INTENT AND PURPOSE OF THE RULES The purpose of the rules is

INTENT AND PURPOSE OF THE RULES The purpose of the rules is to create a balance of play; provided reasonable safety and protection; and create an atmosphere of sportsmanship and fair play without unduly limiting freedom of action of individual or team play. ADVANTAGE/DISADVANTAGE It is important to know that intent and purpose of a rule. A team/player should not be given an advantage, not intended by a rule. Conversely, a team/player should not be placed at a disadvantage not intended by a rule. THE GAME Dodgeball is played by two teams, each made up of ten players. The purpose of each team is to eliminate opposing team members. This is done by striking opposing players with thrown balls, or catching balls thrown by opposing players: while preventing the opposition from doing the same. All play is subject to restrictions laid down in the following rules. National Amateur Dodgeball Association (NADA) OFFICIAL RULES AND REGULATIONS Rule 1 – Players, Field, and Equipment Section 1: Team ● Each game begins with no more than 10 players competing on a side; others will be available as substitutes. ● If necessary, a team may begin with no fewer than six players. ● Co-­‐ed teams must start all games with no more than 7 male players and at least 3 female players. o 6 Players -­‐ 2 of each gender minimum o 7 Players -­‐ 2 of each gender minimum o 8 Players -­‐ 3 of each gender minimum o 9 Players -­‐ 3 of each gender minimum o 10 Players -­‐ 3 of each gender minimum ● Substitutes may enter the game only during time-­‐outs or in the case of injury. Co-­‐ed may not substitute a male for a female. Section 2 Field Dimensions and Markings ● The playing field shall be a rectangular surface free from obstructions 60 ft long and 30 ft wide. ● The playing field shall be marked with sidelines, end-­‐lines, attack lines and a center hash mark as shown on the diagram below. There shall be at least 3 of unobstructed space outside boundaries. Attack line is parallel to and 9 ft from the center-­‐line. It is recommended that the center-­‐line be 8 inches wide. ● The attack zone is the area between both attack lines, boarded by an extension of the sidelines. ● A ball retrieval area will be located beyond each end-­‐line, bordered by an extension of the sidelines. ● Ball retrievers, including eliminated players, may take a position beyond the restraining line; parallel to, and 6-­‐8 ft. from, the end-­‐line. Section 3: Boundaries ● A player shall not: a) Have any part of their body contact the playing surface on or over a sideline, centerline, or on the opponent's side of the court. b) Exit or re-­‐enter the field through their sideline. c) Leave the playing field (side-­‐line or end-­‐line) to avoid being hit by, or attempt to catch, a ball. d) Step on the center-­‐line. NOTE: A player may, without penalty, step on the centerline ONLY during the opening rush. If a-­‐d is violated, the player in question is declared out. ● During the “opening rush” many players will cross the centerline. Officials should refrain for calling player out during this time unless a definite advantage is gained by the action. ● When only one player remains on each team, those players may advance over the center-­‐line up to their opponents Attack Line, opening the Attack Zone. Section 4: Retrieving Balls and Illegal Throws ● During play, all players must remain within boundary lines with the following exception: Players may pass through their end-­‐line only to retrieve balls. ● When retrieving a ball, the player must also immediately re-­‐enter the playing field through their end-­‐line. If a player does not immediately re-­‐enter the playing area, they will be declared out. ● Balls leaving the playing area may only be brought back into play (carried or passed to a teammate) through a team’s end-­‐line. ● Balls may not re-­‐enter the playing field through a sideline. ● A ball entering the court illegally may not be legally thrown. ● If a ball is brought in (passed, rolled, or handed) through a sideline, that ball must be taken back beyond the team’s end-­‐line before it can be legally thrown. NOTE: an illegally thrown ball cannot eliminate an opponent, but can be caught for an out. ● Any ball able to be retrieved by a player still in bounds (ie. reaching over a sideline) is considered legal without having to pass through the end-­‐line. Section 5: Players Outside the Playing Area ● Players retrieving stray balls are still at risk of being eliminated if they are in the area directly behind the playing field. ● Any ball thrown from outside the playing area is considered an illegally thrown ball. ● Players outside of the playing area may not legally catch a thrown ball. Section 6: Equipment ● The official ball used in tournament and league play will be an 6.3” rubber coated foam ball. ● The number of balls used in a regulation game is ten (10). ● All participants must wear shoes, shirts/tops, and shorts/pants at all times. ● All clothes/uniforms are considered to be part of the player's’ body. ● Gloves or foreign substances (which can be transferred to the ball) designed to improve catching ability) is strictly