World Dodgeball Association(WDA)
Rules & Regulations
Version 2.0.4

TABLE OF CONTENTS
DEFINITIONS

5

Official Court Diagram

12

Rule 1 - The Playing Area

13

Section 1. The Court ......................................................................................... 13
Section 2. Court Layout .................................................................................... 13
Rule 2 - Equipment

14

Section 1. The Official Dodgeball ..................................................................... 14
Section 2. Uniforms and Protective Equipment ............................................... 14
Section 3. Uniform Guide.................................................................................. 15
Section 4. All Equipment................................................................................... 16
Section 5. Exterior Substances ........................................................................ 16
Rule 3 - Players, Coaches, Retrievers & Substitutes

17

Section 1. Players ............................................................................................. 17
Section 2. Coaches, Assistant Coaches, Manager ......................................... 17
Section 3. Line-up Cards. ................................................................................. 18
Section 4. Substitutions .................................................................................... 18
Section 5. Short-Handed Rule ......................................................................... 18
Section 6. Ineligible Players ............................................................................. 19
Section 7. Ejected Player/Coach/Penalty Set .................................................. 19
Section 8. Retrievers ........................................................................................ 19
Section 9. Spectator Interference ..................................................................... 20
RULE 4 - THE MATCH

21

Section 1. Approved Style of Play .................................................................... 21
Section 2. Home Team ..................................................................................... 21
Section 3. Bench Conduct ................................................................................ 21
Section 4. Fitness of the Court ......................................................................... 21
Section 5. Regulation Match and Game Type ................................................. 21
Section 6. Forfeited Match and Forfeited Set .................................................. 22
RULE 5 - STARTING THE GAME

24

Section 1. Beginning Play................................................................................. 24
Section 2. The Rush ......................................................................................... 24
Section 3. Putting the ball in play during the Rush .......................................... 25
Section 4.Time Outs and Suspension of Play ................................................. 26
Section 5. Re-setting or Resuming Play .......................................................... 26
RULE 6 - EXITING PLAYERS

27

Section 1 Exiting Players .................................................................................. 27
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Section 2 Player Interference ........................................................................... 27
RULE 7 - RETURNING PLAYERS

28

Section 1. Returning Players ............................................................................ 28
Section 2. Returning Order ............................................................................... 28
RULE 8 - OFFENSIVE AND DEFENSIVE PLAY

29

Section 1. Attempts ........................................................................................... 29
Section 2. Outs.................................................................................................. 29
Section 3. Catches ............................................................................................ 29
Section 4. Blocking ........................................................................................... 30
Section 5. No Stalling Rule ............................................................................... 30
Section 6. Pinching ........................................................................................... 32
RULE 9 - OUT OF BOUNDS

33

Section 1 Out Of Bounds .................................................................................. 33
RULE 10 - NEUTRAL ZONE

34

Section 1 Neutral Zone ..................................................................................... 34
RULE 11 - SIMULTANEOUS PLAY

35

Section 1. Simultaneous Play ........................................................................... 35
Section 2. Simultaneous Hit and Catch............................................................ 35
RULE 12 - SACRIFICE PLAY

36

Section 1. Sacrifice Play ................................................................................... 36
RULE 13 - HEAD SHOTS

37

Section 1 Head Shots ....................................................................................... 37
RULE 14 - INJURED PLAYER/BLOOD

38

Section 1. Injured Player................................................................................... 38
Section 2. Blood Rule ....................................................................................... 38
RULE 15 - PROTESTS

39

Section 1. Invalid Protests ................................................................................ 39
Section 2. Valid Protests................................................................................... 39
Section 3. Verbal Protest .................................................................................. 39
RULE 16 - OFFICIALS

41

Section 1. Power and Duties ............................................................................ 41
Section 2. Officials Crew................................................................................... 41
Section 3. Responsibilities of a Single Official ................................................. 42
Section 4. Official’s Court Positions ................................................................. 42
Section 5. Change of Official ............................................................................ 42
Section 6. Official’s Judgment .......................................................................... 42
Section 7. Official Interference ......................................................................... 43
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Section 8. Official’s Uniform ............................................................................. 43
Section 9. Guideline for Officials ...................................................................... 43
Section 10. Match Officials Positioning Diagram ............................................. 45
RULE 17 - CODE OF CONDUCT

46

Section 1. WDA Code of Conduct for Players: ................................................ 46
Section 2. The Honour System: ....................................................................... 46
Section 3. Code of Conduct for Officials .......................................................... 46
RULE 18 - VIOLATIONS AND PENALTIES

47

Section 1. Penalty Set ...................................................................................... 47
Section 2. Yellow Card ..................................................................................... 47
Section 3. Red Card.......................................................................................... 48
Section 4. Unsportsmanlike Conduct ............................................................... 48
RULE 19 - MEDIA

50

Section 1. MEDIA.............................................................................................. 50

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DEFINITIONSDEFINITIONSASSISTANT COACH. A person who is responsible for the TEAMS actions on the court. May represent the TEAM in
communication with OFFICIALS, scorekeeper, and opposing TEAM. If a team does not have an ASSISTANT COACH
the TEAM CAPTAIN or TEAM VICE CAPTAIN takes these responsibilities.

ATTACKING PLAYER. A PLAYER who is throwing or preparing to throw a ball at a defending PLAYER on the

opposing team.
ATTACK LINE. The line marked across the court 3 metres in front of the BACK LINE. During the RUSH and when a
RETRIEVER is returning a ball to court the balls must be returned to a PLAYER with both feet behind this line before
it will be considered a LIVE BALL. (Previously referred to as the Ball Return Line in Europe)
ATTEMPT. The act of a TEAM with possession of the ball trying to put OUT a member of the other TEAM, bythrowing the ball to try to HIT them with the ball and within a playable height. The thrown ball must be within reachof the defending PLAYERS, if the ball is thrown high it must be within reach without jumping and, if thrown wide of

the player, it must be within 1 metre to the side of a defending player.
BACK COURT. A TEAMS Backcourt is the area of the court between the BACK LINE/wall and the ATTACK LINE.
BACK LINE. Where used the BACK LINE defines the end of a TEAMS playing area.

BALL COLLISION. When balls collide in the air they will remain a LIVE BALL in the event of a rebound collision(Where the balls bounce off of each other when IN FLIGHT) the balls will be treated as though they were a BLOCK ATTACK
by the throwing PLAYERS.

BLOCK. When a PLAYER uses a ball to BLOCK a THROWN LIVE BALL, they must retain possession of the blocking
ball. If the block causes the PLAYER to lose possession of the blocking ball they must regain possession of theblocking ball before it makes contact with any object other than a ball in their possession or a LIVE BALLBLOCK ATTACK. A block, causing the ball to rebound towards an opponent. The ball is considered a LIVE BALL

and is equivalent to throwing a ball at the opponent.

CATCH. The act of a LIVE PLAYER catching a ball.
1. Any LIVE BALL can be caught by a LIVE PLAYER and the opposition PLAYER that threw the ball or BLOCKED
the ball is OUT.
1. Also any Illegally THROWN ball.may be caught.
2. A LIVE BALL will remain a LIVE BALL after a collision with any other ball.
1. If THROWN balls collide and rebound a CATCH of any of the colliding balls will result in the opponent
that threw being called OUT and a PLAYER from the queue being able to return to play.
1. For a CATCH to be considered complete it must be fully in control of the catching PLAYER
2. Full control is established once at least one hand has been placed on the ball to secure the CATCH by the
PLAYER.
CATCH AND CARRY. A catch made by a DEFENSIVE PLAYER, where momentum carries that player OUT OF
BOUNDS, after completing the CATCH. The CATCH is good but the PLAYER is deemed out because the PLAYER
goes OUT OF BOUNDS.
CENTRE LINE. The line across the width of the court extending to 1 Meter outside of each court boundary line

separating the two playing areas.

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DEFINITIONSCOACH/COACHES. Person or persons who are responsible for the TEAMS actions on the court. Represents the
TEAM in communication with OFFICIALS, SCOREKEEPER, and opposing TEAM. If a team does not have a COACH
or ASSISTANT COACH the TEAM CAPTAIN or TEAM VICE CAPTAIN takes these responsibilities.

COACHING AREA. An area which may be occupied by the COACH, ASSISTANT COACH and MANAGER. (This area
is suggested to be a 5.5 meter by 1 meter box placed directly behind the QUEUE where possible and not arequirement if venue limitations do not allow for the provision of it)
COMPETITION CO-ORDINATOR/COMPETITION CO-ORDINATORS. Person or Persons in charge of the co-ordination of the competition.
DEAD BALL. The term used for a ball which can no longer get a PLAYER out.
1. A ball becomes a DEAD BALL when it has made contact with the court floor or celling.
2. A ball becomes a DEAD BALL when it has made contact with any object, surface or person that is consideredoutside of the court.
3. During the RUSH a ball will remain a DEAD BALL until it has been returned or retrieved either to a LIVEPLAYER with both feet behind the ATTACK LINE or has made contact with the court behind the ATTACKLINE.
4. A ball becomes a DEAD BALL when it is in the possession of an OUT PLAYER.

1. This rule directly effects DELAY OF GAME. When a PLAYER is HIT or called OUT during a PLAY nBALLS scenario any balls that they are holding at the time they are OUT become a DEAD BALL thismeans that any remaining PLAYER of the team on court that either has possession of or could bein possession of a ball that was included in the PLAY n BALLS call will be expected to make an
ATTEMPT within the time remaining of the PLAY n BALLS call or they will be OUT.
(See Rule 8 section 5.8 for examples.)

5. Been ruled dead by an official.
DEFENSIVE PLAYER. A PLAYER that is defending an attack from an ATTACKING PLAYER.
DELAY OF GAME. The act of intentionally not throwing the required number of dodgeballs within the time as
instructed by a MATCH OFFICIAL.
DOUBLE PLAY. A play in which two defensive PLAYERS are put OUT as a result of continuous action.
EJECTED PLAYER. A PLAYER or COACH removed from the game by an OFFICIAL, usually for an
UNSPORTSMANLIKE act or unacceptable behaviour.
EXITING PLAYER. A PLAYER who has been deemed OUT and is in the act of leaving the court.
FAIR TERRITORY. The internal part of the court, the area inside the marked court boundaries.

FALSE START. When a PLAYER moves forward prior to the whistle to initiate the RUSH.
1. After the MATCH OFFICIALS call the PLAYERS to ‘Line up!’, ‘Ready!’ the PLAYERS should remain stationary
and not move forwards until the starting whistle if a PLAYER does move forward it will be considered a FALSE
START.

FINAL SET. If at the end of a SET there is 30 seconds or less remaining of the MATCH half a final 90 second SET
will be played no further SETS will be played in this half after it has ended.

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DEFINITIONSFORFEIT. A SET FORFEIT occurs when a team fails to field the required number of PLAYERS at the start of a SET.
A MATCH FORFEIT occurs when a team fails to show up to play or fails to field 4 PLAYERS and the opposing teamclaims the win.

GAME. A general term for a contest between 2 TEAMS.
HEAD REFEREE. The MATCH OFFICIAL who is in charge of all OFFICIALS, LINE OFFICIALS and has final say on alldecisions.

HEAD SHOT/HEAD SHOTS. A ball that strikes the head of a PLAYER above the shoulders, including the neck. Thisis a valid ATTEMPT and a PLAYER struck on the head is OUT, unless the REFEREE believes it was intentionallyused in an UNSPORTSMANLIKE fashion (to intentionally injure an opposing PLAYER).

HOME TEAM. The HOME TEAM shall be designated by schedule, mutual agreement or by a flip of a coin.
HONOUR SYSTEM. The standard of fair play required to be exhibited by all teams at WDA events.

ILLEGALLY THROWN BALL. An illegally thrown ball occurs when:
1. The thrower is OUT OF BOUNDS.
2. A ball is thrown after an OFFICIAL calls a TIMEOUT or after play has stopped.
3. A ball has not yet become a LIVE BALL following the RUSH.
An illegally thrown ball is not able to HIT an opposition player OUT but can be caught by the opposition or used for
a BLOCK ATTACK.

ILLEGAL ATTEMPT. An ATTEMPT is illegal if propelled through the air by a PLAYER at the opposing team,when it is not thrown. It is also a ball that the OFFICIAL deems has been delivered with inappropriate intent,such as to injure, e.g., after play has stopped or at the face of an opponent when other body parts were an
option.
INTERFERENCE. Interfering with the natural direction and/or speed of a dodgeball.
1. Interference can be caused by a PLAYER or spectator who is not actively involved in play, i.e., a PLAYER who
is out, a TEAM member, club member or COACH not involved in the period or a spectator.
2. Interference can also be the act of an opposing PLAYER, OFFICIAL or spectator that impedes, hinders or
confuses a PLAYER from the opposing TEAM attempting to execute a play. Physical contact is not necessary.

INVALID ATTEMPT. A ball which is thrown at the opposing team in such a manner that it is not aimed at one of the
defending team’s live PLAYERS. It is normally recognised that an ATTEMPT is invalid
1. If it is more than 1 metre away from a LIVE PLAYER when the ball reaches the targeted starting position of the
PLAYER.
2. If it is higher than the defending PLAYER can reach.
3. If the PLAYER would be forced to move OUT OF BOUNDS to make a CATCH.

IN FLIGHT. The term used for a thrown ball while airborne.
INELIGIBLE PLAYER. A PLAYER who has not met the requirements laid out by the WDA or those specific to a

tournament, league, or event (i.e., under age, not registered for the team, ineligible due to disciplinary action or national eligibility)
LEAPING. An upward motion made by a PLAYER. A PLAYER is considered leaping if one or both feet have left the

ground, causing their head to move above its normal upright standing position.

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DEFINITIONSLINE UP CARD. A LINE UP CARD will contain the names and shirt numbers for a maximum of 12 players that aredesignated as able to participate in a MATCH. Only a PLAYER submitted on a LINE UP CARD will be allowed to playor act as a SUBSTITUTE during a MATCH.

LINE OFFICIAL/LINE OFFICIALS. Responsible for assisting the MATCH OFFICIALS in ensuring the rules of the
GAME are adhered to by the PLAYERS, COACHES, MANAGERS, SUBSTITUTES etc…
1. LINE OFFICIALS will normally be provided by the COMPETITION CO-ORDINATOR however TEAMS notscheduled to play may be required to provide up to 5 LINE OFFICIALS upon request.
2. LINE OFFICIALS optimum positioning is shown on the MATCH OFFICIALS POSITIONING DIAGRAM (seeRule 16 Section 10)
LINES. The lines show the boundaries of the COURT. The actual line is OUT OF BOUNDS. If any part of a PLAYER
touches any boundary line, or any surface beyond the boundary line, either wall or floor, they are OUT. The

opposing team’s court is considered as being over the boundary line.

