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DEFINITIONS

1. Live Player

  • Any player that is not out. 

  • Anything worn or carried by that player is a part of that live player. 

2. Dead Player 

  • A player who has played in a set and has been rendered out. 

  • Is considered a dead object. 

3. Live Ball

  • A ball that has not become a dead object. 

4. Dead Object

  • Any object or surface that is not a live player or live ball. 

5. Out

  • The act of eliminating a player from the set.

6. Set 

  • The duration taken to render all players on a team out. 

7. Match 

  • Contest between two teams over 7 sets. 

GAME

 

8. The objective of dodgeball is to win 4 or more sets in a match. 

  • A set is won when all opposing players have been eliminated by being rendered out. 

  • 1 point is awarded for every set won. 

  • A match win is awarded after 4 set wins.

9. A match is 30 minutes of play and will consist of 7 sets. 

  • After 30 minutes if all sets have not been played, the remaining sets will be contested under sudden death rules

  • Play starts and stops with the blast of the referees whistle.

  • The referee may stop play at any time to issue a warning, confirm an elimination or address confusion

  • While play is stopped all live players and balls must remain in position at the time of the whistle.

10. A team captain, designated coach, or other team official may request one timeout per match at any time. 

  • At the earliest available moment that does not interfere with ongoing play a referee will clearly signal the start of the timeout. 

  • A 30 second timeout will be granted. 

  • During that timeout, all play and rules are suspended. 

  • The clock will be paused for the duration of the timeout.

TEAMS

 

11. A team may have between 6 and 12 players on its active roster.

  • Each team must have a 1/3 gender diversity ratio.

  • Each team can add 3 spare roster spots.

 

12. Six live players per team play in a set.

  • Each team must have a 1/3 gender diversity ratio per set. Failure to meet ratio will result in forfeit of the following sets.

  • Any 6 live players on the team’s active roster may start a set on the court (as long as condition “A” is met)

  • Once 6 live players start a set, only those 6 players may play in that set. 

  • In the event of a live player becoming injured and unable to play, another player from the team roster may be substituted during a timeout. 

13. A team may have 3 ball retrievers. 

  • Ball retrievers may be players not playing in a set or any other person.

  • Ball retrievers may not be changed or replaced during match pay, unless in the event of injury or illness and would be subject to approval by the attending official  

EQUIPMENT
 

14. The ball is a 17.8 cm (7 in) polyurethane (PU) coated foam ball weighing 140 g (4.9 oz) +/- 6 g (0.2 oz). 

 

15. The game is played with 6 balls. 

 

16. All players on a team are recommended to wear uniforms identical in colour and design. 

  • Each player is recommended to be identified by name and/or number on back of the uniform. 

17. All ball retrievers on a team must be identified to the matches referee prior to match start.

COURT AND BOUNDARIES

18. The outer boundaries of the standard court are a rectangle measuring 18 m (59.1 ft) by 9 m (29.5 ft). *May vary depending on venue

  • The 9 m boundary lines are the back lines for each team.  

19. A centre boundary line bisects the outer boundary lines into two equal halves of 9 m (29.5 ft) by 9 m (29.5 ft). 

20. An attack line is drawn in each half 3 m (9.8 ft) from and parallel to the centre line. 

BALLS AND THROWING

21. A ball must be thrown by a live player within their team’s half of the court at the opposing team to become a live ball. 

22. A live ball becomes a dead object the instant it touches a dead object. 

23. A live ball becomes a dead object the instant it is caught. 

24. A live ball becomes a dead object the instant it touches an opposing team’s live ball. 

INVALID THROWS AND WARNINGS

 

25. If a live player throws a ball that is not intended to contribute to that player’s team hitting an opposing live player and is thrown in the general direction of an opposing live player, that player will accrue one warning at the discretion of the referee. 

  • If that live player accrues more than one warning, they may be rendered out at the discretion of the referee. 

  • A live player’s accrual of warnings is reset to zero at the set.

 

26. A player and/or team that do not comply with warnings given by the attending referee may be subject to elimination and/or ejection from the match.

ADVANTAGE

27. The team with advantage must throw a ball within 10 seconds. 

  • The 10 second countdown restarts when a ball is thrown by any team. 

28. Advantage is given to the team that; 

  • Has the most balls on their half of the court; or 

  • If the number of balls on each half is equal, has the most live players; or 

  • If the number of live players on each team is equal, has not thrown last; or 

  • If neither team has thrown, that last won a set. 

29. If a ball has not been thrown within 5 seconds, a clearly audible countdown will begin. 

30. If a ball has not been thrown within 10 seconds, the team with advantage must forfeit all the balls on their half of the court to the opposing team. 

  • Live players and ball retrievers must pass those balls to the opposing team in a timely manner. 

  • A referee can request a live player to throw if they determine that a live player has held the ball for an extended period of time, failure to throw may result in a warning.

PLAYERS

31. Only live players playing in a set may be inside the boundaries of their half. 

32. If any part of a live player touches a boundary line they are rendered out.

33. If any part of a live player touches a surface, object, or person outside of the boundary line on their team’s half of the court they are rendered out.

34. A live player who has been rendered out must exit the court in a timely manner from the nearest point on a boundary line. 

  • That player may pass any balls they are carrying to any live player on their team. 

  • That player may not intentionally touch any other balls. 

