Official Rules · Melbourne Dodgeball
Rules
of Play
Simple to learn. Hard to master.
Learn everything you need before stepping on court.
These are the official rules of Melbourne Dodgeball League. If you require further clarification on any rule, please contact us or speak to your referee on the night.
The referee's decision is final - no exceptions.
Rule 01
Definitions
Live Ball
A ball becomes live once it is in possession of a player and until it becomes a dead ball. A ball is still considered live even after making contact with another live ball or player.
Dead Ball
A ball becomes dead once it makes contact with anything other than an active player — i.e. ceiling, netting, floor, wall, live ball mid-air, referee, player who is out, a dead ball on the ground, a ball not yet activated during the opening rush, ball retrievers or fans, or any other object not actively part of the match.
Set
A set is 4 minutes in duration, OR until all 6 players on a team are eliminated. 1 point is awarded to the winner of each set.
Match
A 50-minute contest between two teams competing for the most sets/points within the time frame. 2 × 25 minute halves.
Rule 02
Team Rosters & Substitutions
- A full mixed Dodgeball team consists of 6 players on the court, with a minimum of 2 females required (e.g. 4 males, 2 females).
- There is no maximum limit to the number of players on a team roster. On average, most teams have 6–10 players.
- All players must fill out the online waiver form before playing.
- Every team must nominate a team captain. The captain's duties include:
- Letting MDL know about team forfeits with as much notice as possible
- Relaying any information MDL provides to their team
- Discussing any issues with the referee on behalf of the team
- Ensuring their team has enough players each week
- A registered team may bring in additional players not on the roster. All new players must fill out the waiver prior to playing.
- The legal minimum player requirement to play a match is 4 males + 2 female on court.
- If a team attends with fewer than the legal minimum, this may result in a match forfeit (see Match Forfeits).
- A team may borrow players from another team only if they have 4 players or less. Permission from the opposing team is required before the match commences.
- "A" Division players cannot substitute for "B" Division teams. "B" Division players cannot substitute for "C" Division teams and so on. Exception: players permanently registered on two teams.
- To be eligible for finals, each player must have played in 50% of regular season matches.
- If approved by MDL, some players may play in 2 separate divisions as long as they are a permanent member of both teams.
Rule 03
Equipment
- Players are encouraged to wear any protective equipment they feel is necessary for their own safety.
- The use of sticky substances on hands to enhance catching is strictly prohibited. Chalk is allowed.
- MDL encourages all teams to wear matching jerseys — the same coloured t-shirts, purchased through MDL, bought elsewhere, or won as a Grand Final prize.
- MDL provides all match balls — International 7" rubber-coated polyurethane foam Dodgeballs.
Rule 04
The Court
- MDL Dodgeball courts vary in dimensions depending on each venue.
- Each court consists of a half-line and 2 activation lines.
- AstroTurf courts are enclosed in netting and contain an additional backline (see Boundaries).
Rule 05
Boundaries
- Boundaries are set specific to each venue. Courts may have no hard lines, one hard backline, one hard sideline, or both.
- In venues with a set backline, the line is a HARD BACK. Any part of a player's body that touches the hard backline results in elimination.
- Players may only go behind the backline/over the sideline to retrieve balls and must raise their hand before crossing the line for a minimum of 1 second.
- Any player retrieving a ball from outside the court cannot be eliminated by the opposing team.
- Any player retrieving a ball from outside the court cannot make a legal catch from their opponents.
- Once a player retrieves a ball from outside the court, they must return to inbound territory from the back of the court without stalling. Balls or catches within the next 5 seconds will not count if they re-enter incorrectly. Excessive stalling can result in elimination.
- Any thrown ball deflected off a player standing behind the backline is considered a dead ball and cannot be caught by teammates.
- If a player jumps from inbound territory, catches a ball mid-air, and lands outside the backline or sideline, the catch does count.
- Players can only raise their hand to retrieve a ball behind the backline and/or sideline. Players who have stepped on the line, lost balance, or jumped behind the line during gameplay cannot raise their hand to escape elimination. Referees have final discretion.
- For venues with a HARD SIDELINE, the same rules apply.
- Teams are encouraged to use their Ball Retrievers to pass balls back into gameplay to decrease time spent collecting balls.
