Kickstand

How this works

Playing on a team

No app to install, no password. Your captain sends a link, you tap your name, done. Tap a topic to open it.

How kickball works

The whole game, per the OutLoud rulebook on file. Rule numbers cite it; the search box at the bottom answers anything else.

The game in one minute
Two teams, 7 innings or about 50 minutes (Rule 7.1). Up to 10 on the field: 6 infield, 4 outfield (9.1). The pitcher rolls it, you kick it, and it is baseball from there: three outs an inning, force plays, tag plays, caught kicks are outs, fair and foul lines matter (15). No leading off and no stealing: runners move only once the ball is kicked (11.3). Most runs win. Down 15 after the 4th ends it early (7.7).
Kicking: how to actually get on base
Wait for a pitch in the zone (1.2): three strikes or three fouls and you are out (15). Kick LOW and controlled: high floaters are the easiest outs in the sport, while a hard grounder into a gap is a base almost every time. A soft short kick (a bunt) is completely legal here, and the crash line (9.2) keeps infielders back until the pitch, which is why a well-placed one between pitcher, catcher, and third is the cheapest base available. Aim away from their best fielders. Always run through first base: you cannot be tagged out overrunning it unless you turn toward second (11.7).
Running the bases
Pick a natural path; you may dodge a tag but not by leaving your baseline entirely (11.1). On a caught kick, get back and tag up before advancing (11.6). No leadoffs, no steals (11.3). A fielder blocking your path without the ball is obstruction and you are safe (16.1); touching a live ball on purpose makes you out (16.2).
Every position, explained

Pitcher: Rolls the ball and anchors the middle. After the pitch you are the fifth infielder: charge slow rollers up the middle and cover bunts the corners cannot reach. Smooth, flat pitches get more strikes than fancy spin in rec play.

Catcher: Runs the strike zone and owns short kicks. You are the bunt police: anything dying in front of the plate is yours, and you back up wild throws home. Must stay behind the kicker until contact (Rule 9.2).

1st base: Catches everything, footwork second. Most outs in kickball are force plays at first, so a sure-handed catcher here wins games. Stretch toward the throw, keep a foot on the bag, and never chase a bad throw into the runner's path.

2nd base: Quick feet, short throws. Covers the middle with the shortstop, takes the force at second, and turns the easy double play. Talk constantly with your shortstop about who covers the bag.

Shortstop: Your rangiest infielder. Most kickers are right-footed and pull the ball this way, so expect traffic. Field it clean, take the closest force, and do not force a long throw when the short one is there.

3rd base: Reaction time and bunt duty. You charge bunts with the catcher, guard the line, and make the longest infield throw. Strong accurate arm beats raw speed here.

Left field: Busiest outfield spot, again because of right-footed pull. Play deeper for big kickers, shade toward the line for pull kickers, and hit your cutoff instead of throwing home on a hope.

Left center: The glue of the outfield. Back up left field on everything, call the ball early and loud (a called catch is an easy out, a collision is a disaster), and remember caught kicks mean runners must tag up (Rule 11.6).

Right center: Covers the gap most teams ignore. Sneaky-fast kickers aim here on purpose. Stay honest, back up second base on steals of momentum, and keep throws low and on a line.

Right field: More action than in baseball: weak kicks slice this way constantly. Charge everything, because the force at first from right field is a real play in kickball. Fastest arm-to-release wins.

Subs from outside the roster play outfield only (5.4.2). Everyone plays: equal time is the rule, not a courtesy (4.5).

Team defense in three sentences
Put your surest hands at first and catcher, your fastest people in the outfield, and your strongest arm at third. On every kick somebody calls the ball, loudly, before anyone else moves. Know the force play before the pitch: the easy out beats the hero throw every single time.

🐻 Ask the rulebook

Browse the whole rulebook (52 sections, 2025 edition)
1.1 · The field

The diamond is a square with 60 foot sides (up to 65 feet if bases cannot be moved). The pitching strip sits in the center of the infield, equidistant from the three bases and home. Cones mark the foul lines at 15, 30 and 45 feet past first and third, the crash line at 40 feet from home along both lines, and the foul cone at 20 feet.

1.2 · Strike zone

A three dimensional rectangle 41 inches wide (the 17 inch plate plus 12 inches on each side), 12 inches deep and 6 inches high, marked by the strike cone 4 feet left of the plate front and two 12 inch bases beside the plate.