LIVE BALL. A ball which has not come into contact with anything else other than the following (LIVE BALL, DEAD
BALL, LIVE PLAYER ,EXITING PLAYER) from the moment it is released from the throwers hand.
You can only be HIT OUT by a LIVE BALL, only a LIVE BALL can be caught. A LIVE BALL is/has:
1. A THROWN ball that has not touched a wall, floor, ceiling, posts or any attached objects of the court.
2. Been put into play by passing it across the ATTACK LINE or to a PLAYER with both feet behind the ATTACK
LINE immediately following a RUSH.
3. Been passed by a RETRIEVER or an EXITING PLAYER to a LIVE PLAYER with both feet behind the ATTACKLINE.
4. Been placed on COURT behind the ATTACK LINE.
5. Not touched a surface beyond a side line or back line when playing on an OPEN COURT.
LIVE PLAYER. A PLAYER that is within the court boundaries and considered to be able to make attacking anddefensive actions.
MATCH. The contest between 2 TEAMS, consisting of two 15 minute halves, with a 5 minute half-time break.
NEUTRAL ZONE. The area extended from the CENTRE LINE by 1.5 meters on each teams side of the court. This
area may be occupied by PLAYERS from both teams. A PLAYER may safely step into the NEUTRAL ZONE, but not
across. A PLAYER crossing over the NEUTRAL ZONE, into their opponents territory, is deemed out, except in thecase of a SACRIFICE PLAY.

NO STALLING RULE. A instruction of ‘Play n Balls’ by the OFFICIALS warning the team with the majority of theballs, that they have no more than 5 seconds to make a valid attempt with n of the balls in theirpossession. Failing this, the OFFICIAL calls the offending PLAYERS out and play continues.
1. n signifies the number of balls the OFFICIAL expects to be thrown within their 5 second instruction
and will be 1 less than the number of balls that the OFFICIAL considers to be in the teams
possession or in reachable distance.
2. At least 3 balls must be considered to be in play.
3. The TEAM with the majority of these balls in their possession or within their reach will beconsidered to be stalling by the MATCH OFFICIALS if they do not appear to be making an ATTEMPT
after 5 seconds of possession and MATCH OFFICIALS will instruct the TEAM to PLAY n BALLSOBSTRUCTION. The act of an EXITING PLAYER who intentionally:
1. Alters or attempts to alter the path of a LIVE BALL.

2. Shields or attempts to shield one of his teammates while exiting.

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DEFINITIONSOFFICIAL/OFFICIALS. Responsible for implementing the rules and regulations of the sport. All judgement calls of
the officials are final. An OFFICIAL can be a REFEREE, SCORE KEEPER, or LINE OFFICIAL. COMPETITION COORDINATORS and Director of the Governing Body can also make calls, to assist MATCH OFFICIALS, if they see
an incident which MATCH OFFICIALS have missed.
OPEN COURT. A court without walls or physical barriers.

OUT. The state of a PLAYER once they are no longer considered to be a LIVE PLAYER.(Also see EXITING
PLAYER)OUT OF BOUNDS. The area of the court outside the marked court boundaries.

OVERTIME. In knockout tournament play, OVERTIME is played at the end of a MATCH when both teams have wonan equal number of sets in the MATCH. All 6 PLAYERS return to the COURT and an additional overtime SET starts
if this is drawn at 3 minutes the MATCH OFFICIALS will call sudden death.

PENALTY BOX. Area in which a penalised PLAYER must remain for 5 minutes of continuous GAME time.
PINCHING. Squeezing a ball in order to alter the flight of the thrown ball or resulting block.

PLAY N BALLS. Is an instruction from an OFFICIAL to make a valid THROW with N number of balls in a teams
possession. N is the number of balls that the OFFICIAL expects the team to make valid attempts with and thisnumber of balls must be used.
1. At least 3 balls must be considered to be in play.
2. The TEAM with the majority of these balls in their possession or within their reach will be considered to bestalling by the MATCH OFFICIALS if they do not appear to be making an ATTEMPT after 5 seconds ofpossession and MATCH OFFICIALS will instruct the TEAM to PLAY n BALLSPLAYER/PLAYERS. Participants in a TEAM.

PLAYER PENALTY SET. MATCH OFFICIALS may choose to award PLAYERS a PLAYER PENALTY SET. forbehaviour that does not warrant a YELLOW CARD(e.g., smaller offence where a YELLOW CARD would be toharsh in the MATCH OFFICIALS opinion), a PLAYER receiving a PLAYER PENALTY SET must remain in the
PENALTY BOX for the remainder of the current SET and the following SET the TEAM will not be able toreplace the PLAYER until the PENALTY SET has been served.

PROTEST/PROTESTS. A dispute made to the OFFICIALS by the designated MANAGER, COACH, ASSISTANT
COACH, TEAM CAPTAIN OR TEAM VICE CAPTAIN within the court boundaries of the following:

1. An incorrect application of a playing rule.
2. An illegal PLAYER.
3. An ineligible PLAYER.
QUEUE. The area on one side of the court where PLAYERS in the current MATCH retire when put OUT. PLAYERS
must sit/stand in the order they are OUT until the SET is over. (Previously known as Player Return Area in Europe).
RECOVERING A DODGEBALL. When a RETRIEVER returns a ball into play behind the ATTACK LINE by passing it to
one of their TEAM or placing it on court.

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DEFINITIONSRESET. Starting or restarting a SET this is expected to take no more than 20 seconds during normal MATCH play.
RETRIEVERS. SUBSTITUTES or other non-playing members of a TEAM who are designated to retrieve dodgeballs
for their TEAM during live play.
RETURNEE. A PLAYER who returns to live play from the QUEUE, when a member of the same team successfullycompletes a CATCH.
RUSH. The act of both teams rushing to centre court to retrieve balls. This may happen at the beginning of each
set or whenever an OFFICIAL declares a re-set.
SACRIFICE PLAY. An airborne attack, where an attacking player may jump from within the NEUTRAL ZONE into
their opponents FAIR TERRITORY to make an ATTEMPT while still airborne. If the ATTEMPT is successful either bymaking a HIT or forcing an opponent to make themselves OUT by avoiding it the attacking player will be consider tostill be a LIVE PLAYER and must return to the NEUTRAL ZONE as quickly as possible.
SET/SETS. A period of play which begins with both teams behind the BACK LINE and with a RUSH to commence
play when indicated by an OFFICIAL. The maximum time for a SET is 3 minutes of continuous play. The winningteam will receive one point towards their MATCH score. A SET concludes when one TEAM has eliminated all
members of the opposing TEAM or when 3 minutes or all remaining time within a MATCH half expires. (Previously
known as a Game or Period in some countries).

SHORT-HANDED. When a TEAM is unable to field the required minimum of 4 PLAYERS.
SIDELINE. The line, along each side of the court, which separates the playing area from the surrounding area.
SIMULTANEOUS HIT AND CATCH. Occurs when DEFENSIVE PLAYER catches a ball and is HIT by another ballsimultaneously.
SIMULTANEOUS PLAY. A simultaneous play occurs when two or more players are HIT and/or CATCH balls at

exactly the same time.
SPECTATOR. An individual who is not playing on court, is not in the QUEUE, during a game and who is not named
as a SUBSTITUTE for a TEAM which is playing.
SUBSTITUTE/SUBSTITUTES. Any member of a TEAMS roster who is not a starting PLAYER in a SET or a
PLAYER who enters the game as a replacement of an existing PLAYER who has become injured. A SUBSTITUTE
must abide by the rules of a PLAYER even when not playing.
SUBSTITUTES AREA. This is a 5.5 meter by 1 meter box placed directly behind the COACHING AREA which may
be occupied by the SUBSTITUTES only.
TAUNTING. Verbally abusing the opposition, in an UNSPORTSMANLIKE manner, as determined by the officials.
TEAM/TEAMS. A TEAM consists of 6 PLAYERS and a minimum of 4 PLAYERS on court plus SUBSTITUTES.
TEAM CAPTAIN or TEAM VICE CAPTAIN. Responsible for all communications with the MATCH OFFICIALS in theabsence of a COACH or an ASSISTANT COACH.
THROW. Another term for an ATTEMPT.

TACTICAL TIMEOUT. Each Team has the option to call for a 1 minute TACTICAL TIMEOUT this must be
communicated by the Acting COACH or TEAM CAPTAIN of the TEAM before the MATCH OFFICIALS have called the
TEAMS to be ready for the next SET.
TIMEOUT. A stop in play called by an OFFICIAL due to a PLAYER injury or other incident which requires thetimer/stopwatch to be paused.

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DEFINITIONSTRAPPING. The act of catching a ball in flight by pinning it between a wall, floor, or other object that would
otherwise render the ball dead. Trapping is not considered a valid CATCH and the PLAYER executing the trap isdeemed OUT.

UNDER CONTROL when it is in possession and in control of a PLAYER with at least one hand in contact with theball (i.e., A ball caught between a players knees, must have a hand on the ball while it is under the players control for it to be considered a
CATCH).

UNSPORTSMANLIKE BEHAVIOUR. Unacceptable behaviour for an international representative.
VOIDED PLAY. A play that results in no action. No PLAYERS are deemed OUT, any catches are void, and no
PLAYERS are allowed to re-enter from the QUEUE.
WALL STRIKE. A LIVE BALL, which strikes a PLAYER and a wall or other court support at the same time. The
PLAYER is not OUT and the ball is deemed a DEAD BALL.

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COURT DIAGRAM

Official Court Diagram

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RULE 1 - THE PLAYING AREA

Rule 1 - The Playing Area
Section 1. The Court
1. The court is the area within which the balls may be legally played and PLAYERS can be HIT or
make a CATCH.
2. There shall be a clear and unobstructed area between the back lines & side lines and any
walls, nets or barriers beyond the court boundaries.
3. An OFFICIAL shall inspect the court for suitability for play prior to the start of
the MATCH.

Section 2. Court Layout
1. The official dimensions for a regulation court are as follows:
1. The Court is 17 metres in length and 8 metres wide.
1. The CENTRE LINE is marked across the court at exactly half way between each BACKLINE and should continue for 1 meter outside of the court lines to indicate where a
RETRIEVER can retrieve balls from before they have passed this line, should a
RETRIEVER collect a ball that has passed this line the MATCH OFFICIAL will instructthat the ball be returned to the opposing teams back court area.
2. The NEUTRAL ZONE will be marked 3 metres, wide with lines which are 1.5 metresyards either side of the CENTRE LINE.
3. An ATTACK LINE will be marked across the court 3 metres from each BACK LINE.
2. At least 1metre should be allotted for an out of bound area, allowing officials to move freely
along the side lines.
3. The QUEUE for each team is a 1meter X 4 meters area, and should be located at least 1meterfrom the side line, leaving enough room for officials to move freely along the side of the court.
It will be marked out from a point which is level with the BACK LINE, running parallel with theside line.
4. The COACHING AREA for each TEAM is a 1 meter X 5.5 meters area, and should be locatedbehind the QUEUE
5. The SUBSTITUTES AREA for each TEAM is a 1 meter X 5.5 meters area, and should be locatedbehind the COACHING AREA.
6. When used, ball tees shall be made of a soft rubber or a non-slip material, measuring 3" indiameter large enough to hold a WDA Dodgeball in position.
7. The court should have four enclosed walls or barriers, wherever possible, with netting, orsome type of solid barrier to prevent balls from exiting the court.
8. Ceilings should be least 4 metres yards high whenever possible.
2. Every effort should be made to obtain the correct dimensions. However court size may be
adjusted to best suit the available space.
3. Wherever possible courts will have a wall or solid barrier 1 meter behind the back line.
4. Ball Placement: Five balls are placed in the NEUTRAL ZONE on the CENTRE LINE. The balls shall beplaced an equal distance from each other.
1. The MATCH OFFICIAL can mark the CENTRE LINE to show the placement of dodgeballs at thestart of each SET. Starting at 1 m with 1.5 m intervals (1 m, 2.5 m, 4 m, 5.5 m, 7 m)

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RULE 2 - EQUIPMENT

Rule 2 - Equipment
Section 1. The Official Dodgeball
1. All WDA sanctioned events must use WDA approved balls.
2. WDA sanctioned dodgeballs can be designed in any way appropriate with designs andsponsor’s logo’s as approved and deemed acceptable by WDA.
3. Balls used in WDA regulation play must, in the sole opinion and discretion of the official, be
appropriate for MATCH play.
4. Approved dodgeballs will be made of a butyl bladder, covered by webbing and a textured
no-sting cloth covering which has a 2 mm layer of foam directly underneath it.
5. Approved dodgeballs shall be 7 inches/17.78cm. in diameter when measured across thewidth of the inflated ball.
6. The ball pressure should be set at 1.6-1.8 psi (pounds per square inch) or 0.1100.125 bars.

Section 2. Uniforms and Protective Equipment
1. Uniforms and protective equipment are considered part of the PLAYER. Any PLAYER HIT on
any part of their uniform or protective equipment will be considered OUT.
2. Uniforms must be worn by each team PLAYER.
3. Uniforms must be similar in colour and graphic style, sleeves may be of differing lengths.
The uniform should display the team name along with a visible number unique to each
PLAYER. TEAM logos can also be displayed on uniforms.
1. A PLAYER must maintain the same unique number throughout a competition i.e. A PLAYER canbe registered for both the mixed and gender competitions under two different numbers
providing the numbers used remain unique within each team.
4. Sponsor’s names and logos must be approved by WDA before they can be displayed on ateam uniform at WDA events.
5. Offensive and/or otherwise obscene and discriminatory graphics and text will not be allowed.
6. A PLAYER will not be penalised for a uniform miss-match as result of the blood rule orshould their uniform become damaged in the course of a game.
7. All protective equipment must be worn correctly and be in working condition.
8. An OFFICIAL may at any time request a PLAYER to change uniform, require an adjustment, or
removal of any equipment, including jewellery, watches/timing devices.
1. If such equipment poses a significant risk to safety or is in violation of WDA rules, the
PLAYER will be instructed to remove the items which pose the risk.
2. Should a PLAYER refuse, they will not be allowed to play.
3. Medical alert bracelets and necklaces are exempt from this ruling but should be tapedfor safety if possible injury could occur.
9. Headgear.
1. Headbands and protective helmets are the only optional headgear for PLAYERS.
2. Ball caps, visors, and other head coverings are not allowed in tournament play.
Bandannas do not qualify as headbands and cannot be worn around the head, neck, orwrist/arm.
10. Cast/Prostheses.
1. Prostheses may be worn. All casts, braces, and splints with exposed hard surfaces must be
padded.
2. No PLAYER will be allowed to play should an OFFICIAL determine their equipment poses a
significant risk to the safety of other players, or which changes the fundamental nature of thegame or enhance the ability of a PLAYER such as to give them an advantage.
11. Gloves.
1. Gloves may not be worn.

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2. The only exceptions shall be when a PLAYER can prove there is a medical or healthrequirement for them to wear a glove or hand covering. If a glove or gloves are allowed for
medical reasons they must not be able to enhance the ability of a PLAYER to play the game.
12. Jewellery.
1. Exposed jewellery, if judged by an OFFICIAL to be dangerous, must be removed and may
not be worn during the game.
2. Medical alert bracelets/necklaces are not considered jewellery. If worn, they must be
secured to the body so the medical alert information remains visible.
3. If a PLAYER wears jewellery which is not noticed by an OFFICIAL and the item causes
injury to the PLAYER wearing the jewellery or to another PLAYER, on either team, the
PLAYER wearing the jewellery will be held fully responsible for all personal injury caused
by not following rules.
13. Goggles.
1. Goggles may be worn.
2. Eye glasses should be secured with head straps.
14. Shoes.
1. Must be worn at all times.
2. All shoes must be made of canvas, leather, or similar material and possess a rubber
non-marking sole.
3. An OFFICIAL may deem any footwear unsafe at their discretion. A PLAYER will only beallowed to play with footwear deemed safe.

