DC Recess
We brought back the best part of the day.
Add joy, giggles, and play into your day with a different game each week from dodgeball to kickball.
Ready to take a break? Whether you’re a free agent looking for a team or a captain already in charge, come play with us.
Related
Find a League
Adams Morgan – Kickball
Venue | Start Date | When | Type | Level | Bar | Status |
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Walter Pierce Park | September 10 | SUN 3:00 PM ‑ 6:00 PM | Mixed Gender | Social (Grass) | Grand Central |
In Play
Get Info »
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Glow League! Walter Pierce Park
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September 13 | WED7:00PM‑9:30PM | Coed | Social (Glow) | Grand Central |
In Play
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Adams Morgan – Volleyball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
H.D. Cooke School | September 11 | MON6:00‑9:30PM | Mixed Gender | Social (Indoor) | Grand Central |
In Play
Get Info »
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H.D. Cooke School | September 14 | THU6:00‑9:30PM | Mixed Gender | Social (Indoor) | Grand Central |
In Play
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H.D. Cooke School | September 12 | TUE6:00‑9:30PM | Mixed Gender | Social (Indoor) | Grand Central |
In Play
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Alexandria – Basketball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Alexandria Boys & Girls Club | January 19 | THU7:30‑10:30PM | Open | Social (Indoor) |
Sold Out
Get Info »
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Alexandria – Volleyball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Alexandria Boys & Girls Club | October 19 | THU7:30‑10:30PM | Mixed Gender | Social (Indoor) | TBD |
Open
Get Info »
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Charles Houston Rec Center | September 12 | TUE7:00PM‑10:00PM | Mixed Gender | Social (Indoor) |
In Play
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Arlington – Bocce
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Continental Beer Garden | September 21 | THU6:30‑10:00PM | Open | Social (Glow) | Continental Beer Garden |
In Play
Get Info »
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Arlington – Cornhole
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Spider Kelly's | September 20 | WED6:30‑10:00PM | Open | Social (Alternate) | Spider Kellys |
In Play
Get Info »
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Continental | September 19 | TUE6:30‑9:30PM | Open | Social (Alternate) | Continental Beer Garden |
In Play
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Arlington – Flag Football
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Bluemont Park | September 10 | SUN9:00 AM ‑ 12:00 PM | Mixed Gender | Social (Grass) |
In Play
Get Info »
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Arlington – Kickball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Jennie Dean Park | September 24 | SUN4:00 PM ‑ 10:00 PM | Mixed Gender | Social (Grass) |
In Play
Get Info »
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Arlington – Skeeball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Spider Kelly's | September 19 | TUE6:30‑10:00PM | Open | Social (Alternate) | Spider Kellys |
In Play
Get Info »
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Arlington – Soccer
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Long Bridge Park | September 11 | MON9:30‑11:30PM | Mixed Gender | Social (Turf) | Crystal City Sports Pub |
Sold Out
Get Info »
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Long Bridge Park | September 10 | SUN8:00‑11:00PM | Mixed Gender | Social (Turf) | Crystal City Sports Pub |
In Play
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Long Bridge Park | September 13 | WED9:30‑11:30PM | Mixed Gender | Social (Turf) |
Sold Out
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Arlington – Softball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
VA Highlands Park | September 15 | FRI6:00‑10:00PM | Mixed Gender | Social (Metal Bat) | TBD |
In Play
Get Info »
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Quincy Park | September 10 | SUN12:00‑9:00PM | Mixed Gender | Social (Metal Bat) | Bronson Bier Hall |
In Play
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Arlington – Tennis
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Quincy Park | September 20 | WED7:30 ‑ 8:30 PM | Open | Beginner/Intermediate (N/A) | Bronson Bier Hall |
Sold Out
Get Info »
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Quincy Park | September 20 | WED6:30 ‑ 7:30 PM | Open | Beginner (N/A) | Bronson Bier Hall |
Sold Out
Get Info »
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Quincy Park | September 20 | WED8:30 ‑ 9:30 PM | Open | Intermediate (N/A) | Bronson Bier Hall |
Sold Out
Get Info »
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Quincy Park | November 1 | WED7:30 ‑ 8:30 PM | Open | Beginner/Intermediate (N/A) | Bronson Bier Hall |
Open
Get Info »
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Quincy Park | November 1 | WED6:30 ‑ 7:30 PM | Open | Beginner (N/A) | Bronson Bier Hall |
Open
Get Info »
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Quincy Park | November 1 | WED8:30 ‑ 9:30 PM | Open | Intermediate (N/A) | Bronson Bier Hall |
Open
Get Info »
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Arlington – Volleyball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Towers Park | September 11 | MON6:00‑10:00PM | Mixed Gender | Social (Sand) | Bronson Bier Hall |
Sold Out
Get Info »
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Quincy Park | September 10 | SUN1:00‑5:00PM | Mixed Gender | Social (Sand) | Bronson Bier Hall |
Sold Out
Get Info »
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Westover Park | September 14 | THU6:00‑10:00PM | Mixed Gender | Social (Sand) | Westover Beer Garden |
In Play
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Westover Park | September 12 | TUE6:00‑10:00PM | Mixed Gender | Social (Sand) | Westover Beer Garden |
Sold Out
Get Info »
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Quincy Park | September 13 | WED6:00‑10:00PM | Mixed Gender | Social (Sand, Combo League) | Bronson Bier Hall |
Sold Out
Get Info »
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Brookland – Tennis
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Turkey Thicket | September 21 | THU7:00‑8:00PM | Open | Beginner/Intermediate | The Dew Drop Inn |
In Play
Get Info »
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Turkey Thicket | September 21 | THU8:00‑9:00PM | Open | Intermediate | The Dew Drop Inn |
In Play
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Turkey Thicket | November 2 | THU7:00‑8:00PM | Open | Beginner/Intermediate | The Dew Drop Inn |
Open
Get Info »
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Turkey Thicket | November 2 | THU8:00‑9:00PM | Open | Intermediate | The Dew Drop Inn |
Open
Get Info »
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Capitol Hill – Cornhole
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
As You Are Bar | September 19 | TUE6:15‑9:15PM | Open | Social (Alternate, LGBTQ+) | As You Are Bar |
In Play
Get Info »
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Capitol Hill – Hockey
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Watkins Park | September 12 | TUE6:00‑10:00PM | Mixed Gender | Social | The Brig |
In Play
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Capitol Hill – Soccer
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
The Fields @ RFK The Fields at RFK
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September 14 | THU8:00‑11:00PM | Mixed Gender | Social (Turf) | The Brig |
In Play
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The Fields @ RFK The Fields at RFK
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September 13 | WED7:30‑10:30PM | Mixed Gender | Social (Turf) | The Brig |
In Play
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Capitol Hill – Softball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
The Fields @ RFK The Fields at RFK
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September 10 | SUN4:00‑8:00 PM. | Mixed Gender | Social (Metal Bat, Turf) | The Brig |
In Play
Get Info »
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The Fields @ RFK The Fields at RFK
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September 14 | THU8:00‑11:00 PM. | Mixed Gender | Social (Metal Bat, Turf) | The Brig |
Sold Out
Get Info »
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Capitol Hill – Volleyball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Garfield Park | September 14 | THU6:00‑10:00PM | Mixed Gender | Social (Sand) | The Brig |
In Play
Get Info »
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Garfield Park | September 23 | SAT9:00AM‑12:00PM | Mixed Gender | Social (Sand) | The Brig |
In Play
Get Info »
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Dupont – Basketball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Our Lady Queen of The Americas | October 15 | SUN5:00 ‑ 10:00 PM | Open | Social (Indoor) | Grand Central |
Sold Out
Get Info »
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Our Lady Queen of The Americas | October 18 | WED6:30‑10:30PM | Open | Social (Indoor) | Grand Central |
No New Teams
Get Info »
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Our Lady Queen of The Americas | October 19 | THU6:30‑10:30PM | Open | Social (Indoor) | Grand Central |
No New Teams
Get Info »
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Our Lady Queen of The Americas | May 21 | SUN5:00 ‑ 9:00 PM | Open | Social (Indoor) | Grand Central |
Sold Out
Get Info »
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Our Lady Queen of The Americas | May 24 | WED6:30 ‑ 10:30 PM | Open | Social (Indoor) | Grand Central |
In Play
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Our Lady Queen of The Americas | August 6 | SUN5:00 ‑ 10:00 PM | Open | Social (Indoor) | Grand Central |
In Play
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Our Lady Queen of The Americas | August 9 | WED6:30 ‑ 10:30 PM | Open | Social (Indoor) | Hoja |
Sold Out
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Dupont – Kickball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Stead Park | September 14 | THU6:00‑9:00PM | Open | Social (LGBTQ+) |
In Play
Get Info »
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Stead Park | September 13 | WED6:00‑9:00PM | Mixed Gender | Social (N/A) |
In Play
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Dupont – Pickleball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Our Lady Queen of The Americas | August 10 | THU7:00‑10:00p | Open | Social | Hoja |
In Play
Get Info »
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Dupont – Volleyball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Our Lady Queen of The Americas | August 7 | MON6:30‑10:30PM | Coed | Multi/Div (Indoor) | Hoja |
In Play
Get Info »
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Our Lady Queen of The Americas | August 8 | TUE6:30‑10:30PM | Coed | Multi/Div (Indoor) | Hoja |
In Play
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Our Lady Queen of The Americas | October 15 | SUN11:00AM‑04:00PM | Mixed Gender | Athletic (Indoor) | Grand Central |
Open
Get Info »
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Our Lady Queen of The Americas | October 16 | MON6:30‑10:30PM | Mixed Gender | Multi/Div (Indoor) | Grand Central |
Open
Get Info »
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Our Lady Queen of The Americas | October 17 | TUE6:30‑10:30PM | Mixed Gender | Multi/Div (Indoor) | Grand Central |
Open
Get Info »
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National Mall – Bocce
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
National Mall | September 21 | THU7:00‑9:30PM | Open | Social (Glow) | Hamilton's |
In Play
Get Info »
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National Mall – Flag Football
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
National Mall | September 10 | SUN10:00 AM ‑ 3:00 PM | Mixed Gender | Social | Kelly's Irish Times |
In Play
Get Info »
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National Mall | September 10 | SUN10:00 AM ‑ 3:00 PM | Men's | Social | Kelly's Irish Times |
In Play
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National Mall – Kickball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
National Mall - 2nd-7th St National Mall
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September 10 | SUN12:00PM‑3:00PM | Coed | Social (Grass) | Kelly's Irish Times |
In Play
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Glow League! National Mall
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September 12 | TUE7:00PM‑9:30PM | Mixed Gender | Social (Glow) | Kelly's Irish Times |
In Play
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Glow League! National Mall
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September 14 | THU7:00PM‑9:30PM | Mixed Gender | Social (Glow) | Hamilton's |
In Play
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Glow League! National Mall
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September 13 | WED7:00PM‑9:30PM | Mixed Gender | Social (Glow) | Hamilton's |
In Play
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National Mall – Soccer
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
National Mall | September 24 | SUN10:00am ‑ 3:00pm | Mixed Gender | Social (Grass) | Kelly's Irish Times |
In Play
Get Info »
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National Mall – Ultimate Frisbee
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
National Mall | September 10 | SUN11:00AM‑2:00PM | Open | Social (Grass) | Kelly's Irish Times |
In Play
Get Info »
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National Mall – Volleyball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Featured League! Lincoln Memorial
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September 14 | THU6:00‑9:30PM | Mixed Gender | Social (Sand) | Hamilton's |
In Play
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Lincoln Memorial | September 12 | TUE6:00‑9:30PM | Mixed Gender | Social (Sand) | Kelly's Irish Times |
