NCDA Rules
National College Dodgeball Association
Gameplay Rules and Regulations
1. OVERVIEW
1.1 Dodgeball is a children's game. Two opposite teams throw rubber playground balls at each other. The gameplay is defined by two reactions to the stimulus of a thrown ball: the Failure to Dodge & the Failure to Catch.
1.1.1 You dodge the throw. Well done. Gameplay continues.
1.1.2 The ball hits you. Oh no! You best catch that ball before it hits the ground.
1.2 The purpose of dodging balls is two sided: first, to dodge balls is to understand the harsh, unyielding nature of life, that being, in the end we get out. Secondly, dodging balls helps us as a society to tap into the ritualistic, emotional content of our shared collective consciousness, in effect helping us all to communicate better.
2. DEFINITIONS
2.1 Terminology
2.1.1 Kill/Tag - A direct throw which gets another player out.
2.1.2 Thrower - Any live player that makes a direct throw of a dodgeball.
2.1.3 Target - Any live player on the opposite team, who is the unlucky recipient of a direct throw.
2.1.4 Live ball - Any ball that has not become dead. Dodgeballs become live when thrown.
2.1.5 Dead ball - A dodgeball that hits a dead player, another dodgeball, or any surface of the court.
2.1.6 Trap - A ball that is caught simultaneously with a player's body, another ball, and another part of the
environment. The ball is ruled dead.
2.1.7 Play - A play is any attempt by a player to dodge, catch, or block a directly thrown ball.
3. PLAY
3.1 Game Format
3.1.1 Teams - Dodgeball is a game played with a roster of up to 20 players with a maximum of 15 players
on the court at start of play. The five remaining players may be substituted in as discussed in
[3.3.3.3 Substitutions].
3.1.2 Length of Game - The game shall consist of two (2) twenty-five (25) minute halves.
3.1.2.1 Halves are separated by a five (5) minute halftime. This may be shortened or waived under the
agreement of both teams.
3.1.2.2 Court Reservation Restrictions - In tournament settings, the length of halves may be altered
equally to accommodate court reservations, but shall not be less than twenty (20) minutes long.
Regular match halves remain the same duration.
3.1.3 Scoring - A point is scored when one team completely eliminates the opposing team from the field of
play. If there are still players on the court at the end of the first half of regulation play, no score is applied.
3.1.4 Duration of Play
3.1.4.1 Clock - The Clock starts at the beginning of play, at the Official's opening rush signal, and will
continually run unless stopped by the end of a point or by the Official's whistle.
3.1.4.2 Early Halftime - If a point has been scored with less than 4:00 minutes remaining in the first
half, halftime will go into effect with the remaining time being applied to the second half.
3.1.4.3 Overtime
3.1.4.3.1 If the score is tied at the end of regulation play, a ten (10) minute sudden death overtime with
all fifteen (15) players for each team shall be put into effect after a five (5) minute break in play. This
break may be waived under agreement by both teams. The first team to score a point in overtime is
declared the winner.
3.1.4.3.2 If no point is scored in those 10 minutes, the team with the most players on the court wins the
point and is determined to be the winner. If both teams have the same amount of people on the court,
overtime is replayed starting with all fifteen (15) players for each team and a 10 minute clock.
3.2 Opening Rush
3.2.1 Setup - Ten dodgeballs are spaced evenly along halfcourt. Teams line up behind their respective
baselines. All officiating staff should have the necessary officiating equipment ready and operational.
NEW 3.2.1 Setup - Four (4) dodgeballs are spaced evenly along halfcourt. The remaining
six (6) balls are split evenly and placed on each team's neutral zone line, three (3) balls
for each team. Teams line up behind their respective baselines. All officiating staff
should have the necessary officiating equipment ready and operational. [See D 2.2.2.5]
By Stokes - Reason for Change:
To help reduce the number of collisions resulting is serious or non-serious injury.
Injuries I have personally witnessed: Torn ACL, Broken Nose, Stitches to the head,
Broken Hand, Concussions, Sprained knees/ankles
Ideas Behind Change:
By having fewer people run at each other the chance of injury occurring is decreased
significantly. Having 20 people run full speed at each other is reckless and
unnecessary. Many believe that the current opening rush is important to have in the
league; it gives a clear early advantage to those with faster people on the court. But the
benefit of having an early ball advantage does not outweigh the consequences of
someone tearing their ACL or smashing their nose resulting in surgery. With the idea I
propose, it still includes the aspect of the run up. Teams with fast people can still get
an early 7-3 advantage.
This is a problem that many people trivialize, but injuries resulting from the run-up can
be long lasting or permanent. The purpose of this rule change is not to accommodate
slower teams or to give fast teams less of an advantage, the purpose of this change is
to ensure the safety of players and reduce unnecessary risk.
3.2.2 Rush - The Head Official shall confirm both teams are ready. After a brief pause, the Official shall
blow the whistle to signal the start of play. The Official shall not use a countdown, hand motion, or any
other action which might allow players to predict the beginning of play.
3.2.2.1 Exception: In absence of a whistle, a swift, downward hand motion accompanied by an audibly
loud and clear "Dodgeball" will suffice. The Official shall not use any action which might allow players
to predict the beginning of play.
3.2.3 False Start - A False Start occurs if any player enters the field of play, by coming in contact with the
court in bounds, before the Official's whistle is blown.
3.2.3.1 False Start Violation - Penalty for a False Start shall require the Team Captain be removed from
play. If the Team Captain is not on the court, one of the Alternate Captains on the court is removed from
play. The offending team may choose which Alternate Captain is to be removed from play. If the
Captain or any of the Alternate Captains are not on the court, the offending team shall choose any
player, currently on the court, to be removed from play.
3.2.3.2 If the False Start occurs very close to after the whistle is blown, play will continue normally and
the Respective Player, as defined in [3.2.3.1], will be removed from play.
3.2.3.3 If the False Start occurred well before the whistle, the Official may hold off on the whistle while
the Respective Player, as defined in [3.2.3.1], moves to the Jail.
3.2.4 Activation of Balls - After the Opening Rush, dodgeballs must be brought back, passed, or relayed to
the Baseline in order to be considered active. All dodgeballs are considered active ten (10) seconds after
the Opening Rush.
NEW 3.2.5 Switching sides - Teams shall switch sides at the start of a new half, or at the start
of overtime.
3.3 Timing Events During Play
3.3.1 Stoppage of Play - If play must stop, the Official shall blow their whistle. Play shall immediately stop
and the Clock will be paused.
3.1.1.1 Airborne Balls - All Balls immediately become dead, unless a Ball was airborne before the
whistle was blown.
3.1.1.1.1 If a Direct Throw was airborne before the whistle was blown, no Direct Catches or Direct
Hits may be made with said Direct Throw.
3.1.1.1.2 If a Direct Throw was airborne before the whistle was blown and hits a Target within a
split-second of when the whistle was blown, the Target or any of his or her teammates may
attempt a Team Catch. Failure to make a Team Catch will result in the Target being considered out.
3.1.1.1.3 In the event of the ambiguous nature of a Direct Throw made in the aforementioned way,
the Head Official shall make the final call as to the type of any airborne ball.
3.3.1.2 Procedure
3.3.1.2.1 All active Players return to their respective Baselines.
3.3.1.2.2 Any balls not possessed by a Player and at rest in the Neutral Zone are placed at
Halfcourt.
3.3.1.2.3 Any balls not possessed by a Player and at rest in their team's respective zone will be
placed on that team's Baseline and may not be picked up before the restart whistle.
3.3.1.2.4 Any balls in possession of a Player may be maintained in possession of said Player.
3.3.2 Resuming Play - The Official will blow their whistle to restart play. All balls are then considered
active regardless of their position on the court.
3.3.3 Time Out/Substitution
3.3.3.1 Time Outs
3.3.3.1.1 Teams are allowed 2 Time Outs per Half.
3.3.3.1.2 Teams are allowed 1 Time Out per Overtime session
3.3.3.1.3 Time Outs may only be called by the Captain or Assistant Captain.
3.3.3.1.4 Time Outs are not carried over from one half or overtime to another half or overtime.
NEW 3.3.3.1.5 (Move to 3.3.3.1.1) Time Outs have a maximum duration of 30 seconds.
3.3.3.2 Stoppage of Play After a Time Out
3.3.3.2.1 When a Time Out is called, the Head Official will whistle and all play and clocks will stop.
3.3.3.2.2 Live/Dead Balls - Any airborne Balls are handled accordingly, as outlined in [3.3.1.1].
3.3.3.2.3 Ball Placement - All Balls must be placed according to procedure outlined in [3.3.1.2].
3.3.3.2.4 Only Captains, Assistant Captains, and Active Players may be on the Court during a Time
Out. Jailed Players and Bench Players must remain in their respective zones.
3.3.3.3 Substitutions
3.3.3.3.1 During a Time Out, an Active Player may be substituted for a Benched Player. A Jailed
Player cannot be substituted for an Active Player.
