity’s separate under-cap reset 1. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Mercy Run Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Mercy Run Cap; stop at the agreed finish condition.
Opposite-Line Kick
A fair kick through the called opposite-line strip earns 2 placement points.
- A fair kick through the called opposite-line strip earns 2 placement points.
- Use Foul-Line Finder’s 1 m fair strips. Kicker states the intended opposite line before the roll; the host confirms the chosen left/right strip. Called strip earns 2, another fair kick 1, foul/miss 0; these replace that drill’s same placement values and are not added again. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Opposite-Line Kick as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Opposite-Line Kick; stop at the agreed finish condition.
Relay Before Tag
A controlled relay followed by a legal low held-ball tag earns 2 defensive points.
- A controlled relay followed by a legal low held-ball tag earns 2 defensive points.
- Use Rundown Escape Lane with separated throw and run paths. At least one completed controlled pass must precede the gentle waist-down held-ball tag; this 2 replaces its ordinary defensive 1 for that rep. A house target touch can still earn base 1 but no relay-tag 2. Stop whenever safe spacing is lost; nobody is chased into a throw. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Relay Before Tag as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Relay Before Tag; stop at the agreed finish condition.
Coach Challenge
Each captain gets one spent-on-use discretionary challenge; a correct correction earns 1.
- Each captain gets one spent-on-use discretionary challenge; a correct correction earns 1.
- Use Captain’s Challenge Call’s STOP-before-next-pitch procedure and shown rules. Incorrect or unsupported requests earn 0 and still spend the token; a supported ruling correction earns 1 once. Immediate safety stops are unlimited and separate, and this modifier never grants a second challenge token. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Coach Challenge as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Coach Challenge; stop at the agreed finish condition.
Kicking Box Bonus
A fair kick with observed legal plant foot earns 1 bonus.
- A fair kick with observed legal plant foot earns 1 bonus.
- Mark the plant-foot line and box as in Kicker Box Precision. Host stands clear and observes no foot crossing and some foot within the box at contact. In a run game add 1 placement point once per fair legal kick; in Kicker Box Precision this is already its ordinary qualifying point, so do not duplicate it. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Kicking Box Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kicking Box Bonus; stop at the agreed finish condition.
First Pitch Swing
A fair kick of the first legal roll earns 1 placement point.
- A fair kick of the first legal roll earns 1 placement point.
- Use the shown low corridor and box rule. A wild or unsafe roll never consumes the first legal chance; correct and replace it. One fair kick on that first legal roll adds 1 to a run game’s placement ledger; a miss/take/foul earns no bonus, using the host’s stated at-bat consequences. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score First Pitch Swing as 1 challenge point, separate from the main score.
- Reset and rotate evenly after First Pitch Swing; stop at the agreed finish condition.
Defense Shift Call
One ready-and-clear pre-pitch shift followed by a clean out earns 1 extra defensive point.
- One ready-and-clear pre-pitch shift followed by a clean out earns 1 extra defensive point.
- Before the named pitch, host stops play and approves one position change with all kicking/running paths clear. Confirm ready before GO. Award 1 only if the repositioned fielder directly makes a legal controlled catch, force or held-ball tag out on that play, once. No mid-pitch move or safety intervention creates a bonus. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Defense Shift Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Defense Shift Call; stop at the agreed finish condition.
Runner Lane Reset
Crowding causes an immediate stop and safe reset; clearing the cause earns at most 1 recognition point.
- Crowding causes an immediate stop and safe reset; clearing the cause earns at most 1 recognition point.
- Dead ball first: return runners to their last safely occupied bases without an out or running point. Host identifies the cause and confirms the path clear before GO. A side making the required correction receives 1 recognition point at most once per game, never for creating or repeating crowding. Keep this recognition separate from runs and give no unsafe-play scoring award. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Runner Lane Reset as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Runner Lane Reset; stop at the agreed finish condition.
Pitcher Control Streak
Three consecutive legal low corridor rolls earn 1 streak point.
- Three consecutive legal low corridor rolls earn 1 streak point.
- Use Pitcher Roll Target’s five-roll turn and legal corridor/bounce demonstration. The first completed streak of three earns 1 once; a miss resets the streak, and later rolls cannot generate overlapping awards. This extra streak point is separate from the ordinary roll totals, maximum 1 per five-roll turn. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Pitcher Control Streak as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Pitcher Control Streak; stop at the agreed finish condition.
Third-Base Coach Lock
Only the assigned third-base coach makes tactical send-home calls; a safe send earns 2.
- Only the assigned third-base coach makes tactical send-home calls; a safe send earns 2.
- Apply in a named inning of a run game to both sides. Assign an accessible agreed GO/HOLD signal outside paths. A timely GO followed by that runner’s legal safe home touch earns 2 extra coaching points, once per runner play; physical help invalidates it. Anyone may still call STOP for safety, and runners may stop or decline a send. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Third-Base Coach Lock as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Third-Base Coach Lock; stop at the agreed finish condition.
Grounder Bonus
A controlled fair ground kick through a marked infield gate earns 1 extra placement point.