Section 3. Uniform Guide
Uniform or equipment which affects the safety of all participants, OFFICIALS, and spectators.
1. No uniform or equipment will be allowed which is deemed dangerous or harmful to thewearer or to other PLAYERS.
2. No equipment or uniform item will be allowed which significantly enhances PLAYER performance
beyond the normal limits of individual skill.
3. Numbers.
1. An Arabic whole number (0-99) of contrasting colour, at least 6 inches (15.24cm) highmust be worn and be visible on the back of all uniform shirts.
2. No PLAYER on the same TEAM may wear identical numbers. (Numbers 0 and 00 or 3 and
03 are examples of identical numbers.)A PLAYER without a number will not be permitted
to play.
3. PLAYERS with the same number will not be permitted to play.
4. PLAYERS not wearing the number they were registered in the competition will not
be permitted to play.
1. A PLAYER instructed to replace their shirt due to BLOOD INJURY occurring
earlier in the days play will be exempt from this rule for the remainder of thatdays competition only.
4. Shirts.
1. All TEAM members must wear shirts that display unique PLAYER numbers and are similar
in colour and graphic style, sleeve lengths may vary.
2. Visible undershirts may be either long or short sleeved, no restrictions on colours or style
apply. No PLAYER may wear ragged, frayed, cut off, or slit uniform items.
5. Shorts/Leggings.
1. TEAMS may choose to wear sport pants/leggings or shorts as long as they are alike in colour
and style for all members of the TEAM that are wearing them.
2. No PLAYER may wear ragged, frayed or slit legs on exposed pants or leggings.
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are wearing the same style of apparel. Black is an alternative acceptable lower apparelcolour to the TEAMS base colour. .
4. PLAYERS can wear visible sports base layer garments underneath the required uniform
clothing. No PLAYER may wear ragged, frayed, cut off, or slit uniform items.

Section 4. All Equipment
1. Not with standing the foregoing, the WDA reserves the right to withhold or withdraw
approval of any equipment which in the sole determination of the WDA, significantly
changes the character of the game.

Section 5. Exterior Substances
1. Substances applied to the exterior of team uniform or onto the skin of a PLAYER which enhance
the ability to throw or to catch are not allowed.
2. Substances applied to the exterior of PLAYERS skin, which are applied for medical reasonsare allowed, but they must be covered by a dressing which is not in breach of Rule 2.
Section 2 - 1.2.
3. Substances applied to aid a PLAYER injury, such as a heat spray or cold spray, are allowed
to be applied.

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RULE 3 - PLAYERS, COACHES, RETRIEVERS AND SUBSTITUTES

Rule 3 - Players, Coaches, Retrievers & Substitutes
Section 1. Players

1.
2.
3.
4.

TEAMS consist of 6 PLAYERS with up to 6 SUBSTITUTES, selected from a squad roster.A maximumof 15 PLAYERS can be listed on a squad roster.
A TEAM can consist of no more than 12 PLAYERS.
All PLAYERS must be in uniform a unique name and numbers on as listed on the line up sheet.
PLAYERS cannot be added after the MATCH has begun.
A PLAYER may only participate in a tournament they have registered for.
Mixed teams must field a team consisting of both genders but no more than 3 PLAYERS of a single

gender may be on court at anytime.
5. In specific circumstances such as BLOOD INJURY or Missing uniform PLAYERS may be allowed towear an alternative Shirt name and number to that listed on the squad roster and LINE UP CARD
providing this has been authorised and noted by the MATCH OFFICIALS.
6. A SUBSTITUTE may not enter a SET in progress until the start of a new SET, except in the case of
an injury.
7. Should a PLAYER listed on the roster arrive late and is of the proper gender, they may enter
the line-up at the start of the next SET.
8. Any PLAYER removed on a YELLOW CARD offence (see Rule 3 Section 7) must remain in
the PENALTY BOX until 5 minutes of MATCH play has completed.
9. Any PLAYER removed for a PENALTY SET offence (see Rule 3 Section 7.5) must remain in
the PENALTY BOX until the end of the following SET of MATCH play should this occur in the
final SET of a MATCH it will be served in the first SET of the following MATCH the TEAM will not
be able to replace the PLAYER until the PENALTY SET has been served.

Section 2. Coaches, Assistant Coaches, Manager
1. The COACH, ASSISTANT COACH or MANAGER is a person who is responsible for the TEAMS
actions on the court and will represent the team in communication with the MATCH OFFICIALS
and opposing team.
2. A PLAYER may be designated as a COACH. In the event the COACH,ASSISTANT COACH or
MANAGER is absent or that PLAYER is acting as a PLAYER-COACH. In the absence of a
COACH or PLAYER-COACH the TEAM CAPTAIN will represent their team. COACHES must be
neatly attired or dressed in the TEAM uniform.
3. In championship play, COACHES shall not display the names and/or logos of any other dodgeballassociations on their uniform, other than the logo of their National Governing Body.
4. COACHES may not use language that will reflect negatively upon PLAYERS, OFFICIALS orspectators.
5. A COACH may address only their team members and the OFFICIALS when they are making a
genuine appeal of incorrect procedure.
6. A COACH, ASSISTANT COACH, MANAGER must remain in the COACHING AREA for their TEAM,
which is marked out at the side of the court behind the QUEUE. They must not enter the
court without justification from an OFFICIAL.
7. COACHES, ASSISTANT COACHES, MANAGER are subject to all rules of conduct.

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Section 3. Line-up Cards.
1. A LINE-UP CARD must be completed and submitted to the COMPETITION CO-ORDINATOR or to a
HEAD REFEREE before their team’s first SET of a MATCH.
2. A LINE-UP CARD cannot be changed once the MATCH has begun.
3. PLAYERS shall be official once the LINE-UP CARD is inspected and approved by the HEAD
REFEREE,COACH, TEAM MANAGER, or representative at the pre-match meeting.
4. The LINE-UP CARD shall contain
1. PLAYERS section. The first name, last name, and uniform number of each PLAYER including
SUBSTITUTES. If an incorrect number is written on the LINE-UP CARD, an OFFICIAL may correct it,
and allow a TEAM to continue playing with no penalty.
1. Except in the case of a BLOOD INJURY a PLAYER will not be allowed to play unless wearing
the correct registered numbered shirt.
2.

COACHES section.

1. The first name, last name of anyone the TEAM designate to be allowed in the COACHING
AREA.
2. Only a PERSON listed on the LINE-UP CARD or a person named under this section.on thesubmitted LINE-UP CARD will be allowed in the COACHING AREA.
3. RETRIEVERS section.
1. The first name, last name of each RETRIEVER that is not included as a PLAYER.
2. Only a PLAYER listed on the LINE-UP CARD or a person named under this section.on thesubmitted LINE-UP CARD will be allowed to act as a RETRIEVER.

Section 4. Substitutions
1. Substitutions must be made prior to the start of a SET. No substitutions can be made during a SET,
except in cases of injury.
2. Should a PLAYER become injured that PLAYER is replaced by the next available PLAYER in the
QUEUE. A SUBSTITUTE will come into the MATCH by taking the last place in the QUEUE; the
SUBSTITUTE will join the QUEUE immediately from the bench.
3. In a Mixed Team MATCH, the SUBSTITUTE PLAYER must be of the same gender and in
QUEUE order. If there are no other same gender PLAYERS, that team will play SHORTHANDED.
4. If a SUBSTITUTE is discovered to be an ineligible PLAYER, that PLAYER must be replaced
immediately by an eligible PLAYER.

Section 5. Short-Handed Rule
1. Starting a MATCH.
1. A team may begin a MATCH with a minimum of one or PLAYER.
2. If at the beginning of a MATCH or 2nd half a TEAM is unable to field at least 1 PLAYER due tomultiple PLAYERS having received a PENALTY the following procedure will be applied
1. The TEAM will forfeit the 1st SET of that half, MATCH OFFICIALS will clear any penalty timer withless than 3 minutes to run all other MATCH timers and the MATCH clock will be and reduced by
3 minutes.
1. Where a TEAM is still unable to field at least 1 PLAYER the TEAM will forfeit the 2nd SET and
the MATCH OFFICIALS will clear all PENALTY timers and reduce the MATCH clock by anadditional 2 Minutes.
1. Should the TEAM be unable to field at least 1 PLAYER at this point they will forfeit the
MATCH.

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Section 6. Ineligible Players
1. An INELIGIBLE PLAYER is
1. A PLAYER who is not part of the Official TEAM roster for the competition.
2. A PLAYER not listed on the LINE-UP CARD.
3. A PLAYER not wearing a shirt with their correct registered number for the competition
4. A PLAYER which has received a RED CARD within the competition the MATCH is for i.e. a RED CARD
within the mixed competition would not prevent a PLAYER from participating in their gendercompetition and vice versa.
2. A PLAYER will not violate the INELIGIBLE PLAYER rule until the RUSH or a ball has
been thrown.
3. If the PLAYER is deemed ineligible the OFFICIAL will:
1. Remove the INELIGIBLE PLAYER from the court.
2. The offending team will continue to play without the INELIGIBLE PLAYER being replaced for theremainder of the MATCH i.e. a TEAM with 2 PLAYERS that are INELIGIBLE would be allowed tocontinue with 4 PLAYERS only for the remainder of the MATCH.

Section 7. Ejected Player/Coach/Penalty Set(YELLOW CARD Offence)
1. An EJECTED PLAYER is restricted to the PENALTY BOX for 5 minutes of live play. The 5 minutes cantake place across the half time break. The time in the PENALTY BOX will be paused during half time orif there is an injury TIMEOUT.
2. An ejected COACH must remove them self from the playing area and remain outside thebarriers and/or nets which enclose the court, for the rest of the day’s play.
3. Should an act be determined to be flagrant, aggressive or abusive the PLAYER or COACH may berequired to leave the venue or the event. The offending PLAYER or COACH will be recorded asreceiving a RED CARD by the MATCH OFFICIAL or tournament OFFICIALS.
4. Any EJECTED PLAYER discovered participating in the game will constitute a FORFEIT.
5. PLAYER PENALTY SET
1.

MATCH OFFICIALS may choose to award PLAYERS a PLAYER PENALTY SET. for behaviour that
does not warrant a YELLOW CARD

2. A PLAYER receiving a PLAYER PENALTY SET must remain in the PENALTY BOX for theremainder of the current SET and the following SET.

Section 8. Retrievers
1. A RETRIEVER is an individual designated to retrieve balls that go out of play. TEAMS are
responsible for providing retrievers. There will normally be 2 RETRIEVERS provided by each
TEAM. Tournament OFFICIALS will determine if more or fewer RETRIEVERS are required andthey will inform TEAMS before the start of play.
1. A RETRIEVER may not enter the court at any time.
2. A RETRIEVER may not wear a jersey of the same colour as their TEAM uniform.
3. A RETRIEVER is only allowed to field balls that are outside of the courts boundaries and havenot passed the court’s half way line.
1. Each team will designate RETRIEVERS.
1. Retrievers may be changed during the RESET between each SET.
2.
3.

RETRIEVERS can be ejected from play if they hoard dodgeballs which are needed in play.
RETRIEVERS must put balls into play as soon as possible.

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4. When returning a ball to play a RETRIEVER may either toss a ball to any active PLAYER
behind the TEAMS ATTACK LINE or place the ball on COURT behind the TEAMS ATTACK LINE.
5. Balls being returned from OUT OF BOUNDS must be returned to play by passing them onto
the court behind their TEAMS ATTACK LINE.
4. For events not requiring RETRIEVERS the following rules apply:
1. If there are PLAYERS in the QUEUE:
2. Active PLAYERS may not go OUT OF BOUNDS to retrieve balls.
3. One PLAYER may leave the QUEUE to retrieve a ball OUT OF BOUNDS.
4. A PLAYER leaving the QUEUE to retrieve a ball is subject to all RETRIEVER rules andregulations.
2. If there are no PLAYERS in the QUEUE:
1. One active PLAYER may go OUT OF BOUNDS to retrieve a ball.
2. A PLAYER retrieving a ball must return promptly to their side of the court. Intentional delay will
result in a penalty.
3. A LIVE PLAYER leaving the court to retrieve a ball must leave the court behind theirteam’s ATTACK LINE.
1. The PLAYER must raise their hand above their head to indicate they are leaving court toretrieve a ball.
2. The PLAYER remains a live target until they have made contact outside the playing
area of the court.
3. The retrieving PLAYER must come back into play by stepping back on to court over theback line.
4. A LIVE PLAYER retrieving balls is subject to all retriever rules and regulations.
3. A RETRIEVER may not
1. Touch, move or interfere with a ball that is within the COURT boundaries either throughdirect contact with the ball or by deliberate use of a ball they have RETRIEVED.
2. Cause a ball to be transferred to the opposite TEAM through any means.
3. Make contact with an opposition RETRIEVER.
4. If a RETRIEVER commits an infraction the MATCH OFFICIALS may:
1. Ask the opposing TEAM to choose the distribution of all balls.
2. Choose to give a TEAM RETRIEVER warning depending on the nature of theinfraction
3. Choose to give a YELLOW CARD or RED CARD depending on the nature of
the infraction.

Section 9. Spectator Interference
1. Spectators may return a ball to play that has gone OUT OF BOUNDS by passing it to an OFFICIAL or
RETRIEVER.

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RULE 4 - THE MATCH

RULE 4 - THE MATCH
Section 1. Approved Style of Play
1. There is currently one approved style of play that is sanctioned by the WDA (See Rule 4-Section 5)

Section 2. Home Team
1. The home team shall get first choice of court side.
2. In absence of a home team, choice of sides shall be determined by a coin toss.

Section 3. Bench Conduct
1.

COACHES, ASSISTANT COACHES, MANAGERS, SUBSTITUTES, PLAYERS, shall only be allowed in theirdesignated area, personnel not taking part in live play, i.e., during a SET, shall not be allowed

inside the boundaries (barriers and/or nets) which designates the area of court play.
2. Violation of point 1 can result in a TEAM FORFEIT of the SET being played.

Section 4. Fitness of the Court
1. The OFFICIAL shall determine the fitness of the court prior to the start of the MATCH.
2. The court must fit WDA standards and be free of slip or trip hazards.
3. Over the course of the MATCH, should the court be become hazardous, the OFFICIAL may
call a TIMEOUT to clear the hazard.
4. A RESET will be called to resume play.

