Team can have a maximum of eight players on their roster for an event.
A maximum of six from each team are allowed to play on the court at a time.
Players that do NOT start the game are not allowed to enter the game on a catch.
The Referee will signal one team, then the other, and blow the whistle.
For the rush, players must have both feet behind the line to start
Their hands may not touch the inside of the court.
The balls will be placed in the middle of the court with three on the left and three on the right.
Teams may only rush for the balls on their right side of their court.
Teams may only retrieve their opponent's non-active balls if they have successfully retrieved all three of their balls and cleared them past their attack line.
Once players have retrieved their balls, they must bring them behind their attack line.
Players may only throw and move up to their opponent's attack line once both feet clear their line.
If a player throws his ball before his feet clear the attack line, the thrower is automatically out.
Any catch thrown by an uncleared ball will count.
A 10 second countdown will be enforced at the refs discretion when balls are all present on the court to keep the play moving.
At the end of 10 seconds, the team that did not give up the burden across the center line will forfeit the balls on its side.
The burden will be decided by the number of balls.
Each court will have six balls, one of which will be a different color.
In any instance of both teams having three balls, the team with the different colored ball has the burden to throw.
If a team has six balls, its players must throw three to clear themselves of the burden. If a team has five balls, its players must throw two, ect.
Players may not place a ball on the other side of the attack line.
No pinching when blocking or throwing unless during play in a Pinch Division.
Pinching is considered an out after one warning.
The ball is dead if it hits the floor, ceiling, or wall.
When balls collide from opposing sides in the air, both are considered dead.
A successful suicide is the act of jumping into an opponent's zone, not stepping over the opponent's attack line before the jump, and hitting an opposing player with a LIVE, thrown ball before landing.
This results in the opposing player as out and the suicider as active.
The suicider must make his way back to the neutral zone to be completely active.
If a suicider misses a throw, the suicider is out.
If a suicider is holding two balls, both must be thrown and both must hit two different opponents in order to be successful.
If an opposing player catches a suicider’s LIVE thrown ball, the catching rule still applies.
If a player makes a successful suicide, but then steps out of bounds, the suicider is out.
If a suicider misses and causes an opposing player to step out of bounds without making contact, both players are out.
A suicider may not touch ANY ball in in his opponent's zone after a successful suicide.
Players may hit a suicider at any time until he is deemed out.
If a player successfully suicides and then catches a LIVE, thrown ball while still in his opponent's zone, the suicider is OUT as his feet must be inbounds for the catch to count.
Players that suicide are still considered an active player, which means ricochet catches are still valid.
If a suicider is in midair, gets hit, the ball ricochets and a teammate catches it, the catch is valid.
The suicider cannot be saved if the suicide is unsuccessful.
A catch is considered a ball held under control with two feet inbounds.
If a catch is made between the legs, it only counts once the person has grabbed the ball with at least one hand to establish control.
If a player jumps in the air and catches a ball and lands with one foot out of bounds, the catch is no good and the catcher is out.
The player must have control of the ball with two feet inbounds for the catch to count.
The boundaries are strictly enforced.
The only exception is an NFL-style catch where a catch is made with two feet completely in bounds, but the momentum of the catch carries the player out of bounds.
The catching player is safe, the catch is good, and that player must immediately return to the court.
The player is live at all times and can be hit while out of bounds.
To clarify, the only time that a player can touch out of bounds is in the event of a completed catch with both feet in bounds.
You do not have to save yourself off of deflections.
If teammate A is hit, teammate B can catch the ball.
The result is the thrower is out, teammate A is safe, and the first person in the out line is allowed to come in play.
A blocked ball can be caught by the opposing team for an out.
If a throw is deflected by a ball across the centerline of the court, it can be caught for an out.
The thrower is safe and the deflecting player is out.
When a player is hit, he must make his way to the queue as quickly as possible.
Players MUST exit as quickly as they can out of the back of the court so as to not interfere with the gameplay.
If a player that is out touches or deflects a ball, that ball is awarded to the other team.
Players may pass a ball that was in their possession to their teammates.
Headshots are considered an OUT.
If your headband, hat, ect. is knocked off, that constitutes an out.
Clothing also counts as an out.
Headshots are not endorsed, but these are the Elite teams of dodgeball. Dodge the ball.
If a player is using a ball to block and the ball is knocked out of his hands, the blocker is out.
If a ball deflects off the ball and still hits the blocking player, it is an out.
Traps are considered out.
A trap is when the ball hits the floor and the player at the same time.
A caught ball off a deflection results in the thrower being out.
Players in the out queue must stay in the order that they were out.