Official Rules · Melbourne Dodgeball

Rules
of Play

Simple to learn. Hard to master.

Learn everything you need before stepping on court.

6
Players per side
6
Balls in play
50
Min per match
4
Min per set
100%
Fun
0
Experience needed
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.
Definitions Team Rosters Equipment The Court Boundaries Scoring Forfeits Fixtures Finals Match Format Eliminating Opening Rush Throwing Catching Passing Headshots Re-entry 10-Sec Rule Sudden Death Exiting Uncommon Ball Retrievers Facilities Referees Timeouts Conduct Supporters Enforcement
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

Rule 03

Equipment

Rule 04

The Court

Rule 05

Boundaries

Rule 06

Scoring

Rule 07

Match Forfeits

Rule 08

Fixtures & Ladders

Rule 09

Finals & Grand Finals

Rule 10

General Match Format

Rule 11

Eliminating Players

Players are eliminated if they:

⚠️ 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

Rule 13

Throwing

Rule 14

Catching & Blocking

Rule 15

Passing

Rule 16

Headshots

Rule 17

Re-entering the Set

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.

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).

Rule 20

Exiting the Court When Eliminated

Rule 21

Uncommon Rules

Rule 22

Ball Retrievers

Rule 23

Facilities

Rule 24

Referees

Rule 25

Timeouts

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:

🟨 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:

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

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