3.3.3.3.2 A Captain or Assistant Captain must report all substitutions to the Head Official.
3.3.4 Shot Clock
3.3.4.1 Definition - During play, a 15 second Shot Clock shall be in effect for both teams and shall be
counted incrementally from one (1) to fifteen (15). The Shot Clock is not in effect for a Team if said
Team does not have any Balls in their zone or in their possession.
3.3.4.2 Consistency - The Shot Clock should coincide with the game clock. The fifteen seconds of the
shot clock are fifteen seconds, no longer, no shorter. To aid in this, Shot Clock referees shall use a
timepiece that displays seconds.
3.3.4.3 Resetting the Shot Clock - To reset the Shot Clock, a Player must make a Direct Throw at the
Opposing Team in a Legitimate Attempt to eliminate an Opponent.
3.3.4.3.1 Legitimate Attempt - a Direct Throw within range of a Target, which may allow the Target
to make a play on said Direct Throw. This range may be up to a step and a lunge in any of the 3
dimensions, in order to make a Direct Catch. A Target does not have to make a play in order for the
Direct Throw to be considered a Legitimate Attempt, but may only be within the previously specified
range.
3.3.4.3.2 The Shot Clock Official does not have to notify the Team of an illegitimate attempt, and may
proceed counting on pace.
3.3.4.4 Five Man Rule - If a Team has five (5) or fewer Active Players, their Shot Clock will have a
maximum of ten (10) seconds as opposed to fifteen (15). This will take place upon the next Reset of
the Shot Clock. If the Team regains a total of six or more Active Players, that Teams Shot Clock is
immediately reset to 15 seconds.
3.3.4.5 Shot Clock Violation - Failure to make a Legitimate Attempt at resetting the Stop Clock will result
in a Stoppage of Play [3.3.1] and forfeiture of all Balls to the other Team.
NEW Proposed redefinition of the [3.3.4 Shot Clock]
Rule Change Proposal for 3.3.4 Shot Clock
by Jack Attack, Zigmister, et al.
Preface:
The purpose of this proposal for the removal of [3.3.4 Shot Clock] and the subsequent
replacement of said rule with [3.3.4 Stall Clock] and [3.4.7 Stalling Violation] is to:
a) work towards eradicating current issues involving the Officiating of the current
3.3.4 Shot Clock rule;
b) facilitate more consistent, continuous, and aggressive dodgeball play during the
course of the match between each team, which may allow for a more exciting
spectacle of dodgeball battle;
c) place the mantle of game tempo onto the actual players playing the game, and not
use the Officials to control the match;
d) penalize teams who avoid activity and restrict play, for the purpose of slowing a
match down and winning points by running out the Clock.
Additionally, [4.3.3 Stall Clock Judge] has been added for the management of the Stall
Clock and the signaling of Stalling Violations.
NEW 3.3.4 Stall Clock
3.3.4.1 Definition - During play, a silent 20 second rolling Stall Clock shall be in effect for
both teams. The Stall Clock is not in effect for a Team that does not possess or control
balls in their zone. For Penalties and Warnings resulting from failure to reset the Stall
Clock, see [3.4.7 Stalling Violation].
3.3.4.2 Consistency - The Stall Clock should coincide with the game Clock. The twenty
seconds of the Stall Clock are twenty seconds of the Game Clock, and are to be
counted as such. To aid in this, Stall Clock Judges shall use a timepiece that displays
seconds.
3.3.4.3 Resetting the Stall Clock - To reset the Stall Clock, the Team must make a
Legitimate Active Play.
3.3.4.4 Legitimate Active Play - an action by a player and/or team to honestly facilitate
active play. It is the responsibility of the Players to maintain action and a minimum pace
of play. Types of Dodgeball Plays include:
3.3.4.4.1 Making an visible effort to make a catch.
3.3.4.4.2 Moving into the Neutral Zone or around the Court in order to better facilitate
Active Plays.
3.3.4.4.3 Making a Direct Throw or Group Direct Throw at the Opposing Team, in a
Legitimate Attempt to eliminate an Opponent.
3.3.4.4.3.1 Legitimate Attempt Zone - a Direct Throw within range of a Target, which
may allow the Target to make a play on said Direct Throw. This range may be up to
a step and a lunge in any of the 3 dimensions, in order to make a Direct Catch. A
Target does not have to make a play in order for the Direct Throw to be
considered a Legitimate Attempt, but may only be within the previously specified
range.
3.3.4.4.3.2 The Stall Clock Judge does not have to notify the Team of an illegitimate
attempt, and may proceed counting on pace.
[See 3.4.7 for Stalling Violations]
3.4 Gameplay
3.4.1 Catches
3.4.1.1 Direct Catch - If a Target catches a directly thrown ball, a player from the Target's jail comes
back into play. The Thrower is out.
3.4.1.1.1 If a Target bobbles but secures the ball before it becomes dead, it counts as a Direct
Catch.
3.4.1.2 Team Catch - If a directly thrown ball hits a Target and a teammate catches the ball before it
becomes dead, it is deemed a Team Catch. A player from the Target’s jail comes back into play. The
Thrower is not out.
3.4.1.2.1 A thrown ball can ricochet off any number of live teammates before being caught by any
live teammate, but contact with a dead player, another dodgeball, or any surface of the court causes
the ball to be dead.
3.4.1.2.2 If a Target and a Teammate catch the same directly thrown ball at the same time, it is
deemed a Team Catch.
3.4.1.2.3 Team Ball Trap Catch - If a Teammate catches a ricocheted ball while in possession of
another ball, instead of cleanly catching and securing the ricocheted ball, the ricocheted ball is
deemed a trap. Said ball is dead and the original Target is out. The Teammate remains live.
3.4.1.3 Trapping - If a Target catches a directly thrown ball, simultaneously, with both their body and
any surface of the court, it is deemed a trap. No player is out, no player is in.
3.4.1.3.1 The ball must be caught and controlled in one motion; the Target cannot bobble the ball.
3.4.1.3.2 Ball Trap Catch - If a Target catches a directly thrown ball while holding another ball, and
the catch is secured in one motion, it counts as a Trap. No player is out, no player is in.
3.4.1.3.3 Team Ball Trap Catch - See [3.4.1.2.3]
3.4.1.3.4 Officials are advised to call a Trap unless the situation clearly dictates otherwise.
3.4.1.4 Immediate Catch - If a dead player is walking towards his or her empty jail and their teammate
catches a live ball, the dead player is back in.
3.4.1.4.1 The recently deceased must exit the Court and re-enter play through the Baseline.
3.4.2 Throws, Hits, and Blocks
3.4.2.1 Direct Throw - Any ball thrown by a live player is considered a directly thrown ball.
3.4.2.1.1 If any thrown ball comes into contact with any other dodgeball in mid air or at rest, both
balls are considered dead.
3.4.2.1.2 If a thrown ball comes in contact with a teammate of the Thrower, the ball is ruled dead.
3.4.2.2 Direct Hit - If a Target is struck on any part of their body or clothing with a directly thrown ball,
and fails to complete a catch [3.4.1 Catches], the Target and only the Target is ruled out.
3.4.2.2.1 If a Direct Throw connects with a Target, any Direct Throws or Direct Catches made by
the Target are valid until the original ricocheted Direct Hit becomes dead or is Team Caught.
3.4.2.3 Blocking - A Target may use any dodgeball to block any thrown ball, but the blocking
dodgeball(s) must remain secure.
3.4.2.3.1 If a blocking ball becomes dislodged, the Target must regain possession before the ball
becomes dead. Failure results in a Loss of Possession and the Target is ruled out.
3.4.2.3.2 Balls may be thrown into the flight path of a direct throw in order to make a block, but the
blocking ball must make enough clearance so as not to be confused as a Loss of Possession.
3.4.2.3.3 If a thrown ball grazes a Target’s blocking ball and is then caught, it is considered a Trap.
No player is out, no player is in.
3.4.3 Loss of Possession
3.4.3.1 If a Target has secured a ball and that ball is knocked out of possession by another thrown ball,
the Target and only the Target must regain possession before the ball becomes dead. Failure results in
a Loss of Possession and the Target is ruled out.
3.4.3.2 Stripping - Unnecessary roughness will result in the offending player to be ruled out. Players
may not attempt to steal possession of a ball from an opponent’s hands. If a player strips or attempts to
strip a ball securely possessed by an opponent, the Official shall signal that the offending player is
eliminated and remove them from play.
3.4.3.2.1 Possession Contention - If two players pick up a ball at the same time and neither player
secures possession after two seconds, an Official shall instruct both players to drop the ball and
back away, then place the ball where it was located prior to the players’ contesting possession.
3.4.4 Boundary Violations
3.4.4.1 Out of Bounds - One point of bodily contact inside the boundary lines must be maintained; if all
points of bodily contact are outside the boundary lines, the player is ruled out.
3.4.4.1.1 Catching - A Catcher must maintain one point of bodily contact in bounds in order for a
Catch to count.
3.4.4.2 Neutral Zone - A player may cross Halfcourt and move up to the opposite Attack Line, but
any player that makes contact beyond the opposite Attack Line, with any part of their body, is ruled
out.