In Play
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Lincoln Memorial | September 13 | WED6:00‑9:30PM | Mixed Gender | Social (Sand) | Hamilton's |
In Play
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Navy Yard/SW Waterfront – Soccer
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Randall Field | September 12 | TUE8:00 PM ‑ 10:00 PM | Mixed Gender | Social (Turf) | TBD |
In Play
Get Info »
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Navy Yard/SW Waterfront – Softball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Randall Field | September 10 | SUN9:00AM ‑1:00PM | Mixed Gender | Social (Metal Bat) |
In Play
Get Info »
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NOMA/Eckington – Cornhole
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Featured League! Kraken Kourts
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November 15 | WED6:30‑10:30PM | Open | Social (Alternate) | Kraken Kourts |
Open
Get Info »
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NOMA/Eckington – Pickleball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Featured League! Kraken Kourts
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September 25 | MON6:30‑10:30p | Open | Social (Alternate) | Kraken Kourts |
In Play
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Featured League! Kraken Kourts
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September 27 | WED6:30‑10:30p | Open | Social | Kraken Kourts |
Closed
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Featured League! Kraken Kourts
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November 13 | MON6:30‑10:30p | Open | Social (Alternate) | Kraken Kourts |
Open
Get Info »
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Featured League! Kraken Kourts
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November 15 | WED6:30‑10:30p | Open | Social | Kraken Kourts |
Open
Get Info »
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NOMA/Eckington – Softball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Harry Thomas | September 12 | TUE7:00‑10:00PM | Mixed Gender | Social (Wood Bat) | Dacha |
Sold Out
Get Info »
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Harry Thomas | September 13 | WED7:00‑10:00PM | Mixed Gender | Social (Wood Bat) | Dacha |
In Play
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Shaw/U Street – Cornhole
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
New Location! Whitlow's
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November 8 | WED6:30‑10:30PM | Open | Social (Alternate) | Whitlow's |
Open
Get Info »
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Shaw/U Street – Soccer
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Bundy Field | September 11 | MON7:00‑10:00PM | Mixed Gender | Social (Turf) | Dacha |
Sold Out
Get Info »
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Bundy Field | September 10 | SUN5:00pm ‑ 10:00pm | Mixed Gender | Social (Turf) | Dacha |
In Play
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Shaw/U Street – Tennis
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Banneker Park - Tennis Courts | September 25 | MON8:00‑9:00PM | Open | Beginner/Intermediate (N/A) |
Sold Out
Get Info »
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Banneker Park - Tennis Courts | September 25 | MON7:00‑8:00PM | Open | Beginner (N/A) |
In Play
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Banneker Park - Tennis Courts | September 25 | MON9:00‑10:00PM | Open | Intermediate (N/A) |
In Play
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Banneker Park - Tennis Courts | October 30 | MON8:00‑9:00PM | Open | Beginner/Intermediate (N/A) |
Open
Get Info »
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Banneker Park - Tennis Courts | October 30 | MON7:00‑8:00PM | Open | Beginner (N/A) |
Open
Get Info »
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Banneker Park - Tennis Courts | October 30 | MON9:00‑10:00PM | Open | Intermediate (N/A) |
Open
Get Info »
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Springfield – Soccer
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
South Run Field House | September 28 | THU8:00‑11:30PM | Open | Social (Indoor, Turf) |
Closed
Get Info »
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Tenleytown – Cornhole
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
City Ridge | September 27 | WED6:30‑9:30PM | Open | Social (Alternate) |
Closed
Get Info »
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Tysons Corner – Bowling
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Bowlero Tysons Corner | January 25 | THU7:00‑9:00 | Open | Social (Indoor, Alternate) | Bowlero Tysons Corner |
Open
Get Info »
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Tysons Corner – Cornhole
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
The Boro Tysons | June 29 | THU6:30‑9:30PM | Open | Social (Alternate) |
In Play
Get Info »
|
Tysons Corner – Pickleball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Inaugural Season! The EastBoro Sport Court
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September 23 | SAT9:00AM‑12:00PM | Open | Social |
In Play
Get Info »
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Union Market – Bocce
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Union Market | September 19 | TUE6:30‑10:00PM | Open | Social (Alternate) | Hi-Lawn |
In Play
Get Info »
|
Union Market – Cornhole
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Union Market | September 19 | TUE6:30‑10:00PM | Open | Social (Alternate) | Hi-Lawn |
In Play
Get Info »
|
Union Market – Pickleball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Dock 5 | November 6 | MON7:00‑10:00p | Open | Social (Glow, Cosmic) | Hi-Lawn |
Open
Get Info »
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Dock 5 | November 7 | TUE7:00‑10:00p | Open | Social (Glow, Cosmic) | Hi-Lawn |
Open
Get Info »
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Union Market – Soccer
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Brentwood-Hamilton Field | September 11 | MON8:00 ‑10:30 PM | Mixed Gender | Social (Turf) | Hi-Lawn |
Sold Out
Get Info »
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Waterfront – Basketball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Jefferson Middle School (Indoor) | September 19 | TUE7:00‑10:00PM | Open | Social (Indoor) | The Brighton |
Sold Out
Get Info »
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Waterfront – Pickleball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Featured League! Jefferson Middle School (Outdoor)
|
September 21 | THU7:00‑10:30p | Open | Social | The Brighton |
In Play
Get Info »
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Waterfront – Volleyball
Venue | Start Date | When | Type | Level | Bar | Status |
---|---|---|---|---|---|---|
Jefferson Middle School (Indoor) | September 18 | MON7:00‑10:00PM | Mixed Gender | Social (Indoor) | The Brighton |
Open
Get Info »
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No leagues found!
How to register
As an individual
We'll hook you up with a team
As a group
We'll combine your group with others to form a team
As a team
Create a team and your friends can register to join it
Registration Includes
- A spot on a team, in the sport league of your choice
- 6-8 weeks of games, tomfoolery & a playoff tournament
- Sweet league t-shirt, and season champ trophies
- Access to TONS of exclusives like; events, parties, giveaways, & trips
- A chance to make new friends, and reconnect with old ones
Related
Questions? Ask Mitchell Kenigsberg!
If you need help with registration, give us a shout
Skill Levels, Team Sizes, Roster Management
Skill Levels
We are first and foremost a SOCIAL company. As we grow though we are starting to offer more and more variations and competitiveness levels for our leagues.
Team Sizes
Recess teams average 10 players. The various games require different amounts of players but everyone gets to play each week!
Roster Management
We allow individuals, small groups and teams to all join our leagues. DC Fray reserves the right to add additional players to ANY team that is under the official roster size for the league. During registration captains can pick up free agents or mark their group as ready to merge via commish. After registration closes DC Fray goes through and finalizes rosters by placing free agents, merging groups and deleting unpaid players. Being a promoted team does not mean you may not receive additional players. Teams who want to “lock” their roster may prepay for a team at the official roster size.
Our roster sizes tend to allow for more players as our goal is to avoid forfeits at all costs. 1. They are LAME. and 2. It’s not fair to the other teams in the league who expect to play each week if a smaller team cannot field a team week to week. Free agent teams (merged small groups or all FAs made into teams) tend to have larger rosters as the players typically do not know one another and everyone’s schedule varies week to week.
Related
Recess Rules
Kickball_Rules
History of Kickball
Kickball originally called “Kick Baseball”, was invented around 1917 by Nicholas C. Seuss; Supervisor of Cincinnati Park Playgrounds in Cincinnati, Ohio. Around 1920-1921 “Kick Ball” was used by physical
education teachers in Public Schools to teach young boys and girls the basics of baseball.
Since its creation kickball has continued to grow in popularity and in the late 1990’s began to enter into the adult social sports realm. Spearheaded by a DC start-up Kickball for adults has spread across the country with groups in nearly every major city getting in on the fun!
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
Players/ Teams
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. All players must be 21 years of age or older, have adequate health insurance and must have signed a player waiver and release.
2. Players may only play on a team which they are registered and paid for.
- Exception: A player may function as a substitute player for another team if said team is short a man or woman. This is ONLY during the regular season.
Teams & Game Play
Each team roster must consist of a minimum of twelve (12) players and no more than 24.
1. A Team roster must include at least 4 females.
2. Teams must field no fewer than 6 players and no more than 8 for field play.
3. At least 2 women must be on the field at all times.
4. The Number of Male players on the field shall be limited by the number of female players on the field Plus 1 at all times.
5. Every player present is required to be in the kicking line up.
- Exception: An injured player may be removed from the kicking lineup.
The Field
1. The field will be set up in the shape of a triangle.
2. The strike zone will be two foot on either side of home plate.
Player Equipment
1. All players must wear athletic, closed-toe, non-marking footwear applicable to the policies of the facility in which games are being held to be eligible to play DC KICKBALL. NO Cleats are permitted.
2. All players must wear their DCK or DC Fray player t-shirt while playing.
3. A player who has not received a shirt or has misplaced or forgotten a shirt will be permitted to play after the meeting the following requirements:
4. The player must be registered, paid, and in good standing on their teams Roster.
5. The player must have valid identification.
6. If the player is found not to be on the roster after a roster check, the game will be marked as a loss and the game forfeited.
7. Any equipment deemed by the Umpire, as a performance enhancement, must be removed.
Game Equipment
1. DC KICKBALL/UNITED SOCIAL SPORTS will provide the balls, bases and rest of equipment.
Referees
1. Referees and ONLY referees may officially call outs/fouls/strikes/etc.; calls made by other people are not valid.
2. The home plate referee is considered the head referee and will make final rulings.
3. Referees must be loud and clear in their calls. Kicked balls are in play unless and until the head referee says otherwise.
4. Captains are the only team members who may argue calls.
5. All rulings not specifically covered in the rules are up to the discretion of the referee.
6. The rules will be updated as needed.
Sportsmanship
DC Fray Indoor Kickball is a sport, just like any other, and at times, people will get heated during competition. This is expected and understood. However, abusive treatment to referees, other players, or spectators will not be tolerated.
A player may be ejected from the game or the league if they show extreme unsportsmanlike conduct and/or douchebaggery.
Teams on Game Day
1. Teams must kick and field a minimum of six (6) players, of which, three (3) must be male and three (3) must be female. The maximum number of players on the field is eight (8).
2. A maximum of four (4) players of one sex may play in the field at a time.
3. Every team member that shows up must be in the kicking lineup.
- Exceptions (these players do not count towards player minimums):
– Players, who cannot run, cannot play.
– Players that do not meet the minimum game gear requirements cannot play.
4. There is no gender requirement in the kicking lineup; men and women may kick in any order the captain chooses. This lineup must be maintained during the duration of the entire game. Any latecomers must be added to the end of the lineup.
5. All players injured during a game may use a pinch runner for that sequence, but after that (s)he must be removed from the lineup. a. An injury removal will NOT cause a penalty due to the number of players falling below the minimum number.
6. Teams are expected to arrive and be ready for play at their scheduled game time.
7. Teams will be granted a five (5)-minute grace period if they do not have the minimum number of players necessary.
8. After five (5) minutes, the game will commence and the team(s) without the minimum number needed to play will start the game the number of runs down equal to the number of players missing and will have to take one (1) out for each player they are down every time that player’s place comes up in the kicking order.
9. If the missing players show up, they will be added to the lineup in place of the corresponding automatic outs, eliminating the outs in subsequent sequences but not the penalty runs.