  • That player may not intentionally obstruct any live players or ball retrievers. 

  • That player may not intentionally obstruct any live balls thrown by the opposing team. 

35. Dead players must line up on the designated sidelines on their teams half of the court. 

36. A live player may pick up any balls that are within reach. 

  • That player may reach over any boundary lines to pick up a ball. 

  • Despite s. 36, that player is not rendered out if they only touch that ball. 

37. A live player may carry one or more balls. 

38. A live player may pass the ball to any live player or ball retriever on their team. 

39. A live player may not excessively pinch, squeeze, compress, or otherwise distort a ball before that player throws that ball or that live player will accrue one warning at the discretion of the referee. 

  • If that live player accrues more than one warning, they may be rendered out at the discretion of the referee. 

  • A live player’s accrual of warnings is reset to zero at the end of each set. 

ELIMINATIONS

 

40. Any live player who is touched by a live ball thrown by the opposing team is rendered out once that live ball touches a dead object. 

  • a. That player is not rendered out if they have caught that live ball. 

  • b. That player is not rendered out if that live ball is caught by a live player on the same team. 

BLOCKING

 

41. A live ball may be blocked using one or more balls carried by a live player. 

  • The live ball may only come in contact with the ball(s) carried by the live player, and not any other part of the live player. 

  • Despite s. 40, that player is not rendered out once that live ball touches a dead object. 

  • If the blocking ball is subsequently knocked from the players hands both balls are dead balls and no outs are given as long as the blocker is not hit.

42. If the deflected ball is caught by a teammate the opposing thrower is rendered out. 

  • If the catch is not successful that player is out. Except for S. 41c.

DISARMING


43. When a player uses a ball to block a live ball and, as a result of that action, loses control of the blocking, they must regain control over it before it makes contact with any dead object or other player.


44. If a player does not regain control before a loose ball makes contact with any dead object or other player, that player is rendered out.

CATCHING 

45. A live ball may be caught by a live player, rendering the opposing live player that threw that live ball out.

  • A catch is made the instant that live player has control of the ball and has two points of contact within bounds, with no points of contact on the boundary line or out of bounds.

    • The players momentum must not carry their body or any points of contact on or over the boundary lines. 

    • If the player makes contact with or crosses a boundary line the catch is void and the catching player may be called out in accordance to section 32.

  • That opposing live player is rendered out the instant a catch is made.

46. A Player is not allowed to use any part of their uniform to help them catch a live ball.

OPENING RUSH

 

47. The 6 balls are placed on the centre line, 3 on each side. 

  • Placement positioning at teams discretion as long as it is along the center line on their half of the court

48. Before play begins, players must stand with one foot in contact with the back line and the other foot within the boundaries. 

  • If a player’s foot leaves contact with the back line before the start of a set, a false start must be called. 

  • If a false start has been called, that team will accrue one warning. 

  • If a team accrues two warnings, that team may only play 5 players on the court during the next set, despite s. 12.

49. A referee will indicate the start of a set with a loud whistle blast. 

  • Play begins immediately on that whistle blast. 

  • All players become live players on that whistle blast. 

  • All players must move completely within court boundaries on that whistle blast. 

  • Despite s. 35 and s. 36, those live players may be in contact with the back line at the start of play only until they move completely within court boundaries. 

50. Live players may retrieve only the 3 balls placed on the right centre line markings on their half. 

  • Despite s. 32 and s. 33, those live players may touch or cross the centre line once to retrieve those balls. 

  • Despite s. 21, that ball may not become a live ball until it has traveled back past the attack line on that team’s half of the court.

SUDDEN DEATH

51. A referee signals the transition to sudden death with a loud whistle blast.

  • Despite s. 21, a ball may not become live after that whistle blast.

  • All live players must stop play, if any, at the earliest possible moment, and must take position as in s. 45, and s. 45.a-d.

  • Balls are redistributed so that each team has possession of 3 balls.

    • Players may hold those balls

52. A referee signals the beginning of sudden death with a loud whistle blast.

  • Play resumes on that whistle blast.

  • All live players must immediately move completely within boundaries, as in s. 46. and s. 46.c.i.

  • Despite s. 41, live players may not block.

  • Despite s. 27, The Advantage time limit will be 5 seconds.

  • Sudden death ends when the set is won.

BALL RETRIEVING

53. Ball retrievers may not touch any boundary line. 

54. Ball retrievers may not touch any surface, ball, or live player within the court boundaries. 

55. Ball retrievers may retrieve any ball that is outside the boundary lines. 

  • Ball retrievers may not retrieve any ball that has crossed the centre line away from their team’s half of the court. 

  • If not marked, that centre line extends the full width of any area a ball may roll during play. 

  • Ball retrievers may pass balls to live players or other ball retrievers. 

  • Ball retrievers may place balls within court boundaries.

OFFICIALS

56. One or more referees monitor the game and enforce the rules of the game. 

  • A Referee may have up to 4 lines people.

  • Lines people are predetermined by league officials.

57. A referee is the final authority and arbiter of the rules during a match, and may interpret and enforce the rules to their absolute discretion. 

  • A referee may issue warnings to any player that does not follow the rules as described. 

  • A referee may, at their discretion, call for the forfeiture of any balls should a player intentionally disregard the rules.

  • A referee may issue warnings for unsportsmanlike conduct, excessive foul language, threatening language or violent behaviour

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