1.3 · Kicking box

An 8 by 8 foot box aligned with the front of home plate. The kicker may line up outside it, but part of the plant foot must be inside the box during the kick.

2.2 · Shoes and cleats

Athletic shoes are required. Metal cleats are not allowed.

2.4 · The ball

The official ball is a 10 inch Varsity Gay League kickball inflated to 1.5 pounds per square inch.

3.1 · Umpires

Games need at least one authorized official, the Head Umpire, who governs all play and issues final rulings. A First Base Umpire assists when available.

3.2 · Ejections

The Head Umpire may penalize or eject a player after one warning for things like unsportsmanlike conduct, delay of game or verbal abuse, and may eject without a warning at their discretion. Ejected players must leave the field area and may not return.

3.4 · Anything not covered

Umpires may rule on any point not specifically covered in the rules at the time it happens. That ruling does not set precedent.

4.1 · Home and away

The Away team kicks first each inning, the Home team kicks last. Home and away are decided pre game by rock paper scissors or a coin flip.

4.2 · Players on the field

Each team fields at least 7 and no more than 10 players, and at least 6 must be the team's own rostered players.

4.4 · Captains

All players must kick in the written kicking order. Late arriving players are added to the end of the order, with the Head Umpire and opposing captain notified. Only the captain may dispute calls or issue a challenge.

4.5 · Equal playing time

It is expected that all players will be allocated equal playing time per day of play.

5.1-5.7 · Substitute players

Teams need 7 players (6 rostered) to avoid a forfeit. Subs must be registered OUT Kickball players, or non league players who signed the waiver (maximum twice per season). Subs may only come from your division or below, may only play outfield, and must be identified to the umpire and on the written kicking order before the game. Roster limits: C division teams with 6, 7, 8 or 9 players may add 4, 3, 2 or 1 subs; A and B division teams with 6, 7 or 8 players may add 3, 2 or 1. If a rostered player arrives, they immediately replace a sub and inherit their kicking spot.

6 · Base coaches

Two members of the kicking team may coach first and third base, rotating to keep the written kicking order intact. Coaches may not physically assist runners while the ball is live; an assisted runner is out.

7.1 · Game length and winning

Regulation games last 7 innings or roughly 50 minutes. At the 40 minute mark the umpire announces that the next inning is the final one. Most runs wins; regular season ties stand as ties. If the Home team already leads when the bottom of the final inning arrives, or takes the lead during it, the game ends instantly.

7.2 · Forfeits

Fewer than 7 players, or fewer than 6 rostered players, is a forfeit recorded as a 7 to 0 win for the other team. Games may be delayed up to 5 minutes to find substitutes or wait for players. Teams are encouraged to play a friendly scrimmage anyway.

7.3 · Called games

A game called off after 3 full innings counts as a regulation game, scored at the end of the last full inning. Called before 3 full innings, it is not regulation and may be rescheduled.

7.6 · Inning mercy rule

If a team scores 7 runs in an inning, that half inning ends immediately and the team cannot score more than 7 that inning. The cap does not apply in the last inning.

7.7 · Game mercy rule

If a team leads by 15 or more runs at the end of the 4th inning, the game is called.

8.1 · Pre game

At start time the Head Umpire has captains exchange kicking orders if agreed, identify substitutes, and settle home and away by rock paper scissors or coin flip. The 40 minute game timer starts once the fielding team is set and the first kicker is in the box.

9.1 · Fielding positions

Up to 10 fielders: 6 infield (pitcher, catcher, first base, second base, shortstop, third base) and 4 outfield, positioned on the outfield grass or 15 feet behind the outer bases.

9.2 · Crash line and positioning

Infielders except the catcher must stay behind the crash line until the pitch is released; they may then crash toward the kicker but never within 5 feet of home. Pitchers release with a foot on or directly behind the strip and may not advance within 6 feet of home. A team's second position infraction in a game awards the kicker first base.

9.3 · Pitching style

Balls must be pitched by hand. There are no restrictions on pitching style.

9.6 · End of play

Once the pitcher controls the ball within 6 feet of the mound, the umpire calls time and the play is dead. Runners in forward motion past halfway keep the next base; everyone else returns to their previous base.