10. Once the kicking lineup is set, only players required to meet the minimum number of players may take the place of an out. The player’s (or an out’s) position in the lineup cannot change after that spot comes up in the lineup
11. Team captains DO NOT have the authority to waive these penalties.
12. Games will last six (6) innings or forty (45) minutes for a regulation game.
Pitching/Strikes/Balls/Walks
1. The pitcher must release the ball prior to crossing the pitching strip. a. Violations of this rule will result in a ball.
2. The pitcher must be touching the pitching strip when the s(he) releases the ball.
3. Violations of this rule will result in a ball.
4. The pitcher must wait for the kicker and ref to be ready before pitching.
5. There is no encroachment rule.
6. There is a limit of three pitches per kicker.
7. Two balls will result in a walk.
8. Two strikes will result in an out.
9. DCKICKBALL Strike Zone will be the size of the box that will be laid out by (but not include) cones.
10. Strikes
11. Any pitch that crosses the strike zone (without hitting a cone) is a strike.
12. The ball must enter the strike zone between the front cones and leave it between the rear cones to count as a strike.
13. Any pitch at which the kicker swings and misses is a strike.
14. Any ball kicked without hitting anything first that goes through the gap in the dividing curtain or doorway closest to the kicker is a strike. (The head ref will have some discretion to consider a kick as a live ball even if it goes through the closest gap if they believe it was playable.)
15. Any ball kicked while the plant foot of the kicker is completely past the front edge of home plate is a strike. This is considered a live ball “strike” meaning that if the ball is caught, the kicker is out and runners may tag up if they wish.
16. Any kicked ball which contacts the player twice while s(he) is still in the strike zone will be a double kick and also considered a live ball “strike.”
17. The exception to this is if the ball contacts a fielder and strikes the kicker before s(he) leaves the box, the play remains live.
18. Any ball kicked such that it crosses between the rear two cones of the strike zone before contacting anything else (player, wall, etc).
19. Pitches must be thrown underhand at “reasonable speed” without spin, curve or bounce. Reasonable speed means not fast. If you have to ask, it’s probably TOO FAST.
Outs
1. A count of two (2) strikes.
2. Any player, not on base, tagged or hit with a ball, not in the face/head, whether it is the result of a fielder or the kicker (outside the strike zone).
3. Any time a base is tagged by a fielder in control of the ball, where a runner is forced to run to before the runner gets there.
4. Any ball caught in the air that has not touched the ground. This includes balls that bounce off players, walls, fixtures, ceiling, etc.
5. The runner can be tagged out at any time they are not on a base.
6. Any runner, who attempts to grab the ball or slap the ball away from a fielding player (in motion of tagging them out) OR holds/kicks the ball away from a ball thrown, will be automatically out and no runners will be allowed to advance to the next base or to score. Runners will be forced back to their original position. A runner may be ejected from the game. (See Sportsmanship, Section G.1.c)
Playing the Field
1. Teams may position players however they choose but must have the minimum number of players of each sex (3) to avoid penalty. The maximum is eight (8) players on the field.
2. The intentional blocking of a runner by a fielder will result in the runner being awarded the base to which they were going.
3. Fielders may hit players with the ball to tag them out.
4. Thrown balls must not hit players in the face/head.
5. Thrown balls that hit players in the face/head result in the runner being safe and awarded the base to which they were heading, plus one extra base.
6. The only exception is when a player is not in a “substantially upright position” (e.g. they are sliding or squatting) or intentionally moves their head in an attempt to come in contact with the ball and is hit in the face/head, the player is out.
7. When a ball is overthrown the runners may run until the ball is returned to the pitcher, the pitcher is in the infield and the pitcher is not attempting to make a play.
8. There are no limits to the number of bases a runner may take.
9. The runner can be tagged out at any time they are not on a base.
10. A fielder, in order to tag a player out, advance the ball to another fielder, or return the ball to the field of play may kick the ball.
11. Any ball that is, in the view of the head referee, intentionally dropped by a fielder so as to obtain a double play will not result in an out for any runner
12. All other runners will be permitted to advance one (1) base from their originating base if this occurs.
13. The offending player may be ejected from the game.
14. Any non-fielder yelling “I got it” or anything else to call off or confuse a fielder and/or making gestures to wave off the fielders will be automatically out.
15. The offending player may be ejected from the game.
16. If this occurs by the bench of a team, ALL runners will be out.
Kicking
1. All kicks must be made below the waist. Contacts above the waist are strikes.
2. All kicks must be made with the plant foot at or behind home plate.
3. A kicked ball must not cross the line created by (and including) the rear cones of the strike zone.
4. Any double kicked ball is counted as a live ball “strike.”
5. Any kicked ball that goes into the other field via the far curtain gap or into the hall way via the far door is a ground-rule double.
6. Any kicked ball that goes through a basketball goal is a grand slam home run.
Scoring
1. Any runner that touches home plate after touching all other bases in succession will count for one (1) run.
2. Any runner who scores before the final out of an inning will count as one (1) run as long as the last out was NOT a force play or caught ball or tagged out runner on a force play.
Money Ball Inning
1. This will be one inning each game where a special, smaller ball will be used. Runs scored during the Golden Ball inning will count double.
2. The Golden Ball Inning for each team will be decided by the team’s captain before the game starts.
Running
1. There may be up to two runners on one base at a time.
2. Players are considered “on base” if they are touching another player who is touching the base.
3. Players may use this rule in reaching a base safely and in “leading off.”
4. Players may not leave a base until the ball is kicked. (No stealing bases)
5. If this occurs the runner is out and the play is redone.
6. Tagging Up: A tag up occurs after a fielder has caught the ball in the air and the runner touches the originating base and then proceeds to the next base.
7. The runner is considered “tagged up” as soon as the fielder touches the ball, whether there is a bobble, assist or any other delay before the ball is considered caught.
8. The runner will be out if (s)he leaves the base prior to the ball being touched and a fielder either touches the runner or base with the ball.
9. Runners may catch the ball to avoid being out. If this happens, the runner must immediately kick the ball away.
10. If the newly kicked ball is caught in the air, the runner is out.
11. If the runner is tagged out, the runner may not take the ball from the defensive player and kick it. (See Section J.6).
12. The person catching the ball must have been the intended target of the thrower. A runner may not catch a ball thrown to a player on the fielding team, to a base, or thrown at another player on the runner’s team.
13. Players may run in any direction or anywhere to get to the next base in order. There are no baselines.
14. A runner must beat the ball to the base.
15. There are no ties; the referees must make a call.
16. Runners may not overrun any base.
17. Runners that get out during a play should stay clear of the ongoing play as much as possible.
18. Deliberate misdirection or interference (passive or active) by put-out runners will result in the other runners being forced to return to their previous bases.
Delay of Game
1. The pitcher will deliver the ball to the kicker within a reasonable amount of time after (s)he receives the ball and is prompted by the referee. Each time the pitcher delays the game by violating this rule, the referee will call “Ball.”
2. The reasonable time limit starts when the pitcher is in possession of the ball and the kicker is at the plate, alert to the pitcher. The timing stops when the pitcher releases the ball.
3. The kicker will be ready to kick within a reasonable amount of time, decided by the referee. This includes the end of the half of an inning, or after another batter has kicked.
4. An announcement will be made to the team kicking, for the delay. If such announcement has been stated, the pitcher will be directed to pitch the ball, which will be counted as a live pitch, and this may be repeated until the kicker gets to the plate.
5. Teams will have their defense set in a timely manner so as not to delay the game.
6. Once the referee has warned a team regarding this, subsequent delay(s) will result in the referee awarding a walk to the kicking team’s first kicker.
7. If it continues in the same inning, the referee may allow subsequent kickers to be awarded a base as well.
Playoffs
1. Playoffs will be held by conference until the championship game.
2. The team with the better record in each game will be the home team.
3. Playoffs will be single elimination.
4. If one team is ahead by twenty (20) or more runs at the end of four (4) innings, the game will be over.
5. All teams make the playoffs when possible.
Category: Kickball_Rules
Related
History of Kickball
Kickball originally called “Kick Baseball”, was invented around 1917 by Nicholas C. Seuss; Supervisor of Cincinnati Park Playgrounds in Cincinnati, Ohio. Around 1920-1921 “Kick Ball” was used by physical education teachers in Public Schools to teach young boys and girls the basics of baseball.
Since its creation kickball has continued to grow in popularity and in the late 1990’s began to enter into the adult social sports realm. Spearheaded by a DC start-up Kickball for adults has spread across the country with groups in nearly every major city getting in on the fun!
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
Teams
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. Each Team must consist of a minimum of 16 Players and a maximum of 30 Players.
2. Each Team may have a maximum of 11 players on the field.
A. Teams are expected to field a minimum of 3 men and 3 women in the field while on defense. If a Team is only able to field 2 men/women in the field, that Team may only field a maximum of 6 of the opposite gender.
B. Teams who do not meet the minimum team requirements will be given 15 minutes to assemble the necessary roster. As soon as both teams have the expected minimum, per the eligibility guidelines, the game will start. Failure to meet the team requirement within 15 minutes will result in a forfeit.
That 15 minute grace period is taken out of that game’s playing time and the game is still limited to its original time length.
3. Each Team must have a minimum of 6 men and 6 women on their roster.
4. Teams must designate a Captain and Co-Captain prior to the start of the game. These are the only Team members allowed to argue all calls
A. NO PLAYER, including the Captain and Co-Captain, may verbally abuse or argue in an unsportsmanlike manner to any Referee. Such action is grounds for immediate ejection and possible suspension or expulsion from the Division if the Host or DC Fray staff deems it appropriate.
5. Team Captains are required to provide their teams kicking order to the opposing Team upon request. Once a game has started, the lineup cannot be changed except for injury or illness. Eligible Players may be added to the end of the kicking lineup if arriving to the game late.
6. Any use of ineligible players will result in a Team forfeit.
7. If a player kicks out of roster order that player is out.
8. During the regular season, any registered DCK player for that division may serve as a sub for a team under the minimum team requirement.
9. During the playoffs, teams may not use subs and may only use players on their roster.
10. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Here is the roster size chart for DC Kickball. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Kickball | 16 | 24 | 26 | 30 | 3 |
The Field
1. The field will consist of a diamond of equal sides, with bases being placed 60 ft. apart.
2. The pitching strip will be placed in the center of the diamond directly in line with 1st-3rd base and home-2nd base, or 42.42 ft.
3. To prevent collisions, there will be a double base at 1st base with 1 base being in fair territory and 1 base being in foul territory. The base in fair territory is for the fielder and runner already on 1st base. The base in foul territory is for the kicker to run to.
4. Alcohol is not permitted on or near the field. Any player bringing alcohol to the field will face severe penalties up to and including suspension or expulsion from the Division. In addition, the player’s team will immediately forfeit that week’s game(s). This violation may also result in a team facing suspension or expulsion from the Division if the Host or DC Fray staff deems it appropriate.
Equipment
1. All equipment will be provided by DC Fray and will consist of bases, cones, 10′ playground balls, pumps, field measurement aid, score sheets, and a strike/ball counter.
2. All Player participants must wear the official DC Fray Division shirt in order to play.
3. Any Player names or nicknames being placed on the jerseys may not be obscene or overtly sexual, nor may they contain any offensive language–If you are unsure, pick another nickname.
A. Should a player be found to be in violation of the equipment guidelines they will be subject to suspension and/or possible expulsion from the league.
