Coed indoor Dodgeball
The referees apply the International Dodgeball Federation rules. However, the Intramural Program has introduced a number of special rules to better comply with the philosophy and objectives of its programs:
Description of Equipment
- Intramural program will distribute a maximum of 11 t-shirts of the same dominant colour to team captains at the mandatory captain’s meeting, that are to be worn during all regular season games.
- The captain is responsible for distributing the t-shirts to his/her team-mates.
- Individuals are responsible for providing all other required clothing: shoes, socks, shorts, etc.
- The intramural program will provide official 9-10” coated dodgeballs.
- The court will be comprised of half of the gymnasium and games will be played across the width of the court. A 2' "dead zone" will span across the middle of the court and will be marked by the outer red lines on the outer boundaries of the court.
- Games will be played with 5 dodgeballs.
- Teams must have a minimum of 5 players on the court to start a game, 2 of whom must be female
- Teams must have a minimum of 5 players with their Intramural shirt in order to start a game
- Upon the referee’s discretion any players after the 5th player may have a shirt other than the intramural shirt that is of same colour as their team’s intramural shirt
- Should a female player become injured during the game and is no longer able to continue play, the team may play one player down to a minimum of 4 players on the court under the discretion of the referee.
Scoring/ Tie-breaking Procedures
- Points will be awarded based on the amount of matches won, one point per 5 minute match. A total game consists of 10 matches.
- No game shall end in a tie. If a tie occurs after the regular 10 matches played, a sudden death final match will be played to determine the winner.
- Standings are decided according to team’s winning percentage (games won/games played).
- If a tie remains after looking at team winning percentages, the team who won the head- to- head game between the teams involved will be declared the winner.
- In the case of a three-way tie, the team with the greatest point differential between only the 3 teams involved (total games won - total games lost) will be declared the winner. The winner of the remaining 2 teams will then be decided by head-to-head results.
- Teams have 50 minutes to complete all scheduled matches.
- Each game will have 10 5-minute matches.
- Each match will be 5 minutes in length; if both teams have an equal number of players remaining after 5 minutes a sudden-death 1 minute overtime will ensue in order to determine a winner.
- After 1 minute of overtime play, the team with the most players remaining is the winner of the match. If teams still have an equal number of players remaining, additional overtime periods will be played until a winner is determined.
- A 5 minute warm-up will be held prior to the first match.
- After 5 matches there will be a 2 minute half-time.
- Teams may change sides after the fifth game played if one team desires. If no request to switch sides is made by either team, teams may remain on original sides of the court.
Rules Governing Play
- Each team must have a total of 5 players on the court, 2 of which must be female athletes.
- A player may only step out of bounds to retrieve a ball, if the player otherwise steps out of bounds he/she must retire to the opposing team – the area of play is extended to the back wall.
- No player may step on the centre line except at the beginning of a match to attempt to retrieve a ball.
- When the referee has determined that both teams are ready to start, he/she shall place 5 balls in the middle of the court, equal distance from each team as well as each other.
- Play is generally continuous as each team makes attempts at throwing the other team’s players out until either all players on one team have been put out or time expires.
- Once a player takes possession of the ball, the athlete has 5 seconds to either pass to another player on their team or make an attempt at the opposing team. The team has 20 seconds in total once they have the ball on their side, once this time lapses the ball will be handed over to the opposing team.
- A player may only be called out if they have been hit at or below their shoulders. A player who, in the referee's opinion, is intentionally trying to draw a head shot by moving their head towards a thrown ball will be called out.
- A player who catches an opposing team's throw will result in the thrower being called out. If the ball is caught while it is in contact with the ground, the catch is considered a "trap" and the thrower will not be called out. Play will continue as normal. Catching the ball will result in a player on the catcher’s team returning to the game as well as the thrower on the opposing team being out. Players must return to the game in the order that they were eliminated in.
- A player may block an opponent's attempt providing the attempt from the opposing team hits only the ball in the possession of the target player.
- A throw may not come into contact with any wall, floor or roof before being caught or coming into contact with a player. If it does, the ball will be deemed dead and play will resume.
- Any attempt to kick the ball is illegal and the ball will be given to the opposing team.
- A player may only be called out if the ball has not come into contact with the ground prior to striking the target.
- No jewelry will be allowed on the playing surface. If a player is caught with jewelry, he/she must remove it and may return for the next match.
- When put out by the opposing team a player must leave the court immediately. Failure to do so will result in the team forfeiting the match.
- If an injury occurs time shall stop and the team may make a substitution; the injured player may not return to the match which they left.
In the case where a ball is thrown and strikes a player of the opposing team and then bounces off and is then caught by an additional member of the opposing team, the play will resume – the thrower is not out nor is the player that was hit prior to the catch.
“Suicide shots” are permitted in the case where the thrower does not touch the centre line as they jump over onto the opposing side, and provided that the ball is released prior to the throwers feet touching the ground on the opposing side. Regardless of whether the ball strikes the opposing player or not, the thrower will be out as a result of this play.
- Teams losing by default must pay a $20 performance-bond penalty, which is to be paid at the Montpetit Client or Sports Complex Services Desk before the next scheduled game. If a team fails to follow this, that team will be suspended until further notice. For more information please see the Performance Bond section in the Intramural Guide.
- A default takes place if, after a 5 minute warm-up and a 5 minute grace period, one of the two teams has fewer than 6 players on the court, if one or more of the players on the court are not wearing the intramural t-shirt.
- A default takes place if, after a 5-minute warm-up and a 5 minute grace period, one of the two teams has fewer than 2 females athletes on the court.
- If the defaulting team’s captain has given due notice 3 working days before the game to the Coordinator, the team having won by default uses the court to practice or to play a friendly game.
- In the event of a default, the score that will be given is 8-0, in favor of the team with the appropriate number of players.
Note: Referees will stay to officiate a friendly game if at least 16 players from either team are present.