Competitive League Detailed Rules
February 10, 2012
The Phoenix Dodgeball Rule Set is closely modeled on Rule Set of The National Dodgeball League (The NDL). The intent is to provide consistency for competitive players participating in NDL tour stops and tournaments by using a familiar and tested rule set. For some circumstances Phoenix Dodgeball has been required to make modifications to the NDL rule set for clarity, gym conditions, and safety.
There are some Rules that differ between the A Division and B Division. These differences are noted below and are intended to soften rules for the newer players found in the B Division.
Table of Contents
1. Team Composition
a. Team Captain
c. Starting Players
d. Non-Starting Players
f. Team Player Composition
2. Game Equipment & Boundaries
c. Personal Player Equipment
3. Match Composition
b. Recording the Match
4. Winning a Game
a. Being declared the winner
5. Eliminating a Player
c. Elimination by Contact
d. Elimination by Catch
e. Boundary Infraction
b. Out Queue
c. Order of Regeneration
7. Opening Rush
b. Starting Procedure
c. Starting Positions
d. False Starts
f. Attack Line
g. Neutral Zone
h. Physical Contact
j. Physical Confrontation
e. Live off the Blocker
b. Be Production
c. Player Warning
d. Ball Possession Penalty
e. Advantaged Team
f. Exploitation Rule
10. Suicide Play
11. Stopping a Game
12. Yellow & Red Cards
13. Terms and Definitions
1. Team Composition: A Team is a collection of players who play together throughout the course of the event/league.
1.1. Team Captain: A named player who is responsible for the operational needs of the team.
1.1.a. The Team Captain shall participate in all prescribed activities involving communication between Phoenix Dodgeball LLC and the players.
1.1.b. The Team Captain may also be held accountable for the behavior of their teammates.
1.1.c. Team Captains are responsible for communicating their team‟s responsibilities to their players.
1.1.d. Outside of a game, a Team Captain has the right to an audience with League Officials and/or Phoenix Dodgeball LLC staff, so long as the discussion is productive and in proper context.
1.2. Players: Players of a team must be 18 years of age or older, registered, and paid for the current event/season/division.
1.2.a. Players are expected to have a basic understanding of the Rules and follow the Official‟s Direction at all times.
1.2.b. Players must follow the Code of Conduct at all times.
1.2.c. Eligibility: Phoenix Dodgeball LLC reserves the right to disallow participation based on medical or psychological conditions. Including, but not limited to severe physical injury, physical disabilities, pregnancy or psychological disorders.
1.3. Starting Players: Prior to each game, teams will select 6 players (5 for Women‟s Division) to participate in that game. These players are to stand at the end line prior to the game start and respond to the Official‟s “Ready” call.
1.3.a.1. Teams may not substitute players during a game.
1.3.a.2. Teams may only select new starting players for each game.
1.3.a.3. Substitutions may be made if a player is injured. The substituting player must be a non-starting player. If none are available, the team does not regenerate a player.
1.3.a.4. Teams may not substitute players not registered to the team.
1.4. Non-Starting Players: Must not congregate in an area obstructive to play and so may not stand near the Out Queue or at the end line.
1.5. Uniforms: Teams are expected to have a uniform to participate in League Play (some exceptions can/will be made, see League Officials rule 1.5.c).
1.5.a. Same Color Jersey: The Jersey must be of the same color (or very similar in color).
1.5.b. Jerseys should have unique numbers clearing identifying each player.
1.5.b.1. Front: A number of at least 4” in height.
1.5.b.2. Back: A number of at least 8” in height.
1.5.b.3. Numbers should be clearly legible and distinguishable from print or lettering on the jersey.
1.5.c. Phoenix Dodgeball does NOT require team uniforms in the League but they are recommended.
1.6. Team Player Composition:
1.6.a. Teams must be made up of at least 6 Rostered Players.
1.6.a.1. A team may play a game with less than 6 players to avoid forfeit but does so at a disadvantage.
1.6.b. CoEd Teams must contain at least 2 Rostered Players of each Gender. (2 Females and 2 Males minimum)
1.6.b.1. A CoEd team may play with only 1 female or 1 male but may not exceed 5 players on the court in total.
1.6.c. Open Teams have no gender requirement.
1.6.d. Women Teams may only contain Women.