4. Metal cleats are not allowed.
5. Players may wear any protective gear as deemed acceptable by the Head Referee.
Player Eligibility & Participation
1. All Players must be 21 and have current adequate health insurance.
2. All Players must be properly registered on a team within the Division for which they are playing, and may only play for the team they are registered for unless subbing for another team per the eligibility guidelines.
3. All Players must agree to the DC Fray Liability Waiver as described in the DC Fray Terms and Conditions section of Player Registration.
Games
1. All WEEKDAY Games will consist of 5 innings or 45 minutes from the scheduled start time, whichever comes first, and 3 outs per inning for each team’s kicking order.
2. All WEEKEND Games will consist of 6 innings or 50 minutes from the scheduled start time, whichever comes first, and 3 outs per inning for each team’s kicking order.
3. Regular Season Games can end in ties. Tournament games will play a full 5 or 6 innings (depending on the day), and will continue until a winner is decided.
4. A Regular Season Game is considered official if it remains tied after 3 full innings of play, or until the Team behind in score has had their chance to kick in the 3rd inning.
A. Games that fail to meet the above criteria will be completed at a later date with the score reverting to what it was at the end of the last complete inning.
5. Games will not be postponed due to rain unless the fields are closed or deemed unplayable by the Division Host and/or DC Fray Staff. If lightning is visible, Games will be immediately postponed, and all Players must clear the field.
6. Home and Away teams will be determined by the ancient game of Rock,Paper,Scissors before the game between each team’s captain. Best 1 out of 1 on SHOOT! The Home team shall be on the field first.
7. Forfeited games shall have the final score recorded as 6-0.
Officiating
1. DC Fray will provide one Host or head referee who is on site to settle disputes and is the final word for on any call for each Regular Season Division Game.
A. Each Team will be required to provide 2 Referees each for the game immediately before or immediately after their team’s game.
B. Teams failing to provide Referees will receive a Forfeit. While base referees are responsible for assisting with any and all calls, final rulings are made by the Head Referee.
2. Issuing ejections for unsportsmanlike behavior is at the discretion of the Host.
3. Teams shall designate 1 person to keep a score sheet to record game stats. This sheet will be turned into the Head Referee or Division Referee upon completion of the game.
Outs
1. A count of 3 Strikes.
2. A count of 3 Fouls.
3. Any pitched ball contacting the Kicker (whether kicked or not) and caught in the air prior to touching the ground.
4. Any time during a live play where the ball makes contact with a Baserunner while not on base or has not yet reached the base s/he is being forced to.
A. If any part of a thrown ball makes contact with the Baserunner’s head while the Baserunner is not diving, sliding, or ducking, the Baserunner shall be awarded the base to which s/he was running).
5. Any time a Fielder has control of the ball and touches a base to which a Baserunner is forced to advance prior to the Baserunner reaching the base.
6. Baserunners intentionally running more than 4 feet outside the baseline with the intent to avoid a tag or throw.
7. Baserunners interfering with a fielder making an active play on the ball.
8. Any Baserunner not on base when the ball is kicked.
9. Any Baserunner who passes another Baserunner.
10. Any Baserunner who is physically assisted by any team member.
11. Any attempt to make contact with a kicked ball outside of the Catcher’s zone fair or foul.
Pitching
1. A Pitcher may start his delivery anywhere on the infield, but must deliver the pitch within the Pitcher’s Circle and behind the 1st base/3rd base line.
2. The pitchers mound extends in a 12ft. radius from the pitching strip
3. Pitchers must throw the ball by hand in an underhanded manner. Overhand and side arm pitching are NOT allowed.
4. A pitched ball must touch the ground at least once prior to reaching the plate.
Strikes
1. The Strike Zone is 41 inches wide (1 foot to either side of home plate) and approximately 1 foot high. If any part of the ball touches any part of the strike zone, it shall be ruled a strike, however, the ball may not bounce more than 1 foot high, as measured from the bottom of the ball, at any time during the bounce that carries the ball through the strike zone
2. Any attempted bunt or kick that does not make contact with the ball.
Balls
1. Any pitch that is not a strike or foul.
2. A Pitcher may intentionally walk a kicker by announcing his intention to the Head Referee before throwing any pitches. A Pitcher is not required to throw any pitches to intentionally walk a kicker.
Fouls
1. Any punt or kick that lands in foul territory outside of the Catcher’s Zone.
2. Any kick during which the kicker steps in front of the Home Plate.
3. Double Kicks (anytime the kicker contacts the ball 2 or more times during an attempted kick).
4. Any kick that does not occur below the knee.
5. Any time a kicker makes contact with a pitched ball (intending to kick or not) before the ball has traveled past the kicker.
Catching
1. Teams must have 1 and only 1 catcher while on defense.
2. Catchers must stand behind the kicker and within the Catching Zone
3. Catchers may not cross in front of the kicker nor be positioned outside the Catcher’s Zone until the ball is kicked.
4. If the Catcher impedes the kicker intentionally or unintentionally, the kicker will be awarded 1st base, and any runners may advance if they are forced to.
A. If in the Head Referee’s opinion, the kicker makes an unnatural move and initiates contact in an attempt to draw a Catcher Interference call, the kicker shall be called out.
Fielding
1. All fielders with the exception of Catcher must be positioned in fair territory.
2. No fielder may cross the 1st base/3rd base line until the ball is kicked.
3. Fielders may not stand within the baseline unless making an active play on the ball. Interference with a Baserunner results in the runner being awarded the base he/she was running to.
Encroachment
1. Pitcher’s Encroachment occurs when a pitcher crosses the 1st base/3rd base line before the ball is kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
2. Catcher’s Encroachment occurs when the catcher crosses in front of the kicker or is positioned outside the Catcher’s Zone, prior to the ball being kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
3. Fielder’s Encroachment occurs when any non-pitcher crosses the 1st base/3rd base line before the ball is kicked. In this event, the Kicking Team shall have the option of taking the result of the play or taking a ball in the count.
Kicking
1. All kicks must be made by foot or by leg below the knee.
2. All kicks must occur at or behind home plate. No part of the kicker’s plant foot may be in front of the plate.
3. Double Kicks are when a kicker contacts the ball 2 or more times during an attempt to kick the ball.
4. Teams must kick in their written kicking order. Kicking out of order results in an out for the spot in the order that was due up according to the written lineup. The kicking lineup will continue to the next spot in the lineup.
Baserunning
1. Baserunners may not intentionally run more than 4 feet outside of the baseline to avoid a tag or throw.
2. Baserunners have the right-of-way within the baseline except that a Fielder has the right to make a play on any ball in play, including within the baseline.
A. In rare circumstances, a Baserunner and Fielder in the act of making a play on the ball may collide due to Baserunner/Fielder movement. It is up to the discretion of the Head Referee whether to call the Baserunner out for interference or declare the contact as incidental and allow the play to stand.
3. Baserunners may overrun the 1st base, however, if they turn toward the 2nd base as if attempting to advance, they are in play and may be tagged out.
4. Baserunners may be substituted by players of the same gender, but only if the runner is injured during the play. The injured player must then sit out of the game for 2 innings. If their spot in the kicking order comes up, their spot is skipped.
5. In order to advance on caught fly ball, Baserunners must ‘tag-up’ on their original base at or subsequent to the fielder’s first contact with the ball. Failure to tag-up allows the defense to make an out by either tagging the runner with the ball before he/she returns to their original base or by a fielder in control of the ball touching the original base before the runner returns to it.
A. Failure to tag up is not an automatic out, but must be recognized by the defense and a play made on the runner or original base.
6. If a Baserunner passes another Baserunner, the passing runner is out.
7. If a Baserunner is assisted by any other team member, the runner is out.
8. Once the Pitcher has the ball in the Pitcher’s Circle, all Baserunners must stop at the base they are running toward unless the Pitcher subsequent to receiving the ball attempts to make a play on a runner.
Overthrows
1. An Overthrow is considered any attempt at a base or Baserunner that misses its intended target and goes into foul territory.
A. An Overthrow allows a Baserunner to advance up to 1 base beyond the base they were running toward when the ball traveled into foul territory.
B. If the defense attempts to make a play on the Baserunner while advancing after an overthrow, all Baserunners may attempt to advance as many bases as they choose. It is up to the Head Referee’s discretion as to what constitutes the defense ‘making a play’ on the runner.
C. If a ball is thrown at a Baserunner and contacts that runner while not on base and deflects into foul territory, the runner is out and the ball is live. All other Baserunners may attempt to advance as many bases as they choose.
Dead Ball Plays
1. If a Baserunner intentionally touches the ball, the runner is out, the play is dead, and any other Baserunners must return to the base they were on at the beginning of the play.
2. If a fair ball becomes trapped in any object, or a Fielder faces an impediment in getting to the ball, the runner shall be awarded a ground-rule double, and all other Baserunners may advance 2 bases beyond the base they began the play on.
A. In obvious cases, the Head Referee has the discretion to award the Kicker and Baserunners whatever base s/he realistically believed they would have reached had there not been an obstruction.
B. If a ball goes over a permanent fence that is aligned in fair territory on the fly, the kicker shall be awarded an automatic Home Run.
C. Any play where a potentially serious injury occurs, play will be stopped by the Head Referee immediately.
Fair
1. A legally kicked ball that lands in fair territory or in the Catcher’s Zone in front of the kicker and remains in fair territory until it passes the 1st base or 3rd base cone or completely stops in fair territory.
B. A legally kicked ball that lands in fair territory beyond the 1st base or 3rd base.
C. A legally kicked ball that lands in fair territory or in the Catcher’s Zone, and touches or is touched by a Fielder or Baserunner in fair territory prior to the ball traveling into foul territory.
D. A legally kicked fly ball that is in fair territory when it is touched by a Fielder or Baserunner.
Fouls
A. Any illegally kicked ball (See KICKING).
B. Any legally kicked ball that lands in foul territory outside the Catcher’s Zone.
C. Any legally kicked ball that travels into foul territory outside the Catcher’s Zone on its own prior to reaching the 1st base or 3rd base cone.
D. Any legally kicked ball that is still inside the Catcher’s Zone when it is touched by a Fielder.
E. Any legally kicked ball that travels into foul territory in the air and the defense is unable to make a play on (i.e. catch in the air).
Sportsmanship
DC Fray Indoor Kickball is a sport, just like any other, and at times, people will get heated during competition. This is expected and understood. However, abusive treatment to referees, other players, or spectators will not be tolerated.
A player may be ejected from the game or the league if they show extreme unsportsmanlike conduct and/or douchebaggery.
Category: Kickball_Rules
Related
History of Kickball
Kickball, originally called “Kick Baseball”, was invented around 1917 by Nicholas C. Seuss; Supervisor of Cincinnati Park Playgrounds in Cincinnati, Ohio. Around 1920-1921 “Kick Ball” was used by physical education teachers in Public Schools to teach young boys and girls the basics of baseball.
Since its creation kickball has continued to grow in popularity and in the late 1990’s began to enter into the adult social sports realm. Spear headed by a DC start-up Kickball for adults has spread across the country with groups in nearly every major city getting in on the fun!
But this is GLOW Kickball and DC Fray is proud to be the originators of this wild sport in the DMV!
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
Teams
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies, all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
GLOW Rules
Any rule or situation not expressly defined here will default to our usual DC Fray rules. At the end of the day, these calls will be made by the host. Whatever their call is, it stands.
Since Glow Kickball will be played in the DARK, the typical DC Fray rules will be changed to put more of an emphasis on FUN and SAFETY. This will NOT be a competitive league and we encourage all of our players to look out for each other, including those on the opposing team.
