* All final decisions will be made on the discretion of the On-Site Manager *
National Amateur Dodgeball Association (NADA)
Official Rules and Regulations
Rule 1 Players, Field and Equipment
Section 1: Team
Art. 1 Teams will be made up of 6-10 players. Each game begins with 6 players competing on a side; others will be available as substitutes.
Art. 2 Substitutes may enter the game only during time-outs, or in the case of injury.
Section 2: Field Dimensions & Markings
Art. 1 The game may be played indoors or outdoors.
Art. 2 The playing field shall be marked with sidelines, end lines, attack lines and a center hash mark.
Art. 3 A restraining line will be located 6-8 ft outside and parallel to each end line. Only active players (those not “out”) will be allowed to pass through the area between the end line and restraining line.
Section 3: Boundaries
Art. 1 During play, all players must remain within boundary lines.
Art. 2 Players may pass through their end line only to retrieve stray balls. A stray ball is one that has not been picked up and is lying on the ground.
Art. 3 When retrieving a ball, the player must also immediately re-enter the playing field only through their end line.
Note: A player not immediately re-entering the playing area may be declared out.
Art. 4 A player may be handed a ball from out of bounds, provided the player receiving the ball remains completely within their team’s field boundary. Players may not be handed a ball while standing out of bounds.
Art. 5 A player shall not:
a. have any part of their body contact the playing surface on or over a sideline.
b. exit or re-enter the field through their sideline.
c. leave the playing field (sideline or end line) to avoid being hit by, or attempt to catch, a ball.
d. have any part of their body cross over the centerline and contact the ground on their opponents’ side of the court.
Note: A player may, without penalty, step on the centerline.
Penalty for Article 5 violation: Player will be declared out.
Exception to 1,3,5d: During opening rush, many players cross the centerline. Officials should refrain from calling players out unless a definite advantage is gained by the action.
Section 4: Equipment
Art.1The official ball used in tournament and league play will be an 8-inch
Rubber coated ball.
Art. 2 The standard number of balls used in a regulation game is six (6).
Art. 3 Participants must wear shoes, shirts and shorts/pants.
Art. 4 All clothes/uniforms are considered part of the player’s body.
Rule 2 Game Play
Section 1: The Game
Matches will begin with a coin flip.
Art. 1 The team winning the coin flip will have a choice of sides to begin the match.
Art. 2 Teams will alternate sides after each game.
Art. 3 The object of the game is to eliminate all opposing players by getting them OUT.
An out is scored by:
a. Hitting an opposing player with a LIVE thrown ball.
b. Catching a LIVE ball thrown by an opponent.
c. Causing an opponent to lose control of a held ball as a result of contact by a thrown LIVE ball (usually occurs when a ball is being used to block a thrown ball).
d. An opposing player stepping out of bounds.
LIVE (def.)- A thrown ball that strikes or is caught by an opposing player without/before contacting the ground, another player, a non-held ball, official or other object.
Art. 4 A player may block a thrown ball with a ball being held provided the held ball is not dropped as a result of the contact with the thrown ball.
Note: A ball deflecting off a held ball and striking the holder is no longer a live ball.
Section 2: Timing, Time-outs, & Substitutions
Art. 1 A 8-minute time limit has been established for each game.
Art. 2 Each team will be allowed one 60-second time out per game.
Art. 3 Only the court monitor’s/official’s whistle starts and stops the clock.
Art. 4 All players are in jeopardy until the court monitor/official recognizes AND signals, the beginning of a time-out or end of regulation time.
Art. 5 During time-outs, teams may substitute players. Substitutes may be players who did not start the game or players who wish to re-enter after having been declared out.
Art. 6 Following the time-out, play will resume with the same number of players and balls on each side as when time-out was granted.
Section 3: Beginning The Game
Art. 1 Prior to beginning a game, an equal number of dodgeballs are placed along the centerline on each side of the center hash mark. A standard game consists of 6 balls, 3 on each side of the hash mark.