10.1 · What counts as a kick

Kicks must be made with the foot or leg at or below the knee, using the top or side of the foot. Contact above the knee is a foul. Stepping on or trapping the ball is a foul.

10.2 · Where to kick

Contact must happen at or behind the front edge of home plate, and part of the plant foot must be inside the kicking box during the kick. Lining up outside the box is fine.

10.3 · The count

Four balls is a walk to first. Three strikes is an out. Three fouls is an out. With two strikes, a foul counts as the third strike and the kicker is out.

10.4 · Kicking order and late arrivals

Everyone kicks in the written kicking order. A player absent at their spot takes an automatic out, unless they were noted as injured, ill or ejected with the umpire notified. Players not present at the start are removed from the order and added to the end when they arrive, even if the order has already cycled.

10.5 · Wrong kicker claims

Only a captain may claim improper kicking order, and only between the first pitch to the wrong kicker and the first pitch to the next kicker. The play is nullified and an out is recorded for the wrong kicker.

11.1 · Baselines

Runners choose a natural running path and may change course to avoid a fielder making a play, but may move no more than 4 feet off their path to dodge a tag. A runner outside the baseline is out.

11.3 · No leading off or stealing

Neither leading off nor stealing is allowed. Runners may advance only once the ball is kicked. A runner off base when the ball is kicked is out.

11.4 · Ties

All ties go to the runner.

11.6 · Tag ups

If a kicked ball is caught, runners must retouch or stay on their base until the ball is first touched, then may advance. A runner who fails to tag up can be put out by a tag or by an appeal at the original base.

11.7 · Overrunning first

Runners from home may overrun first base and can only be tagged out if actively attempting to advance to second. Intent is the umpire's judgement; turning left is not automatically an attempt.

11.8 · Overthrows at first

On an overthrow into foul territory during a play at first, the targeted runner may advance only one extra base. Other runners are not limited to one.

11.9 · Safety base and sliding

Runners from home must use the safety base beside first when a play is on, or they are out. Fielders may only make the out on the fair base. Sliding into first base is an out; run through the base. Once safe, the runner starts the next play on the fair base.

11.11 · Scoring runs

A run scores when a runner touches home before the third out, except no run scores when the third out is a force play, or when the kicker is put out before touching first.

12 · Strikes

Three strikes is an out. A strike is: a pitch that bounces at least twice and enters any part of the strike zone unkicked; a kick attempt the kicker misses (hitting the plant leg is a strike); or a foul when the kicker already has two strikes.

13 · Balls and walks

Four balls advances the kicker to first (a walk); other runners advance only if forced. A ball is a pitch outside the zone with no kick attempted, or a pitch that does not bounce at least twice before leaving the zone.

14 · Fair and foul

Foul territory is anything outside the first and third baselines. A ball first landing foul is foul no matter where it rolls (no window zone). Landing fair then going foul before first or third base is foul; at or beyond those bases it stays fair. Contact above the knee, a second touch in the kicking box, a trapped ball, or a kick outside the box are all fouls. The kicking box itself is neither fair nor foul: the call comes from where the ball first lands after leaving it.

15 · Ways to get out

Three strikes or three fouls. Any caught kick, fair or foul. Force outs, and appeal outs on missed tag ups. A runner touched by the ball while off base, passing another runner, leaving the baseline, missing a base on appeal, off base at the kick, physically assisted by a teammate, kicking out of order, using the wrong first base on a play, or sliding into first.

16.1 · Obstruction

A runner hindered by a fielder in the baseline who is not making a play is safe at the base they were running to. A fielder within 5 feet of home before the kick awards the kicker first base. A fielder who intentionally drops a catch with fewer than two outs makes the kicker out with a dead ball and runners returned (letting it drop untouched is allowed).

16.2 · Interference

A runner or non active offensive player who intentionally touches a live ball is out with a dead ball; other runners return unless forced. Purposefully misleading a fielder (like yelling I have got it) makes the offender out and play continues. If a non active participant obstructs a catchable foul ball, the kicker is out.

16.3 · Ball out of play

When the ball leaves the playing field, the play is dead and the umpire decides the advancement of all runners.

17 · Challenges

Only captains may challenge. Each captain gets two challenges per game; the clock stops up to 3 minutes and the Head Umpire's decision is final. Asking for a rule clarification is not a challenge, but arguing the call turns it into one.