3.4.4.3 Suicides - If a player jumps from the neutral zone, over the Attack Line, and throws their ball
before landing out of bounds, the Thrower's ball is live and acts as a directly thrown ball. The
Thrower is ruled out once they contact the ground, thereby causing any dodgeballs secured in their
possession to be dead.
3.4.4.4 Coming in from the Jail - Players must enter play from the baseline, and are not considered
live until they enter through the baseline.
3.4.4.4.1 For safety and clarification reasons, any player coming in from the Jail, who does not
enter through the baseline, is ruled out.
3.4.4.4.2 A Player coming in from the Jail may not intentionally touch a Ball before entering play.
Intentionally touching or securing a Ball declares that Player live but standing out of bounds,
therefore that player would be ruled out.
3.4.5 Dead Player Involvement
3.4.5.1 Upon being ruled out, the recently deceased should immediately raise their hand and leave the
court in the quickest and least intrusive way possible.
3.4.5.2 The Death Touch - No dead player can be involved in a play. If a live ball contacts a dead
player, the ball becomes dead.
3.4.6 1 on 1 Double Faults - In certain cases of 1 on 1, both players can be ruled out in the same play.
The Team declared the Loser is the team of the Player that becomes dead first.
NEW 3.4.6.1 Do Over - If the Officials cannot genuinely make a call on which player is out first, play is
reset. Both players are still in, and all balls are reset in the middle, as defined in [3.2 Opening Rush].
NEW 3.4.7 Stalling Violation [see NEW 3.3.4 Stall Clock for sister proposal]
3.4.7.1 Definition - Failure to make a Legitimate Attempt at resetting the [3.3.4 Stall Clock] will be
considered a Stalling Violation.
3.4.7.2 Warning for Stalling - The first Stalling Violation results in a Warning for Stalling. Each team is
allotted one Warning for Stalling during the course of the Match. No penalty is incurred for a Warning
for Stalling. Stalling Violations following the Warning for Stalling result in a Stalling Penalty.
3.4.7.3 Stalling Penalty - Following a Warning for Stalling, each subsequent Stalling Violation results in
a Stalling Penalty. Stalling Penalties grow in severity with each ensuing penalty.
3.4.7.3.1 Lack of Players - If the Offending team does not have enough players to satisfy the
Stalling Penalty requirements, the Offending team forfeits the current Game Point to the Opposing
team. Play is reset as if the Game Point were finished in a regular manner. The Game Forfeiture
counts as that level of penalization. For instance, if a Team received a Second Stalling Penalty but
had only one player remaining, the Game Point is forfeited and the next level to occur would be the
Third Stalling Penalty.
3.4.7.3.2 First Stalling Penalty - The first Stalling Penalty incurred by a Team results in forfeiture of
all balls controlled by or lying in the zone of the Offending team to the Opposing team.
3.4.7.3.3 Second Stalling Penalty - The second Stalling Penalty incurred by a Team results in
forfeiture of all balls controlled by or lying in the zone of the Offending Team to the Opposing Team
and the removal of one player from the Offending Team from play and placement of said player in the
Offending Team’s Jail. The Captain of the Offending Team is to choose which player to remove from
play.
3.4.7.3.4 Third Stalling Penalty - The third Stalling Penalty incurred by a team results in forfeiture of
all balls controlled by or lying in the zone of the Offending Team to the Opposing Team and the
removal of two players from the Offending Team from play and placement of said players in the
Offending Team’s Jail. The Captain of the Offending Team is to choose which players to remove
from play.
3.4.7.3.5 Fourth Stalling Penalty - The fourth Stalling Penalty incurred by a team results in the
forfeiture of the current Game Point to the Opposing team. Play is reset as if the Game Point were
finished in the regular manner. Each Stalling Penalty incurred following the fourth Stalling Penalty
results in the same penalization of forfeiture of the current Game Point.
3.4.7.4 Resetting of Stalling Penalties - After the First Half of play, Stalling Penalties reset to the
[3.4.7.3.2 First Stalling Penalty] level of penalization for teams who incurred Stalling Penalties during the
course of the First Half of play. For instance, a team that had received the First Stalling Penalty in the
First Half of play would not receive the [3.4.7.3.3 Second Stalling Penalty] after committing their first
Stalling Violation in the Second Half of play, and would instead incur the [3.4.7.3.2 First Stalling Penalty]
again.
3.4.7.5 Non-Clock Stalling Violations - Non-Clock Stalling Violations may be called at the discretion of
the Head Official. These Stalling Violations are to be called in the case of players showing overt or
gross Stalling behavior, such as sitting on the Court floor and similar lethargic inaction.
3.4.8 Defective Equipment
3.4.8.1 Timer Malfunction - Should the Clock or a Shot Clock Timepiece become inoperative at any time
during gameplay, play will immediately stop and both Captains shall be notified by the Head Referee.
The inoperable timing device shall be replaced before play continues. [Moved from 4.1.2.6]
NEW 3.4.8.2 Popped Balls - A popped ball immediately becomes a dead ball from the moment it popped,
regardless of its position in the environment. Play should be stopped as soon as possible, and the ball
replaced appropriately.
3.4.8.2.1 Popped When Blocking - If a Target is using a blocking ball and the blocking ball pops as a
result of a thrown ball, the Block is valid and the Popped Ball is considered dead. The Popped Ball
should be replaced and placed on the sideline nearest to the Blocking Target.
3.4.8.2.2 Popped After Throwing - If a Thrower makes a Direct Throw and that ball is popped at any
point during the Throw, the Popped Ball is considered dead. The Ball should be replaced on the
sideline nearest to where the Ball was popped.
3.4.8.2.3 Referee's Discretion - The Head Referee has the final say as to the moment the Ball was
popped, or if a Ball is sufficiently deflated to be considered unusable.
3.4.8.3 General Equipment Failure - If any equipment or apparatus fails and prevents continuation of play, the Official shall whistle and a Stoppage of Play shall be called. The apparatus shall be removed or the equipment replaced before play is resumed.
3.5 Injuries
3.5.1 If at any time a Player has blood on their clothes or person, or is otherwise unable to remove
themselves from the field of play, play shall immediately stop. They will receive any necessary treatment
and will be ineligible for the remainder of the Point and may not return until any traces of blood have been
removed.
3.5.2 Any Jailed or Bench player that requires medical assistance may get the necessary assistance at
any time, but may not return to play for the remainder of that point.
3.5.3 In order for a Bench player to substitute for the injured player, a timeout must be called.
3.6 Conduct
3.6.1 Excessive Physical Contact - Restraining, grabbing, holding, and other physical roughness will be
ruled as unnecessary roughness and the offending player(s) will receive a Yellow Card.
3.6.2 No kicking or spiking dodgeballs
3.6.3 No profane language or gestures
3.6.4 No removing any part of the Player's uniform or clothing
3.6.5 No Jailed or Benched player may interfere with play, and should remain in their respective areas.
3.6.5.1 Ball Shaggers - Benched players designated as to retrieve dodgeballs may be in the best
position to retrieve stray balls. When not retrieving a ball, they should be far enough from the court so
as not to be confused as being in play.
3.6.6 Any unsportsmanlike conduct not listed may be dealt with by the highest ranking officer present.
3.6.7 Fighting - Physical assault of another player will result in a Red Card.
3.6.8 Only Captains and Assistant Captains may dispute a call with an Official. [3.7.1.1]
3.7 Penalties
3.7.1 Referee's Discretion - The Officiating Staff has final say on all rulings.
3.7.1.1 Captains and Alternate Captains are the only players who may question a call. All other players
must relay requests through a Captain or Alternate Captain. Players may ask an Official what a call
was and consult an Official as to a call on the court that they were involved in, however, that Player
may not argue that call. Any Players who are not Captains or Alternate Captains, and argue calls with
an Official, will be given a Yellow Card.
3.7.2 Stoppage of Play - If the infraction occurs during play, play shall immediately stop on the
administering of a Yellow or Red Card.
3.7.3 Yellow Cards
3.7.3.1 A Player receiving a Yellow Card is removed from the remainder of the Point and cannot come
back in regardless of the amount of Direct Catches. If a player receives a Yellow Card between points,
the Player cannot play the next Point and their Team plays that next Point with 14 players.
3.7.3.2 Infractions may include:
3.7.3.2.1 Unsportsmanlike Conduct
3.7.3.2.2 Intentionally delaying the game
3.7.3.2.3 Unnecessary roughness
3.7.3.2.4 Persistently disobeying rules/directives from the Officiating Staff
3.7.3.2.5 Spiking or kicking a ball
3.7.3.2.6 Removing parts of their uniform
3.7.3.2.7 Loitering on the court after being eliminated from play
3.7.3.2.8 Disrupting the game from the Jail or Bench
3.7.4 Red Cards
3.7.4.1 A Player receiving a Red Card during a match is ejected from the remainder of the Game and
their team must play at a one man disadvantage for the remainder of the Game.
3.7.4.2 Multiple Red Cards - If a team receives two Red Cards they must play at a two man
disadvantage. If a team receives three Red Cards in a game they immediately forfeit that game.