1. There are 5 innings
2. Games CAN end in a tie (it happens)
3. There are 11 players max in the field (minimum of 6 – 2 must be female identified)
4. All pitches MUST be thrown underhand and at a “reasonable” speed. Reasonable is obviously subjective but if you have to question it, then it’s probably too fast. This is a SOCIAL laid-back league that plays in the DARK, so fast lightening pitches are NOT allowed.
5. Strike zone is a foot on either side of the plate (yup, it’s a big strike zone)
6. Strikes are SEPARATE counts from fouls
7. 3 strikes is an out
8. 3 fouls is an out
9. 4 balls is a walk
10. Walking or running up to kick the ball is NOT allowed. You must begin and end in a stationary spot behind home plate to kick the ball. Additionally, full kicks are NOT allowed. We field tested over a dozen glow-in-the-dark balls and will be using a soccer ball which kickers can kick over 50 yards. We are playing in the dark and do NOT want the balls flying far distances – this can lead to injury for kickers, fielders and any by-standers. Remember, we are playing in the DARK.
11. Bunting is NOT allowed
12. Fielders must throw the ball with BOTH hands. The ball we’ll be playing with is smaller and harder than the normal kickball. We don’t want fielders winding and blasting the balls at players in the dark. This is to protect both runners AND your fellow fielders. Runners don’t want to get blasted with a soccer ball and your other fielders don’t want to catch a speeding ball in the dark. Balls can still be thrown at base runners to get them out, but again, the ball must be thrown with both hands and PLEASE be mindful not to blast the balls.
13. There is no leading off bases or stealing.
That’s it! But also, never forget the most important rule of DCKickball! 🙂
Rule #0: DON’T BE A D-BAG!
The first and foremost rule of the game is to have FUN. If you are hoping to recapture your athletic glories from the past, this is NOT the kickball league for you. DCKickball is all about playing a silly kid’s game, having fun and meeting new people. Absolutely no whining will be tolerated during the course of a game. The only players allowed to communicate with the referees are the captain and co-captain. Any abuse (verbal or otherwise) of the referees or other players will constitute an immediate ejection from the game. Repeated offenders will be banned from the league. No exceptions. Have FUN and be SAFE out there in the dark and be NICE to your fellow players!
Sportsmanship
DC Fray GLOW Kickball is a sport, just like any other, and at times people will get heated during competition. This is expected and understood. However, abusive treatment towards hosts, other players, or spectators will not be tolerated.
A player may be ejected from the game or the league if they show extreme unsportsmanlike conduct and/or douchebaggery.
Category: Kickball_Rules
Related
Dodgeball Rules
Golden Rule
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General Game Rules
Dodgeball teams will consist of 6 players on the court at one time, two of which must be females. Six (6) foam balls will be used during play. The objective for both teams is to eliminate all of the players on the other team to win a round. Teams play as many rounds as they can in their allotted 35min match, after which the team who has won the most number of rounds will be declared the winner of the match. Substitutions will only be allowed in-between rounds.
Teams & Players
DC Fray is proud to relieve captains of the burden of paying for full teams. While captains and players are able to prepay for additional players and or full teams, it is not a requirement for participation in our leagues. We welcome individual player payments.
We are also proud to welcome those who do not have a full team (small groups and free agents) to participate in our league.
Our primary mission is to make it easier for people to have fun and get involved with social sports and these policies help accomplish that goal.
Because of these policies all registrations are on a first come first serve basis and any roster that does not reach our standard size (based on each sport) is eligible to receive free agents and or small group by the league. Rosters made up of primarily free agents and or a collection of small groups may field more players than the standard roster size. This policy is in place to help ensure free agent teams are able to consistently field teams each week.
1. All players must be at least 21 years of age prior to participating in any Match and must be registered and in good standing with DC Fray (herein: “DC Fray” or the “League”).
2. Rosters must include no fewer than 6 players (4 men / 2 women), but may have as many players on the roster as a team chooses with no other restrictions (30 women and 4 men is okay).
3. Note: If a team of “free agent” registrations is assembled by the League, it will have no more than 12 players, consisting of a maximum of 6 men and 6 women.
4. Each team may play up to 6 players in each Game, with at least one woman on the court, and a maximum of 4 men on the court.
5. A team MUST play at least 3 players at the start of each Game.
6. Acceptable combinations are: 4 men/2 women, 3 men/0-2 women, 1 man/2-5 women, 0 men/3-6 women.
iii. If a team has players in attendance and they are capable of playing, then they must do so.
1. Only players who are on the court at the start of each Game are allowed to play in that particular Game.
2. Exception: In a case of in-Game injury, another rostered player from the same team and of the same gender may substitute mid-game for the injured player.
3. Teams may substitute rostered players between games.
4. During the regular season, if a team does not have enough players from its’ own team to satisfy the 6 player minimum, a team may use no more than 2 “fill-in” players to meet the minimum 6 player requirement,
5. All “fill-in” players must be registered and in good standing with the League.
6. The use of substitute players above the 3 player minimum is at the discretion of the opposing team’s Captain.
7. Each Match in which a team fails to meet the 3 player minimum, uses an illegal sub w/o the consent of the opposing team’s captain, or is not present by 5 minutes past their designated start-time shall be ruled a forfeit in favor of their opponent.
8. During the playoffs, teams may not use subs and may only use players on their roster.
9. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
Code of Sportsmanship
As an adult dodgeball player, it is your personal responsibility to never allow yourself or your teammates to cross that line between fun competition and unsportsmanlike behavior.
1. Dodgeball is a self-regulated game that relies on the Honor System. If you are out, you are expected to raise your hand and go out without anybody else telling you to do so.
2. If one of your teammates is out (knowingly or not) and does not go out, it is your responsibility to tell them to do so.
3. Referees are used to rule on unclear plays, settle disputes, keep the game moving and ensure player safety. While they will at times let you know if you are out, a lack of a call by a Referee does not remove your obligation to abide by the Honor System.
4. Players must treat their fellow dodgeballers, Referees and spectators with respect and courtesy. Personal and malicious remarks directed at anybody in the dodgeball community, obscene or otherwise, at any time, have no place in the League. Please no yelling at the other team, the referees, or whomever. Remember to have fun!
5. Players must respect the authority of the Referees to regulate the game and abide by their decisions. Referees’ decisions are final.
6. The only time a Referee’s decision may be overturned is during “objectively incorrect calls” I.E if a new referee declares you are “out” after catching a ball because they were unaware of the catching rule.
7. If an objective error is made ONLY the Captain(s) of the team(s) may approach the referee to cite the rule and request a change of call.
8. Team Captains must be the only players that address concerns to Referees and League Officials. They are expected to do so in a courteous and respectful manner, and to confine their discussions to objective interpretations of the rules and not challenge Referees’ decisions regarding judgment or subjectivity.
9. Players are expected to comply with the intent and spirit of the rules. Deliberately attempting to violate the rules is unacceptable.
10. Teammates rely on players attending games. If you fail to attend at least 3 games with no excuse, you may be replaced on the roster if both the captain and league management agree that it is best for your team.
Equipment
1. DC Fray Foam Dodgeball is played with 6 balls per Game.
2. The official ball used in game play will be an 8.5’’ foam ball.
3. Only balls provided by the League will be allowed in play.
4. Players must wear non-marking closed-toe athletic shoes.
5. Teams are encouraged to wear the t-shirts provided by USS during League play.
6. If plastic knee pads are worn, they must be covered with a non-marking adhesive.
7. No gloves or other hand/finger coverings of any kind may be worn during games unless medically necessary.
The Playing Court
1. DC Fray Foam Dodgeball is played on racquetball courts.
2. “Attack” lines for each team shall be marked 4 feet from the center line.
3. “Out Lineups” for each team shall be aligned with the respective teams’ corner baselines.
Game Personnel and Their Duties
1. Each team shall identify one team captain to the referees prior to the Match.
2. Only a team captain may speak on behalf of their team to referees and league officials.
3. Team captains are expected to address referees and league officials in a respectful manner, and are strongly encouraged to wait until times of play stoppage to raise any questions or concerns.
4. 1 Referees will be positioned, during game play, at the center line, on one side of the court.
5. A Referee’s primary responsibility is to serve as an arbitrator for difficult calls, start and maintain game flow, ensure safety of all participants and spectators, and enforce the Sportsmanship Code. It is the PLAYERS’ responsibility to remove themselves from games when Out – not the referee’s responsibility to call them out.
6. Referees have the authority to eject anyone before, during and immediately after any match they are officiating if they feel it is warranted. This should never be necessary (see Code of Sportsmanship).
7. Referees have sole discretion to call a timeout for injury or otherwise.
8. A restart after a timeout should occur with all players on their respective back lines. Players may have in their possession any balls that were on their side when the timeout was called.
9. If a referee cannot determine what side of the court a ball or multiple balls were on at the time the timeout was called, those balls should be placed at center court for a rush.
10. All decisions made by referees are final.
Pregame Procedures
1. Prior to a Match, the team captains and referee shall meet at center court for introductions and to review any rules that need clarification.
2. Immediately prior to the start of every Game, six balls shall be placed on the center line such that three balls are on one-half of the court and three are on the other half.
Starting A Game
1. Players will line up at the baselines on their respective sides of the court, touching the wall.
2. A signal from a Referee will signal the beginning of the game, at which time teams may approach the center line to retrieve the balls.
3. Teams may only retrieve the three rightmost (from their perspective) balls on the court.
4. Once a ball is retrieved, the retrieving player must clear it by touching the ball against the baseline wall before it can be legally thrown. Bouncing the ball against the wall is permitted, as are toss-backs if the a teammate is touching the wall at the time of receiving the toss-back pass.
5. If a ball remains on the center line for ten seconds after the initial referee whistle, it may be retrieved by either team and does not have to be cleared.
6. Players must throw balls from behind the attack lines (4 feet back from the center line) to get an opposing player Out. Any throw made over the attack line will be ruled and illegal throw and any opposing player hit by the thrown ball shall remain In, with no penalty to the thrower.
Boundaries
1. The walls.
2. The center line. Stepping over it means you’re out.
Possession
1. Players may have up to 2 balls in their possession at once.
2. If a ball is in a player’s possession, that player must throw a ball across the center line within 5 seconds.
3. If a thrown ball does not cross the center line before hitting the ground, then the thrower will be declared out.
4. Players may pass a ball in their possession to other players on their team.
5. Nudging, rolling, pushing, kicking, etc. a ball to another player is permitted (it keeps the pace of the game moving).
Out Lineup
1. When players are Out, they must proceed immediately to the Out Lineup.
2. Players that are Out are to line up in order from the center line on their side of the court.
3. Those in the Out Lineup must return any balls that enter the Out Lineup to the playing area without delay.
4. Players returning to the court from the Out Lineup are in play once they touch the back wall of their baseline.
Game Start, End and Timing
1. A 35-minute time limit has been established for each Match in regular season league play. Teams will play as many games as possible during that time.
2. Teams have 5 minutes after the Match time clock has started to satisfy the 5 player minimum. If they fail to do so within that time, a forfeit will be recorded.
3. No Game will start with less than a minute remaining on the 35-minute game clock.
4. Once a game is started, it will be played to completion.
5. Due to time restrictions in the gym, the game clock will begin at the scheduled start time. If there are circumstances beyond a team’s control (i.e. anything not associated with players not being on time), league management will have the game clock start later than the start time.
