Dodgeball Tournament Rules - 2011
Teams will be made up of 6-10 players. Six (6) players will compete on a side; others will be available as substitutes. Substitutes may enter the game only during timeouts or in the case of injury.
The official ball used in tournament and league play will be an 8" rubber-coated foam ball.
The object of the game is to eliminate all opposing players by getting them "OUT". This may be done by:
1. Hitting an opposing player with a LIVE thrown ball below the shoulders.
2. Catching a LIVE ball thrown by your opponent before it touches the ground. If a LIVE ball is caught, one team member who is out may return to the game.
Definition: LIVE: A ball that has been thrown and has not touched anything, including the floor/ground, another ball, another player, official or other item outside of the playing field (wall, ceiling, etc)
1. During play, all players must remain within the boundary lines. Players may leave the boundaries through their end-line only to retrieve stray balls. They must also return through their end-line.
2. If any part of the player's body touches the endlines or attack line, the player shall be deemed "out".
Momentum may carry a player out of bounds while making a catch. Providing control of the ball was established prior going out of bounds.
3. Players who are not participating in the current game need to be on the sidelines, not behind the team who is currently playing. Players who are participating but have been called out for the current game may stand on the side of the court at least 2-3 feet from the boundaries. Players not participating in the current game may not help retrieve stray balls.
THE OPENING RUSH
Game begins by placing the dodgeballs along the center line – three (3) on one side of the center hash and three (3) on the other. Players then take a position behind their end line. Following a signal by the official, teams may approach the centerline to retrieve the balls. This signal officially starts the contest. Teams may only retrieve the three (3) balls to their right of the center hash. Once a ball is retrieved it must be taken behind the attack-line before it can be legally thrown.
TIMING AND WINNING A GAME
The first team to legally eliminate all opposing players will be declared the winner. During the first 2 minutes of the game, the regular attack line is used. During the next 2 minutes (2-4 minute game clock), the attack line will move to the midline. During the next 2 minutes (4-6 minute game clock), the attack line will move to the opponent’s original attack line. If no winner is decided in 6 minutes, there will be no attack line and players are free to roam anywhere within the boundaries of the court. The court monitor will indicate each line change with a whistle blow.
SPECIAL RULES FOR “NO LINES”
If the game reaches a point where “no lines” are declared (after 6 total minutes), players are free to roam anywhere within the boundaries of the court. Any players who have been called out may retrieve balls and place them only on either endline, but cannot pass or roll them onto the court. The remaining players who are on the court must stay in the boundary at all times, and may not retrieve a ball outside the boundary.
TIME-OUTS & SUBSTITUTIONS
Each team will be allowed one (1) 30 second timeout per game. At this time a team may substitute players into the game.
In order to reduce stalling, a violation will be called if a team in the lead controls all six (6) balls on their side of the court for more than 5 seconds.
A headshot occurs when a player is hit directly in the head by a high thrown ball. Any thrower committing a headshot will be deemed "out."
All contests will be supervised by a court monitor. The court monitor’s decision is final – no exceptions.
Sweepstakes: (if competition falls before awards chapel)
Every living area will earn 5 points for participation up to 10 points.
The champion will earn 15 extra points and the runner-up 10.