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Dodgeball Rules

​​​​​​​Game Setup

 

  • Teams: Each team has 6 active players on the court.

  • Roster Limits: Up to 12 players per team, including substitutes.

  • Ball Count: 6 identical balls used per game.
     

Court Layout:

 

  • Divided by a center line

  • Optional neutral zone depending on league format

 

Gameplay Rules:


Opening Rush

  • Players rush for balls placed near the center line.

  • Each team may retrieve balls from their designated side and the center ball.

  • No sliding, diving, or crossing the center line during the rush.

 

Ball Activation

  • A ball becomes live once it fully crosses into the opponent’s side of the court.

  • Throwing an inactive ball results in the thrower being called out.

 

Throwing

  • Players may throw the ball at any time once it is live.

  • Throws must be aimed at eliminating opponents.

 

Eliminations

 

A player is out if:

  • Hit by a live ball

  • Their thrown ball is caught by an opponent

  • They step out of bounds or cross the center line

  • They throw an inactive ball

 

Catching

 

  • A clean catch of a live ball eliminates the thrower.

  • A catch also revives one teammate, who must re-enter in the correct order.

  • Ricocheted catches are allowed if the ball is caught before hitting the ground or

  • wall.

 

Blocking

 

  • Players may block with a ball in hand.

  • If the blocking ball is knocked out of the player’s hand, the blocker is out.

 

Re-entry Rules

 

  • When a teammate is revived by a catch, they must re-enter the court in the same

  • order they were eliminated.

  • The first player eliminated is the first eligible to return.

  • Players must wait in a designated outbox or sideline area and may only re-

  • enter when signaled by a referee or team captain.

  • Out-of-order re-entry is considered interference and may result in a penalty or

  • disqualification.

 

Penalties and Infractions

 

Lateness

  • Teams arriving late may forfeit points (1 point per minute, up to 5 points).

 

False Starts

  • A false start during the opening rush results in a warning.

  • A second false start may result in the team starting with one player out or

  • forfeiting ball possession.

 

Ball Retrievers

 

  • Each team may designate up to 3 retrievers.

  • Retrievers may not interfere with play or cross the center line.

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