Section 5. Regulation Match and Game Type
1. Match:
1. A regulation MATCH will consist of two 15 minute halves, with a 5 minute half-time break.
2. The 15 minutes for the each half will be a running clock, i.e.15 minutes without pausing.
1. If less than 30 seconds remain of a MATCH after a SET or RESET is completed the
MATCH OFFICIALS will announce that a FINAL SET will be played and the MATCH clock
will be set for a FINAL SET.
1. All penalty timers will be paused when MATCH OFFICIALS announce the FINAL SET
and will restart when the FINAL SET begins and will be paused again when it
ends.
2. A FINAL SET will last a maximum of 90 seconds.
1. In the event of any FALSE START the FINAL SET timer will be reset to the fullFINAL SET time.
3. The HEAD REFEREE or other MATCH OFFICIAL can halt play and call for a time out to stopthe MATCH timing when they deem this to be necessary. (See point 6)
4. TEAMS will change ends at half-time.
2. Sets:
1. A MATCH will consist of an indeterminate number of SETS.
2. A SET is when 2 TEAMS line up behind the BACK LINE to start play and they play until one
TEAM is eliminated, or until the time for the SET expires.
3. A SET is played as an elimination game with 2 points awarded towards the MATCH score
for the winning of each SET or 1 Point each for a draw.
4. The maximum time allowed for each SET is 3 minutes of continuous play.
5. If the REFEREE declares a SET ended due to 3 minutes of time being played, the winning
TEAM for that SET will be the TEAM with the most PLAYERS, on court when the REFEREE
has ended the SET. If both TEAMS have an equal number of PLAYERS, still in when time
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expires at the end of a SET, it will be declared a draw and both teams receive 1 point
towards the MATCH score.
6. When a TEAM is eliminated, or the time expires, TEAMS will RESET for the next period. TEAMS
must RESET immediately. MATCH OFFICIALS will allow 20 seconds for TEAMS to RESET.
7. Upon completion of a SET the winning TEAM receives 2 points towards their MATCH score
if a SET is drawn both TEAMS will be awarded 1 point.
3. After the MATCH has been completed, the points are totalled to determine a winner. The
team with the highest points total wins the MATCH.
4. A tie or drawn MATCH will remain as such in league tables and tournament group or poolrounds.Competitions will normally use the following scoring system:
1. The points awarded from MATCH play towards a league table or group/pool intournament play will normally be 3 points for a MATCH win and 1 point for a drawn
MATCH.
2. In league and group/pool tables, round-robin competitions, the more points from MATCH
play won by a team the higher they will be placed in the table.
3. If 2 teams are tied on points in a table the number of MATCH wins will decide which teamis placed higher.
1. If this is equal, the team with the better SETS for and against difference will be placed
higher.
2. If they have won an equal number of MATCHES and SETS their head to head result(s)will be used to decide which team is the better placed.
3. Failing all these tie-breaking methods a single SET will be played to determine which teamis placed higher.
5. Overtime Set
1. In knockout tournament play, an OVERTIME SET is played at the end of a MATCH when bothteams have won an equal number of SETS in the MATCH. An additional OVERTIME SET starts.
2. If this is drawn at 3 minutes the MATCH OFFICIALS will call “Sudden Death!” and the first TEAM
to eliminate an opposing PLAYER wins the MATCH.
6. An OFFICIAL is empowered to stop a MATCH at any time because of darkness, rain, fire, panic, or
any other causes that place the patrons or PLAYERS, in peril.
1. A MATCH stopped by an OFFICIAL is deemed regulation if 3 or more SETS have been
completed.
2. If the MATCH is considered regulation, the team winning the majority of the SETS is
declared the winner.
3. Matches not considered regulation shall be resumed at the exact point where they were
stopped.
4. Stopped matches that result in a tie, may be resumed with a RESET, consisting of the same
number of PLAYERS, at the point the SET was stopped.

Section 6. Forfeited Match and Forfeited Set
1. A forfeited MATCH shall be declared by the OFFICIAL in favour of the TEAM not at fault in thefollowing cases:
1. If an OFFICIAL is physically attacked by any TEAM member and/or spectator.
2. If a TEAM fails to appear on the court or is on the court but refuses to begin a MATCH at
the scheduled or assigned time.
3. If a TEAM refuses to continue to play after the MATCH has begun, unless the MATCH has
been suspended or terminated by the OFFICIAL.
4. If, after the OFFICIAL has suspended play, one side fails to resume play within two
minutes after the OFFICIAL signal to resume play.
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5.
6.
7.
8.
9.

If a TEAM employs tactics noticeably designed to delay the game.
If after a warning by an OFFICIAL, any one of the rules of the game is wilfully violated.
If the order for the ejection of a PLAYER, COACH or TEAM MANAGER is not obeyed.
If an EJECTED PLAYER is discovered participating.
If a PLAYER is injured or becomes ill, leaving the TEAM with less PLAYERS, than the required
number of PLAYERS, for a full team.
10. Once a MATCH has been forfeited, the FORFEIT cannot be changed.
2. A forfeited SET will happen when a team is not on court to begin the first SET in a MATCH at thescheduled time and when the MATCH OFFICIALS and opposing team are present.
1. The HEAD REFEREE will declare the first SET FORFEIT and then allow the team who has
forfeited a maximum of 3 minutes to be ready for the second SET of the MATCH.
2. Should the team still not be present and/or ready to begin play they will forfeit the MATCH.
3. A FORFEIT SET can also occur when a team receives a TEAM YELLOW CARD.
3. Forfeit Scoring:
1. A FORFEIT SET will award the one point for that SET to the non-offending team, towards their
MATCH score.
2. A MATCH FORFEIT will result in the non-offending team being awarded the win for that
MATCH by 20 points to nil (20-0).

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RULE 5 - STARTING THE GAMERULE 5 - STARTING THE GAME
Section 1. Beginning Play
1. Play begins with all PLAYERS positioned behind their team’s BACK LINE.
1. PLAYERS cannot be over the BACK LINE or touch the BACK LINE until after the OFFICIALS
have signalled the start of play.
2. False Starts
1. After the MATCH OFFICIALS call “Teams ready!” the PLAYERS should remain stationary and not move
forwards until the starting whistle if a PLAYER does move forward it will be considered a FALSE START.

2. In the event of a FALSE START the offending TEAM will forfeit a ball to their opponents startingwith the centre ball and the TEAMS are then RESET.
1. If both TEAMS FALSE START the TEAM which was deemed to have begun the FALSE START
will be classed the offending TEAM.
2. If the MATCH OFFICIALS are unable to determine which TEAM initiated the FALSE START the
MATCH OFFICIALS will RESET
3. At the RESET the offending TEAM will only be allowed to have a maximum of 1 runner for eachof the remaining balls designated for their TEAM if any remain.
4. In the event of any additional FALSE START the balls are given to the other TEAM in the order ofoutside to inside, starting with the non-offending TEAMS balls first. Any balls given to the nonoffending TEAM are deemed a LIVE BALL immediately upon the start of the SET, as soon as the
PLAYER in possession has fully stepped onto the court.
3. The HEAD REFEREE or other designated Starter will address each TEAM with these instructions:
1. “Line up!” to order teams to take their places.
2. The OFFICIAL then states “Teams ready!” for the TEAMS to get into position to RUSH.
3. The OFFICIAL will pause for approximately 1 second and then blow a whistle to signal the startof the SET.

Section 2. The Rush
1. The RUSH occurs at the beginning of each SET or RESET.
2. Upon an OFFICIALS signal, both TEAMS RUSH to centre court and attempt to retrieve the twoballs to their left designated for their TEAM and the one ball in the centre (which is open toeither TEAM).
3. A maximum of 3 PLAYERS per team are allowed to RUSH for the balls.
4. PLAYERS who are not Rushing for the balls, but who are waiting for the balls to be madeLIVE must step onto the court at the start of the set.
1. The non-rushing PLAYERS have until the rushers have reached the CENTRE LINE to step onto
the court and enter the game.
2. If a PLAYER has not stepped onto the court by the time the first rusher, from either team,has reached the balls on the centre line, that PLAYER will be called OUT for being off thecourt.
5. When retrieving their 2 designated balls on their left, only one foot of the PLAYER is allowed tocross the CENTRE LINE.
1. If a designated ball is knocked off of the CENTRE LINE in the opponents direction the ball will beconsidered a LIVE BALL for the opponents which can be used immediately without needing to
be returned to a PLAYER behind the ATTACK LINE.
2. Only a PLAYER with a LIVE BALL may fully cross the CENTRE LINE

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1. Once a LIVE BALL has been THROWN or taken past the CENTRE LINE any PLAYER may fully
cross the CENTRE LINE.
6.

PLAYERS rushing for the centre ball are not allowed to put their feet across or onto the
CENTRE LINE while trying to gain possession of the ball. The rushing PLAYERS are notallowed to contact the line or the court over the line with any part of their body, including
their uniform.
7. There is no limit to how many balls an individual PLAYER may retrieve.
8. A PLAYER may not slide or dive head first towards the CENTRE LINE of the court whenrushing to gain possession of a ball on the CENTRE LINE. The offending PLAYER will becalled OUT.
9. No deliberate physical contact between PLAYERS is allowed, the offending PLAYER/PLAYERS
will be called OUT. This applies to pushing, grabbing and leaning on to a PLAYER from the
opposing TEAM. Incidental contact when competing for the centre ball will not be penalised.
10. If two PLAYERS both have hold of the centre ball they are both allowed to keep hold of it andtry to gain possession, as long as they do not initiate intentional physical contact (see Section
2.9). If one PLAYER is pulled over the CENTRE LINE by the other competing PLAYER without
the pulling PLAYER being in breach of Rule 5 Section 2.9, the PLAYER who touches thecourt over the CENTRE LINE will be called OUT.
11. Any PLAYER may cross the CENTRE LINE fully into the NEUTRAL ZONE once a LIVE BALL has
been thrown or a PLAYER with possession of a LIVE BALL has passed the CENTRE LINE.
12. Once all of a TEAM uncontested balls have been retrieved behind the ATTACK LINE the team
may retrieve their opponents uncontested balls.

Section 3. Putting the ball in play during the Rush
1. During the RUSH, any ball retrieved from the NEUTRAL ZONE must be returned behind the
ATTACK LINE before it may be thrown at an opponent.
2. There are several ways to put a ball into play following a RUSH. A PLAYER carries the ball acrossthe ATTACK LINE.
1. A PLAYER passes the ball to a teammate who is behind or carries it across the ATTACK LINE.
2. A RETRIEVER passes the ball to a PLAYER with both feet in contact with the COURT behind the
ATTACK LINE.

3. A ball is live from the opening RUSH once it is in possession of a PLAYER that has both
feet established and in contact with the court behind the ATTACK LINE.
4. See Rule 5 Section 2.5.1 regarding designated balls.
5. Once a ball crosses the ATTACK LINE it remains in play until the end of the SET or until
the game is RESET and a new RUSH is executed
3. A ball put in play by a PLAYER that hasn’t crossed the ATTACK LINE is considered a DEAD
BALL, any hits are voided plays.
4. A ball knocked from it’s starting position on the CENTRE LINE towards the opposing team isconsidered to be in play and may be collected by the opposing team without penalty.

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Section 4.Time Outs and Suspension of Play
1. Each team has the option to use a TACTICAL TIMEOUT of 1 minute this must be notified to the HEAD
REFEREE immediately at the end of a SET before the RESET if it is not the TIME OUT will take placeat the beginning of the following SET.
1. MATCH and PENALTY timers will be paused during the TACTICAL TIMEOUT and will resumed
immediately at the beginning of the next SET.An OFFICIAL may stop play if in their judgment an
injury or hazard has occurred, or conditions justify such action.
2. An OFFICIAL may suspend play to assess penalties, settle verbal protests or to replace
faulty equipment.
3. An OFFICIAL will suspend play if a PLAYER becomes injured, if in the official’s judgment the
PLAYER requires immediate attention. The OFFICIAL shall call a TIME OUT and seek first aid
or contact emergency personnel.
4. Coaches and team medics are allowed on the court in the case of an injury.
5. During a break in play, all PLAYERS must remain on court, on the bench, or if OUT they mustremain in their position in the QUEUE.

Section 5. Re-setting or Resuming Play
1. Play will resume from the point play was paused and on the instructions of MATCH OFFICIAL.

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RULE 6 - EXITING PLAYERS

RULE 6 - EXITING PLAYERS
Section 1 Exiting Players
1. An EXITING PLAYER is a PLAYER who has been deemed OUT and is in the process of leaving thecourt.
2. An EXITING PLAYER is one who has been HIT and is obviously not attempting to, or has failed tocatch the deflected ball.
3. PLAYERS HIT and attempting to CATCH the deflected ball are not considered an exiting player.
Plays made against the PLAYER are resolved as follows:
1. The player may be HIT and deemed OUT by additional throws.
2. Catches made by the PLAYER are void, until the PLAYER first catches the deflected ball saving
themselves from the OUT
3. The PLAYER may not do anything to eliminate an opponent until they have caught the
deflection. All throws made by the PLAYER between the deflection and CATCH of the deflectedball are void.
4. Upon being deemed OUT an exiting PLAYER should raise a hand over their head. This signals thatthey’re OUT and leaving the court, it also helps to prevent late hits and protects the PLAYERS headas they exit.
5. An EXITING PLAYER must exit the court as quickly as possible over the nearest side line or end
line. They must then make their way to the QUEUE without interfering with play.
6. The EXITING PLAYER takes position at the end of the QUEUE, behind any previously OUT
teammates.
7. A ball that has HIT an EXITING PLAYER which hasn’t been intentionally deflected by that PLAYER isstill a LIVE BALL and can be caught or HIT other PLAYERS OUT.
8. An EXITING PLAYER must not intentionally obstruct a LIVE BALL that is IN FLIGHT while leaving theplaying area. This includes shielding other PLAYERS, catching, or otherwise altering the path of aLIVE BALL.
9. Should an OFFICIAL determine an exiting PLAYER has intentionally attempted to impact the playwhile leaving the court:
1. The OFFICIAL will blow the whistle and stop play.
2. The offending EXITING PLAYER shall receive a YELLOW CARD and will have to remain in the
PENALTY BOX until the 5 minute penalty for the PLAYER has ended. At the end of this time the
PLAYER will join the QUEUE as if the last PLAYER to be out.
3. All balls will be given to the non-offending team.
4. Play will then resume.

Section 2 Player Interference
1. An EXITING PLAYER must not intentionally obstruct an IN FLIGHT LIVE BALL while leaving theplaying area. This includes shielding other players, catching, or otherwise altering the path of alive ball.
2. An EXITING PLAYER or those in the QUEUE may not throw balls at opposing players, catch, orinterfere with the path of a LIVE BALL.
3. Any violation determined to be intentional PLAYER interference, will result in a YELLOW CARD forthe offending PLAYER.

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RULE 7 - RETURNING PLAYERS

RULE 7 - RETURNING PLAYERS
Section 1. Returning Players
1. A Returnee is a PLAYER who has been deemed OUT and is waiting in the QUEUE to return to play.
2. PLAYERS from the QUEUE return to play in the order they were put out. Any violation of thisrule will result in a YELLOW CARD for the offending PLAYER.
3. A RETURNING PLAYER must have both feet in the playing area to be deemed in bounds.
1. A PLAYER must return to the court by stepping onto the court over the
Back Line.
2. A PLAYER is only eligible to be OUT once both feet are in the playing area.
3. A PLAYER is only eligible to make a CATCH once both feet are in the playing area.
4. If a PLAYER catches a ball before establishing both feet in bounds the play is void (i.e., A
PLAYER entering from the QUEUE leaps across the side line into the court and catches a ballbefore both feet contact the ground. This would not be deemed a CATCH. No OUT or penalty
would result.)
4. If a RETURNEE leaves the QUEUE for any reason, they must return to their original position in
the QUEUE. The team will forfeit its ability to return a PLAYER from the QUEUE until that
PLAYER returns to the QUEUE.

Section 2. Returning Order1.

PLAYERS shall return from the QUEUE in the order they were put out, i.e., first out first in(FOFI).
2. A PLAYER who enters out of turn receives a YELLOW CARD, and must immediately exit
the court to the PENALTY BOX.
1. This team loses the chance to add a new PLAYER and the PLAYER who was supposed to enter,remains in the front of the QUEUE but is not allowed to enter until the next opportunity.

