Dodgeball is a thrilling and fast-paced game that requires adherence to specific rules and guidelines to ensure fairness and safety.
The rules help define how players can throw, catch, and block the ball, as well as what happens when a player is hit or goes out of bounds. They also explain the responsibilities of ball retrievers, the timing of matches, and how advantages are decided.
The rules of dodgeball
Court and Dimensions
- The court is a rectangle measuring 56 ft (18 m) in length and 29.5 ft in width (9 m).
- Surrounding the court is a free space of at least 3.28 ft (1 m) on all sides.
- The court’s surface must be flat, horizontal, and safe for participants.
Rough or slippery surfaces are strictly prohibited.
Boundary, Center, Attack, Neutral Zone Lines
- Boundary lines: These include side lines and back lines, which define the court’s perimeter.
- Center line: The center line divides the court into two equal halves and extends 3.28 ft (1 m) beyond the side lines.
- Attack line: These can vary based on the game format. For Foam format, place 9.8 ft (3 m) from the center line, while for Cloth format 18 ft (5.5 m) from the center line.
- Neutral Zone line: They are drawn 6.5 ft (2 m) from the center line on both sides, marking the neutral zone.
- Ball markings: Five ball markings are placed along the center line, each separated by 4.9 ft (1.5 m), starting from the side lines.
Zones and Areas
- Fair territory: The fair territory encompasses the area between the back line and the neutral zone line on each side, bordered by the side lines.
- Neutral zone: The neutral zone is the space between the two neutral zone lines, enclosed by the side lines. It is used exclusively in the Cloth playing format.
- Queue area: Located 3.28 ft from the side line (1 m), this area measures 16.4 ft in length (5 m) and 3.28 ft in width (1 m). Its rear aligns with the back line, and it is marked with appropriate lines.
- Penalty area: The penalty area extends 3.28 ft in both length and width (1 m) from the queue area toward the center line and is marked clearly.
- Substitution area: Situated behind the queue and penalty areas, this zone stretches to the end of the playing area. Its sides are marked by extending the lines of the queue and penalty areas.
- Playing area: The playing area includes the entire space enclosed by the boundary lines. It consists of both teams’ fair territories and the neutral zone.
Balls
- The Cloth format requires 5 balls while the Foam one 6 balls.
- All balls must be spherical and meet consistent standards for size, weight, pressure, and color.
- Cloth balls must be made of textured, no-sting cloth with a 0.08–0.16 inches (2–4 mm) layer of foam underneath and an inner butyl bladder covered by webbing. The circumference must be of 7 in (17.8 cm).
- Cloth balls must maintain an internal pressure of 1.6–1.8 psi (110–125 mbar or hPa) or 0.112–0.126 kg/cm².
- Foam balls must be made from polyurethane (PU) coated foam.
- Foam balls must have a diameter of 7 in (17.8 cm) and a weight of 4.7–5.1 oz (134–146 g).
Team Composition
- Each team must have a roster of at least 6 players and no more than 12 players at the start of a match.
- During a set, 6 players from each team are active and must remain in the designated areas, including the court, player out queue, or penalty area.
- Players not active in a set must stay in the substitution area.
- Teams can assign up to 3 Ball Retrievers at the beginning of a set. Non-active players may serve as Ball Retrievers.
- Ball Retrievers are allowed to enter specific areas of the playing field, except the playing court, to collect balls up to the center line on their team’s side.
- Ball Retrievers may leave the playing area to retrieve balls that have exited the field during a set.
Substitutions
- Substitutions are allowed only before a set begins. No changes can be made during a set unless a PLAYER is injured.
- In a mixed team match, the substitute player must be of the same gender and follow the queue order. If no same-gender player is available, the team will play short-handed.
- If a substitute is found to be ineligible, they must be replaced immediately by an eligible player.
Uniform
- All team members must wear uniforms that are identical in both color and design.
- Team captains may have distinct markings on their uniforms for identification.