18.1-18.2 · Injuries

An injured or ill player may be removed and replaced with a teammate. If they return, they take their original written kicking spot. A removed player leaves no automatic out at their spot, and once removed from the order they may not re enter the game.

18.3 · Pinch runners

Once per inning, at any time during an at bat, a team may replace a runner who reached base with any rostered player. If the pinch runner is still on base when their own kicking turn arrives, they are out and kick in their correct spot.

18.4 · Bench swaps

Fielders may not be replaced from the bench during an inning unless a player is injured.

18.5 · Switching positions

Fielders may swap positions with each other only between kickers, never during an at bat.

19.3 · Standings tiebreakers

Ties in the standings break by head to head, then run differential, then total runs scored, then a coin flip.

20.1 · Tournament subs

No substitute players in the championship brackets. Consolation bracket teams and eliminated teams may use subs under the normal rules.

20.2 · Tournament ties

Tournament games cannot end tied. The One Pitch rule (the Kansas City rule) applies: the last kicker from the previous inning starts on second (no pinch runner), and each kicker gets exactly one pitch: a strike or foul is an out, a ball is a walk, a fair ball plays out.

Source: OutLoud Sports Kickball Rulebook, 2025 edition. The Head Umpire has the final word (Rule 3.4).

⚡ The basics · 6
How do I say if I am coming?
Open your team link, tap your name, then tap IN, MAYBE, or CAN NOT MAKE IT. Change it any time before the game. If your captain texted you a personal link, that one skips the name step. You can answer for the next few Saturdays all at once from your own page.
Why does it ask for the last two digits of my number?
Your name is tied to a phone. The digits prove it is yours before another device takes it over. If your captain has no number for you, the first tap simply claims your name.
It says this phone already answers as someone else.
One phone gets one name. That is what stops people answering for teammates. If you really share a phone, ask your captain to reset the claim, or use a personal link.
I am subbing this week and I am not on the list.
On the team link, tap Not on the list? Add yourself. You land on that game right away. If you were sent a practice link instead, adding yourself there only puts you on that one scrimmage.
What are the tabs?
Game is where you answer and see when and where. Chat is the team feed. Points is your level, the standings, and claiming points. Me is your info, notifications, sign-in, and this help.
Can I set up a team hangout?
Yes: 🍻 Suggest a hangout on your Game tab (wings night, trivia, whatever), with a place, time, and a ticket link if there is one. It goes to your captain first; once they approve it, it appears on the calendar for everyone with RSVP buttons. Only captains can add games.
A game says CANCELLED.
Weather, usually. It stays listed so you know it was real, but it needs no answer, earns no points, and sends no reminders. Watch the chat for the makeup date.
🗓️ Games and your calendar · 6
How do I get a game in my calendar?
Every game has its own Add to calendar button: the next one on the Game tab, and a small 📅 next to each of the later dates. Heads up: a game saved this way keeps whatever time it had when you added it, so if the time was TBD, add it again once your captain fills it in. They will tell the team when that happens, and if you have notifications on you can tap that message to put the new time straight into your calendar.
Why does a game show as all day in my calendar?
Because the league had not posted a time when you added it. It holds the date and is marked free so you do not look busy. Add it again once the real time is up.
What does TBD mean on a game?
The league has not posted a time yet. Your captain fills it in when they know, usually about a week out, and everyone subscribed to the calendar gets the update automatically.
Where do I see where I am playing?
Once your captain saves a plan, Your game appears on the Game tab with your kicking spot and your position for each inning. Nothing shows before that. On game day there is often also a live board on a tablet in the dugout showing the whole field, and your captain can share its link in the chat: it updates by itself as things change.
