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
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