- Please discuss with the referee whether your location has specific boundary lines and whether penalties apply.
Rule 06
Scoring
- The team with the most sets won (points) at the end of the match wins. 1 point is awarded per set won.
- If the 4-minute time limit is reached, the team with the most players remaining wins the set.
- If both teams have the same score at the end of the match, it is recorded as a draw (except during finals).
- MERCY RULE — If a team loses by 10 points before the match finishes, the match becomes a friendly and neither team can earn more points. This keeps the ladder fair.
- During a friendly match, different varieties of Dodgeball can be played if agreed upon by both teams.
- LATE PENALTIES — If a team is 10 minutes late, the opposing team receives an automatic 2 points. For each additional 4 minutes late, the opposing team receives 1 more point.
Rule 07
Match Forfeits
- If a team does not meet the minimum player requirements at the start of a match, they risk an on-the-spot forfeit. The referee and both team captains must discuss available options before the match. The opposing team has final say. Options include:
- The match is considered a forfeit to the defaulting team. The match can be cancelled or resume as a friendly. A forfeit fee is deducted from the defaulted team; no fee is charged to the unaffected team.
- If agreed beforehand, teams short on players may obtain players from other teams to reach the legal minimum. The match resumes as normal.
- All defaults are recorded as 10–0 in favour of the non-defaulting team.
- There is a $95 forfeit fee for one forfeited match, deducted from the bond. If the bond is used up, the team is required to repay it.
- If a team defaults on a second night, their status in the league will be put under review.
- In the case of a forfeit before match day, the opposing team may:
- Not pay the match fee and not play that day
- Opt for a friendly match (if available) while paying the $95 match fee
Rule 08
Fixtures & Ladders
- Fixtures are posted online 48 hours prior to the first match of the regular season. No scheduled matches occur during public holidays.
- Depending on the venue, leagues may offer "A", "B" or "C" divisions. A = Competitive, B = Intermediate, C = Beginner.
- Season length depends on the number of teams. Each team plays opposing teams twice, resulting in seasons of 14–18 weeks.
- Due to unforeseen circumstances, fixtures may change. Teams will be notified if this occurs.
- The Ladder is posted online and updated within 48 hours of each match, based on a win/loss/draw system with a +/− point differential.
- In the case of two teams having an equal W/L/D record, the team with the most points outranks the other.
- In the unlikely event of identical records, a free 20-minute match will be played to determine rank.
- Weeknight matches: 6:40pm – 10:20pm. Sunday matches: 3:45pm – 10:20pm.
- MDL will only cancel matches if the temperature exceeds 38°C. Short and water breaks are mandatory in extreme heat.
- Matches may also be cancelled or rescheduled if the facility is closed. Teams will be notified.
Rule 09
Finals & Grand Finals
- Win/loss/draw ratios and point differentials determine ladder placement and finals eligibility.
- 8+ team divisions — Top 8 teams compete using the AFL finals structure:
- Quarter Finals: 1st vs 4th, 5th vs 8th, 6th vs 7th, 2nd vs 3rd
- Semi Finals, Preliminary Finals, Grand Final & Bronze Final follow accordingly
- 6–7 team divisions — Top 6 teams in a single elimination structure. 1st & 2nd receive a bye into Semi Finals.
- Any finals match resulting in a draw will be decided by a full 4-minute round (not Sudden Death).
- To qualify for finals, all players must have played in 50% of regular season matches.
- Players who miss matches due to injury (with medical certificates) and have played a minimum of 25% of the season may still qualify. League Managers have final say.
Rule 11
Eliminating Players
Players are eliminated if they:
- Throw a ball and an opponent catches it
- Are hit by a ball on the full (from the opposing team) anywhere on the body — clothing, head and hair included
- Are using a ball to deflect a thrown ball, and the deflected ball contacts any part of their body/clothing
- Are hit by a ball deflected off a teammate's body or ball
- Step on any hard line
- Have a ball disarmed from their possession
- Cross or touch the half-line with any part of the body (results in a double whistle from the referee)
- Are stalling behind the back or sideline (after retrieving a ball) and are hit by a ball
- Receive 2 yellow cards or 1 red card from the referee
- Jump feet-first into netting
- Throw their body into netting to avoid an incoming ball (referee's discretion)
⚠️ Interference
No eliminated player may interfere with current gameplay. If a referee believes an eliminated player has intentionally interfered (e.g. moved in front of a thrown ball to block it from hitting a teammate), they can eliminate the relevant active player. All eliminated players must quickly exit the court.