What is the weather line on the game?
The forecast for your field at first pitch, pulled fresh. It shows up when your captain has set a location the map can read, and it warns you if rain is likely.
Where do I see if we won?
On the Points tab, once your captain enters scores. The season record sits above the standings.
🏆 Points and levels · 3
What are points and levels?
(If your team runs no points program, the Points tab is hidden and none of this applies.) Playing earns points, umping first base earns more, and helping with setup or takedown earns some too. Your captain sets the values, so check the Points tab for your team's numbers. Points build your level and your spot in the season race, and the top finishers get whatever prize your captain has set. Practices do not count toward points.
My captain missed something I did.
Points tab, then Claim points. Pick the game and what you did. It goes to your captain to approve rather than adding itself.
Can I volunteer to bring things or help out?
Yes. On the Game tab under your answer there are five buttons: bringing snacks, bringing booze, bringing non-alcoholic drinks, helping with setup (getting there early), and helping with teardown. Tick as many as are true for you. Bringing anything earns the bringing point once per game no matter how many you tick, and setup or teardown earns the helping point the same way. Your captain confirms them after the game, nobody is assigned anything, and you can untick any of it the same way.
🙋 Your info and privacy · 6
Who can see my phone number?
Only your captain, unless you switch on Let teammates see my number on the Me tab. Even then it only shows to teammates who have signed in, never to anyone who just has the team link. Reply STOP to any text to stop texts entirely.
How do I see a teammate's number?
Sign in first, then Teammate contacts on your Me tab lists everyone who chose to share. Your captain's contact is always there without signing in, on the Game tab, since they are who you chase about subs and being late.
I am on two teams.
That is fine, and common if you captain one and sub for another. Sign in once and the app asks which team you mean and remembers it, so next time you land straight in. Switch team on your Me tab moves you between them whenever you like. Each team keeps its own answers, points, and profile. Texting YES, NO, or MAYBE answers the next game for EVERY team you are on, and the reply lists each one. Different answers per team? Use each team's own link.
Do I have to sign in?
No. Signing in is optional and RSVPs never require it. It ties your spot to you, so it works on a new phone, nobody can answer as you, and you can see teammate contacts. Use Google, or a code by text or email, from the Me tab.
Can I say which times never work for me?
Put it in Availability on your Me tab, like "never the 9am games". Your captain sees it when planning so they stop guessing.
Why does it want my number?
So the app can remind you about games instead of your captain chasing you. It is only used for that, teammates never see it, and replying STOP switches it off for good. You can skip it and add it later on the Me tab.
📱 Texts, alerts, and chat · 4
Can I get notifications instead of texts?
Yes, on the Me tab, Turn on notifications. On an iPhone you first have to add the page to your home screen, then open it from there. Turn it on from several devices and they all ring; turning it off only quiets the device you are holding. Texts work either way.
Can I make the app dark?
Yes, on the Me tab under Look. Light, dark, or follow whatever your phone is set to. It only changes your own device.
Does this work without signal?
Mostly. Pages you have opened before come back from your phone rather than the network, so the game and the field plan still open in a dead spot. Answering needs a bar or two.
What is the Chat tab?
A feed the whole team sees. Pick your name first, then you can post. Your captain can remove anything, and you can remove your own. If you turned notifications on, new posts ping your phone. The 📷 button shares a photo (📸 Gallery collects every photo in one grid, tap one and hold to save it), ↩︎ replies to a specific message like texting, and ✏️ edits your own message (an edited tag shows, and the box grows as you type; Shift+Enter for a new line). The gallery keeps every photo the team has ever posted.
Captain only

