
National Collegiate Dodgeball Association
Rulebook, Officiating Manual, and Casebook
Season
2011-2012 / Version 1.1 / NEW Changes
Preface:
For
the 2012 season, the NCDA Rulebook has been reorganized and recodified. Most of
the previous version's language has been redefined for greater clarity and
logical classification, while some elements have been left as is. It is
believed by the author that this new rulebook contains all the spirit of the
old, and seeks only to make the rules of the NCDA easily understandable to the
player, the official, and the interested spectator. This author does not have
the goal of redefining or actively sneaking any redefinition of elements that
are explicitly contrary to the previous version.
Any
new introductions or editions from last season's rulebook are denoted in highlighted text. These
changes were introduced, discussed, and voted on by the Captains' Assemblage of
Nationals 2011 in
Version Numbers - The Rulebook as prepared for
the current season and voted on at the Captains' Assemblage of Nationals always
starts at 1.0 [Season 2011-2012 v 1.0]. Minor revisions introduced throughout
the Season dictate jumps in tenths [Season 2011-2012 v 1.1]. The version to be submitted
to the Captain's Assemblage for upcoming seasons shall be named for the
upcoming season, and starts at an appropriate tenth less than one [Season
2012-2013 v 0.1]
1.
Overview
2.
Definitions: Terminology, Equipment and Field of Play, Teams
3.
Play
3.1 Game
Format: Teams, Length of Game, Scoring, Duration of Play
3.2 Opening
Rush: Setup, Rush, False Start, Activation of Balls
3.3 Timing
Events During Play: Stoppage of Play, Time Out/Substitution, Shot Clock
3.4 Gameplay:
Catches, Throws, Hits and Blocks, Loss of Possession, Boundary Violations, Dead
Player Involvement, 1 on 1 Double Faults
3.5 Injuries
3.6 Conduct
3.7
Penalties: Referee's Discretion, Yellow Cards, Red Cards
4.
Officiating
5.
Casebook
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.
2.2 Equipment and Field of Play
2.2.1 Dodgeballs – At least ten (10) 8.5
inch rubber playground balls. Extra balls are encouraged to have on hand in the
event of a popped or bloody ball.
2.2.2 Court
at 94' x 50' - NCAA Regulation is preferred, as a regulation
basketball court can be converted easily for play. Sidelines are the longer,
while baselines are the shorter. Volleyball court or badminton court markings
may be included on the court for the ease of marking the neutral zone.
2.2.2.1 Halfcourt -
A line halfway between each baseline; usually already marked.
2.2.2.2 Neutral Zone - An area in the center of the court,
defined by an Attack Line clearly marked 30' from each baseline. Players may
cross Halfcourt and move up to the opposite Attack Line. Blue painters tape may
be used to mark as it is least likely to ruin the finish on the court.
2.2.2.3 Jail - Each team forms their respective Jail on the
same sideline, with each line ideally starting from Halfcourt and at least
three feet from the sideline.
2.2.2.4 Bench - A bench may be declared for team members not
in play, but should be designated in such a way as not to be confused with the
Jail.
2.2.2.5
[Diagram 2.2.2.5] 
2.2.3 Officiating Equipment - also see [4. Officiating
Mechanics]
2.2.3.1 At least four (4) whistles
2.2.3.2 At least four (4) vertically striped "referee style" shirts
2.2.3.3 Two (2) sets of yellow and red "Soccer style" referee cards
2.2.3.4 One (1) stopwatch or stopclock
2.2.3.5 Two (2) timepieces that display seconds
2.3 Teams
2.3.1
Membership
2.3.1.1 Roster -
Each team may consist of a roster of 10-20 players.
2.3.1.1.1 Eligibility -
All players must be registered students at the institution represented and must
currently be enrolled in at least one class. Players may be forced to provide a
college ID card or other proof of enrollment upon request.
2.3.1.1.2 Institutions may not merge to form one team.
2.3.1.1.3 Dual-enrolled students may only play for one team per academic year.
2.3.1.2 Low numbers - A team may play a
match with no fewer than ten (10) players. The opposing team may still play
with a maximum complement of 15 players and a maximum of 5 substitutes.