Rule 12
The Opening Rush
- 6 Dodgeballs are placed along the half-line — 3 on each side of the center hash. Players line up at the backline.
- Teams may only retrieve the 3 balls to the right of the center hash during the opening rush.
- If any balls are touched from the opposing team's side before it is legal to do so, a timeout is called and the opposing team receives all those balls.
- During the opening rush only, players may cross the half-line with two feet without being eliminated.
- Once retrieved, a ball must be carried, rolled, kicked or thrown behind the activation line before it can be legally thrown at the opposing team.
- Only the ball has to travel completely behind the activation line — not the player.
- Any ball thrown that does not cross the activation line is a Dead Ball and will not count toward an elimination or catch. An inactive ball can still be thrown for strategic reasons but instantly becomes dead on release.
- Once a team has activated all 3 of their balls, they may take the opposing team's balls from the half-line if they have not done so already.
- Balls stolen from the opposing team during the opening rush do not need to be activated.
Rule 13
Throwing
- A throw is defined as a ball released from the hand in a forward motion toward the opposing team. No spiking (volleyball-style), bumping (AFL-style), kicking, or slapping off the ground.
- At the end of the 4-minute set or 5-second advantage countdown, any ball in the air instantly becomes dead regardless of when it was thrown.
- KAMIKAZE THROW — This throw is no longer allowed.
- If two opposing players throw simultaneously and both are struck — both players are eliminated once the balls become dead. If this occurs during a 1-on-1, the set is decided by sudden death.
- ABSOLUTELY NO SQUEEZING of balls is permitted. A firm grip is allowed. If the referee sees air released from a ball, or any ball moving unnaturally, they can eliminate that player and/or reinstate a player eliminated by that ball. A yellow/red card may be given.
- All balls must be thrown with the intention of hitting your opponent (refer to the Invalid Throw Rule).
- You may not place a ball over the half-line in a stationary position, or use backspin to return a ball to your possession. If this occurs, the referee will call a timeout and the ball(s) will be given to the opposing team.
Rule 14
Catching & Blocking
- If a player catches a live ball thrown at them, the thrower is eliminated and the catching team returns a previously eliminated player (in the order they were knocked out).
- Players may use a ball in their possession to block or deflect another ball.
- Whilst holding a ball, your hands from the wrist down become part of the ball. Any live ball contacting your hands will not result in elimination. (Some A Division venues may rule differently — refer to your referee.)
- If a player is struck inbounds and the ball rebounds into one or more teammates and becomes dead, this results in a double (or triple) knockout.
- If a player attempts to catch a ball rebounded off a teammate and drops it, both players are eliminated.
- If a player catches a ball before leaning into netting or stepping out of bounds, the catch counts — but they are still eliminated.
- TRAPPED BALL — A catch made against a surface or object (wall, floor, eliminated teammate, or ball on the ground). Also applies when a thrown ball hits an opponent's foot and the ground at the same time. A trapped ball is called, no one is eliminated, and play resumes.
- If a trapped ball catch is made for a ball rebounded off a teammate, only the player who was initially struck is eliminated.
- You may catch a ball while in possession of another ball.
- Players may drop a ball to catch an incoming ball from the opposing team.
- DISARM RULE — A player is eliminated when any ball in their possession is dislodged by a thrown live ball. The dislodged ball must become dead before the player is eliminated.
- INVALID THROW RULE — All thrown balls must be directed at an opponent in a valid attempt to eliminate them (within 1.5 metres of either side of your opponent).
- First offence: verbal warning
- Second offence for the same player: yellow card
- Any subsequent invalid throw for that team: another yellow card
- The referee determines whether a throw is invalid
Rule 15
Passing
- Players may pass balls to teammates with their hands, feet, or by handing off.
- Players may have more than one ball in their possession at one time.
- Absolutely no kicking of any balls into the air toward the opposing team's court. A kicked ball cannot eliminate an opponent; however, if caught by an opponent it results in the kicker's elimination.
- If a player is eliminated while holding a ball, they may pass the ball to a teammate or drop it where they are standing. They may not touch any other balls on the court as they exit. If they do, a timeout is called and those balls are forfeited to the opposition.