Everything below is yours alone. Players never see these controls. Tap a topic.

🎯 Running a game week · 21
A player goes by a nickname. Who is that actually?
Everywhere on your dashboard (roll call, tally, roster, standings, chat, the field planner) a nickname shows with the official name in parentheses, like Zap (Alex Wolf). Players keep seeing just the nickname on their own pages.
Posting the game-day message to the group.
Game tab, the share card, Game-day summary. One tap builds the whole message: time, place with a maps link, the weather, who is in so far, and the RSVP link. Copy it or send it straight to WhatsApp. It follows whichever game you have picked in the week chips.
How do I give out points?
Points tab, pick the game, tap what each person did. Anyone who said yes already counts as having played, so usually you are only marking your ump and your helpers. Taps save themselves, and Mark everyone as played does the whole roster at once. Duty volunteers arrive pre-marked: someone who ticked a bringing button already shows the snacks point and setup or teardown already shows the helped point, with their duty emojis next to their name. Approve by leaving it, or tap it off if they flaked.
Who is bringing what to the game?
The Game tab shows a Covered for this game box under the time: who is on snacks, booze, soft drinks, setup, and teardown, with their duty emojis on each roster row too. The game-day summary message includes the same list, so the group sees what is still missing.
Someone claimed points they say they earned.
Claims land at the top of the Points tab with a badge on the tab itself. Give points applies it; Dismiss closes it. Nothing is added without you.
Adding a sub to a game.
Game tab, the sub picker under the roll call. They land on that game with no answer yet, not as a maybe, so the nudges still chase them like anyone else. On a sub's row you get two controls: ↺ clears their answer but keeps them on the game, and ✕ takes them off it entirely. Regular players only get ✕, which clears the answer, since they are always on the list.
Adding people.
Team tab, Add a player, name and optional cell. They land approved with their own link. People can also add themselves: subs from the team link, newcomers through the join link, and both show up flagged so you can see who arrived how.
Someone answered for another player.
Team tab, open that player, Reset claim. That frees the name and the phone holding it. A phone can only hold one name, so this should be rare. The 📱 marks names a phone has claimed.
A link got out.
Setup tab, If a link gets out. Replace the team link, your dashboard link, or one player's link. The old one dies immediately, so reshare the new one.
Changing what points are worth.
Setup tab, Points and prizes. Set the value of playing, umping, and helping, describe the prize in your own words, and list how many places get paid. Standings recalculate across the whole season.
How does the team know I am the captain?
Whichever roster row carries your alert number is marked CAPTAIN in red everywhere the team looks, automatically. Setting your number under Captain alerts is what makes that happen, and picking your row on the Setup tab pins it as well. Anyone you promote shows a quieter amber CO-CAPTAIN badge, and your contact details sit on everyone's Game tab so they know exactly who to chase.
Where is the weather?
On your Game tab under the time and place, and beside each date in the schedule. Players see the same line on their own pages. It needs a location the map can read, which coordinates always are, and it covers about two weeks out.
A player suggested a hangout.
It waits in a card at the top of your Game tab. Nothing is announced and nobody is invited until you hit Approve; then it joins the calendar with RSVPs and its ticket link, and you can post it to chat. ✕ turns it down quietly.
Rained out. Now what?
Open the game in the schedule fold and hit Cancel this game. It stays on the schedule crossed out, counts for nothing, nobody gets nagged about it, and its calendar entry disappears from fresh downloads. Tell the team it is off sends the text and notification. If the weather clears, Put it back on restores everything. Cancelling is not deleting: Remove still exists for games that should never have been listed.
Backing the team up.
Setup tab, Backup, Download a backup. One file with the roster, schedule, answers, points, and chat. Links and secrets are left out so it is safe to email yourself. And you do not have to remember: every Sunday the same file lands in your alert email inbox on its own. To restore, paste that file into Setup, Bring in a roster: people, contact info, profiles, the whole schedule, and every answer and point mark come back, merged so running it twice is safe. Standings and records recalculate on their own.
Someone lost their phone.
Team tab, open them, Sign out everywhere. That kills every signed-in session for them without changing their link. Reset login goes further and unlinks their account too.
Recording scores.
Open a game on the schedule and fill in Us and Them, plus who you played. Your season record keeps itself and shows on the Points view and on every player's page.
Snack and cooler duty.
Players volunteer for it themselves from their own page, and it earns its own point, which you can set to whatever you like under Points and prizes. You can also tick it for someone while tallying, same as umping.
Will it remind me to set the lineup?
Yes. If you play tomorrow and the field and kicking order are still empty, the morning run sends you a nudge at whichever contact you set under Captain alerts.
Co-captains.