2.3.1.3 Captains - All teams should have one Captain and up to
two Assistant Captains. Designations should be clearly marked.
2.3.1.4 Active/Live Players - Players that are participating
in that particular point and are still in play.
2.3.1.5 Jailed/Out Players - Players that are
participating in that particular point and have been eliminated from the field
of play. These players will form a single file line in the jail in the order
that they were eliminated from play.
2.3.1.6 Benched Players - Bench players are players on a
team’s roster for a given match who are not in play, who are not in their
team's Jail queue, and who have not been ejected for the current point/match.
If designated as Ball Shaggers, Bench players may help retrieve balls that
leave the field of play. When not retrieving a dodgeball, Bench players should
be far enough from the court so as not to be confused as being in play.
2.3.2 Team
Uniform and Equipment
2.3.2.1
Uniform
2.3.2.1.1 Uniformity -
All members of a team should have clothes of the same color and style.
2.3.2.1.2 Colors - Uniform colors should be comprised of some
combination of black, grey, white, and the respective school's colors.
2.3.2.1.3 Logos - School logos, school names, and original
logos are permitted on the uniform. School logos or names used should be in
compliance with the respective school's licensing department.
2.3.2.1.4 Uniforms should be free of any hard or unyielding items (zippers,
buttons, fasteners, etc.) to avoid permanent damage to game balls.
2.3.2.1.5 No exposed metal should be on the hands, neck, or fingers.
2.3.2.1.6 Piercings are allowed, but are worn at the player's discretion
and acknowledgment of possible injury.
2.3.2.1.7 Gloves may be worn as long as said gloves do not leave a residue on
game balls.
2.3.2.2
Numbering and Letter Designations
2.3.2.2.1 All
players should have numbers clearly visible on both the front and back of their
uniform.
2.3.2.2.2 Numbers may be any of the following: 0, 00, 1-99
2.3.2.2.3 Players should not have identical numbers.
2.3.2.2.4 Host schools may request players tape numbers onto the front
and/or back of their jerseys to comply with this rule. A player requested to
tape numbers on their jersey, who does not comply with such a request, is
prohibited from entering play.
2.3.2.2.5 Captain and Assistant Captain Uniforms should be designated by a C or
an A respectively.
2.3.2.3 Names - Last names and nicknames
are permitted on the backs of jerseys. The general rule regarding
appropriateness of nicknames is to only use nicknames that would be fit to
print in a media source (newspaper, magazine, etc). Host schools may request
players tape over nicknames not in compliance with this rule. A player
requested to tape over the text on the back of their jersey who does not comply
with such a request is prohibited from entering play.
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 -
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. Balls should be placed
in order to minimize tripping hazards for halfcourt running paths. 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]
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 - All dodgeballs are considered active at the whistle to
signal the start of play.
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 Time Outs have a maximum duration of 30 seconds.
3.3.3.1.2
Teams are allowed 2 Time Outs per Half.
3.3.3.1.3 Teams are allowed 1 Time Out per Overtime session
3.3.3.1.4 Time Outs may only be called by the Captain or Assistant Captain.
3.3.3.1.5 Time Outs are not carried over from one half or overtime to another
half or overtime.
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.
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 midair 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 towards the Baseline, 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 acts as a directly
thrown ball and may cause a direct hit. The Thrower is ruled out once they
contact the ground; any dodgeballs secured in their possession are ruled dead
when they land out of bounds.
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.
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].
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, the Official shall whistle and a Stoppage of Play shall be
called. Both Captains shall be notified
by the Head Referee and the inoperable timing device shall be replaced before
play continues.
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.
3.6.1 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
4. OFFICIATING
4.1 Definition, Equipment, and Placement
4.1.1 The
Officials and Staff
4.1.1.1 The
Officiating Crew shall be a Head Referee, an Assistant Referee, and two (2)
Shot Clock Timekeepers.
4.1.1.2
Judges, Assisting Staff, and Ball Shaggers may be designated before the start
of the match, as needed.