Rule 16
Headshots
- Headshots are allowed but not encouraged in all MDL venues and divisions.
- Players must apologise to any player they have hit in the head with a ball.
- The DANGER ZONE is defined as the area between the shoulders and the top of the head.
- Although headshots are allowed, injuries can still occur. Please consider the power of your throws against beginners and those at a lower skill level.
- Referees have the right to intervene and penalize any players they believe are creating an unsafe environment or purposefully targeting opponent's heads.
Rule 17
Re-entering the Set
- Once a teammate makes a legal catch, a player may re-enter in the order in which they were eliminated.
- AstroTurf — Players re-enter and become live once both feet cross the backline.
- Gymnasium — Players must enter down the side of the court and touch the back wall before they can begin play. They are safe from live balls until they touch the wall. If they turn to face the opposing team before touching the wall, they are considered "in play" — but any catch or elimination within the first 5 seconds is discounted.
- Players must re-enter within 10 seconds of a catch. Exceeding this limit results in a forfeited re-entry.
- Players re-entering must do so quickly. Excessive hesitation to trick opponents or delay the match is not permitted.
- If a re-entering player purposefully stalls and is struck by a ball, the referee can eliminate them if stalling was intentional.
Rule 18
10-Second Advantage Rule
This rule speeds up gameplay and prevents one team from controlling the majority of balls for any length of time.
- If 5 seconds pass without any balls being thrown by either team, the referee begins a verbal 5-second countdown while pointing to the affected team.
- Any ball thrown before the verbal countdown begins resets the 10-second clock.
- The affected team must release one ball before the countdown reaches zero, thrown forward or rolled directly to an opponent.
- Any ball thrown by the team that does not have advantage also resets the clock.
- Balls thrown by eliminated players do not count toward resetting the clock.
- If no ball has been legally released by the end of the countdown, the referee blows the whistle, stops play, and all 6 balls are given to the opposing team.
Who Must Throw First
During the first set only — with equal players and equal balls — the team highest on the ladder throws first. After that, the team that won the last set throws first. If a team has more players on court, they throw first.
Rule 19
Sudden Death
Sudden Death occurs with uneven player counts only if gameplay reaches the end of the half (25 min) or the game (50 min).
- If the 4-minute set ends and both teams have equal numbers of players on court, Sudden Death comes into effect.
- The same players left at the end of 4 minutes will compete in Sudden Death. The referee redistributes the balls — each team starts with 3 balls.
- Sudden Death has no time limit. The 10-second advantage rule applies.
- Catches can still be made in Sudden Death. New players re-enter in the order they were eliminated.
- Balls do not need to be activated during Sudden Death.
- BLOCKING in Sudden Death can result in elimination. Any player that deflects a ball will be eliminated once it becomes dead. However, a blocked/deflected ball can still be caught to save that player, eliminating the thrower.
- If two opposing players throw simultaneously and hit each other, whichever player's ball becomes dead first is eliminated.
Rule 20
Exiting the Court When Eliminated
- Eliminated players must exit the court quickly and make no attempt to disrupt gameplay.
- If eliminated while holding one or more balls, the player may pass them to teammates or place them on the ground where they were eliminated.
- If a player is not in possession of a ball when eliminated, they are not allowed to touch any balls as they exit the court.
Rule 21
Uncommon Rules
- If a player is hit, they are still considered in play until that ball becomes dead — they can still make a legal catch or throw at an opponent.
- If a player is hit and the ball deflects across the half-line, the hit player (or a teammate) can jump over the half-line and tap the ball back before landing. This ball can be legally caught by a teammate — the catch counts but the player who jumped is eliminated (unless they were the first eliminated, in which case they re-enter after the catch).
- A ball thrown across the half-line, deflected back into the thrower's half and caught does not result in a legal catch.
- Reaching across the half-line with a ball in hand and touching your opponent does not result in a legal elimination. All balls must be fully released from the hand to become live.
- Any live ball thrown across the half-line that contacts your own teammate before striking an opponent does not result in elimination. The ball becomes dead on contact with a teammate.
- A player is not eliminated if they are about to go out of bounds and use a ball in hand to push themselves back in play.