- Ball Retrievers must wear uniforms that clearly distinguish them from the players.
Player Equipment
- Only headbands and protective helmets are allowed as headgear for players.
- Casts, braces, and splints with hard surfaces must be padded.
- Gloves are not permitted unless medically necessary, and this must be proven.
- Exposed jewelry must be removed before the match.
- Goggles or sports glasses are allowed but must be secured with a head strap.
- Shoes are required at all times. They must be made of canvas, leather, or similar material with a non-marking rubber sole.
Timing and Match Format
- Match duration: A match consists of two 20-minute halves with a 5-minute halftime. Teams switch sides at the end of each half.
- Sets: Matches include an unlimited number of sets. In Cloth format, each sets last 3 minutes. Foam format had no time restriction on set.
- The match clock starts with the first set of each half and stops only: when referees suspend play or when the remaining time allows for one final set.
- Final set: If less than 90 seconds remain in a half during the Cloth format, a final set is played, lasting 90 seconds. In the Foam format, the final set transitions to sudden death, where blocking is not allowed.
- Tie-breaking set: If a match ends in a tie, a tie-breaking set is played: 3 minutes in Cloth format and 4 minutes in Foam format.
- Timeouts and suspended play: Each team gets 1 timeout per half, lasting 60 seconds.
Scoring
- A team wins the match by scoring the most points.
- A match ends in a draw if both teams have equal points after regular time.
- If required, a tie-breaking set determines the winner.
- A team wins a set by eliminating all players from the opposint team or having more players on court when the set time ends.
- Points for winning a set: 1 point for Foam format, 2 points for Cloth format.
- A lost set grants 0 points.
Beginning of Play and Ball Activation
- At the start of play, all players must position one foot on the back line and the other foot inside the boundary lines.
- All players are live once the whistle is blown. Players must remain fully within the boundary lines until the first ball is touched at the center line.
- Cloth format: The two leftmost balls on each side are assigned to the respective teams and can only be retrieved by them. The center ball is open for retrieval by both teams. Players may step onto or over the center line with one foot when retrieving their designated balls. Sliding or diving headfirst is not allowed.
- Foam format: Players can retrieve balls only from their designated right-center line area. During the opening rush, players may touch or cross the center line to retrieve these balls.
- Balls retrieved during the opening rush must fully cross the attack line to become live.
- Players can retrieve balls on the center line only after all their designated balls are activated.
False Starts
- A false start occurs if a player loses contact with the back line after “Team Ready” has been called but before the whistle is blown.
- Cloth format: For the first false start, the offending team forfeits 1 ball to the opposing team, starting with the center ball. Forfeited balls become live as soon as the player in possession fully steps onto the court.
- Foam format: A false start results in a warning for the offending team. After 2 warnings, and for every warning thereafter, the offending team is restricted to 5 active players for the rest of the set. Warnings reset to zero at the beginning of each half.
Throwing Rules
- Throwing methods: Only live players may throw. Throws can be made with one or both hands and include overhand, underhand, sidearm, or chest throws. A throw is live once it leaves the player’s hand.
- Throwing restrictions: Players cannot throw after play has stopped or after being deemed out. Flagrant or unnecessary throws may result in a yellow card.
- Cloth format: Players may perform block attacks by deflecting live balls into the opponent’s territory.
- Dead Balls: A live ball becomes dead once it touches another ball, a surface, or an object.
- Valid throws: A throw must aim to hit an opponent within 1 meter of their position at release.
- Invalid throws: In the Cloth format, carrying a ball into the neutral zone and leaving it there is invalid. In the Foam format, failure to make a valid throw may result in a warning or the player being called out at the referee’s discretion.
- Block attacks: Always valid in the Cloth format. Not live if the ball crosses the center line in the Foam format.
Throwing Rules – Cloth Format Advantage
- If both teams have equal balls and the rest are stationary in the neutral zone, advantage is given to the team closest to the balls, as determined by match officials.