Team tab, open a player, Make co-captain. They get their own dashboard link and can run the team in your absence: roll call, nudges, the field and kicking order, points and claims, the roster, texting, chat, the schedule, and starting or finishing a season. They can add players one at a time. What they cannot do is import a whole roster or change how the team is configured: the points program and prizes, the logo, alert contacts, link rotation, and who else becomes a co-captain. Remove co-captain kills only their link. You stay the captain.
Texting the team.
Send nudges now on the Game tab fires one round: silent players get asked, maybes get a lock it in, and on game day everyone who is in gets the details. You can also text one person from their card on the Team tab. Everything respects STOP.
Giving another captain their own portal.
Setup tab, Invite another captain. They get their own dashboard, roster, and links, completely separate from yours, and they can still play on your team.
🧤 Field and lineup · 6
Showing the field board on a tablet at the game.
Field tab, Live board. Open that link on the tablet, no sign-in needed, and prop it in the dugout: kicking order and every inning's positions in big type, refreshing itself every few seconds. Keep editing the plan from your phone and the tablet follows along. The link is safe to share with the team, it shows names only. If you would rather run your full dashboard on the tablet instead, sign in there once; each device keeps its own sign-in and your phone stays signed in too.
How do I plan the field before game day?
Field tab, pick any upcoming game, and build it whenever you like. Drag names between spots right on the board, or drag someone off the field to bench them; the bench chips under the board drag on the same way. 🎲 Random field shuffles everyone fairly and gives players their favorite spot when it can (favorites come from their profiles). Put several names on one spot and they share it, taking turns by inning. To give someone a breather, use Spots that trade off: pick two spots, set how often they swap, and your pitcher can take first base every other inning while first base pitches. Whole plan shows it all on one board, By inning walks through it, Grid is the spreadsheet view.
Do I have to hit Save on the field plan?
No. Every change saves itself a moment after you make it, and the little stamp by the buttons tells you when. Switching tabs or games can no longer lose your work, and the Save buttons remain for peace of mind (Save and reuse also makes the shape your starting point for new games).
How does the kicking order work?
It fills from whoever is in, and you nudge people up or down. Anyone added later goes to the bottom, which is how the league expects late arrivals to be handled.
Resetting a field plan.
Field tab, Reset the board, at the bottom. It asks first, then clears every spot and the kicking order for that game so you can start clean. Nothing saves until you hit Save.
Using the field plan at the park.
On the Whole plan view, Big board makes the diamond readable from a few feet away, and Print gives you a sheet for a clipboard or the fence. Pages you have opened before also work with no signal, so the roll call and the board still come up in a dead spot.
📅 Schedule and seasons · 7
A game time is TBD.
Leave first pitch empty. It shows as TBD everywhere including calendars. When the league posts it, fill it in and hit Tell the team. If a time you already announced moves, the button says Tell the team it changed, and the message says so plainly. Anyone with notifications on can tap it to drop the new time straight into their calendar, which replaces the entry they saved before. Arrival time fills in an hour earlier by default and you can move it earlier for orientation weeks.
Building a whole season in one go.
Season tab, Build the whole season at once. Pick a start, an end, and the day you play, and it creates every date at your usual place with times left TBD. Then you only fill in each time as the league posts it. Running it twice is safe: existing dates update instead of duplicating.
Syncing the official league schedule automatically.
Setup tab, League schedule sync. Paste your LeagueApps calendar link (team schedule page, Add to Calendar) and save it. Kickstand then checks the league feed every couple of hours: posted times land on TBD games, opponents and fields fill themselves in, and new dates appear on their own. Games from past weeks file under Already played on the schedule instead of crowding the upcoming list.
Blasting the whole team at once.
Team tab, under Daily nudges: Blast the whole team. One message reaches everyone with an email on file in a single send, for news that cannot wait: cancellations, field changes, weather calls. You review the exact wording before anything goes out, and three blasts a day is the cap. The text checkbox lights up once carrier approval for mass texting lands. For anything less urgent, the chat wall is the right room.
Signing in with your email.
Captains can sign in at kickstand.team/login: type your email, tap the link that arrives, and you land on your dashboard. No password exists, so none can leak, and losing your phone stops mattering. The link works once and dies in 30 minutes. If sign-in ever misbehaves, the league office can reset it and email you a fresh dashboard link. Players never need any of this: your personal link is your key.
Setting the place once for the whole season.
Game tab, under the schedule fold, Where you play. Type the ballpark, or paste coordinates, and use it for upcoming games or every game. Players get an Open in Maps button next to it, and it rides into their calendar entries.
Practices and scrimmages.
Add an event and tick the practice box. Practices get roll call but do not count toward points or levels. The scrimmage link on the Game tab is safe to share anywhere: guests add themselves to that one practice, never to your roster, and they get no texts.
Ending a season and starting the next.