3.7.4.3 Infractions may include:
3.7.4.3.1 Gross Unsportsmanlike Conduct
3.7.4.3.2 Intentionally striking a Player or Official
3.7.4.3.3 Spitting at a Player or Official
3.7.4.3.4 Using offensive or insulting language or gestures (throat slashing, flipping off, etc.)
3.7.4.3.5 Intentionally ignoring the decision of an Official
3.7.4.3.6 Receiving two (2) Yellow Cards in One Game
=======================================================================================
5. CASEBOOK
Preface:
Dodgeball is just a crazy game. There are many things that can happen and there's only so much a set of rules can get you in this particular case. This Casebook sets out to explain some of the more complex rules in specific examples, to the best capabilities of words themselves. Sometimes, actions are just going to be the best way to explain the limits/capacity of any particular rule, so this author supports getting up and actually playing dodgeball in order to truly understand dodgeball.
2.2.2 The Court - Not every court is ideal for dodgeball, and some venues will have to make due with what they have on hand.
2.2.2.a Reversing the Jail - With a court that has a very small area on the side line, it could be beneficial for the team to line up their Jail starting from the Baseline rather than Halfcourt. This could make it easier for players coming in from the Jail to avoid stepping onto the Court while trying to run back to the Baseline [3.4.4.4.1]. This should be cleared with the Head Referee before the Match.
2.3.1.1.1 Eligibility - Another proof of enrollment could be any number of things within reason: a notice from a Club Sports Director, Student Organization Director, or Dean of Admissions. When asking if a player meets eligibility requirements, a sufficient time should be allowed for that player to meet the requirement. Paperwork often takes time.
3.1.2.2 Court Reservation Restrictions - It should be noted that regular matches must remain the full length of 25 minutes per half. Only when multiple teams are playing and reservation time is an issue, can halves be shortened to anywhere between 25 and 20 minutes.
3.1.4.2 Early Halftime - Team A scores a point with 2:48 left on the clock. Halftime is called and the second half will be 25:00+2:48=27:48 minutes long.
3.3.1 Stoppage of Play
3.3.1.a Defective Dodgeballs - Popped, bloody, or otherwise defective dodgeballs can be replaced anytime, providing the Clock is stopped. If the defective ball was not in possession by any particular team, it can be logically assumed that the ball would be placed at halfcourt.
3.3.4 Shot Clock Reset - The Shot Clock restarts at the start of a new point, half, or overtime, since neither team has balls in their possession. Further, the Shot Clock can only start once a team possesses active balls [3.2.4].
3.3.4.4 Five Man Rule
3.3.4.4.a Team A has 6 players on the court and one of their players is caught out. Team A’s Shot Clock reset on their throw and immediately becomes a 10 second Shot Clock.
3.3.4.4.b Team A has 6 players on the court and one of their players is hit at shot clock count of 8. Shot clock continues to 15 or until a throw is made by Team A whereupon the Shot Clock is reset and becomes a 10 second clock.
3.3.4.4.c Team A has 5 players on the court and makes a Direct Catch or Team Catch with a Shot Clock of 8. The shot clock continues counting to 15.
3.4.1.2.3 Team Ball Trap Catch - A ricocheted ball must be caught cleanly by a teammate. Since the ricocheted ball comes in contact with another ball, it is ruled dead. It cannot be ruled as a Trap as it counts as bobbling the ball [3.4.1.3.1], therefore the original Target is ruled out.
3.4.1.3 Trapping - A trap is a ball that is caught simultaneously with a player's body, another ball, and another part of the environment. Any part of the environment means that it can be caught with a wall, another player, the ground, another ball, a shoe, an official, etc. It just has to be caught in one motion.
3.4.1.3 Trap Catches - Under the rules, a Catcher must completely drop any balls they possess in order to make a Catch. If a Catcher drops a blocking ball while attempting a Catch and does not repossess that ball, they are deemed out under [3.4.3 Loss of Possession]. If they Catch a thrown ball while holding a ball, it is deemed a Trap Catch [3.4.1.3.2 Ball Trap Catch]. No one is out, no one is in.
3.4.1.3.2 Ball Trap Catch - As the thrown ball is caught at the same time, it is presumed that the Thrown Ball and the Blocking/Possessed Ball touch each other, thereby declaring that the Thrown Ball is dead. This is deemed a Trap by definition: A ball caught simultaneously with a player's body and another ball.
3.4.1.4 Immediate Catch - This often occurs when the Catcher's team has an empty jail, but a dead player has not yet reached the Jail Queue. As long as the Catch is made after the dead player is out, said dead player is back in. If the Target has not yet reached the Jail, they must exit the court and re-enter play through the Baseline. It does not matter where on the court the dead player is, only that they exit the court and re-enter play like would normally happen in [3.4.4.4.1].
3.4.2.2.1 Suppose a Direct Throw hits a Target and ricocheted high in the air. The Target can still throw or make a catch. Once that ricocheted ball becomes dead or is caught, the Play is over. For example, if the ricocheted ball becomes dead, then the Player would be dead. Nothing counts after the instance the ball becomes dead, but if that Target made a Catch of another ball before that point, it is a valid Catch.
3.4.3.1 A Target who looses possession of a blocking ball is not out at the moment they loose possession. The Target has the opportunity to repossess the dislodged ball before it becomes dead. Under the rules, the Target is the only one that can make this save; a Teammate cannot make the save.
3.4.3.2.1 Contesting Possession - If the official's action will not adversely affect play, the Official does not have to stop play. But if this happened in the middle of the court and the Ball had to be repositioned, the Official would need to stop play in order to perform this action.
3.4.4.1 Out of Bounds - A point of contact is any part of the body: part of a foot, a hand, a finger, etc. As long as the player has one point of contact in bounds, they are considered in bounds.
3.4.4.1.1 Catching - A Catcher must maintain one point of bodily contact in bounds in order for a Catch to count.
3.4.4.1.1.a If a Catcher catches a ball while airborne, and the Catcher's first point of contact lands out of
bounds, the Catcher is out and there is no catch.
3.4.4.1.1.b If a Catcher catches a ball while airborne, and the Catcher's first point of contact lands in
bounds but the Catcher proceeds to fall or roll out of bounds, a Direct Catch is ruled. The Catcher and the
Thrower is out.
3.4.4.1.1.c If a Catcher catches a ball while airborne, passes the ball to a teammate without the ball
becoming dead, and the Catcher lands out of bounds, a Team Catch is ruled but the Catcher is out. The
Thrower is not out.
3.4.4.2 Neutral Zone - Dodgeballs are not considered part of the body. Players may reach over the Neutral Zone line to retrieve a ball, as long as no part of their body or clothes touches beyond the line.
3.4.5.1 If the recently deceased is close to the sideline, he or she should leave the court via the sideline, instead of running back through the baseline and potentially screening any live players.
3.4.5.2 The Death Touch - No dead player can be involved in a play.
3.4.5.2.a Two players throw a ball at each other, and both balls bounce into the air. If Player A catches
the ricocheted ball first, Player B is immediately ruled out. If Player B catches or touches a ball after his or
her ball is caught, those balls are declared dead and no catch can be ruled for Player B. Any teammate on
Team B, however, may make a Team Catch, until the ricocheted ball becomes dead.
3.4.5.2.b If two opposite players catch a ball at the same time, both catches count for the Catcher's
respective team, but both Catchers are out.
3.4.5.2.c A dead player is considered part of the Court. If a Ball touches a dead player, no matter where
they are on the Court, that Ball is ruled dead. If the Ball ricochets off a live Target, it is ruled dead on
contact with the dead player and the Target is ruled out.
3.4.6 1 on 1 Double Faults - The Team declared the Loser is the team of the Player that becomes dead first.
3.4.6.a Players A and B throw at each other at the same time. Player B is hit in the foot and the ball
bounces high and out of bounds. Player A is hit in the arm and the ball bounces straight down to the
ground. More than likely, the ball that hit Player A first will hit the ground and become dead first. As such
Player B is still live when Player A is out so Team B wins. If the balls were to become dead in the other
order then the reverse decision would be employed.
3.4.6.b Player A suicides Player B. Player B is hit by the ball but Player A lands before the ball hits the
ground. Player A was out first and Team B wins. If Player A landed after the ball hit the ground (which
should never happen but on the off chance that it does) then Player B was out first and Team A wins.
3.4.6.c Player A throws at Player B and the ball bounces off of Player B and high into the air. Player A
throws another ball that is caught by Player B before the first ball becomes dead. Player A is out and
Team B wins.
3.4.6.d Player A throws at Player B and the ball bounces off of Player B and high into the air. Player B
throws another ball that hits Player A and hits the ground before the first ball becomes dead. Player A is
out and Team B wins.
CREDITS: Influenced by: a children's playground game, National College Dodgeball Association, the Midwest Dodgeball Conference, National Collegiate Athletic Association, National Federation of State High School Associations, the Rules of Golf
Evolved from Midwest Dodgeball Rules Revision 4: DePaul Dodgeball Society: Ryan "Magoo" McGeehan, et al, and National College Dodgeball Association Ruleset 2011: Aleks Bomis, Commissioner, et al.
