Battle Cry First Responders DodgeBall Challenge Rulebook
The court is divided into two 30’ X 30’ areas, with a 4’ X 30’ neutral zone located at center court separating the two sides, an attack line located parallel and 10’ from the center line, for a total court length of 60’ from end line to end line, and a total width of 30’ from sideline to sideline.
Teams consist of however many players you’d like. However, you can only have six on the field at one time. No substitutes once the game has started. All players must be in a team uniform. At least one player must be of the opposite sex from the other five. If you can’t field a player of the opposite sex, then you are short one player at the start of the game. You can still reach the maximum of 6 players by catching opponent’s balls.
Retrievers may not enter the court at any time. Retrievers are only allowed to field balls from their side of the court and balls can only re-enter from the baseline.
3 games = 1 match.
Games are played until all opponents on one side have been eliminated. The first team to eliminate all its opponents is declared the winner. As always, the tourney will be a double elimination bracket.
Games played before the quarter-finals (in both the winners and loser brackets) will consist of exactly 1 game. No more, no less. For quarters, semis and finals, advancement to next round will be determined by best of three game matches.
Teams with a First Responder on the field are able to begin each game with a single ball in hand The referee will ask First Responder to identify themselves before each game & give that player a ball. Only 1 ball will be given to the team at the beginning of the game. If each team has First Responders on the field, each team will each receive 1 ball in hand, and the remaining 4 balls will stay on the line at the game’s beginning. Please note, all members will be verified before the event, and provided a wrist stamp to identify themselves during each match.
Play begins with all players positioned behind their team’s end line. Start occurs at the beginning of each game or reset. Upon the official’s signal, both teams rush to center court and attempt to retrieve as many balls as possible. A team may start with as many or as few players as it wants, but at least one person from each team has to start.
There is no limit to how many balls an individual player may retrieve Players may not slide or dive head first into the neutral zone or they will be called out. Crossing over the neutral zone will result in an “out.” Players may not physically grab and pull another player across the neutral zone or prevent them from returning to their side of the court.
Putting a Ball in Play
The player and the ball must go completely behind the attack line. During the start any ball retrieved from the neutral zone must be returned behind the attack line before it may be thrown at an opponent. A ball that hasn’t crossed the attack line is considered a dead ball, any hits or catches are voided plays.
There are two ways to put a ball into play following the start:
(1) A player carries the ball across the attack line.
(2) A player passes the ball a teammate who is behind or carries it across the attack line.
There are no team time outs.
A player shall be deemed “out” when:
- A live ball hits any part of the player’s body, clothing, or uniform.
- If a player is hit by a live ball rebounding off another player’s ball or ball lying on the court.
- A defending player catches a live ball they have thrown.
- Players shall return from the Queue in the order they were put “out” (i.e. first “out,” first “in”).
Players can defend themselves by blocking the ball in flight with another ball but must retain control over the ball they are blocking with. A player dropping or losing possession of the blocking ball is deemed “out.” Any blocked ball rebounding off another ball is considered live. Any player hit by the rebounding ball is deemed “out.”
The act of squeezing the ball in order to alter the thrown or blocked ball is not allowed.
Defined as the act of intentionally delaying the game. If a referee determines that a player or team is stalling, the referee will warn the player or team. If the stalling continues, at the referee’s discretion, the player or team will lose possession of all balls on their side. If both teams are stalling a reset should occur.
Out of Bounds Rule
If any part of the player’s body touches the end lines the player shall be deemed “out”. If any part of the player’s body touches the far neutral zone line, the player shall be deemed out. Momentum may carry a player out of bounds while making a catch, providing control of the ball was established prior going out of bounds. Neutral Zone Rule
The neutral zone is a 4’ by 30’ area centered around the centerline. A player may safely step into the neutral zone but not across. Any player crossing over the neutral zone is deemed “out.”
An airborne attack, where an attacking player may legally cross the neutral zone to hit an opponent but the ball must leave the attacker’s hand before any part of the attacker’s body touches the opponent’s territory. If successful, the player hit is out and attacking player remains in.
Any thrower committing a headshot will be deemed “out.”
The opposite team decides the embarrassing song and dance challenge to be exhibited immediately.