- A team with advantage has 5 seconds to throw enough balls to relinquish possession of the majority.
- If they fail, officials call “play n balls,” requiring the team to throw a specific number of balls within 5 seconds.
- If a player holding a ball is eliminated before throwing, that ball counts as thrown
Throwing Rules – Foam Format Advantage
- The team with advantage has 10 seconds to throw a ball, with the timer resetting after each throw.
- If no ball is thrown after 5 seconds, officials begin an audible countdown.
- Failure to throw within 10 seconds results in forfeiting all balls to the opposing team.
Pinching
- Players must not hold or distort the ball in a way that damages it or alters its flight pattern.
Hitting
- A live player is out if a live ball hits any part of their body, hair, clothing, or uniform and then touches a dead object.
- A hit player can continue making valid actions until the live ball that hit them comes into contact with a dead object.
- An exiting player is someone who has been called out and must raise their hand right away to show they are out.
- They need to leave the playing area quickly through the closest boundary line and go to the player queue, taking the last spot behind others who are already out.
- Exiting players should not disrupt the game. If they do so on purpose, they will get a yellow card.
- In the Cloth Playing Format, exiting players must drop any balls they are holding immediately. If they intentionally pass balls to teammates or opponents, they will receive a blue card.
Blocking
- Players can use one or more balls to block a live ball from hitting them.
- A live ball stays live even after being blocked.
- An exiting player is someone who has been called out and must raise their hand right away to show they are out.
- In the Cloth format, a player’s hands up to the wrist that are touching the ball are considered part of the ball and are not counted as a hit.
- If a player loses control of a ball while blocking a live ball, they must regain control before the ball touches a dead object or another player.
- If the player fails to regain control and the ball touches a dead object or another player, they are considered out.
Catching
- A live ball can be caught by an opposing live player, and the throwing player is out as soon as the catch is complete.
- A catch is complete when: the catching player has no control of the ball.
- If the ball touches a dead object before being caught, the catching player is out.
- When a ball is caught, the first out player in the queue of the catching team is allowed to return to the court as an entering player.
- Once caught, a live ball becomes a dead ball.
- If a live ball is deflected by one or more teammates before being caught, those players are not rendered out.
Entering Players
- An entering player is one allowed to rejoin the game after being in the queue.
- They must enter the court immediately by stepping over the back line. Once both feet are inside the boundary lines, they become a live player. Delayed entry results in forfeiting their chance to return.
- Entering players cannot be hit out or make plays until they are live players.
- Entering players are not allowed to pick up any balls.
Boundaries
- A player is considered out of bounds if any part of their body touches a boundary line.
- A player is out of bounds if they touch any surface, dead object (not a ball), or non-active player outside the boundary lines.
- A player is out of bounds if any part of their body touches the opposing team’s territory.
- In the Cloth Playing Format, a player is out of bounds if any part of their body touches the neutral zone line next to the opponent’s fair territory.
- In the Foam Playing Format, touching the center line results in being out of bounds, except during the opening rush.
- Players who go out of bounds are immediately deemed out.
- If a player steps out of bounds while making a play, match officials will decide if the play was completed before the player went out of bounds.
Ball Retrieving Rules
- A player can pick up any ball within their reach, regardless of its position on the court.
- Ball retrievers cannot touch any boundary line.
- Ball retrievers must not touch any surface, ball, or live player inside the court boundaries.
- Ball retrievers are allowed to collect balls that are outside the boundary lines.
- Ball retrievers cannot collect balls that have crossed the center line into the opponent’s half of the court.
- If the center line is not marked, it is assumed to extend across the full width of the play area.
- Ball retrievers can pass balls to live players or other retrievers on their team.
- Ball retrievers can place balls back within the court boundaries.
- Ball retrievers must not pass balls to the opposing team or their ball retrievers.
- Ball retrievers cannot make physical contact with opposing retrievers.
- Teams may change ball retrievers during the reset between sets.
