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| PLAYGROUND DODGEBALL RULES |
Florida State University PROHIBITS possession or consumption of alcoholic beverages on University property. This includes the Intramural Sports Complex and Tully Gym. Violators will be asked to leave the area. Failure to do so can result in forfeiture of the ball game, suspension of individuals and/or teams, and appropriate action by the University Judicial Office.
Food, flavored drinks, and gum are prohibited on the Tully Gym courts. Only bottled water is permitted in the court area.
FSU IM Sports follows NADA (National Amateur Dodgeball Association) rules except for the following modifications.
I. PLAYER ELIGIBILITY
1. Participation is limited to currently-enrolled, fee-paying FSU students, faculty members, and full-time staff. FAMU & TCC students and members of the community are not eligible. All areas of eligibility are covered in the Intramural By-Laws which are available through the Campus Recreation Office and online at the FSU Campus Recreation web site.
2. In order to participate in an Intramural contest each player must present their validated FSUCard. Exceptions must be directed to the Intramural Sports Office for consideration by the IM staff during regular business hours (9:00am-6:00pm). Bring a photo ID and proof of payment to obtain a waiver from the IM staff. No such waiver will be granted at the game/match site.
3. All players must sign-in at the sign-in table or with a supervisor at the game site prior to each game to be eligible to participate.
II. TEAM COMPOSITION
1. Players can compete on one men's, women's, fraternity, or sorority team, regardless of league classification, and play for one co-rec team as well.
2. Each team will consist of six (6) players. Roster size is unlimited, but only six (6) will be active players on the court at a time. Once a player has signed in for a team, that team is the player’s team of record and the player may not switch to another team.
3. All teams must have at least four (4) players to start a match and continue playing a match in the event of injury, disqualification, or ejection. Having only three (3) players at game time will result in a default; having only two (2) or less will result in a forfeit.
(Co-Rec) Co-rec teams must start each game with a minimum of two (2) players of each gender on the court. At no time may more than three (3) players of each gender be active participants on the court for a co-rec team.
4. Substitutes may elect to be active or inactive or a game. Active substitutes shall line up along the sideline at the team's return cone. They will be permitted to enter the game on a catch-and-return. Inactive substitutes shall remain away from the return area and will not permitted to join the catch-and-return line for that game.
III. EQUIPMENT
1. Appropriate gym footwear must be worn. Cleats, boots, sandals, and flip-flops are not permitted.
2. Hats and any other head wear that has a hard bill or creates a knot-like protrusion are not permitted.
3. Jewelry, casts, or any items deemed dangerous by the official MAY NOT BE WORN during the game. This jewelry consists of any visible rings (including wedding bands), watches, necklaces, earrings, studs, bracelets, and any other such similar jewelry. Only medical alert bracelets are permitted. Each team will receive only one warning without penalty. Following the warning, any player from a warned team in the game found to be wearing prohibited equipment (jewelry, etc) will ruled out for the game and may not reenter for a subsquent game until the jewelry is removed.
4. Dodgeballs will be provided by the Intramural Sports staff at the game site. Each court will have their own color of dodgeballs. Only the designated color of dodgeball may be used on that court in the event of dodgeballs ending up on other courts.
IV. PLAYING AREA
1. For men’s and co-rec matches, the playing area shall be the normal basketball court (black lines in Tully Gym). For women’s matches, the playing area shall be the normal volleyball court (grey lines in Tully Gym). Court lines are out-of-play.
2. Out-of-play areas include any walls or curtains. The ceiling is also out-of-play. The basketball backboard, rim, and supports are out-of-play, except with regard to the regeneration rule. Spectators and substitutes are also considered out-of-play. Dodgeballs that touch out-of-play areas are immediately dead and cannot be caught for an out. Players hit with a thrown ball after it has struck an out-of-play area, out-of-play structure, or out-of-play person are not out.