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RULE 8 - OFFENSIVE AND DEFENSIVE PLAY

RULE 8 - OFFENSIVE AND DEFENSIVE PLAY
Section 1. Attempts
1. Balls may only be THROWN, with the exception of the BLOCK ATTACK. A THROW may be performed
with one or both hands and be overhand, underhand, side arm or chest push/throw.
2. Intentionally kicking or spiking a ball will result in an OUT for the offending PLAYER.
3. A PLAYER may not THROW or kick the ball once play has stopped or after being called OUT, Actions
deemed as flagrant or unnecessary, will result in a PLAYER YELLOW CARD.
4. A PLAYER should not pick up a ball on COURT after they are HIT or called OUT.
5. A THROW must leave a PLAYERS hand. An opponent may not be “tagged” OUT.
6. PLAYERS are not allowed to roll a ball to the opposing team, unless instructed to do so by a MATCH
OFFICIAL.
7. Attempts must be seen as valid attempts by the OFFICIALS. Failure to make valid attempts will
result in the offending PLAYERS being called OUT by the officials.
1. Transferring balls to the opponents half by any means other than an ATTEMPT or BLOCK will beconsidered an INVALID ATTEMPT and the PLAYER will be called OUT. Examples of this but notlimited to are:
1. Dropping a ball in a manner that causes it roll into the opponents FAIR TERRITORY.
2. Carrying a ball into the NEUTRAL ZONE and leaving it there.

Section 2. Outs
1. A PLAYER deemed OUT becomes an EXITING PLAYER and must exit the court directly and join theend of their team’s QUEUE accordingly.
2. A PLAYER is OUT at the moment of contact. Although the ball remains a LIVE BALL the PLAYER may
no longer make any plays other than to CATCH the ball that put them OUT.
3. A PLAYER shall be deemed OUT when:
1. HIT by a LIVE BALL on any part of the body including hair.
2. Any article of clothing or uniform is HIT by a LIVE BALL.
3. HIT by a LIVE BALL:
1. Rebounding off of another PLAYER on the court.
2. Rebounding off of another ball including balls blocked by opponents and/or teammates.
3. Rebounding off of a ball lying on court.
4. A LIVE BALL they have thrown is:
1. Caught IN FLIGHT by a defending PLAYER.
2. Caught after rebounding off of another PLAYER by a defending PLAYER.
3. Caught after rebounding off a ball lying on the court by a defending PLAYER.
5. The PLAYER crosses over the NEUTRAL ZONE in violation of RULE 10
6. An OFFICIAL has deemed that a PLAYER has committed a rules violation.
7. The PLAYER or team has been charged with a penalty, causing a PLAYER to be ejected fromlive play.

Section 3. Catches
1. A CATCH is deemed valid if the following conditions are met:
1. The ball is a LIVE BALL and it is caught IN FLIGHT by a LIVE PLAYER.
1. Also any Illegally THROWN ball.may be caught.

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2. When a player jumps to make a CATCH, the CATCH is complete once the player has control ofthe ball. Any subsequent actions, such as being HIT by another ball or landing OUT OF BOUNDS
will be seen as a separate action which happens after the CATCH and the PLAYER will be OUT.
3. A ball shall be considered UNDER CONTROL when it is in possession and in control of a PLAYER
with at least one hand in contact with the ball.
4. An OFFICIAL shall decide if the ball is UNDER CONTROL.
1. For a catch to be considered complete it must be fully in control of the catching PLAYER
2. Full control is established once at least one hand has been placed on the ball to secure the
CATCH by the PLAYER (i.e., A ball caught between a players knees, must have a hand on the ball while it is under
the player’s control to be considered caught).
2. TRAPPING is the act of catching an IN FLIGHT ball by pinning it between a wall, floor, or other object
that would otherwise render it a DEAD BALL. TRAPPING is not considered a valid CATCH and the
PLAYER executing the trap is deemed OUT.
3. PLAYERS are not allowed to pull out their shirt or any other part of their uniform to CATCH a ball.
4. Jumping into an opponent’s court is permitted when attempting to CATCH a ball providing it is notconsidered to be dangerous play by the HEAD REFEREE the PLAYER will be called OUT when the
PLAYER makes contact with the floor.
1. If it is considered to be dangerous the Jumping PLAYER will be penalised with a YELLOW CARD.

Section 4. Blocking
1. A PLAYER can use any LIVE BALL or DEAD BALL to BLOCK a ball which has been thrown by theother team.
2. The blocked ball remains a LIVE BALL and if it deflects off the blocking ball onto the blocking
PLAYER or any other PLAYER, any PLAYERS HIT will be OUT.
3. When a PLAYER uses a ball to BLOCK a THROWN LIVE BALL, they must retain possession of theblocking ball. If the block causes the PLAYER to lose possession of the blocking ball they mustregain possession of the blocking ball before it makes contact with any object other than a ball in
their possession or a LIVE BALL
4. When a PLAYER uses a ball to BLOCK a THROWN ball, their hands to the wrist are considered to bepart of the ball any contact on the hand before the wrist is not a HIT.
5.

A BLOCKED BALL can be caught.

1. If caught by the opposition the BLOCKING PLAYER is OUT
2. A BLOCK ATTACK is considered to be the same as a throw and any resulting actions should beruled as such
1. However if a team mate is hit by a ball from a BLOCK ATTACK they will be OUT

Section 5. No Stalling Rule
(Previously called Delay of Game or Five Seconds Violation in some countries)

1. The act of intentionally stalling the game is illegal. When a team has possession of the majority ofthe balls in play they have 5 seconds to make an attempt with the balls in their possession fromthe moment a MATCH OFFICIAL has called on them to “Play n Balls.”
1. Once a TEAM has or can have possession of the majority of the balls in play the MATCH
OFFICIALS will allow them a count of 5 seconds to make an ATTEMPT if the MATCH OFFICIALS
believe the TEAM to be intentionally stalling they will call “Play n Balls”. Strategic use of a single
ball should not be confused with stalling
1. A ball is considered to be in possession when a PLAYER or RETRIEVER has the ball in handor within a reachable distance.
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2. A minimum of 3 balls must be on COURT before a MATCH OFFICIAL will call “Play n Balls”.
2. Teams are allowed to retain possession of only one of the balls considered to be in theirpossession at the time they were instructed to “Play n Balls”
3. When teams have possession of the majority of the balls they will be regarded as the team who
must be active and make attempts on the other team.
4. If PLAYERS fail to make an ATTEMPT on the opposing team within 5 seconds, all PLAYERS who
have possession of dodgeballs and PLAYERS who can have possession of a dodgeball, but havedeclined to pick up the ball, will be called OUT by a MATCH OFFICIAL.
5. When “Play n Balls” has been called by an OFFICIAL, the team with majority of the balls must makeattempts which can get a member of the opposing team out. Their attempts must be seen as valid
attempts by the OFFICIALS. Failure to make valid attempts will result in the offending PLAYERS
being called OUT by the officials.
6. In situations where there are more dodgeballs on their side of the court than there are PLAYERS,
all PLAYERS must make attempts within 5 seconds, until the opposing team has the majority of theballs; for example: a TEAM has 2 PLAYERS left on court and they have all 5 balls in theirpossession, the PLAYERS must both throw balls and this would still mean they had most of theballs and they would have to both throw 2 more dodgeballs within another 5 seconds, as the rules
states they can only keep one ball however as “Play n Balls” is an instruction based on stalling if
they were to THROW another ball before the OFFICIALS called “Play n Balls” again they would nolonger have the majority of balls and could retain 2 balls.
7. In situations where each team has an equal amount of balls the OFFICIALS will determine which
team can be in possession of the majority of reachable balls based on the nearest PLAYER to any
DEAD BALL within reachable distance on court.
1. If each team has 2 balls and a ball is stationary in the NEUTRAL ZONE which ever team has thenearest PLAYER to the stationary ball will be deemed to have the majority of balls.
2. A ball within a teams FAIR TERRITORY is considered to be in that teams possession.
8. Play n Balls situational examples:
The reasoning on these examples is based on the following If a PLAYER in possession of a ball or
multiple balls is HIT out during a “Play n Balls.” call they will be unable to throw the balls held andthey are not in possession of another PLAYER nor can another PLAYER be considered to havedeclined to pick them up as they were in possession of an active PLAYER during the “Play nBalls.” call.
1. Team has 3 balls in possession OFFICIALS call ‘Play 2 Balls’ and 2 PLAYERS have begun to
THROW but 1 PLAYER is HIT before making a THROW and only 1 ball is THROWN this means thata 2nd ball needs to be THROWN before the call to ‘Play 2 Balls’ expires or a PLAYER will becalled OUT.
2. Team has 3 balls in possession OFFICIALS call ‘Play 2 Balls’ and 2 PLAYERS have begun to
THROW but both PLAYERS are HIT before making a THROW this means that the 3rd ball in theteams possession must be THROWN before the call to ‘Play 2 Balls’ expires or a PLAYER will becalled OUT.
3. Team has 3 balls in possession OFFICIALS call ‘Play 2 Balls’ and 1 PLAYER with possession of 2balls is HIT before making a THROW this means that the 3rd ball in the teams possession mustbe THROWN before the call to ‘Play 2 Balls’ expires or a PLAYER will be called OUT.
4. Team has 3 balls in possession OFFICIALS call ‘Play 2 Balls’ and 2 PLAYERS have begun to
THROW, 1 PLAYER has possession of 2 balls and is HIT before making a THROW this means thatthe 3rd ball in the teams possession must be THROWN before the call to ‘Play 2 Balls’ expires ora PLAYER will be called OUT.
5. Team has 3 balls in possession OFFICIALS call ‘Play 2 Balls’ and 2 PLAYERS have begun to
THROW, 1 PLAYER has possession of 2 balls and another PLAYER has possession of the 3rdball and both are HIT before making a THROW this means that the call to ‘Play 2 Balls’ must end
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and a new ‘Play n Balls’ be called.

Section 6. Pinching
1. Holding a ball in order to alter the normal flight pattern of the thrown ball.
1. Pinching is when a PLAYER holds the outer cover of the dodgeball between thumb and fingers.
2. Pinching the ball when throwing it is an ILLEGAL ATTEMPT.
3. Inserting fingers through splits or tears in the outer cover of the ball is also regarded as
Pinching.
2. Any individual or team found pinching will be assessed as called OUT.
1. Persistent pinching can result in a YELLOW CARD offence being declared by the MATCH
OFFICIALS on the offending PLAYER.

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RULE 9 - OUT OF BOUNDSRULE 9 - OUT OF BOUNDS
Section 1 Out Of Bounds
1. If any part of the PLAYERS body touches a BACK LNE, SIDE LINE or oppositions NEUTRAL ZONE line
the PLAYER shall be deemed OUT.
2. A foot or feet must touch ground in FAIR TERRITORY (within the court boundary lines) with no partof their body touching on or outside a boundary line for a PLAYER to be considered in bounds. The
BACK LNE, SIDE LINE and NEUTRAL ZONE line, in the opposition’s court, are considered OUT OF
BOUNDS.
3. The following actions will result in an OUT when:
1. A PLAYER steps OUT OF BOUNDS or on a BACK LINE, SIDE LINE or oppositions NEUTRAL ZONE
line.
2. A PLAYER intentionally throws a ball at an opponent from OUT OF BOUNDS. No HIT or CATCH will
be called and no PLAYERS are returned from the QUEUE. Flagrant or repeat violations will resultin a YELLOW CARD.
3. A PLAYER steps out of bound to avoid a hit.
4. A PLAYER steps OUT OF BOUNDS to make a catch.
4. Momentum may carry a PLAYER OUT OF BOUNDS while making a CATCH. The CATCH will be good,
providing control of the ball is established before going OUT OF BOUNDS, but the PLAYER willsubsequently be called out after making the CATCH.

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RULE 10 - NEUTRAL ZONE

RULE 10 - NEUTRAL ZONE
Section 1 Neutral Zone
1. The NEUTRAL ZONE is an area the width of the court and 3 meters wide, spaced equally either sideof the CENTRE LINE the. NEUTRAL ZONE Lines are 1.5 m either side of the CENTRE LINE.
2. A PLAYER may safely step into the NEUTRAL ZONE but not across into the opposing teams FAIRTERRITORY. Any PLAYER crossing over the NEUTRAL ZONE is deemed OUT.
3. A PLAYER is considered crossing the NEUTRAL ZONE if any part of the PLAYERS body touches theground over or on the NEUTRAL ZONE line in the opposing teams FAIR TERRITORY.
4. PLAYERS may reach across the NEUTRAL ZONE into the opposing teams FAIR TERRITORY to
retrieve a ball.
5. A PLAYER HIT while in the NEUTRAL ZONE is deemed OUT.
6. The SACRIFICE PLAY rule supersedes any application of the NEUTRAL ZONE rule.
7. No physical contact can be made between opposing PLAYERS. Any physical contact results in an
out for the PLAYER that initiates contact

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RULE 11 - SIMULTANEOUS PLAY

RULE 11 - SIMULTANEOUS PLAY
Section 1. Simultaneous Play
Simultaneous Play occurs when two or more opposing PLAYERS are HIT and/or CATCH balls at the sametime and MATCH OFFICIALS cannot determine which play was completed first.
1. All results are resolved simultaneously.
1. Each PLAYER HIT is deemed OUT.
2. Each CATCH results in one PLAYER returning from the QUEUE.
2. A SIMULTANEOUS PLAY will only be ruled as such when MATCH OFFICIALS cannot establish alinear sequence of events.
3. Should a SIMULTANEOUS PLAY result in all PLAYERS being eliminated:
1. The SET is concluded and the SET result is declared a tie/draw.
2. Both teams retake their positions to begin the next SET.

Section 2. Simultaneous Hit and Catch
1. A SIMULTANEOUS HIT AND CATCH occurs when a PLAYER in the act of catching a ball is HIT byanother ball simultaneously, such that the MATCH OFFICIALS cannot determine which action wascompleted first both:
1. The thrower of the caught ball will be deemed OUT.
2. The PLAYER catching the ball who was HIT is deemed OUT.
2. One PLAYER from the catching team is allowed to return from the QUEUE.

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RULE 12 - SACRIFICE PLAY

RULE 12 - SACRIFICE PLAY
Section 1. Sacrifice Play
1. An airborne attack, where an ATTACKING PLAYER may legally cross the NEUTRAL ZONE to make an
attempt to HIT out an opponent.
1. The ball must leave the attacker’s hand before any part of the ATTACKING PLAYER touches the
oppositions FAIR TERRITORY.
2. No physical contact can be made between opposing PLAYERS. Any physical contact results inan out for the PLAYER that initiates contact
3. If an attacker puts out any opponent the attacker remains in but must return to their side of thecourt immediately. Any intentional delay shall result in a PLAYER YELLOW CARD.
4. If the ATTACKING PLAYER is HIT while in the air, after they have thrown their ball, the ball they
have thrown remains a LIVE BALL.
2. A SACRIFICE PLAY is successful if the THROW causes a PLAYER to go out by being HIT or stepping
OUT OF BOUNDS.
1. Once an ATTACKING PLAYER, which has put a defending PLAYER out, touches the ground andremains within their opponents court boundaries they cannot make any thrown attacks until
they return completely into the NEUTRAL ZONE. They may however be put OUT. This means a
PLAYER making a successful SACRIFICE PLAY can still be HIT OUT but they cannot put any
defending PLAYER OUT with a thrown attack until they have returned to the NEUTRAL ZONE
2. Any ball thrown by a SACRIFICE PLAYER after they have landed in their opponents court is notconsidered to be a LIVE BALL and is not able get an opponent OUT.
3. A SACRIFICE PLAYER may CATCH any LIVE BALL that has been thrown by, BLOCKED by or deflected
off an opponent or ball thrown by an opponent whilst they are a LIVE PLAYER.
1. If the ATTACKING PLAYER catches a ball in mid-air the CATCH is good but the PLAYER is out
when they land on the oppositions FAIR TERRITORY if the initial SACRIFICE PLAY was not
successful.
2. The ATTACKING PLAYER must remain within the court boundaries and return to the
NEUTRAL ZONE immediately with or without possession of the caught ball.
2. The ATTACKING PLAYER must not pickup any ball from the oppositions FAIR TERRITORY until
they have returned fully to the NEUTRAL ZONE.
3. If the ATTACKING PLAYER is HIT by a ball ricocheting off a defending PLAYER both PLAYERS areout.
4. If an ATTACKING PLAYER is unsuccessful, the attacking PLAYER is deemed OUT and must leave thecourt immediately.