The Rules of Circular Dodgeball
Circular dodgeball (sometimes called circle dodgeball) has variations in its rules compared to traditional dodgeball.
Court Setup
- Players form a large circle, and one or more players stand in the center (often referred to as the “target players”).
- The boundary is the circle formed by the outer players. The center players must stay within the inner space of the circle.
Live and Out Players
- A center player is out if they are hit by a ball without catching it or if the ball touches their body before hitting the ground.
- An outer player is out if their throw is caught by a center player or if they cross the boundary line while throwing.
Catching
- If a center player catches a ball, the player who threw it is out, and the catcher may return to the outer circle or swap positions with another player.
- In some variations, the center player may earn the right to bring back an eliminated teammate by catching the ball.
Rotations
- If the last center player is eliminated, the game restarts with a new group of center players, usually the next set of players who were eliminated earlier.
Ball Handling
- Players on the outer circle can pass balls to teammates to improve their aim or strategize.
- Center players may deflect incoming balls using a held ball but must retain control of their ball.
Boundaries
- Outer players must stay on the circle boundary line. Stepping over the line results in being out.
- Center players must stay inside the circle. If they step out, they are eliminated.
Game Variations
- Time Limit: Some versions impose a time limit for the center players to survive before swapping positions with the outer players.
- Multiple Balls: To increase intensity, more balls can be introduced into the game.
- Points: Teams can be assigned points based on hits or catches to determine a winner after several rounds.
The Rules of Medic Dodgeball
Team Composition
- Each team selects one player to act as the medic.
- The medic can revive eliminated teammates by touching them.
- Teams typically consist of 6–12 players, including the medic.
Objective
- Eliminate all players on the opposing team, including their medic.
- Protect your medic while trying to eliminate the other team’s medic.
Medic Rules
- The medic is a live player and can be eliminated by being hit with a live ball.
- If the medic is eliminated, no more players on their team can be revived.
- The medic can move freely around the court to revive teammates but cannot revive themselves if hit.
Player Elimination and Reviving
- Standard elimination rules apply: a player is out if hit by a live ball or if their thrown ball is caught by an opponent.
- Eliminated players must go to the player queue or a designated out area.
- The medic can revive a player by physically touching them, after which the player can immediately return to play.
- Revived players must re-enter the court from their designated area or as directed by officials.
Protecting the Medic
- Teams must strategize to protect their medic, as their elimination limits the team’s chances of survival.
- Medics can hold balls for defense or offense but cannot revive players while holding a ball.
Gameplay Rules
- Gameplay follows traditional dodgeball rules with the following adjustments.
- Players cannot throw balls at eliminated players or the medic when reviving someone.
- A revived player is considered live as soon as they re-enter the court.
Winning the Game
- A team wins when: all opposing players, including the medic, are eliminated or when the opposing team forfeits or violates key rules, such as stepping out of bounds or illegal ball handling.
By understanding and following these guidelines, participants can fully embrace the spirit of dodgeball, whether in traditional formats or exciting variations like medic or circular dodgeball.
Rough or slippery surfaces are strictly prohibited.
Entering Players
- An entering player is one allowed to rejoin the game after being in the queue.
- They must enter the court immediately by stepping over the back line. Once both feet are inside the boundary lines, they become a live player. Delayed entry results in forfeiting their chance to return.
- Entering players cannot be hit out or make plays until they are live players.
- Entering players are not allowed to pick up any balls.
Boundaries
- A player is considered out of bounds if any part of their body touches a boundary line.
- A player is out of bounds if they touch any surface, dead object (not a ball), or non-active player outside the boundary lines.
- A player is out of bounds if any part of their body touches the opposing team’s territory.
- In the Cloth Playing Format, a player is out of bounds if any part of their body touches the neutral zone line next to the opponent’s fair territory.
- In the Foam Playing Format, touching the center line results in being out of bounds, except during the opening rush.
- Players who go out of bounds are immediately deemed out.