Art. 2 Players then take a position behind their line.Art. 3 Following a signal by the official, teams may approach the centerline to retrieve the balls. Teams may only retrieve balls placed to the RIGHT (as they face the center line) of the center hash mark. If balls remain on the centerline after a team has retrieved and moved their balls beyond the attack line, those balls may be retrieved by either team.
Art. 4 A False Start will be called if players cross their end line prior to the official’s signal to start the game. Result: Play will be stopped and one ball from offending team’s side will be moved to opponent’s side of hashmark. Repeat for each infraction.
Section 4: Opening Rush Rule
Art. 1 Each/every ball retrieved at the opening rush must first be taken beyond the attack line and into the team’s backcourt before it may be legally thrown at an opponent.
Art. 2 Once a ball is moved beyond the attack line it may be thrown from anywhere on the court, short of center, including in front of the attack line.
Art. 3 Attack line restrictions end when all balls have been taken into the backcourt following the Opening Rush.
Section 5: Declaring A Winner
Art. 1 The first team to legally eliminate all opposing players will be declared the winner.
Art. 2 If neither team has been eliminated at the end of regulation, the team with the greater number of remaining players will be declared the winner.
Art. 3 If an equal number of players remain after regulation play, a shoot-out style overtime will be played.
Section 6: Overtime
Art. 1 The first overtime period of any game will begin with a minimum of three players from each team. If less than three players were standing at the end of regulation, players must be added. The players starting the first overtime may be any rostered players, not necessarily those left after regulation. Overtime will consist of one (or a series of) “shoot-out(s)” in which one team will be on offense and the other on defense.
Art.2 A coin-flip determines which team starts on offense. The team winning the coin flip chooses whether to start overtime on offense or defense.
Note: This order remains the same throughout all shoot-out rounds.
Art. 3 The team on offense is given two balls and may take a position anywhere on their side of the court. Likewise, the defense may position themselves anywhere on their side of their court.
Art. 4 After a signal by the monitor/official team A (on offense) has 5 seconds in which to throw only one of the balls.
Art. 5 If a member of the defense is legally hit or no one is hit, the sequence is repeated a team A goes on defense. If, during a round, only one team legally eliminates an opponent, that team will be declared the winner.
Exception: If at any time during overtime a team legally catches a live ball thrown by their opponent, the team catching the ball is declared the winner.
Art. 6 At the end of each round, if a winner has not been determined, an additional player will be placed on each defensive team.
Round 2: 4 on defense, Round 3: 5 on defense, Round 4+: 6 on defense.
Art. 7 Overtime ends when a ball is caught, or when only one team eliminates their opponent during a round.
Section 7: Stalling And 5-Second Violation
The following procedure will be used to prevent “stalling”.
Art. 1 A team trailing during a regulation game must be given the opportunity to eliminate an opposing player. This requires a ball to be at the disposal of the trailing team.
Art. 2 It is illegal for the leading team to control all the balls for more than five seconds. If the leading team controls all the balls- i.e. all balls are located on their side of the centerline they must make a legitimate effort to get at least one ball across the attack line and into the opponent’s backcourt. If this is not done within 5 seconds, a “5-second violation” will be called. A team may avoid a 5-second violation by throwing or rolling a ball into the opponent’s backcourt. This does not include throwing a ball over and through an opponent’s end line.
Note: Only an official may call a 5-second violation. PENALTY for 5-Second Violation(s):
First violation: Stoppage of play and balls will be divided evenly between the teams. Play will continue with “balls in hand”.
Second violation: FREE THROW for the opposing team- a penalty in which one player is allowed an unobstructed throw at their opponent(s) without risk of elimination. This is possible because a caught “free throw” does not result in an “out” for the thrower.
Third violation: Ejection of one player from offending team.
Note: The stalling procedure does not apply to overtime periods.
Art. 3 The 5-second count will cease, when in the opinion of the official, a ball is at the disposal of the trailing team.
Art. 4 A ball may be considered at a team’s disposal without being secured if, in the opinion of the official, players of the trailing team are not making a legitimate effort to do so.
Note: Leading team may legally eliminate players during a five second count.