4.1.2 The
Officials' Equipment
4.1.2.1 At
least four (4) whistles
4.1.2.2 At least four (4) black and white striped "Referee style"
shirts
4.1.2.2.1
While "Referee style" black and white striped shirts are preferred,
all staff should wear clothing that is sufficiently different than the Teams
participating. If a red and a blue team are playing against each other, the
staff could wear black, or yellow, or any other color that won't be confused as
red or blue.
4.1.2.3 Two
(2) sets of yellow and red "Soccer style" cards, one set for each
Referee
4.1.2.4 One (1) stopwatch or stopclock, [3.1.4.1 The Clock]
4.1.2.5 Two (2) timepieces that display seconds, one for each Shot Clock
Timekeeper
4.1.2.5.1 Timepieces
may be a basic wrist watch that displays seconds, which may then be counted by
the Official.
4.1.2.5.2 Timepieces
may be a device that displays or counts seconds accurately, such as a cell
phone application, a personal computer program, or shot clock device. These
devices must have an easy mechanism to quickly reset the Shot Clock every time
a Legitimate Attempt has been made, which may occur within seconds of the last
Attempt.
4.1.3
Location Mechanics
4.1.3.1 The
Head Referee shall be at Halfcourt, on the same sideline as both Jails.
4.1.3.2 The
Assistant Referee shall be at Halfcourt, on the sideline opposite the Head
Referee.
4.1.3.3 The
Shot Clock Timekeeper shall be at the edge of the Neutral Zone for their
particular side, or 30' from the Baseline of the Team they are officiating for.
Both Timekeepers shall be on the sideline opposite the Head Referee.
4.1.3.4 Any
additional Judges should be placed at the corners of the court which will give
the best vantage point for Sideline or Baseline Boundary Violations. Judges
should be placed at the corners of the same sideline as the Head Referee.
4.1.3.5 Ball
Shaggers, when not retrieving a stray ball, should remain far enough from the
Court so as not be confused as in play.
4.1.3.6
Additional members of the Staff, such as Score or Time Operators, should be in
the best position to perform their duties but not in a position that will
interrupt the Play or Officiating of the game.
4.1.3.7 See
[Diagram 2.2.2.5] for a visual representation of basic location mechanics.
4.2 Officials' Authority
4.2.1 The
Officials shall fairly conduct the game in accordance with the Official Rules,
uphold the image of the profession of Officiating, promote the philosophy of
Officiating in Dodgeball, and employ the proper mechanics as designated in
their respective sections.
4.2.2 Referee's
Discretion - As previously stated [3.7.1], the Officials have the
final say on all rulings, and shall have the power to make decisions on any
points not specifically covered in the Rules.
4.2.2.1 The
Head Referee has the authority to override a made decision of another Official.
4.2.2.2 Area
of Responsibility - Officials should remain dedicated to their areas
of responsibility.
4.2.2.2.1 The
Official closest to the Play in question can be considered in the best position
to make a call, but may defer to one of Referees as needed. Being closest to
the Play does not automatically denote being in the best position to view the
Play.
4.2.2.2.2 No
Official, besides the Head Referee, may openly question decisions made by an
Official who is executing their specified duties.
4.2.2.3 Any
Official may assist another Official by providing additional information that
relates to a made decision.
4.2.2.3.1 Officials' Conference - If a quick hand
signal from the Head Referee is not sufficient to clear up the call, an
Officials' Conference may be useful. When least likely to disrupt the flow of
the game, the Head Referee should stop play and conference privately with the
Officials in order to make a final call. Players should not be near the
Conference.
4.2.2.4 An
Official may stop the game by blowing the Whistle.
4.2.3
Philosophy of Officiating in Dodgeball
4.2.3.1 The
Officiating Staff are part of Dodgeball only out of necessity. Dodgeball
possesses a certain amount of honor and self enforcement of the rules. With ten
balls and thirty players on the court at one time, the very nature of the game
prevents arbitrating every instance of gameplay. If a player is hit, it is
their responsibility and part of the Spirit of the Game to excuse themselves
from play and head to the Jail. That is why the language of these officiating
mechanics are largely should and may, rather than will and shall.
In addition
to preventing and curbing behavior that disrupts gameplay, it is the Official's
duty to remain at the side of the court in support of this Spirit of the Game.