1.6.d.1. Women Teams must be made up of at least 5 Rostered Players.
1.6.d.1.1. A Women‟s Team may play with less than 5 players to avoid forfeit but does so at a disadvantage.
1.6.e. Men Teams may only contain Men.
1.6.f. Phoenix Dodgeball LLC shall review, on a case by case basis, individuals who have undergone GRS (Gender Reassignment Surgery).
2. Game Equipment and Boundaries
2.1.a. Open, CoEd and Men Divisions shall play with six (6) 8.5” Rubber Dodgeballs.
2.1.b. Women Divisions shall play with five (5) 7” Rubber Dodgeballs.
2.1.c. The Court shall be identified with 12” Cones located:
2.1.c.1. 3 located on the end line (2 corners and 1 middle)
2.1.c.2. Centerline: If a game is played with a centerline.
2.1.c.2.1. 1 located on each sideline where it intersects with the centerline.
2.1.c.2.2. 2 located on each sideline 10‟ from each end line
2.1.c.3. Neutral Zone: If a game is played with a neutral zone.
2.1.c.3.1. 2 located on each sideline marking the boundaries of the neutral zone.
2.2.a. The court is a 60‟ long and 30‟ wide area.
2.2.b. Neutral Zone: (Division A)
2.2.b.1. The neutral zone is a 10‟ wide area positioned in the center of the court wherein players from both teams may enter.
2.2.b.2. (Womens Division) The womens divisions neutral zone is the width of the attack line.
2.2.b.3. The neutral zone boundary opposite of your end line shall be treated as a “Center Line” in respect to boundaries.
2.2.c. Center Line: (Division B) There is currently no “B Division”
2.2.c.1. The centerline divides the court into two (2) 30‟ halves.
2.2.c.2. The centerline marks the boundary between the two sides.
2.2.d. Attack Line:
2.2.d.1. The attack line is a line marked 10‟ from each side of the center line and running the width of the court.
2.2.d.2. A thrown ball is not live until a player brings it behind the attack line following the rush (see rule 7.5)
2.2.e. Boundary Infraction: (aka “out of bounds”)
2.2.e.1. Players are expected to remain within the boundaries at all times.
2.2.e.2. When any part of a player‟s body comes into contact with any part of the floor outside of the team‟s boundaries, that player is eliminated.
2.2.e.3. Players may touch the line, but may not touch the floor outside the line.
2.2.e.4. A player utilizing a wall, net, curtain or any object other than a ball to remain in bounds is eliminated.
2.2.e.5. A player who receives assistance from another person who is not an “In Play” member of their team is eliminated.
2.3. Personal Player Equipment
2.3.a. Players are not permitted to use apparel to aid in gaining control, retaining control or throwing a ball. This includes catching gloves.
2.3.b. Officials reserve the right to reject any personal equipment which may be determined as advantageous.
2.3.c. Medical Exception: Equipment or Apparel which serves a medical purpose may be permitted. In some cases, instructions from a physician may be required.
3. Match Composition: The composition of a Match outlines the rules and structure defining a match between two (2) teams.
3.1. Winner: The Winner of a Match shall be determined by the team winning the most number of games in a prescribed series.
3.1.a. Set Series: A Match of a set series of games. The number of games that teams play is set regardless of the number of games one team may win. Example: A (7) Game Set Series will see all 7 games played, even after one team wins 4 games.
3.1.b. Best-of Series: A Match of games where the winner is declared once a majority of the games of the Match have been won by one team or the other. Common examples are “2 out of 3”, “3 out of 5” or “4 out of 7”.
3.1.c. Time Limit: A Match may have a time limit imposed. Once the time has expired the current game will finish but no further games will be started regardless of how many have been completed.
3.1.c.1 In the case, where time has expired, such as the 30 minutes given to play a match in regular league play, then the current match will be called a draw and neither team awarded the game point.
3.1.c.2 In the event of a tie, the event director has the choice to accept the tie, or allow a single game to break the tie.
3.2. Recording the Match: A Match Official shall always record a „Match Winner‟ and all games won or lost for both teams.
3.3. Officiating: Matches will be officiated by at least one Phoenix Dodgeball Official. No match results will be recorded without an Event Official overseeing the match.