Re-Codification of 2011 NCDA Rulebook, Officiating Mechanics and Casebook: Zigmas Maloni, DePaul
Gameplay Rules and Regulations
1. OVERVIEW
1.1 Dodgeball is a children's game. Two opposite teams throw rubber playground balls at each other. The gameplay is defined by two reactions to the stimulus of a thrown ball: the Failure to Dodge & the Failure to Catch.
1.1.1 You dodge the throw. Well done. Gameplay continues.
1.1.2 The ball hits you. Oh no! You best catch that ball before it hits the ground.
1.2 The purpose of dodging balls is two sided: first, to dodge balls is to understand the harsh, unyielding nature of life, that being, in the end we get out. Secondly, dodging balls helps us as a society to tap into the ritualistic, emotional content of our shared collective consciousness, in effect helping us all to communicate better.
2. DEFINITIONS
2.1 Terminology
2.1.1 Kill/Tag - A direct throw which gets another player out.
2.1.2 Thrower - Any live player that makes a direct throw of a dodgeball.
2.1.3 Target - Any live player on the opposite team, who is the unlucky recipient of a direct throw.
2.1.4 Live ball - Any ball that has not become dead. Dodgeballs become live when thrown.
2.1.5 Dead ball - A dodgeball that hits a dead player, another dodgeball, or any surface of the court.
2.1.6 Trap - A ball that is caught simultaneously with a player's body, another ball, and another part of the
environment. The ball is ruled dead.
2.1.7 Play - A play is any attempt by a player to dodge, catch, or block a directly thrown ball.
3. PLAY
3.1 Game Format
3.1.1 Teams - Dodgeball is a game played with a roster of up to 20 players with a maximum of 15 players
on the court at start of play. The five remaining players may be substituted in as discussed in
[3.3.3.3 Substitutions].
3.1.2 Length of Game - The game shall consist of two (2) twenty-five (25) minute halves.
3.1.2.1 Halves are separated by a five (5) minute halftime. This may be shortened or waived under the
agreement of both teams.
3.1.2.2 Court Reservation Restrictions - In tournament settings, the length of halves may be altered
equally to accommodate court reservations, but shall not be less than twenty (20) minutes long.
Regular match halves remain the same duration.
3.1.3 Scoring - A point is scored when one team completely eliminates the opposing team from the field of
play. If there are still players on the court at the end of the first half of regulation play, no score is applied.
3.1.4 Duration of Play
3.1.4.1 Clock - The Clock starts at the beginning of play, at the Official's opening rush signal, and will
continually run unless stopped by the end of a point or by the Official's whistle.
3.1.4.2 Early Halftime - If a point has been scored with less than 4:00 minutes remaining in the first
half, halftime will go into effect with the remaining time being applied to the second half.
3.1.4.3 Overtime
3.1.4.3.1 If the score is tied at the end of regulation play, a ten (10) minute sudden death overtime with
all fifteen (15) players for each team shall be put into effect after a five (5) minute break in play. This
break may be waived under agreement by both teams. The first team to score a point in overtime is
declared the winner.
3.1.4.3.2 If no point is scored in those 10 minutes, the team with the most players on the court wins the
point and is determined to be the winner. If both teams have the same amount of people on the court,
overtime is replayed starting with all fifteen (15) players for each team and a 10 minute clock.
3.2 Opening Rush
3.2.1 Setup - Ten dodgeballs are spaced evenly along halfcourt. Teams line up behind their respective
baselines. All officiating staff should have the necessary officiating equipment ready and operational.
NEW 3.2.1 Setup - Four (4) dodgeballs are spaced evenly along halfcourt. The remaining
six (6) balls are split evenly and placed on each team's neutral zone line, three (3) balls
for each team. Teams line up behind their respective baselines. All officiating staff
should have the necessary officiating equipment ready and operational. [See D 2.2.2.5]
By Stokes - Reason for Change:
To help reduce the number of collisions resulting is serious or non-serious injury.
Injuries I have personally witnessed: Torn ACL, Broken Nose, Stitches to the head,
Broken Hand, Concussions, Sprained knees/ankles
Ideas Behind Change:
By having fewer people run at each other the chance of injury occurring is decreased
significantly. Having 20 people run full speed at each other is reckless and
unnecessary. Many believe that the current opening rush is important to have in the
league; it gives a clear early advantage to those with faster people on the court. But the
benefit of having an early ball advantage does not outweigh the consequences of
someone tearing their ACL or smashing their nose resulting in surgery. With the idea I
propose, it still includes the aspect of the run up. Teams with fast people can still get
an early 7-3 advantage.
This is a problem that many people trivialize, but injuries resulting from the run-up can
be long lasting or permanent. The purpose of this rule change is not to accommodate
slower teams or to give fast teams less of an advantage, the purpose of this change is
to ensure the safety of players and reduce unnecessary risk.
3.2.2 Rush - The Head Official shall confirm both teams are ready. After a brief pause, the Official shall
blow the whistle to signal the start of play. The Official shall not use a countdown, hand motion, or any
other action which might allow players to predict the beginning of play.
3.2.2.1 Exception: In absence of a whistle, a swift, downward hand motion accompanied by an audibly
loud and clear "Dodgeball" will suffice. The Official shall not use any action which might allow players
to predict the beginning of play.
3.2.3 False Start - A False Start occurs if any player enters the field of play, by coming in contact with the
court in bounds, before the Official's whistle is blown.
3.2.3.1 False Start Violation - Penalty for a False Start shall require the Team Captain be removed from
play. If the Team Captain is not on the court, one of the Alternate Captains on the court is removed from
play. The offending team may choose which Alternate Captain is to be removed from play. If the
Captain or any of the Alternate Captains are not on the court, the offending team shall choose any
player, currently on the court, to be removed from play.
3.2.3.2 If the False Start occurs very close to after the whistle is blown, play will continue normally and
the Respective Player, as defined in [3.2.3.1], will be removed from play.
3.2.3.3 If the False Start occurred well before the whistle, the Official may hold off on the whistle while
the Respective Player, as defined in [3.2.3.1], moves to the Jail.
3.2.4 Activation of Balls - After the Opening Rush, dodgeballs must be brought back, passed, or relayed to
the Baseline in order to be considered active. All dodgeballs are considered active ten (10) seconds after
the Opening Rush.
NEW 3.2.5 Switching sides - Teams shall switch sides at the start of a new half, or at the start
of overtime.
3.3 Timing Events During Play
3.3.1 Stoppage of Play - If play must stop, the Official shall blow their whistle. Play shall immediately stop
and the Clock will be paused.
3.1.1.1 Airborne Balls - All Balls immediately become dead, unless a Ball was airborne before the
whistle was blown.
3.1.1.1.1 If a Direct Throw was airborne before the whistle was blown, no Direct Catches or Direct
Hits may be made with said Direct Throw.
3.1.1.1.2 If a Direct Throw was airborne before the whistle was blown and hits a Target within a
split-second of when the whistle was blown, the Target or any of his or her teammates may
attempt a Team Catch. Failure to make a Team Catch will result in the Target being considered out.
3.1.1.1.3 In the event of the ambiguous nature of a Direct Throw made in the aforementioned way,
the Head Official shall make the final call as to the type of any airborne ball.
3.3.1.2 Procedure
3.3.1.2.1 All active Players return to their respective Baselines.
3.3.1.2.2 Any balls not possessed by a Player and at rest in the Neutral Zone are placed at
Halfcourt.
3.3.1.2.3 Any balls not possessed by a Player and at rest in their team's respective zone will be
placed on that team's Baseline and may not be picked up before the restart whistle.
3.3.1.2.4 Any balls in possession of a Player may be maintained in possession of said Player.
3.3.2 Resuming Play - The Official will blow their whistle to restart play. All balls are then considered
active regardless of their position on the court.
3.3.3 Time Out/Substitution
3.3.3.1 Time Outs
3.3.3.1.1 Teams are allowed 2 Time Outs per Half.
3.3.3.1.2 Teams are allowed 1 Time Out per Overtime session
3.3.3.1.3 Time Outs may only be called by the Captain or Assistant Captain.
3.3.3.1.4 Time Outs are not carried over from one half or overtime to another half or overtime.
NEW 3.3.3.1.5 (Move to 3.3.3.1.1) Time Outs have a maximum duration of 30 seconds.
3.3.3.2 Stoppage of Play After a Time Out
3.3.3.2.1 When a Time Out is called, the Head Official will whistle and all play and clocks will stop.
3.3.3.2.2 Live/Dead Balls - Any airborne Balls are handled accordingly, as outlined in [3.3.1.1].
3.3.3.2.3 Ball Placement - All Balls must be placed according to procedure outlined in [3.3.1.2].
3.3.3.2.4 Only Captains, Assistant Captains, and Active Players may be on the Court during a Time
Out. Jailed Players and Bench Players must remain in their respective zones.
3.3.3.3 Substitutions
3.3.3.3.1 During a Time Out, an Active Player may be substituted for a Benched Player. A Jailed
Player cannot be substituted for an Active Player.
