Super Power Kickball

This is the new hotness. Instead of playing baseball for our next sports day, I have created the single greatest game of all time. There is no point in even trying to play anything else anymore.


Basically, the standard rules of kickball apply, except for the changes as follows. Everyone is assigned a single super power, drawn randomly out of a hat, at the beginning of the game. I might add some more, but for right the super powers are as follows, divided into offensive and defensive:

Offensive:

  • Fireball Kick: A kicked ball cannot be touched until after it has touched the ground. There is no way to catch a ball from this player. Once the ball hits the ground play continues as normal. If you catch or touch a fireball kick in anyway the play becomes a ground-rule double and the fielder who touched the ball must set the next play out for burn injuries.
  • Parasite: The player with this power can occupy the same base as another player, and does not have to run to another base. The parasite player cannot be forced out because someone else needs their base (because they will just co-occupy it) but can otherwise be forced out as normal. For example, if a fly kick is caught by the outfielders a parasite can still be forced out by touching the base they started on before they can return to it.
  • Super Speed: The player with super speed scores a run when they reach third base.
  • Time Freeze: This power is not activated unless the player calls it when they are kicking. No players other than the kicker and the pitcher, including any runners on base, can move their feet until the kicker reaches first base or strikes out. A fielder can still catch the ball without moving their feet.
  • Doppelganger: After a play has ended and all runners are safe on their bases, the player with Doppelganger can choose to switch positions with any other runner by announcing this and performing the switch. This must be done before the first pitch is rolled.

Defensive:

  • Spider Fingers: If the fielder with spider fingers touches the ball with any part of their hands while it is in the air, even if they do not successfully catch the ball, the ball counts as being caught.
  • Freeze Time: When yelled by the person with this power, all players, including base runners, must stop and stay where they are until the player with freeze time moves his feet. The ball can still be thrown with the hands and picked up from the ground so long as players do not move their feet. At any point when the players on the fielding team cannot reach the ball without moving their feet, play is immediately restarted. This power can also not be used to deliberately stall the game.
  • The Brick Wall: The brick wall player cannot catch a ball. However, if they intercept the ball with any part of their body while the ball is in the air before landing the first time, that play becomes an automatic single and no runners may advance beyond a single base. The brick wall is immune to the fireball kick.
  • Super Strength: Any player hit by a ball thrown by the player with super strength counts as two outs. This does not apply toward tag or force outs performed by the player with Super Strength. The ball must be thrown overhand.
  • Gogo: This player can mimic any power on his team, but he must declare which power he is using at the start of every inning and cannot switch until the next inning.

Additional Rules:

  • Spin Kicks: Any fielder that can spin kick or Thai roundhouse (a side kick where the foot connects above the waist of the kicker) a kicked ball before it hits the ground scores an additional point for his team. Play continues as normal otherwise. Kicking the ball does not count as it hitting the ground, so a fielder can theoretically roundhouse kick the ball to another fielder on the team who could still catch it for an out or kick it again for an additional point. You cannot spin kick a Fireball, nor can the Brick Wall spin kick anything, ever.

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