Kickball
Adult recreational league. Co-ed rosters, bar-league scoring.
- 7Innings
- 10Min Roster
- 3Outs
- Co-EdFormat
01Team & Roster
- Rosters are co-ed with a minimum of 10 players; teams must field at least 8 to avoid forfeit, including at least 3 of the minority gender when a co-ed ratio is in effect for the division.
- Batting order includes every player present; the field may rotate up to 10 fielders per inning.
- Late arrivals are added to the bottom of the batting order upon check-in with the field captain.
02Field & Equipment
- Standard kickball diamond: 60 ft base paths, pitcher's mark 40 ft from home plate.
- Official 10-inch rubber playground ball, supplied by the league.
- Closed-toe shoes required; no metal cleats.
03Game Length & Scoring
- Games run 7 innings or 55 minutes, whichever comes first; no new inning starts after the time cap.
- Run limit of 5 per team per inning, lifted in the final inning.
- Standings are decided by win/loss record, with run differential as the first tiebreaker.
04Bar Games & League Points
Sessions that opt into the bar-games category award bonus league points for participation in between-inning challenges at the host venue. Bar-game points are tracked separately from win/loss standings and do not affect on-field results.
05Pitching, Kicking & Base Running
- Pitches are rolled underhand along the ground; must reach home plate steadily without excessive bounce.
- Three pitches called out of the strike zone in a row awards the kicker a walk to first.
- Bunting is allowed; kicking above the ankle on a pitched ball is a foul.
- Leading off before the ball is kicked is not allowed; stealing bases is not permitted.
- Runners are out via force play, tag, or a thrown ball hitting them below the shoulders — headshots on a live throw are not an out and play continues.
Pickleball
Play Harder and Start The Party divisions.
- 11Points/Game
- Win by 2Finish
- DoublesPlay
- 2 DivFormat
01Format & Divisions
- Play HarderCompetitive division for experienced players.
- Start The PartySocial division, casual pace, beginner-friendly.
- Matches are doubles unless a singles bracket is announced for a given week.
02Court & Equipment
- Standard pickleball court: 20 ft x 44 ft, with a 7 ft non-volley zone (the kitchen) on each side of the net.
- Players supply their own paddle; league supplies balls for sanctioned matches.
03Game Length & Scoring
- Games are played to 11, win by 2; only the serving side can score a point.
- Matches are best-of-3 games during playoffs; regular season is single-game unless posted otherwise.
- Weekly round-robin scheduling is generated to minimize repeat matchups across the session; standings are based on match win/loss with point differential as tiebreaker.
04Bar Games & League Points
Sessions that opt into the bar-games category award bonus league points for participation in between-match challenges at the host venue. Bar-game points are tracked separately from match win/loss standings.
05Serving & The Kitchen
- Serves are underhand, struck below the waist, and must land diagonally in the opponent's service court. One serve attempt per turn.
- Server calls their own score before each serve: server score – receiver score – server number (doubles).
- Players may not volley the ball while standing in the non-volley zone (the kitchen) or touching its line.
- The double-bounce rule applies: each side must let the ball bounce once before volleying at the start of a rally.
- A fault ends the rally: ball out of bounds, into the net, a kitchen violation, or a carried/double hit.
Volleyball
Co-ed recreational league, rally scoring, indoor or grass courts depending on venue.
- 25Points/Set
- Best of 3Sets
- 6v6On Court
- Co-EdFormat
01Team Format
- 6 players per side on the court, co-ed with a minimum number of players of the minority gender on the court at all times per the division's ratio rule.
- Minimum 4 players to avoid forfeit; teams playing short rotate an empty spot in serve order.
02Court & Net
- Standard court: 30 ft x 60 ft, divided by a net at recreational co-ed height.
- Antennae mark the legal crossing width above the net; a ball crossing outside the antennae is out.
03Game Length & Scoring
- Rally scoring — a point is scored on every serve regardless of which team served.
- Sets are played to 25, win by 2; matches are best-of-3 sets, with a deciding third set played to 15.
- Serve rotates clockwise each time a team regains serve; standings are decided by match win/loss with set differential as tiebreaker.
04Bar Games & League Points
Sessions that opt into the bar-games category award bonus league points for participation in between-set challenges at the host venue. Bar-game points are tracked separately from match win/loss standings.
05Serving, Rotation & Substitutions
- All players rotate one position clockwise each time their team regains serve; server has one attempt, and a serve clipping the net and landing in bounds is live play.
- Each side gets a maximum of 3 contacts before returning the ball, not counting a block; no player may contact the ball twice in succession except immediately after a block.
- Touching the net during play, or fully crossing the center line under the net, is a fault.
- Substitutions are unlimited during recreational play and can be made at any dead ball; front-row and back-row positioning must be respected at the moment of serve.
Soccer
Co-ed recreational league, small-sided format, two running halves per match.
- 7v7Format
- 25Min Halves
- Co-EdRoster
- NoOffside
01Team Format
- 7v7 recreational format including goalkeeper, co-ed with a minimum number of minority-gender players on the field per division rules.
- Minimum 5 players to avoid forfeit.
02Field & Equipment
- Reduced-size pitch appropriate for 7v7 play; goals sized for small-sided soccer.
- Shin guards required for all players; no metal cleats on turf fields.
03Game Length & Scoring
- Two 25-minute running-clock halves with a 5-minute halftime; clock stops only for serious injury at the referee's discretion.
- Win = 3 points, draw = 1 point, loss = 0 points.
- Standings are decided by total points, with goal differential as the first tiebreaker and head-to-head result as the second.
04Bar Games & League Points
Sessions that opt into the bar-games category award bonus league points for participation in between-half challenges at the host venue. Bar-game points are tracked separately from match win/loss standings.