- Any live ball instantly becomes dead the moment a player is eliminated. (Example: Ball A strikes a player and is still airborne. Ball B then hits the same player and becomes dead on the ground. Ball A in the air becomes dead and will not eliminate anyone if caught by a teammate.)
Rule 22
Ball Retrievers
- Ball Retrievers are inactive players (or fans) sitting on the bench or standing behind the back line.
- Once a Dodgeball completely crosses the court's boundary lines, a ball retriever can collect it and pass it to any on-court player.
- Ball Retrievers cannot enter the playing area.
- Ball Retrievers can only take balls that have completely crossed a boundary line. Extending limbs into active play is not permitted.
- Ball Retrievers may hold balls as long as they want.
- A Ball Retriever cannot reach across to the opposing team's side to retrieve a ball. If they do, that ball is forfeited to the opposing team.
- If a ball comes to rest on the half-line, either team's ball retrievers can take the ball. Act fairly — the referee has final say in disputes.
Rule 23
Facilities
- MDL hires facilities from Indoor Sports Centres and School Gymnasiums across Melbourne.
- Players are expected to clean up after themselves.
- Any player who receives a complaint from MDL may face possible ejection from the league.
- A canteen is available for food and drinks at all Indoor Sports Centres (not gymnasiums).
- Free parking is available at all locations.
- Players must wear clean, non-marking shoes on the courts.
- Players are responsible for any property damage.
- Players cannot be under the influence of drugs or alcohol in and within 100 metres of any Dodgeball facility.
Rule 24
Referees
- Referees are trained employees of Melbourne Dodgeball League.
- Their role is to encourage sportsmanlike play, call out eliminations, and keep matches flowing smoothly.
- Players are asked to abide by the HONOUR SYSTEM. Dodgeball is fast-paced and the referee cannot see everything — it is important that everyone plays fair and calls themselves out when hit.
- Referee responsibilities include: match set-up, managing match times, keeping score, calling players out, having final calls on disputed plays, and preventing any possible altercations.
Rule 25
Timeouts
- Each team is allowed a single 30-second timeout per match in which the clock is stopped.
- A timeout can be called at any point during the match.
- Timeouts may also be called for:
- Injuries
- Lost ball or another ball on court
- Forfeiture of ball(s) due to any ball infraction
- Any safety hazards that arise during gameplay
- Once a 5-second advantage violation has been called
- All play is void once a timeout whistle has been blown.
Rule 26
Conduct During Matches (Yellow & Red Cards)
All players are expected to act with sportsmanship and conduct that upholds the integrity of the match. Behaviour constituting misconduct includes but is not limited to:
- Fighting or attempting to assault another player
- Racist, sexist, or homophobic comments directed at the other team
- Rude verbal taunting
- Throwing a ball at an opposing player despite being clearly called out
- Intentionally throwing a ball excessively hard at close distance at another player's face
- Excessive use of foul language
- Cheating
- Causing constant distraction by a player not on court
- Squeezing and crumpling the ball before throwing it
- Kicking or spiking the ball
🟨 Yellow Card
- Warning for conduct on court
- Player must sit out for 5 minutes — team plays with 5 players
- 2 yellow cards in the same match = ejection from the match (player may return the following week)
🟥 Red Card
- For serious misconduct — may be given without warning
- Player is immediately ejected from the match
- Team continues one player short for the rest of the match
- Player is further suspended by MDL for a period deemed appropriate
Rule 27
Conduct for Team Supporters
Off-court players, coaches, ball retrievers and spectators should not interfere with the match. Interference includes:
- Unnecessarily loud or abrupt sounds and actions aimed to distract
- Rude gestures or verbal insults to players
- Physical contact with the other team's players or supporters
- Inactive players entering the court
- Providing unfair assistance to active players by distracting or pushing players during gameplay
If a team believes opponents or spectators are interfering, team captains may request the referee issue a warning. If behaviour continues, a Yellow or Red Card may be issued at the referee's discretion.
Rule 28
Rule Enforcement
- Rules are enforced primarily by the "HONOUR SYSTEM". Players are expected to act honestly and remove themselves from the match if they know they were eliminated.
- THE REFEREE'S DECISION IS FINAL — NO EXCEPTIONS. Blatant dishonesty or failing to adhere to the referee's decision may result in penalties either during or after the match upon review.
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