Name and Purpose
- California Kickball adds a six-base layout to the classic game, giving runners more strategic choices and keeping the field more active.
- Everyone kicks each inning, so no one sits for long.
a.k.a.
- Six-Base Kickball, Hex Kickball
Age / Group / Time / Space
- Ages 8-16 | 10-40 players (split into 2 equal teams) | 30-45 minutes | Large outdoor grass or turf field. The hexagonal base layout requires more width than standard kickball.
Materials
- 6 bases or flat rubber markers
- 1 playground ball or kickball (standard rubber)
- Optional: boundary cones to define the outfield or foul lines
Quick-Run Card
- Set 6 bases in a hexagon pattern: 3 across the top row, 1 on each side, and home plate at the bottom centre.
- Kicker boots the ball into the field from home plate, then runs the bases.
- Runner must tag all 6 bases in order to score. Up to 3 runners may share any base at the same time.
- Runners are not forced to advance.
- Outs: kicked ball caught in the air; or ball thrown at (and hitting) a runner while they are between bases. Throws must be chest-level or below, never overhand-hard.
Setup and Boundaries
- Base layout: 3 bases across the back row (evenly spaced), 1 base on the left side, 1 on the right side, 1 home plate at centre-front.
- No force outs. Runners choose when to run.
- Define a pitcher’s zone: the pitcher must roll the ball along the ground to the kicker at home plate.
- Signal: 1 whistle = pause (injury or confusion); 2 whistles = inning over.
- Check the field for holes, divots, and wet patches before play.
How to Play
- Teams are split equally. One team kicks first; the other fields.
- Every player on the kicking team kicks once per inning, in rotation.
- The kicker boots the ball from home plate. Fair ball = anywhere past the pitcher’s zone.
- After kicking, the runner tags all 6 bases in order to score one point. Runners may pause at any base and wait for the next kick. Up to 3 runners may share one base at a time.
- Fielding team catches or retrieves the ball and may throw it at a runner who is between bases to record an out. Throws must be aimed at the body, chest-level or below. No overarm power throws.
- A caught fly ball (before the ball bounces) = out.
- There are no force outs. Runners only advance when they choose to.
- After all kickers on the offensive team have kicked, teams switch. The fielding team now kicks.
- Play 3-5 innings. Team with the most points wins.
I-OPt Options
Start:
- A (Active): Jump into the kicking lineup right away.
- S (Support): Volunteer to keep score or manage the kicking order.
- Q (Quiet): Take a mid-order spot in the kicking lineup and settle in.
- O (Observer): Watch the first inning from the sideline and join the kicking lineup for inning two.
Mid:
- A (Active): Sprint the bases aggressively when the opportunity arises.
- S (Support): Direct runners at bases (“Stay!” or “Run!”).
- Q (Quiet): Hold a base and wait for safe conditions to advance.
- O (Observer): Take a rest between innings and rejoin when ready.
Late:
- A (Active): Push hard on the final inning for a comeback.
- S (Support): Keep track of score and celebrate each point.
- Q (Quiet): Hold your base patiently in the final innings.
- O (Observer): Cheer from the sideline.
End:
- A (Active): Join the debrief circle and share a highlight.
- S (Support): Help collect bases and the ball.
- Q (Quiet): Offer one thought during the debrief.
- O (Observer): Listen in and join the debrief when comfortable.
Inclusion Adaptations
- Players who prefer not to sprint the full base path can stop at any base and advance over multiple kicks.
- Kicking power: there is no rule about how hard you must kick. A gentle roll into the field is a fair ball.
- Players with limited mobility may kick from a seated position or use a kick-assist (another player holds the ball in place). Their kick counts the same as any other.
Stewardship Moment
- Check the field for any equipment (balls, bases, cones) before leaving. Nothing left behind.
- Brief players: “This field belongs to the next group too. Leave it better than you found it.”
Consent
- Pre-brief: “This game involves kicking, running bases, and sometimes having a ball thrown at you while you are running. Throws must always be aimed at the body, chest-level or below, and never thrown hard. For those not comfortable with being targeted by throws, playing as a base coach or scorekeeper is another option.”
- Mid-game check: at the end of the first inning, pause. “Is the pace okay? Any rules we need to clarify?”
- Opt-out/re-entry: any player may skip their turn at kicking without explanation. They re-enter in the next inning’s lineup.
Risks and Mitigation
- Collision between runners at bases: up to 3 runners allowed per base. Brief runners to call out “Base!” when arriving so others know.
- Ball thrown at face or head: brief this rule explicitly before play. Staff can pause the game immediately if unsafe throws occur.
- Tripping on bases or divots: check the field surface before play. Flat rubber bases are less of a trip hazard than raised ones.
- Overheating in long outdoor play: schedule a water break between innings 2 and 3. Keep water bottles accessible on the sideline.
Warm-Up Suggestions
- “Base Walk”: walk around all 6 bases together as a group before play starts. Everyone learns the layout.
- “Kick and Catch”: pairs kick and catch the ball to each other for 2 minutes. Warms up kicking and fielding.
Debrief Questions
- What? “What was different about having 6 bases compared to regular kickball?”
- So What? “How did you decide when to run and when to stay? What made you feel safe to go?”
- Now What? “Where else do you choose between playing it safe and taking a risk to move forward?”
Cleanup and Reset
- Collect all 6 bases, the ball, and any cones.
- Check the field surface for divots or damage.