3.4.a. Captains will meet at the centerline with the officials for introductions and hand shakes prior to the start of the first game.
3.4.b. Game 1 will start:
3.4.b.1. Teams elect their starting 6 players, who address the end line.
3.4.b.2. Team members not playing in the current game must stand on the sideline opposite the Out Queue (Section # Insert).
3.4.b.3. When both teams have addressed the line the official shall start the game.
3.4.b.3.1. The Official shall ask one team if them are “Ready?”. Once a response is received the Official shall raise their arm corresponding to the team acknowledged.
3.4.b.3.2. The Official shall ask the other team if they are “Ready?”. The Official shall raise the other arm.
3.4.b.3.3. The Official blows the whistle beginning the Game.
3.4.b.4. The Game continues under the below Rules until one team is declared the Winner.
3.4.c. Teams have a 1 minute rest period prior to the start of the next game.
3.4.c.1. If both teams agree to start before the 1 Minute is up, the Official may do so at their discretion.
3.4.d. Subsequent Games Continue using this prescribed procedure until all games have been completed for the Match.
3.4.e. After completion of half the games of the match (round up) the teams will switch sides.
3.4.e.1. The scorekeeper shall switch the visual representation of the scores to reflect the new teams‟ sides.
3.4.e.2. After the Match both teams shall meet in the middle of the court for congratulations.
4. Winning a Game
4.1. The team who eliminates (aka “getting them Out”) all the players on the opposing team, shall be declared the winner of the game.
4.2. See Rule 5, for ways to eliminate other players.
4.3. The winner is determined the moment all players are eliminated from 1 team. This happens instantly and is determined by Order of Events for situations where games are very close.
4.4. Regenerations are applied at the end of all games to account for winner determination or determining how many players are “left standing” at the end of a game.
5. Eliminating a Player:
5.1. Definition: Eliminating a player is accomplished through various methods (see below). When a player is eliminated, they are no longer considered “In Play” and must immediately retire to the “Out Queue”.
5.2.a. When a player is eliminated, that player must leave the court by going to the nearest boundary and then following the boundary of the court to the Out Queue to await Regeneration, see Rule 6.
5.2.b. Players are not allowed to interfere with play after being eliminated and must demonstrate good faith to not interfere with play. Interference will result in penalties:
5.2.b.1. Ball Shagging: An eliminated player begins shagging a ball(s) on the court for their teammates. This causes a Limited Ball Possession Penalty, giving all balls touched by the Eliminated Player to the Opposing Team.
5.2.b.1.2. Shagging is permitted by teammates that are not playing in the game. These players/team shaggers must wear the provided garment (ex: pinnie or vest) to denote them as shaggers. You may have up to 2 players from the team perform this function.
5.2.b.1.3 Team Shaggers may not shag balls for their team beyond the center line. The centerline being the mark separating the opposing teams.
5.2.b.2. Player Blocking: An eliminated player intentionally walks in front of an „In Play‟ teammate to block balls thrown at them. This eliminates the blocked teammate.
5.2.b.2.1. If an Eliminated Player makes an active effort to block a ball, the blocked player may be eliminated.
5.2.b.2.2. If a player physically interferes with a thrown ball at his teammates, the blocked player may be eliminated.
5.2.b.2.3. If an eliminated player demonstrates a „good faith effort‟ to avoid interference, no interference penalty should be called.
5.2.b.3. Players who are eliminated may pass a ball, which was in their possession PRIOR to their elimination, to a teammate as they exit the court.
5.2.c. Game Event: A Game Event is an occurrence of any event that would affect the elimination status of any player in play, such as being hit with a ball, stepping out of bounds or making a catch.
5.2.c.1. Order of Events: In situations where multiple Game Events happen in quick succession, officials will eliminate players based on the Order of Events, with each event taking effect in the order that they occurred.
5.2.c.2. Simultaneous Events: If Game Events appear to have occurred at the same time, or the officials cannot determine the Order of Events, the officials shall apply the effects of all Game Events that occurred simultaneously. Example: the well known “Catch and an Out”.
5.3. Elimination by Contact: A player is eliminated when any part of their person (body or clothing) comes into contact with a “Live Ball” thrown or blocked from the opposing team.
5.3.a. Attacking Thrown Ball:
5.3.a.1. Any Ball thrown by the hand(s) by a member of the opposing team is “Live Thrown”.