3. Active players shall make an effort to remain inside the basketball court at all times unless leaving the court to actively retrieve a dodgeball. A player can be ruled out by an official if he/she intentionally positions him/herself out-of-bounds or does not return when directed by an official.
4. Any inactive players, substitutes, and spectators must remain along the designated sideline and outside the basketball court lines at all times.
V. MATCH FORMAT & GAME LENGTH
1. Each match will consist of as many games as can be played within the 30-minute time limit. For timing purposes, a new game starts as soon as the last player is put out in the previous game. Time will be kept for all matches on the overhead scoreboard.
2. Teams earn 1 point for each game won. The team which has won the most games (has the most points) when the time limit is reached
shall be declared the winner of the match.
3. If a game is in progress when the time limit is reached, the team with more players on the court will earn the point. If tied (same number of players), no point is scored.
4. In the event that each team has won the same number of games (tied)
at the end of regulation, an instant overtime session
will be played.
5. For the overtime session, each team shall begin again with six (6)
players as normal. At the signal, players will continue normal play with
the team who first puts out a single member of the opposing team declared
the winner.
VI. GAME PLAY
Note: An "active player" is one who started the game for a team
and has yet to be put out. An "inactive player" is one who started
the game for a team and has been put out in the game.
1. The object of the game is to put out all members of the opposing team.
STARTING A GAME / INITIAL RUSH
1.
To start a game, three (3) dodgeballs are placed on the free throw line on each end of the court.
2.
The six (6) active players for each team will start outside of the basketball court with a foot on the end line. At the signal, players shall retrieve the three (3) balls on their side of the court. Once the ball is picked up, it may be thrown immediately or carried forward before being thrown.
3. A ball that is contacted in such a way that it rolls out of reach of
a team and into the opponent's side of the court may be collected and
thrown immediately by the opponent.
4. Following the initial rush, dodgeballs may be collected and thrown from
anywhere on the team's side of the court. The midcourt line extends indefinitely through the gym. Retrieval of dodgeballs from outside of the court must be made on the team's side of the midcourt line.
GETTING OUT
1. A player is out when...
(1) a player is hit anywhere at or below the shoulders (including clothing)
by a dodgeball that is thrown by an active opposing player and that has
not touched the floor or an out-of-play area / structure, unless the
player is out-of-bounds actively retrieving a ball.
(2) a player throws a ball that is legally caught by an active member
of the opposing team.
(3) a player commits an illegal throw.
(4) a player jumps or moves out of bounds (outside the basketball court
boundary lines) while attempting to dodge a ball.
(5) a player touches any part of the opposing team's side of the court
during ball retrieval.
2. A ball thrown by an active player remains live and able to put out
an opposing player even if the thrower is subsequently put out while the
ball is in the air.
3. When a player is hit in the head by a dodgeball...
(1) For the safety of participants, players hit in the head by an untouched/undeflected
ball who are positioned between half court and the free-throw line extended
shall not be out. In this case, the thrower is out.
(2) Players hit in the head with an untouched/undeflected ball who are
positioned between the free-throw line extended and the back line shall
be out. In this case, the thrower is safe.
(3) Players hit in the head with a deflected ball anywhere on the court
shall be declared out. The thrower is also safe.
(4) At any time, if the person intentionally ducked to get their head
in the way of the dodgeball, then the person being hit by the dodgeball
is out.
4. If there is a discrepency between leaving the court in attempt to dodge
a ball and leaving the court to retrieve a ball, the player will be called
out for leaving the court while attempting to dodge a ball.
5. When a player is put out, he/she shall line up in the team's catch-and-return
line along the designated sideline in the order in which they were put
out. If in possession of a dodgeball, he/she may toss or roll it to a
teammate or place it on the court.
6. Team members in the catch-and-return line shall not interfere with
game play. Team members in the catch-and-return
line may deflect balls back into play but shall not move around the court
to assist with ball retrieval.
