Team: Games: General: Start of Play: Zones: Scoring points



Team:

Consists of 6 players with up to 3 substitutes
Games:

Consist of two 13 minutes halves
General:





The ball is LIVE if it has been released by the
thrower and has not made contact with a DEAD
object. I.e. An eliminated player or the ground.
A player will be eliminated if:
o They are tagged by a LIVE ball thrown
by an opponent which subsequently
goes DEAD.
o Multiple players can be eliminated by
the same LIVE ball. i.e. deflection off a
LIVE player’s body onto another LIVE
player.
o A LIVE ball is knocked out of their
hands by a LIVE ball thrown by an
opponent while blocking or catching.
o They throw a LIVE ball which is caught
by an opponent BEFORE IT GOES DEAD.
o They step out of bounds.
Eliminated players must remove themselves
from the court as quickly as possible.
A catch is completed when a LIVE ball is caught,
brought under control and the catcher has
contacted the ground with both feet.
If a LIVE player catches a LIVE ball on the full,
from a block/deflection, or after it has hit a LIVE
player, the thrower is eliminated and a player
from the catcher’s team may re-enter play.

Players must re-enter play in the order they
were eliminated.
Any player may substitute after a point has
been scored.
The umpire is the sole judge on eliminations.
Start of Play:





The game will commence with all the balls lined
up on the court centreline (3 balls on each side).
All players will line up with at least one foot on
or behind the backline.
The umpire will signal the start by blowing their
whistle.
Players then run to the centreline to collect the
balls on the right hand side of the court.
Balls must pass behind the attack-line to be
activated and become LIVE.
The above points are considered in that order to
decide which team has advantage.
Scoring points:



Conduct:

Zones:






Refer to diagram.
A team’s inbounds area is defined by their
backline, centreline and two side-lines. A player
will be eliminated for breaking the line.
Live players must remain in zones 1 or 2 or they
will be eliminated.
Only players in zones 1 or 2 may throw balls.
If nobody throws a ball for 10 seconds the
umpire may force the team with the advantage
to take action.
Advantage is decided by:
o Team with most balls
o Team with most players
o Team who took action last
o Team who scored last point
o Referee’s discretion
Once a team has been eliminated a point is
awarded to the non-eliminated team.
Play will continue at halftime until the current
game point is decided. Teams will then switch
ends.
A game underway at fulltime will be reset with
the players that were LIVE at the fulltime
whistle and a number of balls decided by the
referee. Play will resume under sudden death
rules (blocking is not allowed).

Even though the nature of Dodgeball is fastpaced and competitive, it is expected that each
and every player act with sportsmanship and
conduct that upholds the integrity of the game.
A blatant case of poor conduct or
sportsmanship will result in a player’s expulsion
from a match after which his/her team must
carry out the rest of the games in the match one
player down.
Ball Retrievers/Pickers


Ball retrievers should NEVER enter the court
and CANNOT touch a LIVE ball. A LIVE ball being
interfered with by a Retriever or eliminated
player will be considered off-court interference
and that ball must be forfeited to the other
team.
Retrievers may collect balls that are outside of
the area of play and on their team’s side of the
court centreline. The balls may be passed
/thrown/rolled to a LIVE player. If a ball
retriever retrieves a ball from the other team’s
side, that ball must be forfeited to the opposing
team.
Intro Version – 2013/14
Court Layout
Dodgeball Canterbury
PO Box 8175,
Christchurch 8440
[email protected]
www.dodgeballcanterbury.com
Dodgeball New Zealand Inc.
PO Box 8175,
Christchurch 8440
[email protected]
www.dodgeballnz.com