They offer an impartial set of eyes to a close call. Officials have the final
say because of this impartiality, but should only enforce this final despotic
gesture when the situation warrants it.
Therefore, an
official should not consistently call each and every event in a game. To
visualize one instance of this officiating spirit, consider the following: An
Official may signal an out on an ambiguous trap, but a clear hit should not
require a signal if the recently deceased Player is already walking towards the
Jail. A smooth, fair game with limited interruptions in play is the ideal to
strive for.
4.2.3.2 Calls
that should be made:
4.2.3.2.1 Signaling -
A loud, audible call and recognizable signal goes a long way in readily
informing players of a call, therefore maintaining the flow of the game by
preventing a stoppage of play.
4.2.3.2.2 Traps -
Traps are ambiguous by their very nature, so an Official should call Trap and
signal appropriately. Trap Catches should also be called appropriately.
4.2.3.2.3 Immediate
Catch - The Official should call an Immediate Catch loudly and wave
the recently deceased Player back in.
4.2.3.2.4 Team
Catches - Some Team Catches may be ambiguous, and should be called as
needed. An Official might need to indicate to the Thrower that they are not
out, and should indicate to them that they are all good by the "Okay"
gesture. In a situation where two teammates catch a ball at the same time, an
Official might need to clarify a Team Catch has been made.
4.2.3.2.5 Direct
Catches - The Official should make sure the Thrower leaves the court,
and may indicate to the Catcher's Team that a valid Direct Catch has been made.
4.2.3.3 Code
of Ethics
4.2.3.3.1
Officials shall call the game impartially, using the best information they have
at the time of the call.
4.2.3.3.2
Officials shall know the Rules of the Game and the mechanics necessary to
enforce these Rules.
4.2.3.3.3
Officials shall remain aware of the risk of injury to anyone on or near the
court, and take reasonable steps to promote a safe playing environment while
enforcing the Rules.
4.2.3.3.3
Officials shall mutually work to ensure the success and perpetuation of the Art
of Dodgeball.
4.2.3.3.4
Officials shall uphold the honor and dignity held for the profession of
Officiating.
4.2.3.4 Game
Control
4.2.3.4.1 Preventive
Officiating - If your actions or verbal comments can prevent a player
from receiving a Penalty, it can keep the game running smoothly. Warning a
Player that they are being too aggressive may prevent a fight later on in the
game.
4.2.3.4.2 Decisive
Decisions - Using confidence and good body language will reinforce a
call better than any other verbal statement.
4.2.3.4.3 Reinforce
the Call - If another Official makes a Call, honor it unless an
Officials conference is called. If necessary, explain the play to the best of your
ability and respect the rest of the Officiating Staff.
4.2.3.4.4
Officiate as a team.
4.2.3.4.5 If
an Official blows the Whistle, play immediately stops. An Official should not
whistle unnecessarily, unless the situation warrants stopping 10 balls from
flying through the air.
4.3 The Officials' Duties and Responsibilities
4.3.1 Head
Referee
4.3.1.1 The
Head Referee is the Crew Chief, in charge of the Officials and the Staff.
4.3.1.2
Pregame
4.3.1.2.1
Inspect all dodgeballs for blood, extremely low inflation pressure, and any
other problems. Dodgeballs not fit for play should be replaced.
4.3.1.2.2
Make sure all equipment and play devices are functional, and in accordance with
the Rules.
Make sure all
Officials are ready and able to officiate, and in appropriate attire.
4.3.1.2.3
Captains Meeting
4.3.1.2.3.1
Gather the Officiating Staff, Captains and Alternate Captains at Halfcourt.
Introduce the Officials to the group of Captains and have the Captains
introduce themselves to the opposing team's Captains.
4.3.1.2.3.2
Ask if either team has any questions or clarifications about the Rules.
4.3.1.2.3.3
Determine if any of a Team's Bench Players are designated as Ball Shaggers. If
so, explain rule [2.3.1.6] and the mechanics [4.3.6]. Also suggest for the Ball
Shagger(s) to wear a contrasting color of the team they are working for, so
they might not further be confused as in play.