Setup tab, Season. Set an end date if you know it. When you are done, Close this season files the final table away and starts the next one from the date you pick. Every game stays on the schedule and nobody loses their history: points and levels simply count from the new start. Past seasons stay listed with their final standings, and each one has a Copy recap button that turns the record and the podium into a message for the group.
A makeup or tournament day with two games.
Just add the second game on the same date and give each one a time. Every list shows the date plus the start time so nobody confuses the two, each has its own RSVPs, field plan, and points, and pasting your schedule twice still cannot create duplicates. A texted YES counts for the earlier game; the second one is answered from the page.
Starting a new season.
Setup, Starting a new season. It lists the order to do things in: back up, enter the last scores, finish the season, move people to former, paste the new roster, build the schedule, invite everyone. Nothing in there deletes anything.
👥 Roster and people · 4
Someone needs to sign in on a new phone or a different Google account.
Team tab, open them, Reset login. That unlinks the account tied to their name, so the next sign-in binds fresh. It also retires their old personal link and any session, so nobody stays signed in as them.
Inviting someone to claim their spot.
Team tab, open a player, Send invite. It emails or texts them their own link for the season, whichever you have on file, and tells you honestly which one got through. When you add someone you can also tick Send them their link right away and it goes out immediately. Email works today; texting waits on carrier approval.
Bringing in a whole roster.
Setup tab, Bring in a roster. Paste names from your league site, a spreadsheet, or a text, one per line. Emails and phone numbers on the same line are picked up automatically, in any order, and it shows you what it found before you commit. People already on the roster are left alone except that blank emails and numbers get filled in. Only have a screenshot? Long press it on your phone, copy the text, and paste that.
Two of the same person on my roster.
Adding a name close to one you already have gets stopped with a warning. If it really is a different person, add them a second time and it goes through.
🏆 Points and prizes · 1
We do not want points, rankings, or prizes.
Setup tab, Points and prizes: untick Run points, rankings, and prizes and save. That is the whole job, no values to fill in. The leaderboard, tally, level badges, and claim buttons all disappear for you and your players; roll call, chat, duties, the field, and the season record all keep working. Flip it back on any time and old marks are still there.
📣 Reaching your team · 5
Getting alerts by email instead of text.
Setup tab, Captain alerts. Add an email and point claims and security warnings arrive there. Email is free and works today; texting waits on carrier approval. You can use both.
Half my team never gets reminders.
Reminders need a number or an email. Setup shows exactly who has neither, and the fastest fix is sharing the team link: when someone taps their name the app asks for their number right there, so you never collect it by hand. Invite everyone at once is on the same tab for the people you can already reach.
What did that notification say?
Setup, Recent notifications. Every push the app sends is kept there with who it went to and when, so tapping one away never loses it. Your own taps land on this dashboard now, not on your player page.
Did my texts actually arrive?
Setup, Text delivery. It always shows the last ten texts (delivered, on the way, failed) so silence is never ambiguous, and lists any that failed, newest first, with the reason. Carriers can accept a message and quietly drop it later; this is where that shows up.
Turning on notifications for yourself.
Setup tab. Pick which player row is you first, then Notifications on this phone appears right under your account. On an iPhone you have to add the page to your home screen and open it from there before the button will work.
🔒 Safety, backups, and links · 3
I deleted someone by mistake.
Setup tab, Recycle bin. Deleted people wait there with their history intact, so Undo puts them straight back. Delete for good is the only permanent one.
Stopping a leaked dashboard link from working.
Setup tab, Lock this dashboard. With it on, the link alone is not enough anywhere: the page will not open and the app refuses every change the key could make, so whoever opens it also has to be signed in on this team. Sign in yourself first or you will lock yourself out. If a link is already loose, rotate it under If a link gets out.
Seeing who changed what.
Setup tab, Recent activity. Roster edits, deletes, imports, season changes, and lock changes, newest first, with who did it. Handy when you share the work with co-captains.
🚀 New team setup and looks · 4
What is on each tab?
Five tabs. Game is this week: who is in, nudges, your share links, and the whole schedule behind a fold. Field is positions and kicking order. Team holds two views, People for your roster and Points for tallying and standings. Chat is the team feed. Setup is your own profile plus every setting and this help.
Brand new team, where do I start?
A setup checklist sits at the top of your Game tab until the basics are in: roster, schedule, where alerts reach you, and your logo. Each line has a Go button to the right place, and the list disappears on its own once the team is set up.
Changing how the app looks.
Setup tab, Look. Light, dark, or follow your phone. It is per device, so going dark on your phone at the field does not change what your team sees.
Looking at a different week.
Game tab, the row of date chips above the roll call. Tap any upcoming week to see and set that game's answers without leaving the tab. It always opens on the next one.

Privacy · Terms