Match Procedures
1. The Referee will be the official timekeeper. The referee will announce the remaining time at the ten (10) and five (5) minute marks.
2. Teams will switch sides after 20 minutes have passed on the official clock.
3. Games end when all players have been eliminated from one team.
Game Scoring
1. The team that wins the most Games is declared the winner of the Match.
2. Ties will result in a tie-breaking game.
3. During the playoffs, all Games will be played as a Best-of-X format as determined by the League that season. All games will be played to completion.
4. The official Match score will be recorded by one of the game referees.
5. Team Captains must sign off on the score sheet at the end of their Match. Should the captain disagree with the recorded game result, they need to discuss with League management at the conclusion of the game.
Player Elimination
1. A player is Out when an opponent throws a ball that hits the player before hitting anything else, and the player is unable to catch it before it touches the ground, wall, ceiling, another ball, or any other object other than a fellow team member.
2. A Save occurs if a player is hit by a ball, but after the hit, and before the ball touches the ground, wall, etc, a teammate catches the ball in bounds. Neither the thrower nor the hit player is Out and no Out players return to the game.
3. Players may deflect a thrown ball with a held ball and not be called Out. However, if the player does not retain control of the held ball (so that the ball touches the floor, wall or any other non-human object), he/she is Out.
- Clarification: Once a thrown ball has been deflected off of a held ball, it is considered “dead”, meaning that even if it then hits the player, that player is not out (nor can the ball then be caught to eliminate the thrower).
4. A ball that hits the floor and a player at the same time does not result in an Out. This is known as a “trap,” and the referee should immediately communicate to both teams that all players are Safe.
5. If a player has thrown a ball before they are hit, that ball is live and can cause an out (by catch or hit).
Catch Outs / Game Re-Entry
1. A player is Out when an opposing player catches a ball they threw, in bounds, before it touches another player, the ground, wall, ceiling, another ball, or any other object.
2. When a player makes a Catch, the first player in the team’s Out Lineup may return to the game.
3. Players must return to the Game in the order in which they got Out.
4. Players must be Out at the time of the Catch to be able to be caught back in.
5. Players returning to the Game out of order, intentionally or not, will be called Out.
6. A ball that is “trapped” against the floor does not result in an Out or player return (all players are Safe). The referee should immediately communicate to both teams that all players are Safe.
7. A player may catch a ball while already holding a ball.
8. A player may legally drop a ball to attempt a catch.
Exiting The Court
1. Players who are Out must quickly leave the court, indicate they are Out by raising their arm, then line up in the Out Lineup in the order in which they got Out.
Head Shots
1. Although considered to be of generally poor taste, headshots are permitted in this foam league, and will be treated like any other hit. Players should NOT consider the head to be a viable target unless an opposing player is in a crouched or prone position. If it’s obvious that a player is intentionally and consistently aiming for an opposing player’s head, that player shall be given a warning. If the throwing player persists, s/he will be called “out.” Three (3) outs in this manner will result in player ejection from the match.
2. Essentially, place nice and have fun!
Slow Play and Possession
1. Players must move the ball across the center the line within 5 seconds of physical possession. Referees should give a verbal warning when 5 seconds is reached. If a player does not throw the ball after the verbal warning, that player shall be called Out.
- Clarification: This rule is intended to keep the game moving if teams/players are intentionally stalling, not as a method of having people called out. If a captain feels that the other team is holding the balls significantly longer than 5 seconds, they should calmly inform the referees so that they may properly monitor/enforce any concerns.
2. Each possessed ball has its own slow play count.
3. Players must make an effort to retrieve and throw stagnant balls. If no effort is made, then the balls around the player will be considered possession and the player will be declared Out after 10 seconds.
4. All Balls on One Side: When all of the balls are on one team’s side of the court, a team has 10 seconds to put a ball into play on the other team’s side of the court, even if none are possessed by a player. Should the team fail to put a ball into play, the referee will declare the opposing team the winner of that game.
5. A player may not “pinch”, “scrunch” “or grab the ball tighter than necessary to throw or to catch it. Normal force should be used while holding the ball.
Interference
1. Spectators and players from other teams are not to interfere with game play.
2. If a ball strays from the court, spectators and players from other teams must without delay redirect the ball back into play at the nearest location.
3. Failure to obey this rule gives the referees the authority to ask spectators and players from other teams to move to another location.
4. Unless there is a court that is not in use, players are not allowed to warm up (by throwing dodgeballs) inside the gym while matches are being played.
5. Players who are hit but interfered with from a non-teammate shall not be called out.
Sportsmanship Violations
1. Referees and League Management have the authority to issue warnings and eject players.
2. Referees shall signal and can stop the game for all warnings.
Penalties
1. Warning: No penalty, but if the behavior is repeated, the result could be a player being called Out or ejection.
2. Ejection: If a player is ejected before or during a game, the player may not play for the rest of that day/night. If a player is ejected after their game is complete, they will be ineligible to play the rest of that day/night and the following week.
3. If player ineligibility due to ejection causes a team to become unable to meet minimum player requirements, then it will result in a forfeit loss.
Liability and Rules
1. Intoxication: If League Management or a referee has reason to believe a player is intoxicated while playing, that player will be ejected.
2. Drug or Alcohol Use: if a player is witnessed consuming alcohol or illegal drugs at the playing facility, that player will be ejected.
3. League Management reserves the right to suspend or expel any player from the league for any reason without refund.
Communication With Opponents
1. Communication with opposing teams is highly encouraged, but any and all communication should be of a positive nature. Negative communication, whether verbal or non-verbal, including foul or abusive language, arguing, gestures, pointing, etc., shall result in a penalty.
2. Penalty Steps:
- 1st Infraction: Warning to BOTH teams
- 2nd Infraction: Player Out
- 3rd Infraction: Player Ejection
Category: Dodgeball Rules
Related
GOLDEN RULE
First and foremost all DC Fray leagues are 50% Social and 50% Sport. We do have officials; however, we expect individuals to respect the league’s culture of fair and fun play. Foul language and rough play will not be tolerated and individuals who cannot adhere to our standards of fair play and sportsmanship may be asked to leave the league. DC Fray wants everyone to have a fun and be social while enjoying a great sport. DC Fray will do whatever they can to make sure all players are having fun.
General Game Rules
Dodgeball is a game made up of two teams of eight players each. The objective for both teams is to eliminate all players from the opposing team. A team wins a Game when they have eliminated all players from the opposing team. The team winning the most Games played during a standard 30–minute contest will be declared the Match winner. The League may adjust time limits depending on the circumstances of a particular season.
Teams & Players
1. All players must be at least 21 years of age prior to participating in any Match and must be registered and in good standing with United Social Sports (herein: “DC Fray” or the “League”).
2. Rosters must include no fewer than 10 players (6 men / 4 women) but may have as many players on the roster as a team chooses with no other restrictions (14 women and 4 men is okay).
- Note: If a team of “free agent” registrations is assembled by the League, it will have no more than 18 players, consisting of a maximum of 8 men and 8 women.
3. Each team may play up to 8 players in each Game, with no more than 2 more male than female on the court, with a maximum of 5 men on the court.
A. Teams need 4 players to field a full team and not forfeit (This can include up to 2 sub-in players). Minimum req. for that is 1 girl (# guys = # girls +2)..
B. If a team has players in attendance and they are capable of playing, then they must do so.
4. Only players who are on the court at the start of each Game are allowed to play in that particular Game.
- Exception: In a case of in-Game injury, another rostered player from the same team and of the same gender may substitute mid-game for the injured player.
5. Teams may substitute rostered players between games.
6. During the regular season, if a team does not have enough players from its own team a team may use no more than 3 “fill-in” players.
A. All “fill-in” players must be registered and in good standing with the League.
7. The use of substitute players above the 4 player minimum is at the discretion of the opposing team’s Captain. Teams can recruit up to 2 subs max if they have less than 8 players in attendance for a match. For example, if a team has the 4 player minimum then they can recruit 3 additional players to play with 7.
8. Subs cannot be the last player in the game on their side. If they are the other team wins that game.
9. Each Match in which a team fails to meet the 4 player minimum OR uses an illegal sub shall be ruled a forfeit in favor of their opponent.
10. During the playoffs, teams may not use subs and may only use players on their roster.
11. Playoff Eligibility: teams that notch 2 or more forfeits during the regular season will not be eligible for the playoffs.
12. Player Additions: Teams are allowed to add additional players to their team up until Week 5 of the season, due to injury or extreme circumstances for existing players. Once Week 5 is in the books, rosters are locked.
Code of Sportsmanship
As an adult dodgeball player, it is your personal responsibility to never allow yourself or your teammates to cross that line between fun competition and unsportsmanlike behavior.
1. Dodgeball is a self-regulated game that relies on the Honor System. If you are OUT, you are expected to raise your hand and go out without anybody else telling you to do so.
2. If one of your teammates is OUT (knowingly or not) and does not go out, it is your responsibility to tell them to do so.
3. *Player Reffed league – this dodgeball league relies on Player reffed games as a part of the league experience.
4. *Two teams per week are responsible for ALL the reffing. They are required to provide four players to call the games, two of which must have attended a ref clinic before the start of the season. One team’s refs take care of the first part of the night, the other team’s refs take care of the second part of the night. Ref weeks for the teams are known once the schedule is published. Failure to provide referees may result in forfeiture of a match, or disqualification from the playoffs. Individual players are able to volunteer to ref more than their assigned games but must clear it with the league host(s).
5. Referees are used to rule on unclear plays, settle disputes, keep the game moving and ensure player safety. While they will at times let you know if you are out, a lack of a call by a Referee does not remove your obligation to abide by the Honor System.
6. Players must treat their fellow dodgeballers, Referees and spectators with respect and courtesy. Personal and malicious remarks directed at anybody in the dodgeball community, obscene or otherwise, at any time, have no place in the League.
7. Players must respect the authority of the Referees to regulate the game and abide by their decisions. Referees’ decisions are final.
A. The only time a Referees’ decision may be overturned is during “objectively incorrect calls” I.E if the referee declares you are “out” after catching a ball because they were unaware of that catching rule.
B. If an objective error is made ONLY the Captain(s) of the team(s) may approach the referee to site the rule and request a change of call.
8. Team Captains must be the only players that address concerns to Referees and League Officials. They are expected to do so in a courteous and respectful manner, and to confine their discussions to objective interpretations of the rules and not challenge Referees’ decisions regarding judgment or subjectivity.
9. Players are expected to comply with the intent and spirit of the rules. Deliberately attempting to violate the rules is unacceptable.
10. Teammates rely on players attending games. If you fail to attend at least 3 games with no excuse, you may be replaced on the roster if both the captain and league management agree that it is best for your team.
11. If you hit someone in the head, you must buy them a pitcher at the bar afterward 😉
12. DBAA. Have fun!
13. Tip your bartender. Nancy takes good care of us, so let’s take care of her!
Here is the roster size chart for Capital Dodgeball. And click here for a list of all sports and their roster size policies.
Sport | Roster Promotion Size | Official Roster Size | FA Roster Size | MAX Roster Size | Female Minimum |
Dodgeball Rubber 10v10 | 10 | 12 | 16 | 20 | 3 |
Dodgeball Foam 5v5 | 7 | 8 | 10 | 12 | 2 |
Equipment
1. DC Fray Dodgeball is played with 6 balls per Game.
2. The official ball used in game play will be an 8.5” rubber playground ball.
3. Only balls provided by the League will be allowed in play.
4. Players must wear non-marking closed-toe athletic shoes.
5. Teams are encouraged to wear the t-shirts provided by DC Fray during League play.
6. If plastic kneepads are worn, they must be covered with a non-marking adhesive.
7. No gloves of any kind may be worn during games unless medically necessary.
The Playing Court
1. DC Fray Dodgeball is played on approximately volleyball sized courts.
2. “Attack” lines for each team shall be marked 6 feet from the center line.