ILLEGAL THROWING, ROLLING, & PLACING OF A BALL
For each illegal throw, the thrower is ruled out. No illegal throw can
put out an opponent. However, an illegal throw can be caught for a catch-and-return.
1. The thrower must maintain position inside the court boundaries on his/her
side of the court before, during, and after a throw. If a player steps
on or over an out-of-bounds line or the half-court line, the throw is
ruled illegal. "Suicide throws" are illegal.
2. Dodgeballs must be thrown or tossed using the hands and arms. Dodgeballs
that are kicked towards an opponent, struck or spiked with an open hand
or closed fist towards an opponent, are considered illegal throws.
3. Balls may not be placed on the opponent's side of the court within
the placing team's reach. The placer shall be out.
4. Balls rolled or tossed onto the opponent's side of the court without
the intent of putting a player out must be rolled towards or tossed within
the opponent's 3-point arc. Balls rolled or tossed that do not go through
this area and go out-of-bounds in the corner or out a sideline are illegal
throws. The thrower / roller / tosser shall be out.
5. Balls may not be intentionally heaved outside of the court area near
or onto the back bleachers. The heaver shall be out.
DEFLECTIONS
1. A deflection occurs when a thrown ball hits off an opposing player
or airborne ball and remains in the air. A ball which deflects off of
another ball that is on the court is considered to have touched the floor
and is not a deflected ball (immediately dead).
2. All dodgeballs are live and are able to put people out until they touch
the ground or any other object that is out of play and become dead. A
thrown dodgeball may deflect off of multiple players, effectively putting
out multiple opponents with a single throw.
3. Players who deflect a ball or are hit with a deflected ball are out. Players may NOT use a dodgeball to deflect a thrown ball (the deflector is out).
4. A player may deflect a ball with any part of his/her body in an effort
to keep it from hitting the ground. If the deflected ball is caught be the same person who deflected the ball before
touching an out-of-play area or the floor, the player deflecting the ball
is not declared out (saving yourself). This action is considered a catch and the thrower is out. Catch-and-return applies.
5.
If a teammate of the player off which the ball was deflected catches the ball, the player who was hit is still out (no saving your teammate). The catcher is safe and thrower is safe is this case. This is not a catch-and-return.
5. Deflected balls that are caught by the opponent do NOT put out the
thrower. Deflected balls that correctly pass through the hoop result in
regeneration of the thrower's team (see regeneration rule).
6. Deflections off of an opponent that return to the thrower's side of
the court are considered immediately dead when they completely cross the
mid-court line. Any opposing players hit by the deflected ball are out.
The throwing team may immediately catch or retrieve and rethrow the ball.
CATCHING A THROWN BALL
1. A thrown dodgeball that is legally caught by a member of the opposing
team before it has struck an out-of-play area, the floor, or a teammate
will result in the thrower being declared out AND the return of the first
teammate in the catch-and-return line for the team, if that team has less
than six (6) active players on the court. At no time shall more than six
(6) players be actively participating on the court for a team. There are
no stored catch-and-returns. Players returning as a result of a catch-and-return
shall immediately return to the court from anywhere along their team's
sideline (subject to being hit and re-put out immediately upon returning
to the court with both feet in-bounds).
(Co-Rec) In a co-rec game, when a ball is caught, a member of the underrepresented
gender must the be player to return to the court. If both genders have
the same number of active players on the court, the first player in the
catch-and-return line shall return. For example, when a team has two males
and one female active on the court at the time of a legal catch, the player
who returns to the court must the first female in the catch-and-return
line.
2. A thrown dodgeball that is legally caught by a member of the opposing
team after it has struck a member of the opposing team (teammate) but
before it has struck an out-of-play area or the floor does NOT save the original player hit with the dodgeball (still out). However, in this case, the thrower is NOT out and there is
NO catch-and-return for the catcher's team.
3. A legal catch occurs when:
(1) the catcher begins the catching action entirely inbounds (entire body
including both feet)
(2) catches the ball
(3) the catcher remains inbounds throughout any movement which follows
the catch and establishes a stationary position inbounds while still in
possession of the ball (ball may not be tossed to another player).
