Dodgeball Rules

🌟🌟 Beehive's Golden Rules 🌟🌟

Be nice to each other,

Be nice to your referees,

Show up on-time, 

Know the rules.

 

Court

 

The official dimensions for a regulation court are as follows:

 

The court is divided into two 30 feet by 30 ft areas, with a 4 ft by 30 ft neutral zone located at center court separating the two sides, an attack line located parallel and 10 ft from the center line, for a total court length of 60 ft from endline to endline, and a total width of 30 ft from sideline to sideline.

 

Equipment

 

Seven regulation size balls should be used: 1 blocker (large rubber ball) and 5 stingers (Rhino Skin). In addition, there will be 1 Women's Ball (small rubber ball). Only women may use this ball to block and throw. If a man blocks with or throws the women ball, he is out. Prior to starting the game, the balls will be arranged along the center court line on saucer cones.

 

Teams

 

Team rosters do not have a maximum number needed, but must play with seven starting players to solely participate in that specific game. Coed teams may consist of either gender, however at least two women must participate at the start of each game. If a team is short on players, they may play a player down for the game. You must have at least 4 players to avoid a forfeit.

 

Matches

 

A regulation match consists of two 20 minute halves with a brief halftime. As many games that can be played during this time will constitute the match. 

 

Game Types

 

A game is played until all opponents are eliminated on one side. If time expires for either the first half or the full game (20 minutes per half), the ongoing game will be completed. A team wins when all opponents are eliminated.

 

Game Play

 

Play begins with all players positioned on their team's end-line. Each player must have contact on the back wall for the start.

 

The Rush

 

The Rush occurs at the beginning of each game or reset. Upon the official's signal, both teams rush to center court and attempt to retrieve as many balls as possible. A team may rush with as many or as few players as it wants. There is no limit to how many balls an individual player may retrieve. A false start occurs when a player leaves their end-line before the referee's signal. One false start will result in a warning, a second false start will result in a loss of game. Players may not slide or dive or they will be called out. Crossing over the center line will result in an "out." Players may not physically grab and pull another player across the neutral zone or prevent them from returning to their side of the court. However, if two players are grabbing the same ball and either player crosses the center line, that player will be out. You may not kick balls on the run up. On the rush, a player must retreat out of the neutral zone (indicated by the attack lines) before a legal throw can be made. If a throw is made before this, that throw will not count for an out of an opponent, but can result in the thrower being out if the ball is caught.

 

Putting a ball in play

 

Both of the player's feet must make contact completely behind the attack line before the ball can be thrown. 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. With a thrown ball that has not crossed the attack line, any hits are voided plays, however if a catch occurs, the thrower will still be out.

 

There are several ways to put a ball into play following a Rush:

 

  • A player carries the ball across the attack line.
  • A player passes the ball a teammate who is behind or carries it across the attack line.
  • A player rebounds the ball off the back wall of a closed court.

 

Time Outs

 

Each team is allowed three 30 second time outs over all the games in a match.

 

Outs

 

A player shall be deemed "out":

 

  • When a live ball hits any part of the player's body or clothing.
  • If a player is hit by a live ball rebounding off another player (in this instance, ALL PLAYERS HIT BY THE BALL ARE OUT).
  • If a defending player catches a live ball they have thrown.
  • If a defending player catches a deflected ball.

 

NOTE: If a ball is deflected off of a player and then caught by a player on the same team, the thrower is OUT and the player that was hit with the ball is NOT OUT.

 

Players shall return from the Queue in the order they were put "out" (i.e. first "out," first "in"). A player is LIVE as soon as the ball is caught by their team (PAY ATTENTION). Players are responsible for calling themselves out. If an official judge notices that a player is not calling themselves out, they will receive one warning. If this occurs again they will be required to sit out one match for every infraction thereafter. If this penalty causes the team to be short on players the infraction team will play the next game shorthanded.

 

Blocking

 

Players can defend themselves by blocking the ball in flight with another ball but must retain control over the ball they are blocking with. A player dropping or losing possession of the blocking ball and is unable to regain possession before the ball becomes dead is deemed "out." Dead is defined as contacting any out of play area. Any blocked ball rebounding off another ball is considered LIVE. Any player hit by the rebounding ball is deemed "out." If a legally thrown ball ricochets off a blocking ball and hits the player holding that ball, that player is out. When holding a ball and blocking, the hand is part of the ball.

 

Neutral Zone Rule

 

A player may safely step into the neutral zone but not across the center line. Any player crossing over the center line is deemed "out".