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RULE 13 - HEAD SHOTSRULE 13 - HEAD SHOTS
Section 1 Head Shots
1. A HEAD SHOT is when a ball that strikes the head of a PLAYER above the shoulders, including theneck.
2. There is no penalty for HEAD SHOTS in normal play.
3. A HEAD SHOTt is a valid attempt and a PLAYER struck on the head is OUT, unless the REFEREE
believes it was intentionally used in an UNSPORTSMANLIKE fashion (to intentionally injure an
opposing player).

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RULE 14 - INJURED PLAYER/BLOOD

RULE 14 - INJURED PLAYER/BLOOD
Section 1. Injured Player
1. If a PLAYER becomes injured and requires immediate attention, the OFFICIAL shall blow the whistle,
call a time out and seek first aid or contact emergency personnel if necessary.
2. If the injured PLAYER is unable to continue play:
1. The next PLAYER in the QUEUE replaces the injured PLAYER.
2. A SUBSTITUTE may enter the game to replace the PLAYER on the roster for that set.
1. The SUBSTITUTE enters at the end of the QUEUE, and must wait until their turn to enter thegame. If the QUEUE is empty, the SUBSTITUTE may enter immediately.
3. Anyone leaving the game due to injury may not re-enter until the start of the next set at the discretionof the OFFICIAL and the league, tournament, or event representative.
4. The OFFICIAL may disqualify an injured PLAYER and insist that a SUBSTITUTE PLAYER replaces them,should that PLAYER present an unreasonable risk to themselves and/or other PLAYERS.

Section 2. Blood Rule
1. If a PLAYER, COACH, or OFFICIAL is found to be bleeding or discovered to have blood on theiruniform.
The OFFICIAL shall:
1. Stop the game immediately and allow treatment.
2. Call a COACH, trainer or other authorised personnel to administer first aid, or contact
emergency services as necessary.
3. The injured individual will be prohibited from participating any further in the set. They canreturn to MATCH pay at the start of the next appropriate treatment has been administeredand there is no blood clearly visible on the person and the PLAYERS clothing.
2. All rules of the game regarding substitution and shorthanded play will be applied, and a RESET will
be executed if required.
3. If medical care or treatment is administered in a reasonably short length of time, in the OFFICIALS
judgment, and the PLAYER is not at risk to themselves or others, the individual may remain in theset.
4. Uniform rule violations will not be enforced if a uniform change is required due to a blood Injury.

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RULE 15 - PROTESTSRULE 15 - PROTESTS
Section 1. Invalid Protests
1. Protests will not be received or considered if based solely on or involving the accuracy of adecision or judgment on the part of a MATCH OFFICIAL.
Examples of protests, which will not be considered but not limited too:
1. Whether a defender was HIT.
2. Whether a defenders clothing was HIT.
3. Whether a PLAYER was OUT OF BOUNDS.
4. Whether a throw was a HEAD SHOT.
5. Whether a ball was caught legally.
6. Whether a PLAYER crossed the NEUTRAL ZONE.
7. Whether a ball was live or dead.
8. Whether there was or was not interference or obstruction.
9. Whether the court/field is or is not fit to continue or resume play.
10. Whether there is or is not sufficient light to continue of play.
11. Any other matter involving the accuracy of a decision or judgment of a MATCH OFFICIAL.
2.

3.

PROTESTS will only be addressed if presented by the designated MANAGER, COACH, ASSISTANT
COACH, TEAM CAPTAIN within the court boundaries i.e, the TEAM CAPTAIN on court or in the PLAYEROUT QUEUE or PENALTY BOX, the designated MANAGER, COACH, ASSISTANT COACH in the
COACHING AREA.
1. If a TEAMS designated COACH has been ejected then only the TEAM CAPTAIN on court or in the
PLAYER OUT or PENALTY BOX may PROTEST.
A TEAM is allocated a single PROTEST for each MATCH .
1. If the PROTEST is upheld they keep the option to make a PROTEST within the MATCH .
2. If the PROTEST is denied they forfeit the option to make a PROTEST within the MATCH .
3. All timers are paused during a PROTEST and will resume once the protest has been resolved.

Section 2. Valid Protests
The following PROTESTS will be considered:
1. PROTESTS of an incorrect ruling must be made to an OFFICIAL immediately before the next “out.”
2. Ineligible PLAYER PROTESTS must be made to the HEAD REFEREE on the court prior to the start ofthe current set.
3. Disqualified or ejected PLAYER PROTESTS must be made to an OFFICIAL at the end of the current
set.

Section 3. Verbal Protest
1. All PROTESTS must be made immediately by notifying the HEAD REFEREE on the court that the
MATCH is to be played under PROTEST. The PROTEST must be made by the designated TEAMCAPTAIN or COACH within the court boundaries.
2. If the court’s HEAD REFEREE determines the PROTEST is valid, the play shall stop.
3. The court’s HEAD REFEREE shall in turn notify other OFFICIALS, as well as the opposing team’s
OFFICIAL representative.
4. To aid in the determination of the PROTEST, all interested parties shall take notice of theinformation, details and conditions surrounding the decision to PROTEST.
5. The HEAD REFEREE and league, event or tournament representative will attempt to resolve the
PROTEST before the game can continue.
6. If the PROTEST is upheld, the game will be RESET at the point prior to the PROTEST.
1. If the number of balls is even then positioned between the ball markers starting either side of
the centre(4m) ball mark
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RULE 15 - PROTESTS
7. If the PROTEST is denied and the decision is upheld, the protesting team will forfeit the right toraise any further PROTESTS during that MATCH.
8. All dodgeballs will remain in possession of the teams who had possession when play was halted.
1. Any balls which were not in possession of either team will be placed equally spaced andcentrally along the CENTRE LINE
2. If the number of balls is odd then starting with the centre(4m) ball mark and working outwards
evenly.

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RULE 16 - OFFICIALS

RULE 16 - OFFICIALS
Section 1. Power and Duties
1.

OFFICIALS are representatives of the league or organisation by which they have been assigned toa particular MATCH and as such, are authorised and required to enforce each section of theserules.
2.

OFFICIALS may order PLAYERS, CAPTAINS, MANAGERS, and COACHES to carry out or to omit any

act, which in their judgment is necessary to give force and effect to one or all of the rules.
3. An OFFICIAL may assign penalties, disqualify or eject PLAYERS, CAPTAINS, MANAGERS, andCOACHES at any time.
4. The OFFICIAL has the authority to make a decision on any situation not specifically covered in therules.
5. No OFFICIAL has the authority to set aside or question the decisions made by another OFFICIAL
within the limits of the respective duties, as outlined in these rules.
6. An OFFICIAL may consult other OFFICIALS at any time. However, the final decision and call rests
with the HEAD REFEREE of that MATCH.
7. The primary responsibilities for a HEAD REFEREE are:
1. Enforce proper conduct from all participants of the game.
2. Inspect the court, balls, and all equipment in play.
3. Review and verify the team line-up, substitutions, and roster.
4. Align all balls at centre court, and initiate a RUSH.
5. Enforce the NEUTRAL ZONE RULE.
6. Assume all responsibilities of a side line OFFICIAL.
8. The primary responsibilities for the side line OFFICIAL are:
1. Insuring that all balls are put in play, following a RUSH
2. Calling and verifying a CATCH made in their territory.
3. Calling and verifying an OUT made within their territory on the court
4. Monitor players exiting and re-entering from the QUEUE.
5. Assist the HEAD REFEREE in enforcing the rules of the game.
9. The HEAD REFEREE and sideline OFFICIALS have equal authority to:
1. Determine if a ball has HIT a player or article of clothing of a PLAYER in their territory
2. Determine if a ball was thrown illegally.
3. Call a player OUT.
4. Declare a CATCH.
5. Declare a player OUT OF BOUNDS.
6. Suspend play or call a TIMEOUT, when an injury occurs or a protest is enforced.
7. Eject or disqualify a PLAYER, COACH , manager or other team member from the game forviolation of rules or unsportsmanlike conduct.
8. Declare a forfeit of any game.
10. An OFFICIAL will declare the PLAYER OUT without waiting for an appeal for such decision. In allcases such a PLAYER retires to the QUEUE in accordance with these rules.
11. An OFFICIAL will not penalise a TEAM for any infraction of a rule when imposing the penalty would
be an advantage to the offending TEAM.

Section 2. Officials Crew
1. An OFFICIALS Crew (a team of OFFICIALS) can consist of the following personnel:
2. The HEAD REFEREE is in charge of all officials on their court and is the final decision maker on all
matter covered by these Rules and Regulations.
3. Side Line OFFICIALS are there to assist the HEAD REFEREE and they can number between 1 and 5
on each court.
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1. Side Line OFFICIAL #1 is the main assistant to the HEAD REFEREE. They will usually be aqualified dodgeball REFEREE.
2. Side Line OFFICIALS #2, #3, #4 & #5 will be provided by TEAMS who are not playing at the time
this MATCH is being played if not provided by the COMPETITION CO-ORDINATOR. TEAMS must
provide these Side Line OFFICIALS when instructed to do so or face fines and penalties asstated by the event organisers.
4. A Scorer can also be appointed to keep accurate MATCH scoring, by filling out the score sheet as
the MATCH progresses.
5. They will operate the scoreboard.
6. The Scorer can also be responsible for operating all official timing used during the MATCH where adesignated TIME KEEPER is not provided by the COMPETITION CO-ORDINATOR.

Section 3. Responsibilities of a Single Official
1. If only one OFFICIAL is assigned, that OFFICIAL assumes all powers and duties of both a HEAD
REFEREE and LINE OFFICIAL.
2. The OFFICIAL shall take position as a HEAD REFEREE at the CENTRE LINE.

Section 4. Official’s Court Positions
1. The HEAD REFEREE shall:
1. Takes a starting position at centre court in the NEUTRAL ZONE, on either the right or left handside of the court.
2. The HEAD REFEREE can alternate sides between sets.
2. The Side Line OFFICIALS shall:
1. Take a position on the side line mid court, roughly at a 45˚ angle, opposite the HEAD REFEREE.
2. The side line OFFICIALS should alternate sides in coordination with the HEAD REFEREE.
3. The diagram indicates the correct positioning for each MATCH OFFICIAL.

Section 5. Change of Official
1. A team may not request a change of OFFICIAL during a MATCH unless an official has become
incapacitated by injury or illness.
2. An officer of the organisation may remove an OFFICIAL at their discretion.
3. A change of an OFFICIAL shall not constitute nor be grounds for a protest.

Section 6. Official’s Judgment
1. There will be no protest or appeal of any decision made by an official on the grounds that theofficial’s judgment was incorrect.
2. Whether a PLAYER was HIT, a ball was caught, a PLAYER crossed an end line or side line, or on
any action involving accuracy of judgment
3. No decision rendered by an OFFICIAL may be reversed except; whereby the official in question isconvinced the decision is in violation of one of these rules.
4. Should a manager, acting manager, captain, or assistant captain of either team seek reversal of adecision based solely on a point of rules the OFFICIAL in question, if in doubt, shall confer withother OFFICIALS before rendering a decision. Any decision is solely the responsibility of the calling
official.
5. Under no circumstances is any PLAYER or person other than the manager, acting manager,
captain, or assistant captain, able to protest any decision and or seek its reversal on a rule.
6. Under no circumstances will an OFFICIAL seek to reverse a decision made by another official
unless asked to do so, by another official.

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Section 7. Official Interference
1. An OFFICIAL shall avoid interfering with play or balls in flight whenever possible.
2. An OFFICIAL may prevent a ball from leaving an OPEN COURT. In which case the ball should be
moved on in its natural direction as if it had bounced off the OFFICIAL, or returned to centre court if
the point of exit is undetermined.
3. Any ball rebounding off an OFFICIAL is considered a dead ball as if it hits a wall, ceiling, floor.

Section 8. Official’s Uniform
1. A regulation WDA OFFICIAL shall wear a short-sleeve polo shirt, predominantly black colour withwhite trim. It will have the WDA logo or the letters ”WDA” worn on the left chest.
2. Black slacks or shorts.
3. Shoes may be solid black or white or mixed black and white athletic shoes with non-marking
soles.

Section 9. Guideline for Officials
1. An OFFICIAL should not be a member of either TEAM (i.e., player, coach, manager, officer,
scorekeeper or sponsor), if so an equal number of OFFICIALS from each TEAM should be available.
2. The OFFICIALS should be sure of the date, start time, and location of the event and should arriveat the court 15 to 30 minutes ahead of the start time.
3. At some events the OFFICIALS will be responsible for the accurate marking and set up of the court
and its immediate playing area.
4. When OFFICIALS are responsible for marking out courts and set up the playing area, another
OFFICIAL or event OFFICIAL should inspect the court area before play commences.
5. They should start the event or MATCH at the designated time and leave the court when the MATCH
is over.
6. The OFFICIAL jurisdiction begins upon entering the court for the court check and ends when theyleave the court at the completion of the event or the MATCH.
7. OFFICIALS should introduce themselves to the COACHES, TEAM CAPTAINS, MANAGERS.
8. The OFFICIAL should inspect the court, boundaries, balls, and all other equipment
9. The OFFICIAL should clarify all rules for the representatives of both teams.
10. The OFFICIAL, may suspend play when in their judgment, conditions justify such action.
11. The OFFICIAL should suspend play when a PLAYER become injured and require immediate
attention. The OFFICIAL shall call a “time out” and seek first aid or contact emergency services if
required.

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Section 10. Match Officials Positioning Diagram

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RULE 17 - CODE OF CONDUCTRULE 17 - CODE OF CONDUCT
Section 1. WDA Code of Conduct for Players:
Players are expected to abide by the WDA Code of Conduct:
1. Understand, appreciate and abide by the rules of the sport.
2. Respect the integrity and judgment of MATCH OFFICIALS and WDA staff.
3. Respect your opponent and congratulate them in a courteous manner following each MATCH
whether in victory or defeat.
4. Be responsible for your actions and maintain self-control.
5. Do not taunt or bait opponents and refrain from using foul or abusive language.