4. If a player begins a catch inbounds, catches the ball, but he/she subsequently
steps on or over an out-of-bounds line, or falls out-of-play, the catch
is nullified. Neither the thrower nor catcher are out.
5. If at any time, inbounds or out-of-bounds, the catcher subsequently
drops the ball, the thrower is not out and the failed catcher is out.
6. If a player is holding a ball or multiple balls and attempts to catch
another thrown ball, the player must maintain possession of all balls
including the thrown ball to complete a legal catch. If any of the balls
are dropped, it is considered a dropped catch and the failed catcher is
ruled out.
7. If a player catches a ball while out-of-bounds, neither the thrower
or the catcher are out. An out-of-bounds catch following a deflection
does not save that player since the ball cannot
be legally caught out-of-bounds. Thus, the player that the ball deflected
off of is still out.
8. Players may not lift or support their teammates in catching a thrown
ball.
BALL RETRIEVAL
1. The retrieval of dodgeballs that leave the in-play area is limited
to those players who are active in the game and have not yet been put
out.
2. Active players may leave the court to retrieve balls for their team
without penalty. Once out-of-play actively retrieving a ball, the player
is not eligible to be put out. Players shall return to the court immediately
once they have retrieved the ball. Excessive delays are prohibited.
3. Players may not go across the mid-court line (and the mid-court line
extended out from the court) for any reason. All players, substitutes,
and spectators for a team must remain on their side of the court at all
times. A player may reach across the mid-court line and grasp a
ball, but may not touch the opposing team's side of the court with any
part of their body during retrieval.
4. Under no circumstances may a spectator
or inactive substitute pick up a dodgeball or otherwise try to help retrieve
a ball for their team. If anyone other than the players of the respective
teams involved in the game grabs a dodgeball or impedes the progress of
a member of the opposing team in ball retrieval, that dodgeball immediately
becomes forfeited to the opponent. Spectators should always make their
best attempt to get out of the way of the thrown dodgeballs and allow
easy access for the players to get to them to retrieve them.
5. Once a player gets put out, he/she must leave the field of play and
stand in the catch-and-return line. Team members in the catch-and-return
line shall not interfere with game play.
Team members in the catch-and-return line may deflect balls back into
play but shall not move around the court to assist with ball retrieval.
6.
If three (3) or more balls become unretrievable, play may be stopped and all dodgeballs retrieved and moved onto the court. Balls shall be distributed
evenly among teams (an even number per team regardless of the number of
players remaining for a team).
STALLING
1. Teams and players must be actively involved and engaged in the game,
either by attempting to put out other players, shooting shots, or retrieving
balls. Regardless of the number of balls in team possession, inactivity
including excessive rolling or heaving of balls without the intent to
put out an opponent is considered unsportsmanlike conduct and may result in the stoppage of play by a site supervisor and forfeiture of the match to the opponent.
2. Both teams may be charged with stalling simultaneously. Inactivity by both teams will result in forfeiture
of the match.
MAKING A BASKET: REGENERATION & ELIMINATION
1. Teams can, at any time, regenerate their squad to the allowable number
of six (6) players on the court by making a basket with a dodgeball in
the hoop located at the back of the opponent's zone.
2. When the opposing team has only one (1) player left on the court, the
team may win the game for their squad by making a basket with a dodgeball
in the hoop located at the back of the opponent's zone. In this case,
a made basket eliminates the final player on the opposing team rather
than regenerating the shooter's squad.
3. In the attempt to make a basket for regeneration or elimination, the
dodgeball may touch the backboard, backboard supports, and rim without
causing the ball to become dead for hitting these out-of-play areas.
4. Attempted regeneration shots may be blocked by the opposing team (goaltending
is permitted). However, such blocks put out the blocker (essentially getting
hit with the ball) unless the blocked ball is subsequently legally caught
by a teammate.
