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No player will be penalized for a rule that they are not aware for the 1st 2 weeks of play

WE START PROMPTLY AT 6:45PM. PLEASE ARRIVE BETWEEN 6:30 - 6:45PM. 

TEAM SET UP
  • Players must be 18 or older to participate 

  • Each team will consist of 6-7 players: 3 Beginners, 2 Intermediates, 2 Advanced

  • Co-Ed: Must have at least 1-2 females on each team for the League (Not for Weekly Drop Ins), and a minimum of 1 female on the court during each game (unless otherwise noted by the organizers).

  • If you can't come for any reason (being sick, working late, or just want to be lazy), it's your responsibility to let the Captain of your team know by 6PM. Think wisely before planning a dinner date, or another activity before or during. Need 5 people on a team, or team can't play that night. Leagues run for 7 weeks with a 1-2 week break in between.  

 

STARTING THE GAME
  • All players must start behind the second yellow pad. Referee will count down from 3 and whistle the start. Players will rush to the neutral zone to retrieve balls. The Neutral Zone is the tumble track or pads that divide the playing Court in half. There are 6 balls placed in the neutral zone at the start of every game.

  • Players must then retreat back behind second yellow pad before throwing. Any throws made before crossing the second yellow pad are DEAD. If a player is hit prior to crossing the second yellow pad, they are SAFE.

 

NEUTRAL ZONE
  • The Neutral Zone are the pads that divide the playing Court in half. A Player may go/step into/on this area to retrieve a Ball while grabbing for balls at the start of the game during open rush or when balls are placed in the middle by the referee for open retrieval after a ball goes out of bounds.  

  • They may not throw the Ball from/in this area (in which case they will be ruled out). 

  • Players may not intentionally step on the yellow pad to throw in order to gain an unfair advantage, or                          they will be  called out (at Referee's discretion). However, if momentum takes a Player who is                                          throwing a Ball on to the Neutral Zone pad of their side AFTER the throw has been released, they will                              NOT be ruled out UNLESS momentum causes them to break the Plane into the other Team's Zone.                           This assumes no part of their planted foot breaks the plane as well, which would result in the Player                              being out.                                                         

  • Players may not break the plane to block an incoming ball, grab a ball, or swipe a ball with a ball they                              are holding.

  • If a Player crosses over into the other Team’s zone for any reason, including to retrieve a Ball, they are                            out.

  • Players are OUT if they are hit in the neutral zone by a legally thrown ball.

GAME MECHANICS
  1. OBJECT OF THE GAME: The object of the Game is to throw the Ball at the opposing Team and hit one or more of the opponent’s Players. The Game continues until one Team is entirely eliminated.

  2. THROWING OUT OPPONENTS & DEAD BALL: Any Player hit by a thrown ball is out of the Game (provided the Ball is not caught before it becomes dead). Once the Ball makes contact with any part of the Court or building, the Ball is dead. Hitting a Player’s clothing counts as a hit and the hit Player is out. Hitting hair ONLY does not count as a hit. 

  3. LEAVING THE COURT: Once a Player is knocked out, that Player must raise their hand and immediately leave the Court and stand in each Team’s designated “out” area (off the Court, generally on the viewing platform or deck). If a Player is holding a Ball at the time they are knocked out, and fully on their Team’s side of the Court, they may throw the Ball backwards to their Teammates or in the general direction/area of their Teammates, but this must be an immediate toss. Should a Player, at the discretion of the Head Official, delay too long in making the toss and/or interfere with play when walking off the Court (waving arms, intentionally taking their time, picking up another Ball and throwing it, etc), the Head Official must call a Time-Out and the captain of the Team that was interfered with may select one Player on the interfering Team to be ruled out and removed from the Court.  If a Player walking off the Court is unintentionally hit with a Ball (intention is decided at the discretion of the Official), then the Ball will be ruled dead.

  4. CATCHING OUT OPPONENTS: If the Ball is caught on the fly by the opposing Team, the Player throwing the Ball is out of the Game, and any Player that came into contact with the Ball prior to the catch remains in the Game.

  5. HOLDING THE BALL: Balls can only be held for 10 seconds, or they must be thrown to the other team to have.

 

 

CATCHING-IN TEAMMATES:

If a Player catches a ball thrown by an opposing Player while the Ball is live, the player that threw the ball is out AND a Player from the catching team may enter or re-enter the game. This is only permitted if the catching Team has fewer than five Players on the Court. If a catch is made using assistance from clothing then the catching Player will be ruled out. This rule applies to Balls that bounce off of any Player.

  1. RE-ENTERING THE COURT AFTER A CATCH-IN: The incoming Player may walk down the Side Pad closest to their entry point. While on the Side Pad, with no part of their body breaking the Plane of the Side Pad into the Court, the incoming Player is immune to hits and any Ball that hits them will be instantly dead and have no effect. The player may catch a ball if he or she chooses but as long as this catch happens before they break the plane and their five seconds have not elapsed, the catch has no effect – the second they break the plane however, with any part of their body, they are immediately fair game and all rules apply. If the Player lingers on the Side Pads and does not immediately enter the Court, the Scorekeeper must start a Countdown by announcing “Immunity” and point at the Player. At the end of five seconds, immunity ends and the Player will be treated as any other Player on the court no matter where they are. Immunity will also end if the incoming Player breaks the Plane of the Side Pad before the five second period ends. Any use of the entering player to interfere with or block for players on the court will be considered illegal Interference.  For example, if the entering player stands on the very edge of the pad and another player on the court hides behind that player, or that player sticks their hand up or behind them (without breaking the plane) to block a ball that might otherwise hit an active player.

  2. BLOCKING: If a Player attempts to block a Ball with a held Ball and drops the held Ball, that Player will be ruled out. If a Player blocks a shot, does not drop the Ball he/she is blocking with, but deflects the incoming shot into him/herself and/or another Teammate, then he/she and/or the Teammate will be ruled out. Likewise, if the incoming shot is deflected and then caught by a Teammate prior to it becoming dead, then the Player who threw the Ball will be ruled out.

  3. SUICIDES: A Suicide is when a Player intentionally leaps across the Neutral Zone dividing line before or while throwing so as to get closer and make the shot easier, knowing that they will be out for crossing the line and thereby sacrificing themselves to take an opponent out.  Suicides are not allowed. Any Player hit by a Suicide play will be ruled safe. 

  4. HEADSHOTS: Headshots are not encouraged, but are allowed as an acceptable hit and will result in the hit Player being out.

  5. KICKING: KICKING DOGEBALLS ARE NOT ALLOWED!

 

 Additional Rules

1.      TIME-OUTS: There are no time-outs during the Game/Match. Only the Head Official can call a time-out, signified by a double blow of the whistle. Time-outs may only be called in the following conditions:

  • A Player is injured and requires substitution or has volunteered to be subbed out (see injuries below).

  • The Head Official needs time to consult with other Officials or pause a Game for any other reason.

  • Teams will retain the number of Balls on their side as they did when play was stopped. They may start with the       Balls in hand and each Player may hold more than one Ball if necessary; or they may place the Balls that were on        their side of the Court  anywhere on their side of the Court. Any plays that took place during or after the whistle            will be disregarded.

2.   Players can only hold 2 balls at once.