4.3.1.3
Gameplay (starting/stopping clock, setting score after completion of point,
signaling plays)
4.3.1.3.1 The
Clock - The Head Referee shall start and stop the Clock as gameplay
necessitates.
4.3.1.3.2 Scoring -
The Head Referee shall set the score after completion of a point.
4.3.1.3.3 Calls -
The Head Referee should signal and announce any calls according to the
Philosophy of Officiating in Dodgeball [3.4.1]
4.3.1.3.4 Penalties -
The Head Referee may stop play and issue a Yellow or Red when necessary.
4.3.2
Assistant Referee
4.3.2.1 Primary
Duty - Assist the Head Referee in officiating the game.
4.3.2.2 Calls -
The Assistant Referee should signal and announce any calls according to the
Philosophy of Officiating in Dodgeball [3.4.1]
4.3.2.3 Shot
Clock - The Assistant Referee shall keep the Shot Clock on proper
cadence, and enforce proper mechanics by the Timekeeper.
4.3.2.3.1
During a Stoppage of Play, the Assistant Referee shall keep track of the
current count of both Shot Clocks and inform each team of the count before play
resumes.
4.3.2.3.2 The
Assistant Referee will signal and announce if a throw is not a legitimate
attempt, should there be any ambiguity.
4.3.2.4 Penalties -
The Assistant Referee may stop play and issue a Yellow or Red when necessary.
4.3.3 Shot
Clock Timekeeper
4.3.3.1 Each
Team shall have One Official dedicated to oversee that Team's Shot Clock.
4.3.3.2
Primary Duty - The Shot Clock Official's Primary Duty is to officiate the Shot
Clock for the Team they oversee. If a team does not have any balls within their
zone or in their possession, the Shot Clock is not in effect. [3.3.4 Shot Clock]
4.3.3.3 Area
of Responsibility - A Shot Clock Official may assist an Official by providing
additional information related to a Play in question, but should not do so when
this act prevents the proper enforcement of the Shot Clock.
4.3.3.4
Signaling the Shot Clock
4.3.3.4.1 Equipment -
In order to maintain proper pace, the Official shall use a Timepiece that
displays or counts seconds accurately. [4.1.2.5]
4.3.3.4.2 Timepiece -
The Official should keep the Timepiece at face level, in such a way that it will
be easy for the Official to both watch for Legitimate Attempts and observe the
Timepiece.
4.3.3.4.3 Counting -
The Official counts from One (1) to Fifteen (15). The Official uses the
Timepiece to internally count to fifteen, counting the seconds as they tick by.
4.3.3.4.4 Signaling
Ten Seconds - When the count reaches ten (10), the Official shall
vertically raise the hand not holding the timepiece. The
Official visibly counts off the seconds by bringing the hand back down
over their chest, then back up to vertical to signal a second.
4.3.3.4.4 Signaling
Ten Seconds - When the count reaches ten (10), the Official shall
vertically raise the hand not holding the timepiece. Keeping the whistle in
their mouth, the Official announces each second with a sufficiently loud but
brief whistle.
4.3.3.4.5 Resetting -
Each Legitimate Attempt [3.3.4.3.1] resets the Shot Clock and the Official
resets the count.
4.3.3.4.5.1 Legitimate Attempt Zone - The
range that may allow the Target to make a play on a Direct Throw. This zone
forms a 3-dimensional bubble around the Target but does not extend beyond the
Target's Court Boundaries. In the up direction, the Target may make a play
within the full reach of their arms while remaining standing. The rest of the
zone may be up to a step and a lunge in any direction within the Target's
boundaries of the Court, in order to make a Direct Catch. As the Zone does not
extend past the Target's Attack Line, Sidelines or Baselines, the Target must
be able to make a play on the Attempt without causing a Boundary Violation. 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.
4.3.3.4.6 Violation -
If the count reaches fifteen (15) and a Legitimate Attempt [3.3.4.3.1] has not
been made, the Official whistles and signals a Shot Clock Violation. [3.3.4.5]
4.3.3.4.7 Five
Man Rule - If the Five Man Rule is in effect, the count has a maximum
of ten and the Official raises their hand at five (5) seconds to count off the
remaining seconds.