- A controlled fair ground kick through a marked infield gate earns 1 extra placement point.
- Mark a 2 m gate at a shared shallow-infield distance, leaving every person clear. Judge the ball’s first passage on the ground through it; an airborne crossing or foul earns 0. Award 1 once per kick without requiring speed or power; it does not add twice to Kickball Knock-In’s same right-gate bonus. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Grounder Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Grounder Bonus; stop at the agreed finish condition.
No Ghost Runner
Show every real or recorded runner before the pitch; correct tracking earns 1 per half.
- Show every real or recorded runner before the pitch; correct tracking earns 1 per half.
- In a small-side run game, record each occupied base and runner identity visibly when a player must return to kick. Before every pitch show the occupied map; recorded runners advance exactly one base only when forced by a fair kick, with no unforced extra base, never by imagination. A whole half with accurate tracking earns 1 team point once; correct mistakes while stopped before continuing. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score No Ghost Runner as 1 challenge point, separate from the main score.
- Reset and rotate evenly after No Ghost Runner; stop at the agreed finish condition.
Home Plate Calm
A legal home run finish without contact or crowding earns 1 extra.
- A legal home run finish without contact or crowding earns 1 extra.
- Use separate runner/receiver home targets and the marked stand-up path. Award 1 once for the runner’s legal home touch with clear approach/runout; this does not mean a ball kicked over a distant boundary. Stop an unsafe plate play, restore the last safely occupied bases and clear the cause before reset; no bonus or defensive out comes from the unsafe play. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score Home Plate Calm as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Home Plate Calm; stop at the agreed finish condition.
STUD Fair Call
A calm accurate explanation of a close call earns 1 recognition point.
- A calm accurate explanation of a close call earns 1 recognition point.
- After STOP the host applies the shown fair/foul, timing or force rule. If the group agrees one explanation was accurate and respectful, credit its speaker 1 recognition point, at most once per person per game. This does not buy a changed ruling, erase an out or spend a safety stop; unresolvable observations retain the announced call without a bonus. Use a clear diamond, soft kickball, no head throws, no sliding into people, no metal cleats, and a safety base or wide first-base lane when available. Scored results are tracked as challenge points.
- Score STUD Fair Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after STUD Fair Call; stop at the agreed finish condition.
Kickball Announced Bonus Zone
One announced zone or prompt scores double once.
- One announced zone or prompt scores double once.
- Announce before attempts begin. Mark the bonus gate or target area before the first kick and explain which controlled result qualifies. Apply the one-time double score only after checking that result. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Announced Bonus Zone as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Announced Bonus Zone; stop at the agreed finish condition.
Kickball Equal Attempt Cap
Everyone gets the same attempt count before totals.
- Everyone gets the same attempt count before totals.
- Extra attempts outside the cap score 0. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Equal Attempt Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Equal Attempt Cap; stop at the agreed finish condition.
Kickball Neutral Verify Rule
A neutral player verifies disputed results.
- A neutral player verifies disputed results.
- Replay if the group cannot agree. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Neutral Verify Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Neutral Verify Rule; stop at the agreed finish condition.
Kickball Soft Reset Token
One clean reset can restart an interrupted turn.
- One clean reset can restart an interrupted turn.
- Resets never erase safety stops. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Soft Reset Token as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Soft Reset Token; stop at the agreed finish condition.
Kickball Role Rotate Call
Caller, scorer, and starter roles rotate each round.
- Caller, scorer, and starter roles rotate each round.
- Nobody is stuck judging alone. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Role Rotate Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Role Rotate Call; stop at the agreed finish condition.
Kickball Low-Impact Option
Any player may choose the lower-impact version first.
- Any player may choose the lower-impact version first.
- Lower-impact completion scores the same. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Low-Impact Option as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Low-Impact Option; stop at the agreed finish condition.
Kickball No-Shame Pass Rule
Passing never reduces future fair turns.
- Passing never reduces future fair turns.
- Celebrate participation. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball No-Shame Pass Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball No-Shame Pass Rule; stop at the agreed finish condition.
Kickball Banked Streak Rule
Bank a clean streak before risking the next attempt.
- Bank a clean streak before risking the next attempt.
- Unbanked misses reset only the current streak. Record points from verified kicks before the next attempt in the streak. A later miss leaves the banked points intact. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Banked Streak Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Banked Streak Rule; stop at the agreed finish condition.
Kickball First Clean Bonus
First clean legal result of the round earns +1.
- First clean legal result of the round earns +1.
- Must be verified before the next turn. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball First Clean Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball First Clean Bonus; stop at the agreed finish condition.
Kickball Boundary Zero Rule
Boundary breaks score 0 for that attempt.
- Boundary breaks score 0 for that attempt.
- Set boundaries before play. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Boundary Zero Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Boundary Zero Rule; stop at the agreed finish condition.
Kickball Captain Fair Call
Captain names one fair scoring clarification pre-round.
- Captain names one fair scoring clarification pre-round.
- Cannot add unsafe or money rules. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Captain Fair Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Captain Fair Call; stop at the agreed finish condition.