Section 2. The Honour System:
PLAYERS are expected to abide by the Honour System.
1. The Honour System expects all PLAYERS to abide by the highest level of honesty and sporting

conduct at all times during competitive play.
2. PLAYERS should remove themselves from the court and go into the QUEUE for their team if they
are out by being HIT with a ball, caught out or if they commit a line infraction. They should not
wait to be called OUT by the MATCH OFFICIALS.
3. Any PLAYER who remains on court after they are clearly out and waits to be called OUT by an
OFFICIAL will be in breach of the Honour System.
4. This is regarded as UNSPORTSMANLIKE conduct.
5. The offending PLAYERS will be given a verbal warning and they will be disciplined with a
YELLOW CARD, if they are seen to behave in this manner on more than one occasion during an
event.
6. PLAYER honesty will not be penalised and the REFEREE may call a PLAYER that has left the
court back into play.
1. This will happen when a PLAYER has stepped off the court because they believe they areout.
2. This is entirely at the discretion of REFEREES.
7. TEAMS/PLAYERS that are observed or reported to be abusing the honour system through
UNSPORTSMANLIKE behaviour during or after a tournament may be formally reported to the
WDA through the XYZ PROCEDURE for review and further action.

Section 3. Code of Conduct for Officials
1.
2.
3.

MATCH OFFICIALS must behave in an exemplary manner when communicating with teams,
players, coaches, managers, spectators, other OFFICIALS, event organisers and WDA officers.
MATCH OFFICIALS must not swear at PLAYERS, spectators, any other team officers or any event
OFFICIALS and officers.
MATCH OFFICIALS must not make derogatory or abusive remarks at any time, to any person during

a WDA event.
4.

MATCH OFFICIALS must remain calm when dealing with outspoken, abusive and aggressive
persons and treat PLAYERS, coaches, managers, spectators and other OFFICIALS and officers withrespect at all times.
5. As all MATCH OFFICIALS will be recognised as such during the full schedule of an event by
PLAYERS, coaches, managers, spectators, officials and event officers, they must behave in an
exemplary manner at all times when they are officiating at a WDA event.

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RULE 18 - VIOLATIONS AND PENALTIESRULE 18 - VIOLATIONS AND PENALTIES
Section 1. Penalty Set
1. A PENALTY SET can be issued where the MATCH OFFICIALS consider a YELLOW CARD to harsh forthe offence committed but still requires punitive action.
2. A PENALTY SET will mean that the PLAYERS will be sent to the PENALTY BOX for the duration of thecurrent SET and the following SET and the TEAM will not be able to SUBSTITUTE the PLAYERS andmust play with the reduced amount of PLAYERS until the PENALTY SET has expired.
3. A PLAYER may only be given a PENALTY SET twice within a MATCH after which all offences for the
PLAYER will have to be a given as a minimum of a YELLOW CARD.
4. Use of a PENALTY SET is discretionary and based on the MATCH OFFICIALS judgment of theintentions and the severity of the offence.

Section 2. Yellow Card
1. A YELLOW CARD indicates that a team or PLAYER has received a penalty following aggressive,
abusive, unsportsmanlike or other unacceptable conduct or unacceptable use of profanity or
unsavoury language.
2. A YELLOW CARD can be issued to an individual player or a whole team and they are cumulative
throughout a tournament.
3. PLAYER YELLOW CARDs:
1. First Offence: The PLAYER shall be deemed ejected from play for a 5 minute period of play andmay not return until they have remained off court, in the Penalty Box (situated next to the
QUEUE), for the allotted time.
1. The EJECTED PLAYER must remain in the PENALTY BOX and they must not confer or
discuss the disciplinary decision which inflicted the YELLOW CARD with any MATCH
OFFICIAL during the time of their penalty.
2. When a PLAYER has been ejected due to a YELLOW CARD offence, their team will play
SHORT-HANDED while the penalty is being served.
3. When the YELLOW CARD is issued in the first half of play and there is less than 5 minutesof play remaining in the half, their 5 minute penalty will be paused during the
4. Half-time break and the penalty will continue at the beginning of the second half. The
penalised PLAYER is allowed to leave the PENALTY BOX during the half-time break.
5. When the YELLOW CARD is issued in the second half of play and there is less than 5
minutes of play remaining in the MATCH, the 5 minute penalty will be paused at the end of
the MATCH and the penalty will continue for that PLAYER at the beginning of the next MATCH
in the tournament or league. The EJECTED PLAYER must sit out the rest of the time for his
penalty, as a SUBSTITUTE, at the start of the next MATCH but his/her team can start the next
MATCH with a full team.
6. Once the 5 minute penalty is completed the player will take position in the QUEUE as thelast PLAYER out.
2. Second Offence: The PLAYER is assessed a RED CARD and is removed from the MATCH for the
rest of the time remaining. Further penalties will be enforced.
4.

RETRIEVER YELLOW CARD

1. Should a RETRIEVER receive a YELLOW CARD that person will not be allowed within the COURT
BOUNDARIES for 5 minute period of play.
5. Team YELLOW CARDs:
1. First Offence: The team will forfeit the set in which they are issued the YELLOW CARD.
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2. Second Offence: The team will be assessed a RED CARD. This will result in a MATCH forfeit.
1. MATCH OFFICIAL's, tournament officials and/or WDA officials will decide if further Penalties
will be imposed.
2. Further penalties for a TEAM RED CARD can be decided on the day or at a meeting
convened at a later date.

Section 3. Red Card
1. A RED CARD may be issued to an individual PLAYER or a whole team.
2. A RED CARD indicates that a TEAM or PLAYER has received a penalty following aggressive,
abusive, unsportsmanlike or other unacceptable conduct or unacceptable use of profanity or
unsavoury language.
3. PLAYER RED CARD:
1. The PLAYER is disciplined with a RED CARD and is removed from the MATCH for the rest of thetime remaining.
2. The PLAYER will also automatically be penalised with a full 2 MATCH suspension withimmediate effect on the next matches their team is scheduled to play. These matches can takeplace at the same event, at any subsequent WDA events and at the events of affiliated
National Governing Bodies.
1. MATCH OFFICIAL's, tournament officials and/or WDA officials will decide if further penalties
will be imposed.
2. Further penalties for a PLAYER RED CARD can be decided on the day or at a meeting
convened at a later date.
4. During the MATCH in which the RED CARD penalty is issued that PLAYERS team will play SHORTHANDED for the remainder of that MATCH. At the following matches in which the penalised PLAYER
is not allowed to participate, the team can use another member of they're playing roster to
SUBSTITUTE in for the penalised PLAYER in order to make up a full team.
5. Team RED CARD: Results in the forfeiture of the entire MATCH.

Section 4. Unsportsmanlike Conduct
1. Sporting Behaviour: Dodgeball competitions are based on sporting behaviour and fair play.
Coaches and PLAYERS are expected and trusted with these values. The following are examples
of unacceptable or unsportsmanlike behaviour:
1. Tactics that endanger the safety of PLAYERS .
2. After equipment check, illegal equipment is put back into play.
3. Use of equipment for other than its intended design.
4. Fighting.
5. Intentional damage the court, equipment or facilities.
6. Use of derogatory, racial, or offensive gestures or language by PLAYERS will not be tolerated.
Coaches, managers, or other team members will not make disparaging or insulting remarks
about opposing PLAYERS , OFFICIALS, or spectators, nor commit any other acts that could beconsidered unsportsmanlike conduct.
2. Fighting or physically contacting another PLAYER in an aggressive manner is not tolerated. An
offender will be ejected (RED CARD offence) from the MATCH and shall be removed from thetournament venue. Should an OFFICIAL be unable to determine who initiated the Offence, allparties involved will be penalised with a RED CARD and ejected from play.
3. Fighting between teams shall result in the discontinuation of the game. The game shall be
determined a draw. No points will be awarded and both teams shall be removed from the venue atthe discretion of the official.
4. The OFFICIAL will report any unsportsmanlike conduct to the COMPETITION CO-ORDINATOR, league,or WDA representative. Depending on the circumstances, severity, and frequency of suchconduct, a team or player may be prohibited from participation in WDA sanctioned play.
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5. An official may remove any PLAYER or team from play at any time should their conduct bedeemed unsportsmanlike.

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RULE 19 - MEDIARULE 19 - MEDIA
Section 1. MEDIA
1. All photographic equipment must be in possession of or carried by the photographer. No
equipment can be left on the ground.
2. A ball trapped in equipment is considered “dead” and should be returned to an OFFICIAL.
3. Media Coverage: Media authorised by the tournament OFFICIALS can be in the playing area. All
media personnel must be able to move to avoid being HIT by the ball. Should they accidentally be
hit, the ball becomes dead.

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DODGEBALL ASSOCIATION OF
SINGAPORE
OFFICIAL PLAYING RULES
Private & Confidential – Not for circulation. Please obtain prior approval from Dodgeball Association of Singapore before
printing and circulating.

CONTENTS
1. Definitions & Terminology
2. The playing area and the Ball
3. Player eligibility and Attire
4. Objective, Mode of Play, Duration and Scoring
5. Team composition and Substitution
6. Opening Rush - 1, 2, DODGEBALL!
7. Elimination - “Live” / “Dead” ball
8. Catching & Saving your team mate/ Deflections
9. Possession and 5-second Rule
10.
Offensive Advantage
This document is property of the Dodgeball Association of Singapore, andcannot be distributed without the prior approval of the Association.
The Association reserves the rights to edit and change the rules andregulations at their discretion without notice.

Private & Confidential – Not for circulation. Please obtain prior approval from Dodgeball Association of Singapore before
printing and circulating.

1. Definitions and Terminology
1. 1.1 1, 2, DODGEBALL! is the command the Referee uses to indicate thestart of the game during the Opening Rush.
2. 1.2 Activation Line is the line which a team has to bring the ball/s across toactivate it before it can be legally thrown.
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3. 1.3 Advantage is the play which gives one team the potential to improve its position to score.
4. 1.4 Area of Play is the playing area bounded by the Boundary Lines.
5. 1.5 Ball Retriever/s and Returning Area is the area where:
1. Ball retriever/s is/are allowed to be at so as not to interfere with the game
2. Returning Area is the entry area for returning players
6. 1.6 Block is when a player uses the ball in his/her hands to block an incoming ball.
7. 1.7 Boundary Lines are used to demarcate the layout of the Area of Play, consisting of a base line
(back), touch line (sides) and centre line.
8. 1.8 Catch is the term used when an opposing player catches a Live Ball.
9. 1.9 Dead Ball is when a Live Ball comes in contact with any Dead Object/sa. When two or more Live airborne balls, thrown by opposing players, make contact with each other, it isconsidered as a Dead Ball.
10. 1.10 Dead Object/s are anything that is not a player, for e.g. the ground, the ceiling, the enclosure
walls, “dead” players who are not in active play, ball retrievers, another ball, coaches, substitutes,
referees, spectators, and/or supporters.
11. 1.11 Dropped Ball means the ball the player uses to block/deflect another oncoming ball, drops
from his/her hand. He/She will be deemed out.
12. 1.12 Full Time occurs at the end of the normal playing time allowed for play.
Private & Confidential – Not for circulation. Please obtain prior approval from Dodgeball Association of Singapore before
printing and circulating.

13. 1.13 Fumble means when a player tries to catch a Live Ball, loses control of it and drops the ball.
The player will be deemed as Out.
14. 1.14 Hit is the term used when there is a contact, on any part of a player, by a Live Ball. This
includes hair, clothing, shoes, or any other accessories on the player.
15. 1.15 Live Ball is a ball that has only come into contact with a player and can still be caught (before
it touches any Dead Object/s).
16. 1.16 Opening Rush is the first run at the start of the game to retrieve the dodgeballs from thecentreline.
17. 1.17 Out is a term used to indicate that the player is out of the game.
18. 1.18 Rebound occurs when the ball is deflected from or makes contact with any part of a player orball, and bounces away without contact on any Dead Object/s.
19. 1.19 Trapped Ball is when a low thrown ball touches the ground and the player’s body/hand at thesame time. The player that traps the ball between him/herself and the ground will be consideredout.

Private & Confidential – Not for circulation. Please obtain prior approval from Dodgeball Association of Singapore before
printing and circulating.

2. The Playing Area and the Ball
1. 2.1 The Playing Area
The ideal measurements of a playing court shall be at least 50ft in length and 30ft wide (similar toa Volleyball court). The court is divided into two (2) equal sections by a centreline and an
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RULE 19 - MEDIA
activation line 9ft from, and parallel, to the centreline. If there are space restrictions in a location, a
proportionately smaller court may be used.
2. 2.2 The Ball
The balls used in gameplay are official balls recognized by DAS. Each game comprises of 6 balls
in gameplay at all times.
60’
Private & Confidential – Not for circulation. Please obtain prior approval from Dodgeball Association of Singapore before
printing and circulating.
Base Line
Activation Line
Activation Line

3. Player Eligibility and Attire
1. 3.1 Player Eligibility
All players, who are certified physically fit, are eligible to take part in the game.
2. 3.2 Attire
During game play, players must be dressed in matching team uniforms, and attire must be
appropriate and suitable for movement.
Attire shall be in good taste and shall not contain any offensive/abusive wordings or logos.
If gameplay is held on a hard court or any other court, players are expected to wear appropriate
footwear. No slippers or sandals are allowed on the court.
Footwear exception is allowed if game is played on the beach. However, playing barefooted on thebeach is the player’s own responsibility, and DAS will take no liability for any injuries.

Private & Confidential – Not for circulation. Please obtain prior approval from Dodgeball Association of Singapore before
printing and circulating.

4. Objective, Mode of Play, Duration and Scoring
1. 4.1 Objective
The objective of the game is to eliminate all players on the opposing team by:ooo• Hitting them with a live ball (thrown or deflected ball)• Catching a live ball thrown by the opponent• Causing opponent to overstep the court boundaries during gameplay

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2. 4.2 Mode of PlayThe game begins by placing the dodgeballs on the centre line, 3 on each end. Players then taketheir positions at the base line.
The opening rush will begin after the starting call from the game official. Players from each team
may then rush forward to retrieve the 3 dodgeballs placed on the right side of their playing court.
Balls must pass the activation line on the court before they are considered live balls for attack. Anyball that is thrown before crossing the activation line is considered a dead ball, and any player on
the opposing team hit by the ball will still be considered in play. No outs will be called on such aplay.
Both teams will play until the game has reached full time.
The tournament will be played round-robin, in group stages. The top 2 teams from each group will
move on to the knock-out stage.
3. 4.3 Duration
The match is 10 minutes divided into two 4 minute halves with a 2 minute break in between.
4. 4.4 Scoring
The games will be scored according to a league format, where 3 points are awarded for a win, 1
point for a draw, and no points awarded for a loss.
Private & Confidential – Not for circulation. Please obtain prior approval from Dodgeball Association of Singapore before
printing and circulating.

5. Team Composition and Substitution
1. 5.1 Team Composition
Teams will consist of 6 to 8 players, with six players competing on a side. The others will serve as
substitutes and ball-retrievers during a gameplay.
2. 5.2 Substitution
Substitutes may enter the game only during timeouts or in the event of an injury. Only therefereeing official may call for a timeout.

Private & Confidential – Not for circulation. Please obtain prior approval from Dodgeball Association of Singapore before
printing and circulating.

6. Opening Rush – 1, 2, DODGEBALL!

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RULE 19 - MEDIAThe Opening Rush is the first run at the start of each game, where players from both teams rush forward
to retrieve the dodgeballs from their side of the court.
Players from both teams must stand at the base line.. The refereeing official will start the game only
when s/he deems both teams ready.
The game is initiated when the refereeing official gives the call ‘1, 2, DODGEBALL!’