prohibited. Rule 2 – Game Play Section 1: The Game Games will begin with each team occupying opposite ends of the court. ● When beginning a match, to ensure teams play under similar field conditions, a coin flip will determine starting sides. ● The team winning the coin flip will have choice of sides to begin the match. ● Teams will alternate sides following each game. ● The object of the game is to eliminate all opposing players by getting them out. ● An out is scored by: a) Hitting an opposing player with a live thrown ball below the shoulders. NOTE: if a player ducks or takes a position with their head below where their shoulders would normally be when standing and they get hit in the head, they are considered out. b) Legally catching a live ball thrown by your opponent c) Causing an opponent to lose control of a held ball as a result of contact by a thrown live ball. d) An opposing player steps out of bounds. Definition of live ball: A thrown ball that strikes or is caught by an opposing player without/before contacting the ground, another player, a non-­‐held ball, official or other object. ● A player may block a thrown ball with a ball being held, provided the holder does not lose control of the held ball as a result of the contact with the thrown ball. The held ball does not need to strike the ground to cause the holder to be out, only be knocked loose of the holder’s grip. Even if the holder regains control of the held ball, they are still out. Any actions by the holder after the initial loss of control are ignored. ● A live ball deflecting off a held ball and/or striking the holder remains live only to the holder. Following the deflection/ striking of the holder, a) the holder legally catches the live ball, or b) the live ball becomes dead by contacting the ground, another player, a non-­‐held ball or ball held by another player, official or other object. Result: in a , the thrower is out. In b, the holder is out. ● A live ball deflecting off the body of player “A” remains live only to his team. If “A” legally catches the deflected ball, the thrower is out. Teammates of “A” may legally catch the deflected ball. If the ball contacts the ground, a non-­‐held ball or ball held by another player, official or other object, “A” is out. ● Once a player is out, they must drop any balls in hand and exit the playing field at the nearest sideline. If an out player intentionally contacts a live ball or interferes in any way with play before exiting the playing field, opponents will be awarded a free throw. A Free Throw is a penalty in which one player is allowed an unobstructed throw at their opponent without the risk of elimination. This is possible because a caught “free throw” does not result in an out for the thrower. Section 2: Legal Catches ● A player demonstrates control of a live thrown ball (by opponent) with at least one foot inbounds. Result: the thrower is out. ● An inbound, airborne player/catcher demonstrates control of a live thrown ball (by opponent). Result: the thrower is out. ● If an airborne player lands out of bounds they are immediately out. Note: In this case, if control is demonstrated before landing out of bounds both the thrower and catcher are out – in that order. ● A player that contacts (is hit with) a live thrown ball inbounds and in an attempt to catch it leaves the floor, the player must control the ball with one foot inbounds for the catch to be legal. Section 3: Timing, Time-­‐Outs, and Substitutions ● A 5 minute time limit has been established for each game (Referees will have stop watches). ● Each team will be allowed one 30-­‐second timeout per match. ● Time-­‐outs may only be called by active players on the floor. ● Only court monitor’s signal starts and stops the clock. ● All players are in jeopardy until the court monitor/ official recognizes and signals, the beginning of a timeout or end of regulation time. ● All live balls in flight at the time of an official’s signal (to end regulation time or being a time-­‐out) remain live, and may eliminate an opponent, until they become dead. ● During time-­‐outs, teams may substitute players. Substitutes may be players who did not start the game, or players who wish to re-­‐enter after having being declared out. ● Following a time-­‐out, play will resume with the same number of players and balls on each side as when time-­‐out was granted. Section 4: Beginning the Game ● Prior to beginning a game, an equal number of dodgeballs are placed along the centerline on each side of the center hash mark. A standard game consists of 10 balls, 5 on each side of the hash mark. ● Players then take a position behind their end line. ● Following a signal by the official, teams may approach the center-­‐line to retrieve the balls. Teams may only retrieve balls placed to the right (as they face the center line) of the center hash mark. If balls remain on the center line after a team has retrieved and moved their balls beyond the attack line, those balls may be retrieved by either team. ● A false start will be called if players cross their end line prior to the officials signal to start the game. Result: play will be stopped and one ball from offending team’s side will be moved