- If a player steps out of bounds while making a play, match officials will decide if the play was completed before the player went out of bounds.
Ball Retrieving Rules
- A player can pick up any ball within their reach, regardless of its position on the court.
- Ball retrievers cannot touch any boundary line.
- Ball retrievers must not touch any surface, ball, or live player inside the court boundaries.
- Ball retrievers are allowed to collect balls that are outside the boundary lines.
- Ball retrievers cannot collect balls that have crossed the center line into the opponent’s half of the court.
- If the center line is not marked, it is assumed to extend across the full width of the play area.
- Ball retrievers can pass balls to live players or other retrievers on their team.
- Ball retrievers can place balls back within the court boundaries.
- Ball retrievers must not pass balls to the opposing team or their ball retrievers.
- Ball retrievers cannot make physical contact with opposing retrievers.
- Teams may change ball retrievers during the reset between sets.
The Rules of Circular Dodgeball
Circular dodgeball (sometimes called circle dodgeball) has variations in its rules compared to traditional dodgeball.
Court Setup
- Players form a large circle, and one or more players stand in the center (often referred to as the “target players”).
- The boundary is the circle formed by the outer players. The center players must stay within the inner space of the circle.
Live and Out Players
- A center player is out if they are hit by a ball without catching it or if the ball touches their body before hitting the ground.
- An outer player is out if their throw is caught by a center player or if they cross the boundary line while throwing.
Catching
- If a center player catches a ball, the player who threw it is out, and the catcher may return to the outer circle or swap positions with another player.
- In some variations, the center player may earn the right to bring back an eliminated teammate by catching the ball.
Rotations
- If the last center player is eliminated, the game restarts with a new group of center players, usually the next set of players who were eliminated earlier.
Ball Handling
- Players on the outer circle can pass balls to teammates to improve their aim or strategize.
- Center players may deflect incoming balls using a held ball but must retain control of their ball.
Boundaries
- Outer players must stay on the circle boundary line. Stepping over the line results in being out.
- Center players must stay inside the circle. If they step out, they are eliminated.
Game Variations
- Time Limit: Some versions impose a time limit for the center players to survive before swapping positions with the outer players.
- Multiple Balls: To increase intensity, more balls can be introduced into the game.
- Points: Teams can be assigned points based on hits or catches to determine a winner after several rounds.
The Rules of Medic Dodgeball
Team Composition
- Each team selects one player to act as the medic.
- The medic can revive eliminated teammates by touching them.
- Teams typically consist of 6–12 players, including the medic.
Objective
- Eliminate all players on the opposing team, including their medic.
- Protect your medic while trying to eliminate the other team’s medic.
Medic Rules
- The medic is a live player and can be eliminated by being hit with a live ball.
- If the medic is eliminated, no more players on their team can be revived.
- The medic can move freely around the court to revive teammates but cannot revive themselves if hit.
Player Elimination and Reviving
- Standard elimination rules apply: a player is out if hit by a live ball or if their thrown ball is caught by an opponent.
- Eliminated players must go to the player queue or a designated out area.
- The medic can revive a player by physically touching them, after which the player can immediately return to play.
- Revived players must re-enter the court from their designated area or as directed by officials.
Protecting the Medic
- Teams must strategize to protect their medic, as their elimination limits the team’s chances of survival.
- Medics can hold balls for defense or offense but cannot revive players while holding a ball.
Gameplay Rules
- Gameplay follows traditional dodgeball rules with the following adjustments.
- Players cannot throw balls at eliminated players or the medic when reviving someone.
- A revived player is considered live as soon as they re-enter the court.
Winning the Game
- A team wins when: all opposing players, including the medic, are eliminated or when the opposing team forfeits or violates key rules, such as stepping out of bounds or illegal ball handling.
By understanding and following these guidelines, participants can fully embrace the spirit of dodgeball, whether in traditional formats or exciting variations like medic or circular dodgeball.