4.3.4 Judges
4.3.4.1
Judges assist the Referees in calling the game, and may be designated in order
to provide more potential viewpoints.
4.3.4.2 Calling -
Judges do not possess a whistle, but may make a call if the Referees do not
make the call. Judges should announce the offending player's number, denote the
Call, and signal appropriately.
4.3.4.2.1 Boundary
Violations - Judges may specifically call Boundary Violations and
False Starts when they occur.
4.3.4.2.2 Ambiguous
Plays - Judges may make a call on an ambiguous play, if they were in
the best position to see the play.
4.3.4.3 Dress -
Ball Shaggers should wear a contrasting color of the team they are working for.
If the team is wearing blue, they should be wearing white, black, or some color
other than blue.
4.3.5
Assisting Staff
4.3.5.1
Assisting Staff is considered to be any remaining staff, designated before the
start of the game, to assist the Officiating Staff.
4.3.5.2 Criteria -
Assisting Staff members may maintain any of the equipment needed for play. This
may include inflating dodgeballs, replacing popped dodgeballs, setting the
score board, and/or controlling the stop clock.
4.3.5.3 Stop
Clock Operation - When maintaining the Stop Clock, the Assisting Staff
should follow the signals of the Head Referee for starting/stopping the Clock.
The Clock starts and stops on the whistle and/or hand signal from the Head
Referee.
4.3.5.4 Officiating -
Assisting Staff may not make a call or give counsel for any call.
4.3.6 Ball
Shaggers
4.3.6.1 Ball
Shaggers are those designated to retrieve stray dodgeballs and bring them back
to the court.
4.3.6.2 Retrieval -
Ball Shaggers should place the ball at the nearest point on the sideline or
baseline from the ball's current position. Balls should not be actively rolled,
tossed, or passed directly to any player.
4.3.6.3 Minimum
Interference - It is not the duty of the Ball Shagger to actively
intervene and stop a ball from going out of play; they should try to maintain
the bounce and flow of the ball. If the ball will end up bouncing or rolling
back into play, that ball should be left alone to find its home.
4.3.6.4 Dress -
Ball Shaggers should wear a contrasting color of the team they are working for.
If the team is wearing blue, they should be wearing white, black, or some color
other than blue.
4.3.6.5 Officiating -
Ball Shaggers may not make a call or give counsel for any call. They just shag
balls.
4.4 Signaling [incomplete - upload with pictures]
Opening
Rush - [3.2.2]
Stop
Clock - Head Referee whistles, Waives arms over head
Start
Clock - Whistle. No Whistle, Raise hand, drop swiftly
Shot
Clock Violation - Wave hands (football style "no score") or Head pat
three times
Out
- Say player's number and "Out". If necessary, indicate on your own
body the area the hit was scored.
Team
Catch - Extend both arms upward, crossed at the forearms, make two fists, pull
towards chest, say "Team Catch." Extend one arm parallel to the
ground towards the team credited with the catch.
Direct
Catch - Extend both arms upward perpendicular to the ground, two fists
together, pull towards chest, say "Catch." Extend one arm parallel to
the ground towards the team credited with the catch.
Immediate
Catch - Signal team or direct catch as necessary, say "Immediate
Catch"
Loss
of Possession - hands spaced apart and parallel, but perpendicular to the
ground, motion down. say "Knockout"
Boundary
Violation - Signal player out, swipe both hands across the body (football style
"out of bounds")
Trap
- One hand is open, flat, and horizontal to the ground, the other hand repeats
a sweeping motion
Or
Signal Safe, say "Trap"
Dead
Ball - Signal Safe, say "Dead Ball"
Safe,
no out - Wave hands horizontally back and forth (Baseball style
"safe")
Timeout
- Touching finger tips to shoulders (basketball style "30 sec
timeout")
Officials
Timeout - Stop play, touch shoulders with fingertips (as in football)
No
Eyes on the Play - Wave hands in front of eyes
Keep
playing / not a legitimate reset attempt - Draw a circle in the air with one
finger, arm horizontal
False
Start - Rotate fists (football style "false start")
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 loses 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 Collegiate
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
Typeface: Calibri Regular, Bold, and Italic - 10 Point