How to Play
Mojo: 6-ball Kickball
MojoKickball combines kickball, tag, dodgeball, and group keep-away into one sport. The rules create multiple roles so that players of all abilities can meaningfully contribute. Here's a very basic primary on how it works.
What you need
Equipment & Setup
Standard softball/baseball diamond with four bases. A "bunt-line" markes the pitcher's area. A large area surrounding home plate essentially makes home-plate a home zone.
All six are in play at once, managed by the kicking team's pitcher.
Worn by the three chasers on the kicking team. Chasers essentially, are the "bodyguards" for the kicking team. A chaser can kill a fielder's ball by simply touching them.
Player Roles
Everyone has a job
MojoKickball creates four primary roles, each with its own strategy and value. You'll rotate through them throughout the game.
Pitcher (Kicking Team)
Positioned in the pitcher's area, the pitcher manages all six balls strategically — rolling them to kickers and controlling the pace of the game. A key offensive role.
Kickers / Runners (Kicking Team)
Kickers kick the ball and then become runners who attempt to advance around the bases, scoring at 3rd base. Bases are always safe zones — you are safe while standing on a base, but you won't be standing for long.
Fielders (Fielding Team)
Retrieve kicked balls. Upon retrieval, the ball becomes "live". The ball stays "live" until it touches the ground again. Fielders use live balls to get runners out — but must stay clear of the chasers, who can kill a ball simply by touching the fielder.
Chasers (3 players all wearing sashes on the Kicking Team)
Chasers run the bases alongside the runners as bodyguards. Chasers attempt to block balls thrown at the runner. Additionally, if a chaser touches a fielder who is holding a live ball, that ball is immediately dead. Fielders constantly negotiate getting close enough to threaten runners while staying out of a chaser's reach. Three types of chaser: main, outer, and pitcher chaser.
Gameplay
How the game works
The game has 4 quarters of 8 minutes each
Teams alternate between kicking and fielding. There are no limits on strikes, outs, or fouls — you keep playing until the quarter ends.
Kicking team pitches their own balls
The kicking team's pitcher controls the six balls. They roll to kickers strategically — it's an offensive advantage, not just a formality.
Fielders use live balls to get runners out
A ball is "live" once a fielder touches/retrieves a ball. Fielders can tag (with the ball) or throw the ball at runners to get them out — but if the ball touches the ground again, it's dead. Chasers can also kill a ball by touching the fielder holding it. Runners are always safe on a base.
Mayhem: 60-seconds of kicking team revenge
At a signal (the "Mayhem horn"), the entire kicking team becomes main chasers for 60 seconds. The kicking team tags/touches any fielder with a ball. The kicking team only has one free Mayhem per game. Any other Mayhem calls do not stop the game clock.
Score runs, avoid tags, have fun
Runners score by making it around the bases, scoring at 3rd base. The team with the most runs at the end of the game wins.

Watch the Tutorial
The tutorial video walks through all the rules with a live demo game.
Ready to give it a try?
New players get a Buddy and a walking demo intro round. You'll be screwing up like a true Mojo veteran in minutes!