3.3.3.3.2 A Captain or Assistant Captain must report all substitutions to the Head Official.
3.3.4 Shot Clock
3.3.4.1 Definition - During play, a 15 second Shot Clock shall be in effect for both teams and shall be
counted incrementally from one (1) to fifteen (15). The Shot Clock is not in effect for a Team if said
Team does not have any Balls in their zone or in their possession.
3.3.4.2 Consistency - The Shot Clock should coincide with the game clock. The fifteen seconds of the
shot clock are fifteen seconds, no longer, no shorter. To aid in this, Shot Clock referees shall use a
timepiece that displays seconds.
3.3.4.3 Resetting the Shot Clock - To reset the Shot Clock, a Player must make a Direct Throw at the
Opposing Team in a Legitimate Attempt to eliminate an Opponent.
3.3.4.3.1 Legitimate Attempt - a Direct Throw within range of a Target, which may allow the Target
to make a play on said Direct Throw. This range may be up to a step and a lunge in any of the 3
dimensions, in order to make a Direct Catch. A Target does not have to make a play in order for the
Direct Throw to be considered a Legitimate Attempt, but may only be within the previously specified
range.
3.3.4.3.2 The Shot Clock Official does not have to notify the Team of an illegitimate attempt, and may
proceed counting on pace.
3.3.4.4 Five Man Rule - If a Team has five (5) or fewer Active Players, their Shot Clock will have a
maximum of ten (10) seconds as opposed to fifteen (15). This will take place upon the next Reset of
the Shot Clock. If the Team regains a total of six or more Active Players, that Teams Shot Clock is
immediately reset to 15 seconds.
3.3.4.5 Shot Clock Violation - Failure to make a Legitimate Attempt at resetting the Stop Clock will result
in a Stoppage of Play [3.3.1] and forfeiture of all Balls to the other Team.
NEW Proposed redefinition of the [3.3.4 Shot Clock]
Rule Change Proposal for 3.3.4 Shot Clock
by Jack Attack, Zigmister, et al.
Preface:
The purpose of this proposal for the removal of [3.3.4 Shot Clock] and the subsequent
replacement of said rule with [3.3.4 Stall Clock] and [3.4.7 Stalling Violation] is to:
a) work towards eradicating current issues involving the Officiating of the current
3.3.4 Shot Clock rule;
b) facilitate more consistent, continuous, and aggressive dodgeball play during the
course of the match between each team, which may allow for a more exciting
spectacle of dodgeball battle;
c) place the mantle of game tempo onto the actual players playing the game, and not
use the Officials to control the match;
d) penalize teams who avoid activity and restrict play, for the purpose of slowing a
match down and winning points by running out the Clock.
Additionally, [4.3.3 Stall Clock Judge] has been added for the management of the Stall
Clock and the signaling of Stalling Violations.
NEW 3.3.4 Stall Clock
3.3.4.1 Definition - During play, a silent 20 second rolling Stall Clock shall be in effect for
both teams. The Stall Clock is not in effect for a Team that does not possess or control
balls in their zone. For Penalties and Warnings resulting from failure to reset the Stall
Clock, see [3.4.7 Stalling Violation].
3.3.4.2 Consistency - The Stall Clock should coincide with the game Clock. The twenty
seconds of the Stall Clock are twenty seconds of the Game Clock, and are to be
counted as such. To aid in this, Stall Clock Judges shall use a timepiece that displays
seconds.
3.3.4.3 Resetting the Stall Clock - To reset the Stall Clock, the Team must make a
Legitimate Active Play.
3.3.4.4 Legitimate Active Play - an action by a player and/or team to honestly facilitate
active play. It is the responsibility of the Players to maintain action and a minimum pace
of play. Types of Dodgeball Plays include:
3.3.4.4.1 Making an visible effort to make a catch.
3.3.4.4.2 Moving into the Neutral Zone or around the Court in order to better facilitate
Active Plays.
3.3.4.4.3 Making a Direct Throw or Group Direct Throw at the Opposing Team, in a
Legitimate Attempt to eliminate an Opponent.
3.3.4.4.3.1 Legitimate Attempt Zone - a Direct Throw within range of a Target, which
may allow the Target to make a play on said Direct Throw. This range may be up to
a step and a lunge in any of the 3 dimensions, in order to make a Direct Catch. A
Target does not have to make a play in order for the Direct Throw to be
considered a Legitimate Attempt, but may only be within the previously specified
range.
3.3.4.4.3.2 The Stall Clock Judge does not have to notify the Team of an illegitimate
attempt, and may proceed counting on pace.
[See 3.4.7 for Stalling Violations]
3.4 Gameplay
3.4.1 Catches
3.4.1.1 Direct Catch - If a Target catches a directly thrown ball, a player from the Target's jail comes
back into play. The Thrower is out.
3.4.1.1.1 If a Target bobbles but secures the ball before it becomes dead, it counts as a Direct
Catch.
3.4.1.2 Team Catch - If a directly thrown ball hits a Target and a teammate catches the ball before it
becomes dead, it is deemed a Team Catch. A player from the Target’s jail comes back into play. The
Thrower is not out.
3.4.1.2.1 A thrown ball can ricochet off any number of live teammates before being caught by any
live teammate, but contact with a dead player, another dodgeball, or any surface of the court causes
the ball to be dead.
3.4.1.2.2 If a Target and a Teammate catch the same directly thrown ball at the same time, it is
deemed a Team Catch.
3.4.1.2.3 Team Ball Trap Catch - If a Teammate catches a ricocheted ball while in possession of
another ball, instead of cleanly catching and securing the ricocheted ball, the ricocheted ball is
deemed a trap. Said ball is dead and the original Target is out. The Teammate remains live.
3.4.1.3 Trapping - If a Target catches a directly thrown ball, simultaneously, with both their body and
any surface of the court, it is deemed a trap. No player is out, no player is in.
3.4.1.3.1 The ball must be caught and controlled in one motion; the Target cannot bobble the ball.
3.4.1.3.2 Ball Trap Catch - If a Target catches a directly thrown ball while holding another ball, and
the catch is secured in one motion, it counts as a Trap. No player is out, no player is in.
3.4.1.3.3 Team Ball Trap Catch - See [3.4.1.2.3]
3.4.1.3.4 Officials are advised to call a Trap unless the situation clearly dictates otherwise.
3.4.1.4 Immediate Catch - If a dead player is walking towards his or her empty jail and their teammate
catches a live ball, the dead player is back in.
3.4.1.4.1 The recently deceased must exit the Court and re-enter play through the Baseline.
3.4.2 Throws, Hits, and Blocks
3.4.2.1 Direct Throw - Any ball thrown by a live player is considered a directly thrown ball.
3.4.2.1.1 If any thrown ball comes into contact with any other dodgeball in mid air or at rest, both
balls are considered dead.
3.4.2.1.2 If a thrown ball comes in contact with a teammate of the Thrower, the ball is ruled dead.
3.4.2.2 Direct Hit - If a Target is struck on any part of their body or clothing with a directly thrown ball,
and fails to complete a catch [3.4.1 Catches], the Target and only the Target is ruled out.
3.4.2.2.1 If a Direct Throw connects with a Target, any Direct Throws or Direct Catches made by
the Target are valid until the original ricocheted Direct Hit becomes dead or is Team Caught.
3.4.2.3 Blocking - A Target may use any dodgeball to block any thrown ball, but the blocking
dodgeball(s) must remain secure.
3.4.2.3.1 If a blocking ball becomes dislodged, the Target must regain possession before the ball
becomes dead. Failure results in a Loss of Possession and the Target is ruled out.
3.4.2.3.2 Balls may be thrown into the flight path of a direct throw in order to make a block, but the
blocking ball must make enough clearance so as not to be confused as a Loss of Possession.
3.4.2.3.3 If a thrown ball grazes a Target’s blocking ball and is then caught, it is considered a Trap.
No player is out, no player is in.
3.4.3 Loss of Possession
3.4.3.1 If a Target has secured a ball and that ball is knocked out of possession by another thrown ball,
the Target and only the Target must regain possession before the ball becomes dead. Failure results in
a Loss of Possession and the Target is ruled out.
3.4.3.2 Stripping - Unnecessary roughness will result in the offending player to be ruled out. Players
may not attempt to steal possession of a ball from an opponent’s hands. If a player strips or attempts to
strip a ball securely possessed by an opponent, the Official shall signal that the offending player is
eliminated and remove them from play.
3.4.3.2.1 Possession Contention - If two players pick up a ball at the same time and neither player
secures possession after two seconds, an Official shall instruct both players to drop the ball and
back away, then place the ball where it was located prior to the players’ contesting possession.
3.4.4 Boundary Violations
3.4.4.1 Out of Bounds - One point of bodily contact inside the boundary lines must be maintained; if all
points of bodily contact are outside the boundary lines, the player is ruled out.
3.4.4.1.1 Catching - A Catcher must maintain one point of bodily contact in bounds in order for a
Catch to count.
3.4.4.2 Neutral Zone - A player may cross Halfcourt and move up to the opposite Attack Line, but
any player that makes contact beyond the opposite Attack Line, with any part of their body, is ruled
out.