3. “Out Lineups” for each team shall be aligned with the respective teams’ baselines.
Game Personnel and Their Duties
1. Each team shall identify one team captain to the referees prior to the Match.
2. Only a team captain may speak on behalf of their team to referees and league officials.
3. Team captains are expected to address referees and league officials in a respectful manner and are strongly encouraged to wait until times of play stoppage to raise any questions or concerns.
4. 2 Referees will be positioned, during game play, at the center line, on opposite sides of the court.
5. A Referees’ primary responsibilities are to serve as an arbitrator for difficult calls, start and maintain game flow, ensure the safety of all participants and spectators, and enforce the Sportsmanship Code. It is the PLAYERS’ responsibility to remove themselves from games when Out – not the referees’ responsibility to call them out.
6. Referees have the authority to eject anyone before, during and immediately after any match they are officiating if they feel it is warranted. This should never be necessary (see Code of Sportsmanship).
7. Referees have sole discretion to call a timeout for injury or otherwise.
8. A restart after a timeout should occur with all players on their respective back lines. Players may have in their possession any balls that were on their side when the timeout was called.
9. If a referee cannot determine what side of the court a ball or multiple balls were on at the time the timeout was called, those balls should be placed at center court for a rush.
10. All decisions made by referees are final. If there is no definitive call, there is no call.
III. Game Procedures
Pregame Procedures
1. Prior to a Match, the team captains and referee shall meet at center court for introductions and to review any rules that need clarification.
2. Immediately prior to the start of every Game, six balls shall be placed on the center line such that three balls are on one-half of the court and three are on the other half.
Starting A Game
1. Players will line up behind the baselines on their respective sides of the court.
2. A signal from a Referee will signal the beginning of the game, at which time teams must send three players to the center line to retrieve and assume possession of the balls. (It gets the action started right away!)
3. Teams may only retrieve the three rightmost (from their perspective) balls on the court.
4. Once a ball is retrieved, the retrieving player must clear it behind the 6-foot attack line before it can be legally thrown. To be cleared, a player in possession of the ball must touch the ground behind the 6-foot attack line with the ball while that player is still touching the ball (i.e. bouncing the ball behind the line does not clear it). If a player throws a ball that has not been cleared, that player will be declared out.
5. If a ball remains on the center line for ten seconds after the initial referee whistle, it may be retrieved by either team – but must still be cleared.
Boundaries
1. During play, all players must remain within the boundary lines of the court. Players who make physical contact outside of the court boundary lines for any reason will be declared out.
- Exception: See ball shagging below.
2. The boundary lines themselves are “In” and part of the playable court
3. If a player controls a catch while maintaining contact with the court, then falls out of bounds after completing the catch, the catch will be valid AND the player who has left the court will be Out.
4. Mistaken Out Exception: should a player leave the boundary to go to the Out Lineup and then be judged to be Not Out by the referee, that player may return without being declared Out for the Out of Bounds infraction.
Possession
1. Each player may only have 1 ball in their possession to throw. Players may possess 2 balls if the second ball is obtained by a catch, but s/he must immediately pass or discard the second ball after the catch is made.
2. If a ball is in a player’s possession, that player must throw the ball across the center line within 5 seconds. This is a loose 5-seconds and is intended to keep the game moving along and to prevent players from stalling. Players that are actively engaged in play (deflections, etc.) shall not be called on the 5-second rule. This rule is plainly in place to prevent stalling.
3. If a thrown ball does not cross the center line before hitting the ground, then the thrower will be declared out. This rule shall only be in effect when there are 6 or less people on the court.
4. Intentionally throwing the ball out of bounds or high up in the air as a distraction technique is prohibited, and will result in a warning. No player may be called out if distracted by a throw like this. Future infractions will result in the player being called Out.
5. Players may not pass a ball in their possession to other players on their team unless they have just made a successful catch resulting in the possession of a second ball. A ball is considered to be in a player’s possession if s/he picks it up off the floor or places his/her hand on the ball for more than one second with the clear intent of picking up the ball.
6. Nudging, rolling, pushing, kicking, etc. a ball to ANOTHER player or teammate is permitted (it keeps the pace of the game moving).
7. If a player is squatting over a ball, rolling it along with him/her, or gives any clear indication that they intend to pick up a ball but are obviously stalling to subvert the 5-second rule through rule-manipulating tactics shall be given ONE warning by the referee, after which that player shall be called OUT.
8. Bouncing a ball across the center line with back-spin in an effort to reacquire possession and subvert the 5-second rule is not permitted and the offending player shall be called OUT.
9. Just play guys.
Ball Retrieval
1. Active players may leave the court to pick up an out-of-bounds ball, but must do the following when leaving the court to retrieve a ball:
A. A player must exit from the back of the court.
B. A player may only leave the court with the intention of retrieving a ball. If a player runs or jumps out of bounds in an attempt to dodge (or catch) a ball, but acts as though they were going out to pick up a ball, they will automatically be ruled out.
C. The player has no more than 5 seconds to retrieve the ball and return to the court. If a player fails to return to the court within 5 seconds, they will be called “Out”.
D. When returning to the court, a player must enter at the back of the court.
E. When retrieving an out-of-bounds ball, a player may roll back into play any number of balls, but should only carry one ball back into play with them.
F. When players are retrieving a ball out of bounds, it is considered in poor taste to throw at them; they must be given a chance to get back on the court.
2. To retrieve balls outside of the court, teams should use ball retrievers and members of their team not in the game.
3. Ball retrievers may not step or reach within the boundary lines for any reason. Should they do so, the offending team must forfeit a ball to the opposing team.
4. Ball retrievers and players in the out lineup must stay on their team’s half of the court. Unlike players on the court, they are not allowed to reach over the center line to collect a ball.
5. Ball retrievers must immediately return balls into play without delay. For example, retrievers may not hold onto balls or leave them out of play until their teammate is ready for a ball.
6. When returning a ball to the court, balls should be rolled into play to avoid distracting players that are still in.
Center Line
1. For the purpose of this section, the Center Line shall be considered to extend infinitely in either direction of the actual marked Center Line on the court.
2. A player touching the opposing team’s area (in or out of bounds) will be called out.
3. Players may lean into the opposing team’s area, but no part of the player’s body may touch the ground on the opposing side for any reason. Players that make contact with a ball that is in possession of an opponent will be declared out.
4. Players who cross into the opposing team’s side of the court will be called out.
A. If a player throws the ball before unintentionally stepping across the center line, the throw (and possible subsequent catch) will count.
B. A “suicide,” or the act of intentionally crossing the center line and throwing the ball before they have touched the ground, is not allowed and a player attempting it will be called OUT.
5. If a player is able to control a catch on his/her side of the court and then falls to the other side immediately thereafter, the catch is considered valid but the player is then ruled Out for having crossed the center line.
Out Lineup
1. When players are Out, they must proceed immediately to the Out Lineup, an area adjacent to the court.
2. Players that are Out are to line up in order from the wall such that the first person to be Out is lined up nearest to his/her team’s baseline.
3. Those in the Out Lineup must return any balls that enter the Out Lineup to the playing area without delay.
4. Players returning to the court from the Out Lineup are in play once they step onto the court.
Game Start, End and Timing
1. A 30-minute time limit has been established for each Match in regular season league play. Teams will play as many games as possible during that time.
2. Teams have 5 minutes after the Match time clock has started to satisfy the 4 player minimum. If they fail to do so within that time, a forfeit will be recorded.
3. No Game will start with less than a minute remaining on the 30-minute game clock.
4. Once a game is started, it will be played to completion.
5. Due to time restrictions in the gym, the game clock will begin at the scheduled start time. If there are circumstances beyond a team’s control (i.e. anything not associated with players not being on time), league management will have the game clock start later than the start time.
Match Procedures
1. The Referee will be the official timekeeper. The referee will announce the remaining time at the fifteen (15), five (5) and one (1) minute marks.
2. Teams will change sides after 15 minutes have passed on the official clock.
3. Games end when all players have been eliminated from one team.
Game Scoring
1. The team that wins the most Games is declared the winner of the Match.
2. During the playoffs, all Games will be played as a Best-of-X format as determined by the League. All games will be played to completion.
3. The official Match score will be recorded by one of the game referees.
4. Team Captains must sign off on the score sheet at the end of their Match. Should the captain disagree with the recorded game result, they need to discuss with League management at the conclusion of the game.
Player Elimination
Thrown Outs
1. A player is Out when an opponent throws a ball that hits the player before hitting anything else, and the player is unable to catch it before it touches the ground, wall, ceiling, another ball, or any other object other than a fellow team member.
2. A Save occurs if a player is hit by a ball, but after the hit, and before the ball touches the ground, wall, etc, a teammate catches the ball in bounds. Neither the thrower nor the hit player is Out and no Out players return to the game.
3. Players may deflect a thrown ball with a held ball and not be called Out. However, if the player does not retain control of the held ball (so that the ball touches the floor, wall or any other non-human object), he/she is Out.
- Clarification: Once a thrown ball has been deflected off of a held ball, it is considered “dead”, meaning that even if it then hits the player, that player is not out (nor can the ball then be caught to eliminate the thrower).
4. A ball that hits the floor and a player at the same time does not result in an Out. The referee should immediately communicate to both teams that all players are Safe.
5. If a player has thrown a ball before they are hit, that ball is LIVE and can cause an out (by catch OR hit).
6. Pinching: “Pinching” is the act of squeezing a ball in order to alter its flight when thrown or to gain a better grip on the ball. While holding a ball, players’ fingers must remain extended so as to “palm” the ball. A player will be called out for pinching, whether or not the player has thrown the ball, while players hit out by a pinched ball will not be declared out. A pinched ball that is caught will still count as a caught ball. Players caught intentionally “pinching” the ball will first receive a Team warning. Any further violations will result in the offending player being ejected for the night.
7. Slapping / Punching: Slapping / punching the ball is the act of striking the ball with an open or closed hand or arm in an attempt to get a player out. This is NOT considered a valid throw attempt. Players caught slapping or punching the ball will first receive a team warning, and further violations will result in the offending player being called Out.
Catch Outs / Game Re-Entry
1. A player is Out when an opposing player catches a ball they threw, in bounds, before it touches another player, the ground, wall, ceiling, another ball, or any other object.
2. When a player makes a Catch, the first player in the team’s Out Lineup may return to the game.
3. Players must return to the Game in the order in which they got Out.
4. Players must be Out at the time of the Catch to be able to be caught back in.
5. Players returning to the Game out of order, intentionally or not, will be called Out.
6. A ball that is “trapped” against the floor does not result in an Out or player return (all players are Safe). The referee should immediately communicate to both teams that all players are Safe.
7. A player may catch a ball while already holding a ball.
8. A player may legally drop a ball to attempt a catch.
Exiting The Court
1. Players who are Out must quickly leave the court, indicate they are Out by raising their arm, then line up in the Out Lineup in the order in which they got Out.
Head Shots
1. “The Head” is any area above the shoulders and includes hair, sweatbands, neck, etc. If a player is struck on any part of the head with a thrown ball while in a Substantially Upright Position (a “Head Shot”), the thrower of the ball shall be out, while the recipient of the Head Shot shall remain in the game.