5.3.a.2. Balls which are struck, kicked, punched, “spiked”, deflected, etc off of the body of a member of the opposing team is NOT considered a Thrown Ball.
5.3.a.2.1. Balls which are struck, kicked or punched are not considered a live thrown ball. These repeated actions from a player could result in a yellow card warning.
5.3.a.3. A throw made by a player who steps over the line is considered valid; so long as the ball is thrown before the centerline infraction occurs.
5.3.a.4. Pinching: The act of folding the rubber of the ball over itself or substantially deforming the ball to grip the ball in a „pinch‟. This is not allowed and any player found Pinching will be eliminated.
5.3.a.5. Actionable Ball: The Actionable Ball is a ball that has struck a player but was not caught nor has it hit the floor or met any criteria to make the ball a dead ball. By definition the ball is still “live” and still has the potential to be caught by the struck player.
5.3.a.5.1. When an Actionable Ball is in play, the struck player may only make a play on his/her Actionable Ball.
5.3.a.5.2. Any thrown balls by this player are “dead”, regardless of the outcome of the Actionable Ball.
5.3.a.5.3. Any catches made while the Actionable Ball is in play are void, but do not eliminate the player.
5.3.a.5.4. All catch rules and definitions still apply to an Actionable Ball
5.3.a.5.5. There can be only ONE Actionable Ball in play for a given player. While an Actionable Ball is in play, any further balls that strike the player eliminate the player immediately. Standard deflection rules still apply.
5.3.a.5.6. All boundary and neutral zone rules still apply.
5.3.a.5.7. Interference rules apply to players who fail to make a good faith effort to catch their Actionable Ball.
5.3.a.5.8. If the Actionable is not caught, for purposes of establishing Order of Events, the player is consider eliminated when the Actionable Ball first contacted the player.
5.3.b. Blocker Deflection: Any Ball which deflects off of the blocker of any player is considered “Live Thrown” in all respects.
5.3.b.1. Block Attack: A Blocked ball which crosses either Neutral Zone Line towards the Opposing team is considered a “Live Thrown” ball in all respects.
5.3.b.2. Blocked Deflection: A ball is live off the Blocker and can eliminate team mates by contact and be caught under normal rules.
5.3.c. Dropped Blocker: A player is eliminated if a live thrown ball contacts and therefore causes the target player to drop their blocker.
5.3.c.1. The target player may regain control of their blocker, but must do so prior to the blocker contacting the floor.
5.3.c.2. Only the original owner of the blocker may regain control of the dropped blocker.
5.3.d. Body Deflections:
5.3.d.1. Teammate‟s Body: Any ball that deflects off of a teammate‟s body is live, and can eliminate a teammate.
5.3.d.2. Opponent‟s Body: Any ball that deflects off of an opponents body is NOT considered “Live”.
5.3.e. Simultaneous Floor-Player Contact: If the ball strikes a player and the floor at the same time, the player is eliminated.
5.3.f. Head Shots (All Divisions):
5.3.f.1. Any Live Thrown Ball that strikes a player in the head does NOT eliminate that player so long as the player‟s head is at or above Reasonably Upright shoulder height.
5.3.f.2. The Thrower of any Headshot is eliminated.
5.3.f.3. Players are allowed to defend themselves if the ball will strike their head. In this case, the thrower is still eliminated for a Head Shot.
5.3.e.3.1 Any attempt to catch the ball disqualifies the ball for consideration as a Headshot.
5.3.f.4. Head Shot Throw Immunity: If a Head Shot is part of a cluster of thrown balls at a target, that target is immune to all thrown balls that are part of the group/cluster throw.
5.4. Elimination by Catch:
5.4.a. Definition: A player who‟s “Live Ball” is caught by a member of the opposing team is eliminated.
5.4.b. Definition of a Catch:
5.4.b.1. Player must maintain control of the ball with the hands before the catch is declared.
5.4.b.1.1. For purposes of catching, a blocker is considered an extension of the hand, and so may be used to demonstrate control of a ball for purposes of catching.
5.4.b.2. A Catch is considered a catch at the instant control is demonstrated by the catcher.
5.4.b.3. A catcher is not required to land in bounds after making a catch so long as they have control before they are out of bounds.