3.4.4.3 Suicides - If a player jumps from the neutral zone, over the Attack Line, and throws their ball
before landing out of bounds, the Thrower's ball is live and acts as a directly thrown ball. The
Thrower is ruled out once they contact the ground, thereby causing any dodgeballs secured in their
possession to be dead.
3.4.4.4 Coming in from the Jail - Players must enter play from the baseline, and are not considered
live until they enter through the baseline.
3.4.4.4.1 For safety and clarification reasons, any player coming in from the Jail, who does not
enter through the baseline, is ruled out.
3.4.4.4.2 A Player coming in from the Jail may not intentionally touch a Ball before entering play.
Intentionally touching or securing a Ball declares that Player live but standing out of bounds,
therefore that player would be ruled out.
3.4.5 Dead Player Involvement
3.4.5.1 Upon being ruled out, the recently deceased should immediately raise their hand and leave the
court in the quickest and least intrusive way possible.
3.4.5.2 The Death Touch - No dead player can be involved in a play. If a live ball contacts a dead
player, the ball becomes dead.
3.4.6 1 on 1 Double Faults - In certain cases of 1 on 1, both players can be ruled out in the same play.
The Team declared the Loser is the team of the Player that becomes dead first.
NEW 3.4.6.1 Do Over - If the Officials cannot genuinely make a call on which player is out first, play is
reset. Both players are still in, and all balls are reset in the middle, as defined in [3.2 Opening Rush].
NEW 3.4.7 Stalling Violation [see NEW 3.3.4 Stall Clock for sister proposal]
3.4.7.1 Definition - Failure to make a Legitimate Attempt at resetting the [3.3.4 Stall Clock] will be
considered a Stalling Violation.
3.4.7.2 Warning for Stalling - The first Stalling Violation results in a Warning for Stalling. Each team is
allotted one Warning for Stalling during the course of the Match. No penalty is incurred for a Warning
for Stalling. Stalling Violations following the Warning for Stalling result in a Stalling Penalty.
3.4.7.3 Stalling Penalty - Following a Warning for Stalling, each subsequent Stalling Violation results in
a Stalling Penalty. Stalling Penalties grow in severity with each ensuing penalty.
3.4.7.3.1 Lack of Players - If the Offending team does not have enough players to satisfy the
Stalling Penalty requirements, the Offending team forfeits the current Game Point to the Opposing
team. Play is reset as if the Game Point were finished in a regular manner. The Game Forfeiture
counts as that level of penalization. For instance, if a Team received a Second Stalling Penalty but
had only one player remaining, the Game Point is forfeited and the next level to occur would be the
Third Stalling Penalty.
3.4.7.3.2 First Stalling Penalty - The first Stalling Penalty incurred by a Team results in forfeiture of
all balls controlled by or lying in the zone of the Offending team to the Opposing team.
3.4.7.3.3 Second Stalling Penalty - The second Stalling Penalty incurred by a Team results in
forfeiture of all balls controlled by or lying in the zone of the Offending Team to the Opposing Team
and the removal of one player from the Offending Team from play and placement of said player in the
Offending Team’s Jail. The Captain of the Offending Team is to choose which player to remove from
play.
3.4.7.3.4 Third Stalling Penalty - The third Stalling Penalty incurred by a team results in forfeiture of
all balls controlled by or lying in the zone of the Offending Team to the Opposing Team and the
removal of two players from the Offending Team from play and placement of said players in the
Offending Team’s Jail. The Captain of the Offending Team is to choose which players to remove
from play.
3.4.7.3.5 Fourth Stalling Penalty - The fourth Stalling Penalty incurred by a team results in the
forfeiture of the current Game Point to the Opposing team. Play is reset as if the Game Point were
finished in the regular manner. Each Stalling Penalty incurred following the fourth Stalling Penalty
results in the same penalization of forfeiture of the current Game Point.
3.4.7.4 Resetting of Stalling Penalties - After the First Half of play, Stalling Penalties reset to the
[3.4.7.3.2 First Stalling Penalty] level of penalization for teams who incurred Stalling Penalties during the
course of the First Half of play. For instance, a team that had received the First Stalling Penalty in the
First Half of play would not receive the [3.4.7.3.3 Second Stalling Penalty] after committing their first
Stalling Violation in the Second Half of play, and would instead incur the [3.4.7.3.2 First Stalling Penalty]
again.
3.4.7.5 Non-Clock Stalling Violations - Non-Clock Stalling Violations may be called at the discretion of
the Head Official. These Stalling Violations are to be called in the case of players showing overt or
gross Stalling behavior, such as sitting on the Court floor and similar lethargic inaction.
3.4.8 Defective Equipment
3.4.8.1 Timer Malfunction - Should the Clock or a Shot Clock Timepiece become inoperative at any time
during gameplay, play will immediately stop and both Captains shall be notified by the Head Referee.
The inoperable timing device shall be replaced before play continues. [Moved from 4.1.2.6]
NEW 3.4.8.2 Popped Balls - A popped ball immediately becomes a dead ball from the moment it popped,
regardless of its position in the environment. Play should be stopped as soon as possible, and the ball
replaced appropriately.
3.4.8.2.1 Popped When Blocking - If a Target is using a blocking ball and the blocking ball pops as a
result of a thrown ball, the Block is valid and the Popped Ball is considered dead. The Popped Ball
should be replaced and placed on the sideline nearest to the Blocking Target.
3.4.8.2.2 Popped After Throwing - If a Thrower makes a Direct Throw and that ball is popped at any
point during the Throw, the Popped Ball is considered dead. The Ball should be replaced on the
sideline nearest to where the Ball was popped.
3.4.8.2.3 Referee's Discretion - The Head Referee has the final say as to the moment the Ball was
popped, or if a Ball is sufficiently deflated to be considered unusable.
3.4.8.3 General Equipment Failure - If any equipment or apparatus fails and prevents continuation of play, the Official shall whistle and a Stoppage of Play shall be called. The apparatus shall be removed or the equipment replaced before play is resumed.
3.5 Injuries
3.5.1 If at any time a Player has blood on their clothes or person, or is otherwise unable to remove
themselves from the field of play, play shall immediately stop. They will receive any necessary treatment
and will be ineligible for the remainder of the Point and may not return until any traces of blood have been
removed.
3.5.2 Any Jailed or Bench player that requires medical assistance may get the necessary assistance at
any time, but may not return to play for the remainder of that point.
3.5.3 In order for a Bench player to substitute for the injured player, a timeout must be called.
3.6 Conduct
3.6.1 Excessive Physical Contact - Restraining, grabbing, holding, and other physical roughness will be
ruled as unnecessary roughness and the offending player(s) will receive a Yellow Card.
3.6.2 No kicking or spiking dodgeballs
3.6.3 No profane language or gestures
3.6.4 No removing any part of the Player's uniform or clothing
3.6.5 No Jailed or Benched player may interfere with play, and should remain in their respective areas.
3.6.5.1 Ball Shaggers - Benched players designated as to retrieve dodgeballs may be in the best
position to retrieve stray balls. When not retrieving a ball, they should be far enough from the court so
as not to be confused as being in play.
3.6.6 Any unsportsmanlike conduct not listed may be dealt with by the highest ranking officer present.
3.6.7 Fighting - Physical assault of another player will result in a Red Card.
3.6.8 Only Captains and Assistant Captains may dispute a call with an Official. [3.7.1.1]
3.7 Penalties
3.7.1 Referee's Discretion - The Officiating Staff has final say on all rulings.
3.7.1.1 Captains and Alternate Captains are the only players who may question a call. All other players
must relay requests through a Captain or Alternate Captain. Players may ask an Official what a call
was and consult an Official as to a call on the court that they were involved in, however, that Player
may not argue that call. Any Players who are not Captains or Alternate Captains, and argue calls with
an Official, will be given a Yellow Card.
3.7.2 Stoppage of Play - If the infraction occurs during play, play shall immediately stop on the
administering of a Yellow or Red Card.
3.7.3 Yellow Cards
3.7.3.1 A Player receiving a Yellow Card is removed from the remainder of the Point and cannot come
back in regardless of the amount of Direct Catches. If a player receives a Yellow Card between points,
the Player cannot play the next Point and their Team plays that next Point with 14 players.
3.7.3.2 Infractions may include:
3.7.3.2.1 Unsportsmanlike Conduct
3.7.3.2.2 Intentionally delaying the game
3.7.3.2.3 Unnecessary roughness
3.7.3.2.4 Persistently disobeying rules/directives from the Officiating Staff
3.7.3.2.5 Spiking or kicking a ball
3.7.3.2.6 Removing parts of their uniform
3.7.3.2.7 Loitering on the court after being eliminated from play
3.7.3.2.8 Disrupting the game from the Jail or Bench
3.7.4 Red Cards
3.7.4.1 A Player receiving a Red Card during a match is ejected from the remainder of the Game and
their team must play at a one man disadvantage for the remainder of the Game.
3.7.4.2 Multiple Red Cards - If a team receives two Red Cards they must play at a two man
disadvantage. If a team receives three Red Cards in a game they immediately forfeit that game.