05Rules of Play
- Offside is not enforced.
- Slide tackles are discouraged and may be carded at referee discretion in a non-contact recreational setting.
- Standard fouls apply: direct and indirect free kicks, penalty kicks for fouls inside the box.

Euchre
Bar league card format — partnered play.
- 24Card Deck
- 4Players
- 10Pts to Win
- 2v2Partners
01Deck & Partnerships
- Played with a 24-card euchre deck: 9 through Ace in each suit.
- 4 players in fixed partnerships, seated across from their partner.
- The Jack of the trump suit (right bower) and the Jack of the same-color suit (left bower) are the top two trump cards.
02Table & Equipment
- 4 players per table, seated with partners across from one another; dealer deals 5 cards per player and turns the top kitty card face up.
- Standard playing table and a 24-card euchre deck are supplied by the league or venue.
03Game Length & Scoring
- 3–4 tricks won: 1 point.
- All 5 tricks (march): 2 points.
- Lone hand, all 5 tricks: 4 points.
- Euchred (calling team wins fewer than 3 tricks): opponents score 2 points.
First partnership to 10 points wins the match. Tables rotate partners on a schedule set by the league coordinator; standings track match wins and total points scored across the session.
04Bar Games & League Points
Sessions that opt into the bar-games category award bonus league points for participation in between-hand challenges at the host venue. Bar-game points are tracked separately from match win/loss standings.
05Dealing, Calling Trump & Play of the Hand
- Dealer deals 5 cards to each player in batches of 2-3 or 3-2 and turns the top kitty card face up; deal rotates clockwise each hand.
- Starting left of the dealer, each player may order up the turned card (making its suit trump) or pass. If all pass, the dealer turns the card down and a second round allows any player to name a different suit ("stick the dealer" variant optional per house rules).
- A player may go alone, playing without their partner for a higher point reward if they take all 5 tricks.
- Player left of the dealer leads the first trick; players must follow suit if able, otherwise may play trump or discard. Highest trump wins the trick, or highest card of the suit led if no trump is played; winner of each trick leads the next.
Bowling
Handicapped team bowling: two matches a night, four bowlers a match.
- 2Matches/Night
- 4Bowlers/Match
- 8Max Roster
- 4Points/Night
01Team & Roster
- Teams play two matches head-to-head each week. A match is the four bowlers' game scores added together.
- Teams can have up to 8 players, but only 4 bowl in each match. Substitutions are only permitted after a match is complete.
- You can change who bowls between matches. For example, with a roster of John, Joe, Jane, Dane, Emma and Ashley, match 1 might be John, Joe, Jane and Dane, and match 2 Emma, Ashley, John and Joe.
- Substitutes are allowed during the regular season; only roster players may bowl in the playoffs.
02Arriving & Setting Up
- Your team is assigned a lane at the start of the league and keeps it for the whole league. Head straight there when you arrive.
- Need shoes? Rent a pair at the front desk (bring socks). Need a ball? Take any available house ball from the racks.
- A scorecard is left on your lane's scoring computer; ask the Gamer if you can't find it. Enter your lineup in the scoring computer.
- Practice bowling runs for the 10 minutes before league play.
03Game Play & Scoring
- The first match each night is 9 Pin No Tap: knocking down 9 pins with your first ball counts as a strike.
- The second match follows traditional bowling rules.
- Only 4 players may be listed on the screen during each match.
- All scores are handicapped: the league average of the top 5% of bowlers, minus the bowler's average, times 90%. Example: a 100 average in a league whose top 5% average 200 gets a handicap of (200 − 100) × 0.9 = 90.
Each team can win four points a night:
- 1 point for showing up
- 1 point for the first match
- 1 point for the second match
- 1 point for the higher total across both matches
A Strike King and Strike Queen are crowned each week.
04Etiquette
- Use one-lane courtesy: don't bowl at the same time as the lanes on either side of you, and wait until those bowlers have turned back toward the seating area before starting your approach.
- One bowler on the approach per lane at a time. Stay on your own lane and leave the approach right after your turn.
- No bowling between your legs, between someone else's legs, backwards or similar.
- If the ball return or pinsetter has a problem, tell the Gamer or an alley manager. Don't throw extra balls to fix it, and don't walk down the lane or in the gutters.
05Forfeits
- A team forfeits the first match 10 minutes after the start time, and the second match 30 minutes after the start time.
- A team that hasn't shown up 30 minutes after the start time forfeits the night and all four possible points. A team that doesn't show up, or doesn't have four players, forfeits that night's matches.
- Forfeits during the season: first, loss of the game; second, loss of the game, and Sportcial may remove the team from the playoffs; third, possible removal from the league.
- A team that forfeits more than once also gives up any guarantee of a set number of games.
- Know in advance that you'll have to forfeit? Email playharder@daytonsportcial.com.
06Waivers, Eligibility & Protests
- Every player must sign the Sportcial waiver online before they bowl. Captains get a signing link for each player on the roster.
- A formal protest about an opposing player's eligibility applies to Championship Week and must be made to the Gamer before the game; the player in question gives their name and email to the Gamer in writing. A protest upheld means the game in question is forfeited, and later games may be rescheduled.
- Protests made during or after a game aren't formal protests. Any protest must be raised before the match starts, otherwise the match stands. The Gamer's rulings are final.
07Gamer & Sportsmanship
- A Sportcial Gamer is on site during league play to help with problems and questions. For schedules, policies or rule questions, or anything you'd rather not raise with the Gamer, email playharder@daytonsportcial.com.
- The idea is to have fun. Be competitive and keep good sportsmanship; behavior the Gamer finds unacceptable may lead to suspension or ejection from a game or the league (see the League Policies).