5.4.b.4. A player is NOT allowed to leap into the opposing team‟s court to make a catch.
5.4.b.5. A catch which is made as the catcher is struck by another “Live Ball” is still a valid catch. The catcher is still out by contact from the other ball(s). This falls under the Simultaneous Effect Clause (see Terms and Definitions).
5.4.c. Trapped Ball: When a Ball is trapped by a player between them and the floor.
5.4.c.1. Trapped Balls are not considered a catch.
5.4.c.2.The player executing the Trap is eliminated (this rule is to be consistent with
5.5. Boundary Infraction: Players who leave their playing area will be eliminated.
5.5.a. B Division: Minor Boundary Infractions will not be called immediately, and players will be given warnings prior to being called out.
5.5.b. A Division: No Boundary Infractions are allowed at any time.
5.5.c. Players who step over the center line or neutral zone boundaries are eliminated.
6.1. Definition: When a teammate makes a catch, they regenerate one player from the Out Queue back into play.
6.2. Out Queue: The Out Queue is a 3‟x12‟ area located on one side of the court. This area shall be located towards the back line of the court, with the next player to be regenerated standing closest to the end line.
6.3. Order of Regeneration: The players in the Out Queue regenerate in the order in which they where eliminated.
6.3.a. Players shall stand in the appropriate Order in the Out Queue; first to last, starting near the endline.
6.4. Players are immediately “In Play” once they touch any part of the playing area, and can be eliminated immediately after at that point.
6.4.a. Any player stepping onto the court, then immediately off the court is eliminated due to Boundary Infraction.
6.5. Players have roughly 5 seconds to enter the court after being regenerated and may enter at any point along the end line. Failing to enter the court within this time frame voids the regeneration and the player returns to the 1st spot in the Queue.
6.6. Regeneration Eligibility and Voided Regeneration:
6.6.a. The next player, based on the Order of Regeneration, must be in the queue in order to be eligible to be Regenerated. Failure to be in the correct location voids the regeneration.
6.6.b. If a Regeneration is voided, the player that was to be regenerated is placed at the end of the Order of Regeneration.
7. Opening Rush:
7.1. Definition: The opening seconds of every game when the teams rush from the end line in an effort to retrieve as many balls as possible from the centerline.
7.2. Starting Procedure: Due to the nature of the start, this procedure outlines how an official will “Start” a game, so that all starts are as consistent as possible.
7.2.a. Official will signal the team to their right, and ask if they are “Ready”.
7.2.b. If the team‟s response indicates they are “Ready”, the ref will raise their right arm and quickly turn to the team on their left.
7.2.c. Official will signal the team to their left, and ask if they are “Ready”.
7.2.d. If the team‟s response indicates they are “Ready”, the Official will raise their left arm and blow the whistle quickly afterwards beginning the game.
7.2.e. If there is any delay after the first team has declared “Ready”, the official will restart the process.
7.3. Starting Positions:
7.3.a. Players must be behind the end line, and may not have any part of their body touching their court.
7.3.b. Once the Official signals your team that they are ready, the players may not move, holding their starting position until the whistle is blown (similar to Track & Field).
7.4. Restarts: If a player on any team False Starts (see Rule 7.4) in B Division, the Official will simply restart the Opening Rush until a Clean Start is executed without any penalty or warning applied.
7.5. Attack Line: Players must bring any ball they retrieve to their side of (aka behind) the attack line prior to throwing that ball at the opposing team.
7.5.a. The ENTIRE Ball must be behind the attack line.
7.5.b. The ENTIRE Body of the player must be behind the attack line.
7.5.c. If the ball is not taken back, it is not considered a “Live Ball” and will not eliminate a player, nor will it count as a catch if caught.
7.5.d. It is the players/throwers responsibility to “clear” the ball behind the attack line prior to throwing the ball at the opposing team. A ball that is not cleared cannot eliminate the opposing target, however a ball not cleared but thrown and caught by the opposing team is still awarded as a catch and the thrower is out.
7.6. Physical Contact: At no time is intentional physical contact between players allowed during ball retrieval.
7.6.a. Incidental contact is allowable, but severe cases can still result in a player being eliminated.
7.6.b. In severe cases, players will be assessed red cards and removed from play.