Rosters
All rosters and team fees must be turned in to the Student Activities Center located on the first floor of the University Student Union. Spaces are limited and are available based on a first-come-first-served basis. No rosters will be accepted after the deadline. Rosters must include the entire amount of money for registration, captain’s name and number, co-captain’s name and number and names of minimum number of players (do not need student ID #s or signatures).
No more than eight players are allowed per team. A team must have a minimum of three players or a maximum of four players on the field at the start of the game. A team with less than three players will automatically forfeit the game, unless the opposing team captain gives consent. Teams are not required to have a specific number of males or females on the field at any given time during play.
Teams may not remove players from their roster after the first two games of the season. Players may not, at any point, change teams once they have participated in a game. Teams may add players throughout the season if an open roster spot is available. Rosters may not exceed the maximum number allowed.
In order to participate in any intramural contest, all students, faculty and staff must preset a valid California State University Stanislaus ID. All alumni participants must present an Alumni ID.
NO ID, NO PLAY, NO EXCEPTIONS
Both captain and co-captain must attend one of the two meetings. If the captain and co-captain do not attend, the team will not be eligible to compete and will be replaced by a wait listed team.
Intramural Eligibility
All students registered at California State University, Stanislaus (CSUS) are eligible to participate in intramural and recreational sports activities administered by the Associated Students, Inc. Recreation & Wellness program. Extension courses do not qualify an individual for intramural competition.
CSUS faculty, staff and alumni are eligible to compete in intramural sports.
Intercollegiate student-athletes are ineligible for participation in that sport or its related sport if they remain on such a team during or after the first contest in that sport season. In addition, persons who have previously competed in intercollegiate athletics at the NCAA Division I, II or III levels are ineligible to participate in that sport or its related sport until two complete semesters (fall and spring) have passed since their last season of competition.
Examples:
Intercollegiate Volleyball cannot participate in Intramural Volleyball
Intercollegiate Soccer cannot participate in Intramural Soccer
Intercollegiate Basketball cannot participate in Intramural Basketball
Intercollegiate Softball/Baseball cannot participate in Intramural Softball
If a player arrives after their game has already started they may not enter the game until the start of the next period. Players arriving in the final period may enter immediately after checking in. Permission may be granted by the opposing team for late arriving players to enter the game at any time.
A person may only be on one roster for each intramural league.
If a team forfeits in advance, the opposing team is treated as if all players had arrived and played.
A team will forfeit any contest in which an ineligible player has competed.
Individual & Team Conduct
The Recreation and Wellness program promotes good sporting behavior; i.e., behavioral tendencies of a person who can take loss or defeat without complaint, or victory without gloating, and who treats all opponents with fairness, generosity, courtesy and respect.
If and individual participant is ejected from a game for unsportsmanlike conduct, the individual will be ineligible for further competition in that sport until further review of the incident is made by the Intramural Sports Committee. Each incident will be reviewed individually and the resulting penalties will be appropriate to the seriousness of the incident.
Unsportsmanlike conduct may include, but is not limited to the following: the obstruction or disruption of normal intramural functioning; profanity, abusive or insulting language provoking ill will, baiting an opponent; physically threatening, pushing, or taunting an opponent, spectator, or Recreation and Wellness employee.
Any participant involved in a fight will automatically receive a one game suspension from that sport and will be referred to the Intramural Sports Committee for further disciplinary action. In addition, the team involved will be put on probation for the remainder of the season. While on probation, should the team or an individual on the team be involved in another fight, the team will be dropped from further play in that sport.
When a player is ejected from a contest for unsportsmanlike conduct, the team captain is responsible for insuring the ejected player leaves the gym or field within two minutes. If this does not occur, the game will be forfeited.
Alcohol and other controlled substances are not allowed at any Recreation and Wellness event. Any player found to be under the influence of alcohol, or other controlled substance, will be automatically ejected from the league.
Judgment calls by an official may not be protested. Protests are restricted to matters of rules interpretations and player eligibility. Protests must be made in writing and submitted to the Warrior Activities Center by 5pm the following working day after the contest. The Intramural Sports Committee will review protests. Decisions made by the committee are final.
||||||| Updated: 10/14/2010