to opponent’s side of the hash mark. Section 5: Opening Rush Rule ● Every ball retrieved at the opening rush must first be taken beyond the attack line and into the team’s backcourt before it may legally thrown at an opponent. ● Once a ball is moved beyond the attack line it may be thrown from anywhere on the court, short of center, including in front of the attack line. ● Attack-­‐line restrictions end when all balls have been taken into the backcourt following the Opening Rush. Section 6: Declaring a Winner ● The first team to legally eliminate all opposing players will be declared the winner. ● If neither team has been eliminated at the end of regulation, the team with the greater number of remaining players will be declared the winner. ● IF an equal number of players remain after regulation play, a shoot-­‐out style overtime will be played (playoffs only) Section 7: Overtime (Playoffs Only) ● The first overtime period of any game will begin with a minimum of three players from each team. IF less than three players were standing at the end of regulation, players must be added. The players starting the first overtime may be any rostered players, not necessarily those left after regulation. Overtime will consist of one (or a series of) “shoot-­‐outs” in which one team will be on offense and the other on defense. ● A coin-­‐flip determines which team starts on offense. The team winning the coin flip chooses whether to start overtime on offense or defense. ● The team on offense is given two balls and may take a position anywhere on their side of the court. After a signal by the monitor/official team A (on offense) has 5 seconds in which to throw only one of the balls. ● If a member of the defense is legally hit or no one is hit, the sequence is repeated and team A goes on defense. If, during a round, only one team legally eliminates an opponent, that team will be declared the winner. Exception: If at any time during overtime a team legally catches a live ball thrown at by their opponent, the team catching the ball is declared the winner. ● At the end of each round, if a winner has not been determined, an additional player will be placed on each defensive team. ● Overtime ends when a ball is caught, or when only one team eliminates their opponent during a round. ● Playing field will be shortened for overtime Section 8: Stalling and 5-­‐Second Violation The following procedure will be used to prevent “stalling”. ● Teams trailing or tied during a regulation game must be given the opportunity to eliminate an opposing player. This requires a ball to be at the disposal of the trailing or tied teams. ● It is illegal for the leading team or tied teams to control all the balls – i.e. all balls are located on their side of the center line-­‐ they must make a legitimate effort to get at least one ball across the attack line and into the opponent’s backcourt. If this is not done within 5 seconds, a “5-­‐second violation” will be called. A team may avoid a 5-­‐second violation by throwing or rolling a ball into the opponent’s backcourt. This does not include throwing a ball over and through an opponent’s end line. ● Penalty for 5-­‐second violations: 1. First violation: Stoppage of play and balls will be divided evenly between the teams. Play will continue with “balls in hand”. 2. Second violation: Free throw for the opposing team – a penalty in which one player is allowed an unobstructed throw at their opponent without the risk of elimination. This is possible because a caught “free throw” does not result in an out for the thrower. 3. Third violation: Ejection of one player from offending team. ● The 5-­‐second count will cease, when in the opinion of the monitor/official, a ball is at the disposal of the trailing team. ● A ball may be considered at a team’s disposal without being secured if, in the opinion of the monitor/ official, players of the trailing team are not making a legitimate effort to do so. Section 9: Altering of the Dodgeball ● Players may not misshape (squeeze, smash, flatten, deflate) the ball during play. ● If an official feels that a ball has been misshaped to gain an advantage prior to being thrown, the throw will not be deemed legal, but may be caught for an out by the opponent. ● In the event that a team or individual is repeatedly misshaping dodgeballs; those individuals will be ejected from the match. Section 10: Regular Season Standings ● Standings are calculated as follows: o Tiebreaker #1: Points (Highest point total will be shown at the top) 2 Points for a win, 1 Point for a tie, 0 Points for a loss o Tiebreaker #2: Head To Head (This takes each team with the same record and separates them. It will then calculate how many head to head wins each team has within this group. The team with the most head to head wins within this group will be shown at the top) o Tiebreaker #3: Games won (Will be shown on the standings as GF. Team with most games won will be show at the top) o Tiebreaker #4: Games lost (Will be shown on the standings as GA. Team with least games lost will be show at the top) o Tiebreaker #5: 2nd Head To Head (Will separate teams even further if it comes down to it) ● Playoffs will be single elimination