 

Headshots

 

A headshot occurs when a player is hit directly in the head by a high thrown ball. A high thrown ball is a ball thrown above shoulder height of the person hit in the head. Shoulder height is the height of the shoulders of the player in an upright standing position. If a player is ducking or crouching and hit in the head this will NOT be deemed a headshot as the ball was NOT thrown above shoulder height. In NOT allowing headshots, a player hit in the head by a high thrown ball will be deemed "safe", and any thrower committing a headshot will be deemed "out". A player raising their hands/arms to defend themselves from a headshot will not be called "out" if the ball hits their hands/arms above shoulder height in the act of defending themselves; and the thrower will be called "out". A player unsuccessful in their attempt to catch a high thrown ball will be deemed "out". It is the official's judgment as to whether the player is defending themselves or attempting to catch the ball. A ball deflected by another ball, player, or object is no longer considered a high thrown ball. Should the ball strike a player in the head, that player shall be deemed out, even if their own block deflected the ball

 

Dangerous Throw

 

A dangerous throw is considered a ball thrown high and hard near an opposing player's head. After one dangerous throw the official will give a game warning. If a second dangerous throw occurs, the official will pause the game and bring captains together to discuss a general game warning to both teams. In the instance of a third dangerous throw, the throwing player will be deemed out and must immediately move to the Queue for admitted re-entry. This rule will persist for the entirety of the dodge ball match.

 

Team Substitution Rules

 

There is no limit on the number of substitutes that can be used in a regular season game, however certain conditions do apply (see below). Players from other teams may play in an official game, as long as the game is not a playoff game.

 

Playoff Substitutions

 

Only approved subs may substitute for the playoffs. An approved sub is a substitute who has been cleared by the League Coordinator or Commissioner. The League Coordinator or Commissioner must be informed prior to playoffs. It is the team captain's responsibility to do this. An approved sub may only play in another paid rostered player's spot. Exceptions will be made for injuries. If a player gets hurt and cannot play, a substitute will be able to be approved by the League Coordinator or Commissioner. This does not apply to work conflicts. Exceptions for a work conflict will only be made under extreme circumstances and will be determined at the League Coordinator's or Commissioner's discretion. In order to approve a sub: The team captain must inform the League Coordinator or Commissioner of the subs name and email so that they may be added to the roster as an approved sub.

 

Uniforms

 

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". Each team should wear uniforms as specified by the league.  Beehive shirts are mandatory except on theme days when costumes may be worn.

 

Overtime (Playoffs Only):  If the score is tied at the end of regulation, an overtime game will be played. This will be a one-off winner take all game to be played with standard rules.

 

 

Unsportsmanlike Conduct: Any participant that does not conduct themselves in a sportsmanlike manner will be removed from the game.

 

Types of Illegal Conduct:

 

Unsportsmanlike conduct includes the following:

 

  • Arguing with an official or with other players.
  • Abusive or insulting language to a player or official.
  • Throwing the ball at another player in an unsportsmanlike manner.
  • Abuse of the honor system.

 

Fighting: Fighting will result in a player's permanent suspension from participation in Beehive Sport & Social Club.

 

NO ALCOHOL ON COURTS

 

Substitute Players

 

Subs are welcome to join Beehive during the regular season for up to 3 weeks. They can fill in for any reason without needing to notify us. Just show up with a good attitude and a basic knowledge of the rules. 

 

If they wish to continue playing they need to join the roster by registering on the website. No, we don't have an enforcement mechanism for this except our trust in your human integrity.

 

During the playoffs the following stipulations will be strictly observed:

 

  • You must have all playoff subs approved before the start of playoffs. (This means your team should have a chat before the playoffs to ascertain if/when roster players aren't going to make games so the captain can find subs/contact the league with appropriate requests).

 

  • There is a limit on the number of subs that you may request (Kickball/Softball/Flag Football - 3 subs; Soccer/Dodgeball/Sand Volleyball/Indoor Volleyball/Futsal/Basketball - 2 subs; Cornhole/Darts/Pickleball - No subs are allowed).

 

  • You cannot request subs if you have enough rostered players to field a team. For example: Kickball is a 10v10 sport. If you have 14 players on your kickball roster and 4 are injured, you cannot request subs as you still have 10 (enough to field a full team). If you have 11 on your kickball roster and 3 are injured, you may request 2 subs so that you have 10 players.

 

  • Teams found to be in violation of any substitute player rules here can be retroactively forfeited from advancing (ie we find out after your first round game but before your second round game that you violated the rules, the team you beat will advance in your place).

 

  • In the past, subs would only be approved for injury and illness. Now, subs will be approved for whatever reason you deem them necessary (work trips, concerts, weddings, etc all fine).

 

  • The season being extended due to inclement weather doesn't change any of the other substitute player stipulations listed here.

 

  • Approved subs (or your rostered players) must be used the entirety of the playoffs (you can't have Jane and Sally sub the first week of playoffs and Joan and Sarah the second week of playoffs).