Kickball Partner Assist Cap
One invited assist is allowed per trailing player.
- One invited assist is allowed per trailing player.
- Assists cannot take over the whole turn. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Partner Assist Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Partner Assist Cap; stop at the agreed finish condition.
Kickball Tempo Cap Rule
One slow-down call must be honored.
- One slow-down call must be honored.
- No shaming for pace requests. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Tempo Cap Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Tempo Cap Rule; stop at the agreed finish condition.
Kickball Clean Credits Rule
Group reset scores 1 shared process point.
- Group reset scores 1 shared process point.
- Leave the space better than found. For the shared reset point, call the field clear for retrieval, return the ball to its agreed start, and check the bases or target markers before the next kicker begins. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Clean Credits Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Clean Credits Rule; stop at the agreed finish condition.
Kickball Finale Double Cap
Announced final equal-turn set scores double.
- Announced final equal-turn set scores double.
- Fouls still score 0. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Finale Double Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Finale Double Cap; stop at the agreed finish condition.
Kickball Open Table Invite
Anyone waiting may join the next equal-turn set.
- Anyone waiting may join the next equal-turn set.
- Wait for the next set to add a player; do not interrupt an attempt already in progress. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Open Table Invite as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Open Table Invite; stop at the agreed finish condition.
Kickball Soft Landing Rule
A safe miss scores 0; respond without blame.
- A safe miss scores 0; respond without blame.
- Encourage the player as they reset safely for the next attempt. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Soft Landing Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Soft Landing Rule; stop at the agreed finish condition.
Kickball Dual Scorer Check
Have two scorers agree on the totals before making them final.
- Have two scorers agree on the totals before making them final.
- If a result is disputed, replay only that attempt. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Dual Scorer Check as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Dual Scorer Check; stop at the agreed finish condition.
Kickball Skill Band Split
Split players into two skill groups that use the same winning condition.
- Split players into two skill groups that use the same winning condition.
- Recognize the result in each group separately. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Skill Band Split as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Skill Band Split; stop at the agreed finish condition.
Kickball Prop Budget Cap
Each side must use only the announced equipment.
- Each side must use only the announced equipment.
- An attempt using equipment outside that allowance scores 0. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Prop Budget Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Prop Budget Cap; stop at the agreed finish condition.
Kickball Kind Coach Line
Each trailing player may receive one coaching tip per set.
- Each trailing player may receive one coaching tip per set.
- The coach gives advice; the player must make the attempt. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Kind Coach Line as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Kind Coach Line; stop at the agreed finish condition.
Kickball Weather Pause Token
Pause the clock once for weather or noise.
- Pause the clock once for weather or noise.
- When play resumes, each side must still have the same number of turns remaining. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Weather Pause Token as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Weather Pause Token; stop at the agreed finish condition.
Kickball Consent Prompt Swap
Any player may exchange one prompt for a PG option they are more comfortable with.
- Any player may exchange one prompt for a PG option they are more comfortable with.
- The swap does not use up the player's turn. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Consent Prompt Swap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Consent Prompt Swap; stop at the agreed finish condition.
Kickball Floor Clear Bonus
Clear the play area completely after play to earn 1 shared process point.
- Clear the play area completely after play to earn 1 shared process point.
- The group loses this bonus if anything unsafe is left behind. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Floor Clear Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Floor Clear Bonus; stop at the agreed finish condition.
Kickball Last Call Equalizer
The trailing side chooses who starts the final set of equal turns.
- The trailing side chooses who starts the final set of equal turns.
- Only the starting order changes; the attempt rules stay the same. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Last Call Equalizer as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Last Call Equalizer; stop at the agreed finish condition.
Kickball Observer Vote Cap
Observers may settle one tie by a respectful majority vote.
- Observers may settle one tie by a respectful majority vote.
- Players may decline the vote and replay instead. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Observer Vote Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Observer Vote Cap; stop at the agreed finish condition.
Kickball Hydration Break Mark
Announce a water break during the set, then resume scoring after the break.
- Announce a water break during the set, then resume scoring after the break.
- Use the break for water, not to delay play for an advantage. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Hydration Break Mark as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Hydration Break Mark; stop at the agreed finish condition.
Kickball Rookie Shield
First-time players may discard one foul without score loss.
- First-time players may discard one foul without score loss.
- Shield is once per gathering. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Rookie Shield as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Rookie Shield; stop at the agreed finish condition.
Kickball Spotlight Pass
Winners pass the next starter role to another side.
- Winners pass the next starter role to another side.
- Winners must make this handoff once. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Spotlight Pass as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Spotlight Pass; stop at the agreed finish condition.
Kickball Memory Note Rule
Write one rule clarification on a visible card.
- Write one rule clarification on a visible card.
- Use the written clarification to settle disagreements about the rule during the round. Soft kicks only toward open field; no head throws; mark bases clearly. Scored results are tracked as challenge points.
- Score Kickball Memory Note Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kickball Memory Note Rule; stop at the agreed finish condition.




























