Private & Confidential – Not for circulation. Please obtain prior approval from Dodgeball Association of Singapore before
printing and circulating.

7. Elimination – “Live” / “Dead” Ball
During game play, any ball that is thrown is a live ball, if it has not touched any dead object/s. A dead ballis a ball that has come into contact with any dead object/s.
7.1 A player is called out when s/he (is):a. Hitbyaliveballthrownbyanopposingplayerb. Throwsaliveballatanopposingplayer,andtheopposingplayercatches
the live ballc. Steps on/out of the boundary lines or on the centreline during game play
2. 7.2 When a ball is considered dead (i.e., has come into contact with any dead object/s), and it hits
any of the players on an opposing team, there is no elimination, and the game play continues.
3. 7.3 A play is called a Multiple Kill when a live ball comes into contact with one or more of theteam’s players and none of the players catches the ball before the ball becomes dead, then all theplayers who have come into contact with the live ball are called out.
4. 7.4 If a ball comes into contact with one or more of the team’s players and one player on thesame team catches the ball before the ball is dead, then all players who have previously come into
contact with the ball are safe and a player on the catcher’s team can re-enter the game. The
opposing player who has thrown the ball will be called out.

8. Catching & Saving your team mate / Deflections
Private & Confidential – Not for circulation. Please obtain prior approval from Dodgeball Association of Singapore before
printing and circulating.

1. 8.1 Catching & Saving your team mate
A player is called out when s/he:a. Throwsaballatanopposingplayer,andtheopposingplayercatchesthe ball before it touches any
dead object/s
When a player catches a live ball thrown by the opposing team, one player from the catcher’s
team (who was previously called out) may re-enter the game and the opposing player who threw
the ball will be called out.
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2. 8.2 Deflections
A player may deflect an incoming live ball with:
1. Adeadball
However, if the deflected live ball hits a player on the same team, the player who was hit
will be called out
If a player on the same team catches a deflected live ball, the player on the opposing team
who threw the ball will be called out, and one player on the catcher’s team can re-enter thegame (See Catching).
In the instance where the player catches, fumbles and drops the ball, the player(s) who
has/have come into contact of the live ball will be called out. (See Multiple Kills)
2. Any part of his/her body
The deflected live ball must be caught by another player on the same team; otherwise theplayer who deflected the live ball with any part of his/her body will be called out.

Private & Confidential – Not for circulation. Please obtain prior approval from Dodgeball Association of Singapore before
printing and circulating.

9. Possession and 5-second Rule
The refereeing official will inform the team that has possession of more balls, and the 5 second
countdown will begin. The team with possession of more balls will have to make their play before thecountdown ends.
If the team does not make their play within the 5 seconds, they will have to relinquish the balls to the
opposing team.
The opposing team will only be allowed to make their play after the call from the refereeing official.

Private & Confidential – Not for circulation. Please obtain prior approval from Dodgeball Association of Singapore before
printing and circulating.

10. Advantage
During the game, the team with the most number of balls in their possession will have offensive
advantage over the opposing team to make their play first.
If both teams possess an equal number of balls, the team with the highest number of players in the court
will have the offensive advantage.
If both teams have equal number of players on court and same number of balls, the team with the lead
will take the offensive advantage.

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The team with the offensive advantage will have 5 seconds to make their play. Refer to the chapter on‘Possession and 5-second Rule’.

Although dodgeball is a very inclusive sport in itself, there are a few alterations that can be made to make thisfantastic sport even more inclusive. With the popularity growing all the time, particularly with young people,
dodgeball offers a unique opportunity.
This booklet has been designed as a guide so that you can introduce dodgeball into your sessions when working
with adults, children and young people who have a disability. The alternative rule adaptations in this booklet aremeant as a guideline for deliverers and not strict rules for you to follow. If you have any suggestions after puttingthese rules into practice please get in touch. We are more than happy to take feedback on board.
Dodgeball is a sport that can be played on most surfaces. Sessions can be delivered in a sports hall, on grass, on
hard court such as playground, astro or even on the beach.
Slight variations in rules are available in this booklet for wheelchair users, people with learning disabilities, blindand visually impaired players, deaf players and the physically disabled.
These rule variations are both adaptable and flexible which allows them to be played at any age group.
The STEP principle is a great tool to utilise when planning your dodgeball session. Below is an example of how you
can put STEP into practice for dodgeball.
••

Make the playing area larger or smaller to challenge or support
Reduce centre zone width to 1ft so that wheelchair users can reach the ballwithout going over the line••

Allow more leniency on stepping over the lines
2 feet placed over the centre zone is out. If over the side lines 2 seconds toreturn to the game

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Enable some players to save themselves from being out if they drop an
attempted catch by catching the ball after 1 bounce••

Use extra linesmen who utilise a flag system for deaf players
In wheelchair Dodgeball any part of the body or wheelchair hit above the kneeheight is out•••

Vary the ball size. There are 3 types of dodgeball that we recommend. Official UKDBA Adult dodgeballs,
Official UKDBA Junior (U16) or Women’s dodgeballs, and the soft 150mm diameter Playsport dodgeballs,
these are also available in 200mm and can be used for any age group
Think about the number of players on a team
Reduce games to 3 v 3 and a squad of 5 so that all players are fully involved
when on court

An activity based on what everyone is capable of doing, therefore ensuring everyone in the group is able to take part. For
example, a game of ‘dodge-tag’ where players move around a space and try and avoid being hit by the ball.
Parallel activities happen where everyone participates in the same activity, but they are organised in ability groups with theactivity set at a level suitable for each group.
One activity is set at a simple level that enables the participants with the least skill to thrive and enjoy it, and one activity
extends the gifted and talented participants in the group. There can be 2 or more activities in a parallel session.

Activity 1 Activity 2

Activity 3

dodge tag 2v2 dodgeball small sided dodgeball traditional 6 aside dodgeball games

Participants will do the same activity but in different ways. Changes will be made to the activity based on a participants skill
level. For example, when playing a game of dodgeball some participants will play using the 5 second rule, for others this will
not be appropriate and unlimited time on the ball may be a better option.

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Some activities may be totally unsuitable for some people so separate activities are ideal. When a separate activity isprovided, it must be purposefully planned. For example, when a group are doing throwing, a participant who can’t throw
would practise something else. Where a participant cannot access the activity create a different opportunity such as official
or assistant to a coach with younger people. An individual could be separated from the group to practise their throwing sothat they could be involved in future games.

time per
space
game

dodgeballs players match

additional equipment

mainstream

2 mins24ft by 42 ft (2ft3centre zone)

team of best of 3-7
6games

blind & visually
impaired

3 mins24ft by 42 ft (2ft3centre zone)

team of best of 3-7 bell ball, floor tape,3
games
blackout goggles/masks

wheelchair users

3 minsdeaf

2 mins24ft by 42 ft (1ft3centre zone)
24ft by 42 ft (2ft3centre zone)

team of3
team of6

2 mins24ft by 42 ft (2ft3centre zone)

team of best of 3-7
6games

3 mins24ft by 42 ft (1ft3centre zone)

team of best of 3-7
3
games

learning
disability
physicallydisabled

best of 3-7
wheelchairs
games
best of 3-7
hand flags
games

Catches••A successful catch brings a teammate back in to the game. First Out First In
The catcher may fumble the ball and make a successful catch as long as the ball has not touches anything else.

Shots• Head shots do not count and both players will remain IN, unless• They have their back turned to the opposition and are struck on the back of the head
• They use their head to block an opposing throw• They are ducking down whilst the ball strikes them on the head and the head is therefore preventing
the ball from hitting another part of the body
• The thrower is out if they strike an opponent
minutes•
15.4m by 6.1m

centre zone
Head

Starting

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•
•
•
•
•

2 teams of 6 players begin the game with 1 foot touching the end line or wall
Teams consist of all boys or all girls. Squad maximum is 10 players
3 balls in the centre zone
Maximum of 3 players race to collect the balls from the centre zone
Balls must be passed back beyond the player return line before thrown
Playing••••

A game (2minutes)
A match (best of 5 games maximum)
Substitutions are allowed between the 2 minute games
You can use a ball in your possession to block a thrown ball•

You can SAVE a teammate from getting OUT if you catch a ball deflected off him/her without the ball having touched anotherplayer or surface
A SAVE does not eliminate the thrower•

Winning••

Eliminating all opposition players within 2 minutes
Having more players still in play at the end of 2

Both teams have no more than 5 seconds to throw the majority of the balls at the opposing team (whether they are theleading team or not).
•Players do not need to make a valid attempt. Throws must not be deliberately thrown out, placed over the line orrolled to the opposition at any time.
Elimination••••

Hit by a Dodgeball thrown by an opponent without a bounce
An opposition player catches a Dodgeball that you have thrown
Stepping over the 2nd centre zone line at the start of a game or the 1st line during play
A referee will only call a player out if they step over the side lines by a large distance or to avoid
being hit by a ball••

You lose possession of the ball you are holding because of an opponents throw
Punching or kicking the Dodgeball

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StartingtheGame Elimination(GettingOut) Dodgeballs• Use Official UKDBA Dodgeballs – 8 inch diameter inflated to 1.8-2.0psi
Court• 16-17m by 8m••

2 teams of 6 players begin the game with 1 foot touching the end line or wall
3 balls in the centre zone full••Maximum of 3 players race to collect the balls from the centre zone
Balls must be passed back and received by a player in contact with the court
behind the player return line

• Hit by a Dodgeball thrown by an opponent on the • An opposition player catches a Dodgeball that youGamehave thrown• Stepping over the centre zone lines or out of court • You lose control of the ball you are holding due toan opponents throw• Punching or kicking the Dodgeball
Catches••A successful catch brings a teammate back in to the game. First Out First In
The catcher may fumble the ball and make a successful catch as long as the ball has not touched anything else.
The

•
•

You can SAVE a teammate from getting OUT if you catch a ball deflected off him/her without the ball having touched anotherplayer or surface
A SAVE does not eliminate the thrower

•
•
•
•

A game (3 minutes)
A match (best of 3, 5 or 7 3 minute periods)
Substitutions are allowed between the 3 minute periods
You can use a ball in your possession to block a thrown ball
5

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The leading team (the team with the most players on court) has 5 seconds from the referees call to throw the
majority of the balls in their possession. If both teams have equal number of players then 5 second rule applies toboth teams
The leading team can always hold on to 1 ball
The losing team (the team with the least players on court) can hold on to theballs for as long as they like•

The leading team in a game must make a valid attempt when throwing theballs (Valid attempt = throw with intent to get someone out) Winning••

Eliminating all opposition players within 3 minutes
Having more players still in play at the end of 3 minutes

The UKDBA follows' the International Blind Sports Association (IBSA) classification of vision, widely usedthroughout the Paralympics.

••

Thegameisplayedby3inateamwithasquadof5
Both teams have one sighted coach on the outside of their court offering
guidance•

Players who drop a catch are not out if they catch it after the ball bounce’s
once , however the opponent who through the ball is also still in•

Players who step out of the court have there colour and number shoutedby an official, who gives them 2 seconds to step back into the court

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If a player crosses any line with two feet he is out
All players MUST wear black out goggles
Ball’s contain ball bearings so they are constantly making soundCourt is marked out by thick tape marking, which can be felt underfoot andby handB1 – Legally Blind
Total Absence of perception of light in both eyes, or some perception of light but with the inability to recognize
the form of a hand at any distance and in any direction
B2 – Partially Sighted
From the ability to recognize the form of a hand to a visual acuity of 2/60 and/or visual field of less than 5 degrees.
B3 – Partially Sighted
From a visual acuity of above 2/60 to a visual acuity of 6/60 and/or a visual field of more than 5 degrees and lessthan 20 degrees

It is important to understand many organizations use the term deaf for all types of deafness; including temporary
deafness, partial hearing and profound deafness. For the purpose of competing in UKDBA Deaf classified matches
all players must have a minimum hearing loss of 55 Decibels in their better ear.

•••

The game is played using mainstream UKDBA rules
Introduction of two vertical linespeople
Players who are unaware that the game has ceased cannot become out after the allotted game time, even
if they continue playing(Two flags held above head and waving linespeople and referees’ enter court)•• The deaf game will have two vertical linespeople, positioned opposite each other at opposing ends of thedodgeball court
Linesperson is to display the referee calls using a flag system

When out the linesperson will also point to an ejected player and raise the players number
The Linesperson officiates the team facing them, on the far side of the court
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The UKDBA Wheelchair Dodgeball structure is defined for players using a manually powered wheelchair.
••

Thegameisplayedby3inateamwithasquadof5.
The dead zone is 1ft wide not the regular 2ft, this allows players on bothsides to reach all balls in the dead zone.

••

Front wheels on wheelchair can cross the Dead zone, when picking up balls.
No part of the body or wheelchair can cross the dead zone or court when
Dodging a throw, if they do that player is out.

••

Shots below the knee do not countParts of the wheelchair above knee height are classified as “body” and if
hit player is out.

The UKDBA use the term Learning Disability in accordance with the World Health Organization’s International
Classification of Disease and the 2001 publication “Valuing People” by the Department of Health, which includes
the following definition of learning disabilities. ‘Learning disability includes the presence of: a significantly reduced
ability to understand new or complex information, to learn new skills (impaired intelligence), with; a reduced
ability to cope independently (impaired social functioning); which started before adulthood, with a lasting effecton development.’
There are no rule adaptations and the game is played using mainstream UKDBA dodgeball rules

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Cerebral Palsy matches are accessible to players who are classed as ambulant and therefore within the Cerebral
Palsy classification spectrum of 5-8. Alternatively through following the Paralympic classification T35, T36, T37 andT38. Players in T31, T32, T33, T34 are wheelchair users.
It is recommended that in all cerebral palsy matches the participants compete against players in the sameclassification as themselves in accordance with Paralympic athletic events.

There are very few rule adaptations and the game is played mainly using mainstream UKDBA rules.
The dead zone is 1ft wide not the regular 2ft, in order to assist players with hemiplegia.
Matches are contested between a standardised 5 games.
T33 -- CP3 athletes. T32 athletes also (CP2) compete in this class. T34 -- CP4 athletes.
T35 -- CP5 athletes.
T36 -- CP6 athletes.
T37 -- CP7 athletes. T38 -- CP8 athletes

Dodgeballs are available from www.ukdba.org
Adult and junior (u16) women’s dodgeballs are available at a cost of £29.85 for aset of 3. (other amounts are available)
Special offers and discounts are available for affiliated clubs and schools

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RULE 19 - MEDIAAs well as this free booklet some other great resources are available to aid your delivery of dodgeball from the
UKDBA online shop.
Dive into Dodgeball resources are available for the following age groups:
The UKDBA has a range of qualifications available, tailored to the needs of either young people, teachers orcoaches.
The Leadership Award in Dodgeball is for young people aged 12-19. The award is a 3 hour practical course and at a
cost of £16pp. To arrange a leaders course contact info@ukdba.org
The UKDBA Teachers Award is for qualified teachers and is a 3 hour practical course that is delivered at a total set
cost of £250. Up to 20 teachers can attend the training. To arrange a teachers course contact info@ukdba.org
The UKDBA offers both a level 1 and level 2 coaching award for 16+ year olds. The level 1 award is a 6 hour course
at a cost of £60pp and the level 2 is an 8 hour course at a cost of £100pp. Upcoming courses are available on the
www.ukdba.org

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