5. Attempted regeneration shots that do not touch the backboard, backboard
supports, or rim (air balls) may be legally caught by a member of the
opposing team to put out the shooter/thrower.
6. Attempted regeneration shots that touch the backboard, backboard supports,
or rim and do not enter the hoop and result in regeneration are subsequently
dead and cannot be caught for an out OR hit an opposing team's player
for an out.
7. Attempted regeneration shots that pass through the hoop for successful
regeneration are immediately dead once they pass through the hoop and
cannot be caught for an out OR hit an opposing team's player for an out.
8. For the purposes of timing, regenerated players become active the instant
the ball passes through the hoop. All regenerated players must return
to the court immediately from a position along the sideline (from the
catch-and-return line and similar to the return policy on catch-and-returns).
9. Similarly, for the purposes of timing, any players including the shooter
may be put out while the ball is in flight and before it enters the hoop.
If the shooter is the last remaining player for the team and is put out
while the ball is in flight, the game has ended. If the shooter is not
the last remaining player for the team and is put out while the ball is
in flight, that player may be regenerated (team returns to a total of
six (6) players on the court from the catch-and-return line).
PLAY FAIR OR GO HOME
Sportsmanship violations, cheating, and other blatant rule violations will not be tolerated. The Intramural Sports staff (site supervisors or administrative staff) reserves the right to stop any match at any time and disqualify one or both teams for such violations.
1. When a single team is facing disqualification, an instant appeal to the disqualified team’s opponent will occur when a single team is disqualified. The match-site team captain of the opposing team may select to take the awarded victory or continue playing the match.
2. When both teams are facing disqualification, the IM staff will meet with both team captains to determine if the match shall continue.
The match clock will continue to run during all disqualification proceedings and discussions. There is no appeal of a double disqualification or any further appeal of a single disqualification (no postgame protest or office appeal).
VII. SPORTSMANSHIP
1. The mission of Intramural Sports is to provide a recreational environment
for the University community which is safe and enjoyable. While the game
atmosphere is often competitive, ensuring participant safety, providing
a fun, social atmosphere, and promoting sportsmanlike behavior among participants,
spectators, and team followers are our primary concerns. The game atmosphere
should remain good-natured at all times. Participants shall maintain good
sportsmanship throughout their participation in all facets of the intramural
program.
2. The Sportsmanship Rating System is intended to be an objective scale
by which teams' attitude and behavior can be assessed throughout the intramural
sports league and playoff seasons. Behavior before, during, and after
an intramural sports contest is included in the rating. The team captain
is responsible for educating and informing all players and spectators
affiliated with his/her team about the system.
3. A team is responsible for the actions of the individual
team members and spectators related to it. Additionally, FSU Intramural
Sports does not recognize the use of coaches. Only the team captain shall
speak to the officials regarding administrative matters (protests, ejections,
disqualifications, etc). Furthermore, the team captain's efforts in assisting
officials/staff to calm difficult situations and to restrain troubled
teammates are key to controlling team conduct.
4. Sportsmanship is vital to the conduct of every Intramural
contest. In order to encourage proper conduct during games, officials,
administrative personnel, and supervisors shall make decisions on whether
to warn, penalize or eject players or teams for poor sportsmanship. These
decisions are final. The Intramural Sports administrative staff will rule
on further penalties as a result of unsportsmanlike conduct.
5. Each participant should choose his or her team members
carefully, as all team members will suffer the consequences of any disciplinary
action taken by the Intramural Sports staff against that team for violation
of the intramural rules and sportsmanship guidelines. Protests or appeals
of sportsmanship ratings will not be recognized. The Intramural Sports
administrative staff reserves the right to review any rating given to
a team.
6. Additional information regarding team and participant sportsmanship
including the rating method, factors, and scale is available in the Sportsmanship
section of the Intramural Sports Handbook, available online at the FSU
Campus Recreation web site.