7.7. Sliding: Players are not allowed to slide during an Opening Rush and will result in immediate elimination, accidental or otherwise.
7.8. Physical Confrontation: If any point two players become physically confrontational during a rush, both are immediately eliminated.
7.8.a. In extreme cases, both are given Red Cards and removed from the Match.
8.1. Definition: Players may use a ball to defend themselves from balls thrown at them by blocking the thrown ball(s) with a ball in their possession.
8.2. Grip: Players are not allowed to pinch a blocker. (Pinching in any form is not allowed).
8.3. Fingers: Your fingers are considered a part of the ball for purposes of blocking and a ball striking a blocking player‟s fingers will not eliminate them.
8.4. Hand: If the ball strikes the player‟s hand while blocking, the blocking player is eliminated.
8.4.a. The knuckle marks the beginning of the “Hand” for purposes of this rule.
8.5. The Thrown Ball is Live off the Block:
8.5.a. Any thrown ball is considered a “Live Ball” as it comes off a blocking ball.
8.5.b. A thrown ball which is blocked into the head of the blocker or another player‟s head is NOT considered a headshot.
8.6. Simultaneous Strike: A Ball which strikes the blocker and the player at the same time eliminates the player as the ball is live off the blocker.
9.1. Definition: When a Player or a Team intentionally holds (or leaves lying on the floor) 1 or more balls for no gain other than to remove the ball(s) from play.
9.2. Be Productive: A player can hold on to a ball for an indefinite amount of time, so long as the player is being “Productive” with that ball.
9.3. Player Warning: If an Official deems a player‟s activity with a ball as “Unproductive”, the official will grant a warning to the player, who is given the following choices:
9.3.a. Pass the ball to a teammate, who in turn MAY NOT pass it back to the warned player.
9.3.b. Throw the ball at the opposing team.
9.3.c. Roll the ball to the opposing team.
9.4. Ball Possession Penalty
9.4.a. Single: Gives a single ball to the opposing team. The Official chooses the ball.
9.4.b. Team: Gives all of the balls in a team‟s possession to the opposing team.
9.5. Burden of Throw: If both teams are stalling, the Official will attempt to determine which team has an advantage either in number of “In Play” players or possessed balls and encourage that team to take some action or face Ball Possession Penalties.
9.5.a. Determining Burden of Throw: The official shall count the players and balls of both sides, assigning Burden to the team with the highest count.
9.5.a.1. In the case where both sides are even in combined balls and players, the Burden shall be given to the team with the most balls first.
9.5.a.2. If both teams have the same number of players AND balls, the official shall provide a Reset warning allowing either team to take action to avoid this. If no action is taken, a Reset shall be exercised (9.5.b).
9.5.b. Reset: If the official cannot determine clearly which team has advantage, the Official will stop play and reset the game by placing the balls on the center line, (i.e. mid-game Opening Rush).
9.5.b.1. No players are regenerated in the case of a Reset; the Reset is simply executed with the In-Play players on the court at that time.
9.6. Exploitation Rule: If a team appears to be exploiting verbiage in this section to „legally stall‟ the referee can exercise this rule to give Ball Possession Penalties or Reset where necessary.
10. The Suicide Play
10.1. Definition: An intentional jump across the centerline (neutral zone line) into the opposing team‟s court with the intention of throwing out a member of the opposing team before landing.
10.2. The Suicide player is eliminated upon landing on the opponent‟s side of the court.
10.3. A Suicide player may be thrown out in air.
10.4. A Suicide player may catch a ball while in air, but it does not count as a catch. Leaping into your opponent‟s court to catch a ball is not allowed, that applies to the suicide play as well. (See also rule: 5.4.b.4)
10.5. The Suicide Play is a unique play and has special rules regarding how the Order of Events is established.
10.5.a. The Suiciding player elimination status shall always be applied as the last Event to take effect in the Order of Events regarding all Game Events associated with the Suicide Play.
11. Stopping a Game
11.1. Only Officials may stop play and do so for any reason.
11.2. Officials are required to stop play in these circumstances:
11.2.a. Injured Player: If a player is injured or bleeding, the Official must stop play and attend to the injured player.
11.2.b. A player who is eliminated, but is unaware or refuses to leave the court.
11.2.c. One Official needs to discuss a situation with another Official.