3.7.4.3 Infractions may include:
3.7.4.3.1 Gross Unsportsmanlike Conduct
3.7.4.3.2 Intentionally striking a Player or Official
3.7.4.3.3 Spitting at a Player or Official
3.7.4.3.4 Using offensive or insulting language or gestures (throat slashing, flipping off, etc.)
3.7.4.3.5 Intentionally ignoring the decision of an Official
3.7.4.3.6 Receiving two (2) Yellow Cards in One Game
=======================================================================================
5. CASEBOOK
Preface:
Dodgeball is just a crazy game. There are many things that can happen and there's only so much a set of rules can get you in this particular case. This Casebook sets out to explain some of the more complex rules in specific examples, to the best capabilities of words themselves. Sometimes, actions are just going to be the best way to explain the limits/capacity of any particular rule, so this author supports getting up and actually playing dodgeball in order to truly understand dodgeball.
2.2.2 The Court - Not every court is ideal for dodgeball, and some venues will have to make due with what they have on hand.
2.2.2.a Reversing the Jail - With a court that has a very small area on the side line, it could be beneficial for the team to line up their Jail starting from the Baseline rather than Halfcourt. This could make it easier for players coming in from the Jail to avoid stepping onto the Court while trying to run back to the Baseline [3.4.4.4.1]. This should be cleared with the Head Referee before the Match.
2.3.1.1.1 Eligibility - Another proof of enrollment could be any number of things within reason: a notice from a Club Sports Director, Student Organization Director, or Dean of Admissions. When asking if a player meets eligibility requirements, a sufficient time should be allowed for that player to meet the requirement. Paperwork often takes time.
3.1.2.2 Court Reservation Restrictions - It should be noted that regular matches must remain the full length of 25 minutes per half. Only when multiple teams are playing and reservation time is an issue, can halves be shortened to anywhere between 25 and 20 minutes.
3.1.4.2 Early Halftime - Team A scores a point with 2:48 left on the clock. Halftime is called and the second half will be 25:00+2:48=27:48 minutes long.
3.3.1 Stoppage of Play
3.3.1.a Defective Dodgeballs - Popped, bloody, or otherwise defective dodgeballs can be replaced anytime, providing the Clock is stopped. If the defective ball was not in possession by any particular team, it can be logically assumed that the ball would be placed at halfcourt.
3.3.4 Shot Clock Reset - The Shot Clock restarts at the start of a new point, half, or overtime, since neither team has balls in their possession. Further, the Shot Clock can only start once a team possesses active balls [3.2.4].
3.3.4.4 Five Man Rule
3.3.4.4.a Team A has 6 players on the court and one of their players is caught out. Team A’s Shot Clock reset on their throw and immediately becomes a 10 second Shot Clock.
3.3.4.4.b Team A has 6 players on the court and one of their players is hit at shot clock count of 8. Shot clock continues to 15 or until a throw is made by Team A whereupon the Shot Clock is reset and becomes a 10 second clock.
3.3.4.4.c Team A has 5 players on the court and makes a Direct Catch or Team Catch with a Shot Clock of 8. The shot clock continues counting to 15.
3.4.1.2.3 Team Ball Trap Catch - A ricocheted ball must be caught cleanly by a teammate. Since the ricocheted ball comes in contact with another ball, it is ruled dead. It cannot be ruled as a Trap as it counts as bobbling the ball [3.4.1.3.1], therefore the original Target is ruled out.
3.4.1.3 Trapping - A trap is a ball that is caught simultaneously with a player's body, another ball, and another part of the environment. Any part of the environment means that it can be caught with a wall, another player, the ground, another ball, a shoe, an official, etc. It just has to be caught in one motion.
3.4.1.3 Trap Catches - Under the rules, a Catcher must completely drop any balls they possess in order to make a Catch. If a Catcher drops a blocking ball while attempting a Catch and does not repossess that ball, they are deemed out under [3.4.3 Loss of Possession]. If they Catch a thrown ball while holding a ball, it is deemed a Trap Catch [3.4.1.3.2 Ball Trap Catch]. No one is out, no one is in.
3.4.1.3.2 Ball Trap Catch - As the thrown ball is caught at the same time, it is presumed that the Thrown Ball and the Blocking/Possessed Ball touch each other, thereby declaring that the Thrown Ball is dead. This is deemed a Trap by definition: A ball caught simultaneously with a player's body and another ball.
3.4.1.4 Immediate Catch - This often occurs when the Catcher's team has an empty jail, but a dead player has not yet reached the Jail Queue. As long as the Catch is made after the dead player is out, said dead player is back in. If the Target has not yet reached the Jail, they must exit the court and re-enter play through the Baseline. It does not matter where on the court the dead player is, only that they exit the court and re-enter play like would normally happen in [3.4.4.4.1].
3.4.2.2.1 Suppose a Direct Throw hits a Target and ricocheted high in the air. The Target can still throw or make a catch. Once that ricocheted ball becomes dead or is caught, the Play is over. For example, if the ricocheted ball becomes dead, then the Player would be dead. Nothing counts after the instance the ball becomes dead, but if that Target made a Catch of another ball before that point, it is a valid Catch.
3.4.3.1 A Target who looses possession of a blocking ball is not out at the moment they loose possession. The Target has the opportunity to repossess the dislodged ball before it becomes dead. Under the rules, the Target is the only one that can make this save; a Teammate cannot make the save.
3.4.3.2.1 Contesting Possession - If the official's action will not adversely affect play, the Official does not have to stop play. But if this happened in the middle of the court and the Ball had to be repositioned, the Official would need to stop play in order to perform this action.
3.4.4.1 Out of Bounds - A point of contact is any part of the body: part of a foot, a hand, a finger, etc. As long as the player has one point of contact in bounds, they are considered in bounds.
3.4.4.1.1 Catching - A Catcher must maintain one point of bodily contact in bounds in order for a Catch to count.
3.4.4.1.1.a If a Catcher catches a ball while airborne, and the Catcher's first point of contact lands out of
bounds, the Catcher is out and there is no catch.
3.4.4.1.1.b If a Catcher catches a ball while airborne, and the Catcher's first point of contact lands in
bounds but the Catcher proceeds to fall or roll out of bounds, a Direct Catch is ruled. The Catcher and the
Thrower is out.
3.4.4.1.1.c If a Catcher catches a ball while airborne, passes the ball to a teammate without the ball
becoming dead, and the Catcher lands out of bounds, a Team Catch is ruled but the Catcher is out. The
Thrower is not out.
3.4.4.2 Neutral Zone - Dodgeballs are not considered part of the body. Players may reach over the Neutral Zone line to retrieve a ball, as long as no part of their body or clothes touches beyond the line.
3.4.5.1 If the recently deceased is close to the sideline, he or she should leave the court via the sideline, instead of running back through the baseline and potentially screening any live players.
3.4.5.2 The Death Touch - No dead player can be involved in a play.
3.4.5.2.a Two players throw a ball at each other, and both balls bounce into the air. If Player A catches
the ricocheted ball first, Player B is immediately ruled out. If Player B catches or touches a ball after his or
her ball is caught, those balls are declared dead and no catch can be ruled for Player B. Any teammate on
Team B, however, may make a Team Catch, until the ricocheted ball becomes dead.
3.4.5.2.b If two opposite players catch a ball at the same time, both catches count for the Catcher's
respective team, but both Catchers are out.
3.4.5.2.c A dead player is considered part of the Court. If a Ball touches a dead player, no matter where
they are on the Court, that Ball is ruled dead. If the Ball ricochets off a live Target, it is ruled dead on
contact with the dead player and the Target is ruled out.
3.4.6 1 on 1 Double Faults - The Team declared the Loser is the team of the Player that becomes dead first.
3.4.6.a Players A and B throw at each other at the same time. Player B is hit in the foot and the ball
bounces high and out of bounds. Player A is hit in the arm and the ball bounces straight down to the
ground. More than likely, the ball that hit Player A first will hit the ground and become dead first. As such
Player B is still live when Player A is out so Team B wins. If the balls were to become dead in the other
order then the reverse decision would be employed.
3.4.6.b Player A suicides Player B. Player B is hit by the ball but Player A lands before the ball hits the
ground. Player A was out first and Team B wins. If Player A landed after the ball hit the ground (which
should never happen but on the off chance that it does) then Player B was out first and Team A wins.
3.4.6.c Player A throws at Player B and the ball bounces off of Player B and high into the air. Player A
throws another ball that is caught by Player B before the first ball becomes dead. Player A is out and
Team B wins.
3.4.6.d Player A throws at Player B and the ball bounces off of Player B and high into the air. Player B
throws another ball that hits Player A and hits the ground before the first ball becomes dead. Player A is
out and Team B wins.
CREDITS: Influenced by: a children's playground game, National College Dodgeball Association, the Midwest Dodgeball Conference, National Collegiate Athletic Association, National Federation of State High School Associations, the Rules of Golf
Evolved from Midwest Dodgeball Rules Revision 4: DePaul Dodgeball Society: Ryan "Magoo" McGeehan, et al, and National College Dodgeball Association Ruleset 2011: Aleks Bomis, Commissioner, et al.
Re-Codification of 2011 NCDA Rulebook, Officiating Mechanics and Casebook: Zigmas Maloni, DePaul