A. Exception: When the hit player was already out but still on the court, the player will remain out, but the thrower will also be called out. (see head shot timing below).
B. Exception: When a player is unintentionally kneeling or lying on the ground, a head shot will be called if the ball is thrown after the player is in that position.
2. A “Substantially Upright Position” includes anything at or above an “athletic position”, which may include slightly bent knees and a slightly angled back.
3. Complete discretion about whether a player was struck in the Head while in a substantially upright position lies with the game referees.
4. Referees are to call borderline cases in favor of the recipient of the Head Shot (i.e. the thrower would be declared Out).
5. If a player is judged to have been defensively protecting him/herself from a Head Shot while in a substantially upright position by putting his/her hands or arms in front of his/her face, this shall be declared a Head Shot Out and only the thrower of the ball will be declared Out.
6. Intentional Head Placement. Referees have the discretion to call the hit player out for intentionally placing his/her head in front of a thrown ball.
7. Intentional Head Hunting. Referees have discretion to call a player out (and eject the player as warranted) for intentionally throwing a ball at the head of any other player (in or out), a referee, or a spectator.
8. High Throw Warnings: If a player throws the ball at neck level height or higher as judged by the referees, their TEAM will receive ONE warning. Three (3) Warnings as a result of high-throw infractions will result in the most recent player to commit a high throw to be OUT. Every high throw thereafter will result in a player going out.
9. High Throw Warnings reset when teams switch sides, at the half-way point of the match.
Head Shot Timing
1. If a Head Shot occurs immediately before, at the same time, or immediately after a player is hit cleanly at the shoulder level or below by another ball, the thrower is out but not the hit player.
2. If a Head Shot occurs after a player is out, but before they are able to get off of the court, the thrower will be called out. The hit player will remain out.
3. A Head Shot cannot cause a fumble. A player hit in the head will not be called out if he/she drops another ball because of the Head Shot.
4. When a head shot occurs, the referee should immediately call a timeout to make sure the player is not injured. The game should be continued using a restart as described under the general game rules.
Miscellaneous Rules
Slow Play and Possession
1. Players must move the ball across the center the line within 5 seconds of physical possession. Referees should give a verbal warning when 5 seconds is reached. If a player does not throw the ball after the verbal warning, that player shall be called Out.
- Clarification: This rule is intended to keep the game moving if teams/players are intentionally stalling, not as a method of having people called out. If a captain feels that the other team is holding the balls significantly longer than 5 seconds, they should calmly inform the referees so that they may properly monitor/enforce any concerns. Referees shall take this into consideration, but still allow players breathing room to play.
2. Each possessed ball has its own slow play count.
3. Players must make an effort to retrieve and throw stagnant balls. If no effort is made, then the balls around the player will be considered possession and the player will be declared Out after 15 seconds.
4. Most Balls on One Side: When most of the balls (4 or more) are on one team’s side of the court, a team has 10 seconds to put a ball into play on the other team’s side of the court, even if none are possessed by a player or when none of those players are engaged in active play. This is a loose 10 seconds and is intended to keep the pace of the match moving. Should the team fail to put a ball into play, the referee will declare the opposing team the winner of that game. In the case that both teams have an equal number of balls on their side, they shall share the burden of putting the balls into play as ushered by the referees.
5. A ball is considered to be in a player’s possession if she/he picks it up off the floor, or places his/her hand on the ball for one second or more, with the intention of picking up the ball.
6. Adjustments to the rules can be made by the League Coordinator for untimed games at his/her discretion as long as those adjustments are made clear to the captains of each team.
Interference
1. Spectators and players from other teams are not to interfere with game play.
2. If a ball strays from the court, spectators and players from other teams must without delay redirect the ball back into play at the nearest location.
3. Failure to obey this rule gives the referees the authority to ask spectators and players from other teams to move to another location.
4. Unless there is a court that is not in use, players are not allowed to warm up (by throwing dodgeballs) inside the gym while matches are being played.
5. Players who are hit but interfered with from a non-teammate shall not be called out.
Sportsmanship Violations
1. Referees and League Management have the authority to issue warnings and eject players.
2. Referees shall signal and can stop the game for all warnings.
Penalties
1. Warning: No penalty, but if the behavior is repeated, the result could be a player being called Out or ejection.
2. Ejection: If a player is ejected before or during a game, the player may not play for the rest of that day/night. If a player is ejected after their game is complete, they will be ineligible to play the rest of that day/night and the following week.
3. If player ineligibility due to ejection causes a team to become unable to meet minimum player requirements, then it will result in a forfeit loss.
Liability Rules
1. Intoxication: If League Management or a referee has reason to believe a player is intoxicated while playing, that player will be ejected.
2. Drug or Alcohol Use: if a player is witnessed consuming alcohol or illegal drugs at the playing facility, that player will be ejected.
3. League Management reserves the right to suspend or expel any player from the league for any reason without refund.
Communication With Opponents
1. Communication with opposing teams is highly encouraged, but any and all communication should be of a positive nature. Negative communication, whether verbal or non-verbal, including foul or abusive language, arguing, questioning, pointing, etc., shall result in a penalty.
2. Penalty Steps:
A. 1st Infraction: Warning to BOTH teams
B. 2nd Infraction: Player Out
C. 3rd Infraction: Player Ejection
Category: Dodgeball Rules
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Good Things to Know & Frequently Asked Q's
General
DC Fray operates a lot like the sports leagues of your youth. Our goal is to connect people and to play more often! Our leagues are 6-8 weeks long with a final championship tournament and end of season party, though we also host one time events as well. From softball, to league parties, to scavenger hunts, DC Fray. organizes the events so all you have to do is show up and have fun!
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DC Fray understands that for most people joining a sports team is about hanging out with your friends, having a good time and meeting some new people. We strive to keep the games fair and stress free so you can do just that… socialize and have a good time!
Category: General
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You simply show up at the courts/fields/bar for your scheduled games, you and your teammates play your opponents for about 30-60 minutes and then everyone heads on over to the nearby sponsor bar for food, drinks, and partying! It’s a ridiculously easy formula that’s seriously fun!
Times:
Depending on the location and day, weekday games are played between 6:00 and 11:30 pm. Weekend games can be anytime during the day or evening. Please check your specific league page for more details.
Category: General
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All players must be at least 21. Why? Because playing your game is only a small part of it. A large part of the fun happens at the bars after the games are done! Most players are between 23 and 31 years old and 60% are female.
Category: General
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Since the beginning, DC Fray has always been more about meeting people, playing a fun game and socializing afterward at the bar. A few players are naturally more competitive than others but don’t worry, 95% of DC Fray is NOT competitive.
As we have grown we have begun to offer divisions for different skill levels for select sports BUT every league we offer is inherently SOCIAL, in that we are all out there to have a good time and meet new people!
Category: General
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Registration dues vary by location,night and sport. DC Fray strives to keep dues low while still providing a quality experience for our members. Most leagues range in cost from $25 – $70. This fee covers insurance, field permits, equipment, player t-shirts, parties, prizes, recruiting, staffing at every league and the tons of other DC Fray events that we will be hosting throughout the year. You definitely get your money’s worth!
Each league typically gets at least 6 organized nights of games and tomfoolery, and league-wide parties where you’ll get to meet literally hundreds and hundreds of other players. You’ll also have access to all our other league related events, shindigs and parties throughout the year.
*Please note, DC Fray does not issue refunds.
Category: General
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Your ringleader simply forms a new group during the registration process. Once they’re registered, everyone then registers under that group / team. Easy Peasy! Doesn’t matter how small your group is, we’ll keep your buddies together when we merge and finalize teams after registration is closed. Start telling your buddies to sign up now!
*DC Fray reserves the right to put independent players on your group / team. Please check out our Roster Table to see average team size for leagues*
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Absolutely! A large majority of DC Fray players sign up as independents or in smaller groups. Once registration for a division is closed, we merge all free agents and small groups into bigger teams, as space is available. Right off the bat, you’ll get to meet new people from your team alone, not to mention all the other players from the other teams as the season plays out! DC Fray is the EASIEST way to meet people and make new friends!
Category: General
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Lots of people join DC Fray for different reasons and sometimes you may find yourself on a team that you just don’t mesh with. No worries, shoot your league commissioner an email and we will find you a new home!
Category: General
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We make the final call a few hours before the games the day of, but for the most part, we usually play through a light drizzle. At permitted locations that call to cancel is made by the operating DPR. We usually build one or more weeks of make up days in case of weather. If a league has multiple cancellations game MAY NOT be able to be made up. Call the Weather Hotline to check the status of your games: 202-290-1969 option 1.
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DC Fray has a no refund policy. Often our rosters have limited space and last minute cancellations hinder our ability to properly plan and organize the season and our leagues as well as the costs that have already been incurred by the league.
If you are unable to participate after completing the registration process we are able to transfer your registration to a future season!
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To register select your desired day and location. Make sure to read through the season info before signing up (dates,location,etc). Click through the links and you will be guided through the process. If you have any questions email us at [email protected]
Category: General
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Absolutely! We use commish and Stripe as our processor. Simply follow the prompts at the end of your registration to pay with your debit or credit card.
Category: General
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If you would like to prepay for other players or for an entire team you have the option to do so when registering! Once you are on commish and at the option to “Choose Your Destiny” there will be an option to Prepay for Others. Simply enter the number of additional people you are paying for, create a prepaid code and your total cost should update next to the box. Provide your created prepaid code to your players to use when they go to register for the season to mark their registration as paid.
Some of our divisions now offer an option to prepay for a full team! When you are creating a team/group you can select to “Prepay for a Team” just under the prepay for others option. The total for payment should be reflected on the right-hand side of the screen. Complete the rest of the registration prompts and proceed to the payment screen. When you pay for a full team you are paying for a team spot in the league and a specific number of roster spots. Your teammates still need to register for the season and apply your prepaid code! If you would like additional players you can add additional roster spots at time of checkout or after the purchase.
If you have a corporate company team or want to bring a very large group of rotating players, please email [email protected] to talk about corporate programs!
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Yes, we do offer the option to pay as a team. Since our registration is individually based the team rate is based on our Roster Table for an official roster size X the registration cost. For steps on how to pay for a team during the registration process please check the FAQ above.
Every player must be a registered member on the roster. We do not allow subs/walk-ups/whomever to play with us without being a registered DC Fray player. Certain leagues CAN use subs as long as that person is registered in the same division.
*Corporate,Veteran or other groups please email [email protected] to find out about possible groups rates.*
Category: General
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- First Offense: Loss of game.
- Second Offense: Loss of game and staff reserves the right to remove team from playoffs.
- Third Offense: Potential Removal from the league, at the discretion of league commissioners.
- Any team that forfeits more than once also forfeits any guarantee or right to a certain number of guaranteed games.
- If you know in advance that your team is going to forfeit a game, we encourage you to call our office, at 202-290-1969, so as to help us notify your opponent.
- Teams have until ten minutes past the designated start time to field a full squad (minimum numbers of players required to play according to the rules). Refer to rules regarding gender policies(batting ratios, female designated football plays, etc). Anything less then the minimum must be approved by the staff and opposing team.
Category: General
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First… are you sure you don’t know them or that they aren’t a friend of a friend? Once you’ve checked there it likely means free agents or another small group has been merged onto your team. When groups do not reach full team size we merge groups and free agents together to fill out rosters.
To learn more about our how the roster management and group / free agent mergers work check out our full roster management page here!
Category: General