11.2.d. Anytime a player is struck in the head by a thrown ball.
11.3. During Official discussions:
11.3.a. All in-play players on the teams will be asked to remain at the end line.
11.3.b. During Official discussions, all eliminated players are expected to stay in the out queue.
11.3.c. During Official discussions, all bench players and shaggers are expected to stay in their respective areas.
11.3.d. Failure for teams to comply may result in a Team Yellow or Red Card.
11.4. When an Official stops play they will repeatedly blow the whistle and walk out onto the court with arms out indicating should players to stop play.
11.4.a. During this time, players should hold on to any balls they have and go to their end line and wait for the Official to restart play.
11.5. There are no player initiated time outs during a game.
11.6. Officials shall inform the captains of each team the purpose and outcome of the stop in play before restarting play.
11.7. Restarting Play: After Official have stopped play, all members of both teams will stand near the end line and the official will ask both teams if they are Ready and will restart play.
11.7.a. Restarting Play after an Official stops play is not done with an Opening Rush.
12. Yellow & Red Cards
12.1. Yellow Card: This is an official warning that the current behavior is unacceptable. In most cases a Yellow Card is issued prior to a Red Card. A Yellow Card can be issued to a player or an entire team.
12.2. Red Card: When a Red Card is given, a penalizing action will be taken depending on if the Red Card is given to a player or a team.
12.2.a. Individual Red Card:
12.2.a.1. The player is immediately removed from play, and may be removed from the event at the director‟s discretion.
12.2.a.2. The player‟s team is not allowed to substitute for the penalized player and the team completes the remaining match 1 player short.
12.2.a.3. Continuation of Penalty: If an offense occurs at the end of the game and is deemed by the tournament/league director to not be penalizing, the Red Card penalty will carry over into the subsequent match with both rules 12.2.a.1 and 12.2.a.2 in effect.
12.2.a.4. Any players receiving 3 reds cards during the course of a season will no longer be able to participate in the league the rest of the season. The players actions will be reviewed in the offseason to determine if they are fit to rejoin the
12.2.b. Team Red Card:
12.2.b.1. The team immediately forfeits their current match and may be asked to leave the premises.
12.2.b.2. Continuation of Penalty: If an offense occurs at the end of the game and is deemed by the tournament/league director to not be penalizing, the Red Card penalty will carry over and forfeit the following match.
12.2.b.3. Automatic Review: When a team Red Card is given out, the team shall be automatically reviewed for removal from the competition, whether league or tournament.
13. Terms and Definitions:
13.1. Live Ball: A ball which is legally thrown at the opposing team, which has not touched the ground, wall, ceiling, bystander, referee, out queue player or any other „out of play‟ object.
13.2. In Play: Players in the game, who have not been eliminated.
13.3. Elimination: A player that is eliminated under criteria of Section 5.
13.4. Out Queue: A 3‟x12‟ box on the side of the court where players stand after being eliminated.
13.5. Ready: This is the status of a team who is set and ready to execute an Opening Rush.
13.6. Center Line: The Line that divides the court in halve, which players may not cross, except to execute a Suicide Play.
13.7. Out of Bounds: When a player‟s body touches a part of the floor that is not considered their court, or the neutral zone.
13.8. Out: This is the same as Elimination.
13.9. Clean Start: The start of the game and beginning of the Opening Rush without any players false starting.
13.10. False Start: When a player starts moving before the Official whistle which begins the game.
13.11. Productive: A player possessing a ball is expected to be productive, meaning they are actively using the ball to further their team‟s chances of winning the game. This excludes the notion of „hording‟, or keeping the ball away from the other team indefinitely.
13.12. Unproductive: A player is determined as being unproductive if they fail to do anything with a ball except hold onto it. Unproductive status can be placed on an idle ball on the floor, not just a player.
13.13. Reasonably Upright: Players are allowed to slightly bend their knees and slightly bend over in some sort of ready position and still be considered “Upright” for purposes of Headshots and High Throws.
13.14. Potential Target: Any player which is in immediate proximity to a thrown ball. This distance is roughly within arm‟s reach of the Potential Target.
13.15. Simultaneous Effect: In situations where an official cannot determine which game event occurred first, or in what order. The Official shall apply the effects of all Game Events as if they happened simultaneously.