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USA Dodgeball 2026 Rules Update

The official ruleset for USA Dodgeball has been updated for the 2026 season! These changes aim to enhance gameplay, improve fairness, and ensure the sport continues to evolve at the highest level. Updates were made based on player feedback, competitive analysis, and a commitment to safety and inclusivity, as well as to further align with the World Dodgeball Federation. Be sure to review the new rules before hitting the court - stay informed, stay competitive, and get ready for an exciting season!

Here are the updates you need to be aware of:

Disciplinary Measures

  • Review the full DISCIPLINARY MEASURES section. It was fully updated.

Control Definition

  • A live player secures a ball and can intentionally retain, carry, or direct it.
  • A valid catch requires control and one point of contact inbounds.

Entry and Queue Rules

  • If a valid catch happens before the entering player reaches the queue, that player may touch the queue and re-enter immediately.
  • A player cannot become an entering player on the same sequence of play as a valid catch.
  • One catch from one live ball brings in one teammate in out order.
  • Entering players become live once they establish one point of contact inbounds.
  • Out-of-order entry sends the player to the back of the queue, and no player enters from that catch.
  • If re-entry in error causes interference, officials may issue a Blue Card.
  • If the first player in the queue enters in error, the team gets a verbal warning; interference may result in a Blue Card.
  • Entering players may not have a ball in hand until they become active on the court.
  • If an entering player carries, rolls, or intentionally touches a ball before becoming live, that ball is forfeited and the player is out.

Match Timing

  • Round robin matches are 24 minutes.
  • Single-elimination matches are 24 minutes, semifinals are 30 minutes, and finals are 40 minutes.
  • Foam and No Sting timed games are 3 minutes within the overall match timer.
  • Foam/No-Sting: A game point is earned only by eliminating the entire opposing team.

Bracket format

  • The single-elimination bracket may split into an upper and lower bracket based on team count.
  • 24 or more teams: upper bracket of 16 teams.
  • 12-23 teams: upper bracket of 8 teams.
  • Fewer than 12 teams: one bracket with all teams.

Designated Ball Retrievers

  • Active players cannot be designated ball retrievers.

No Blocking

  • If a game has not concluded within the time limit, it will enter No Blocking. The game is briefly stopped and resumes with the same players. Balls do not reset.
  • After transitioning to No Blocking, at the end of a game or match, the burden count will reset.
  • If the match clock expires during No Blocking, play continues without interruption and the current game becomes a match-end No Blocking game.

Round Robin Seeding Tiebreakers

  • Sum of total match points
  • Match win = 3 points
  • Match tie = 1 point
  • Match loss = 0 points
  • Total game points scored
  • Game points differential
  • Head-to-head outcome
  • Coin flip

Opening Rush (Cloth)

  • Once a ball fully crosses center line, possession belongs to the team that brought it to that side.
  • Opposing players must relinquish grip on contested balls once possession is established.
  • Failure to relinquish grip may result in a Blue Card if excessive.

Burden

  • Foam/No-Sting: Burden resets on every valid throw by either team.
  • Cloth: Burden is established by majority ball possession.
    • If balls are equal, officials determine majority potential by nearest player to reachable dead ball(s).
    • Only active players on the burdened side can relinquish burden via valid throws.
    • Burden is relinquished when that side no longer has majority possession.
    • If "play [n] balls" is called, n is one less than balls in possession, capped by live players.

Cloth Throw Clock and "Play [n] Balls"

  • Throw clock starts at 10 seconds.
  • Burdened team gets 5 seconds to relinquish majority possession.
  • If still burdened after 5 seconds, officials call "play [n] balls".
  • If players have clearly started a throwing motion, officials delay the call until motion completion.
  • After the call, the burdened team must make [n] attempts within 5 seconds.
  • If they fail to make enough attempts, players controlling balls at call who failed to attempt are out.
  • Additional players may be called out to meet [n], capped by unthrown balls in possession at call time.
  • Captain or coach selects additional out players; if delayed, officials choose.
  • If a ball-controller is eliminated before attempting, balls in their control are counted as thrown for "play [n] balls".

Cloth Blockbacks and Hitbacks

  • Blockbacks or blocking attacks are valid throws.
  • A ball that hits an opponent and ricochets back remains live until sequence completion.
  • A blocked ball ricocheting back to the throwing team remains live until sequence completion.
  • If a ricochet re-crosses center line back to the throwing side, it remains live and completes sequence.
  • If the throwing team catches a ricochet after it hits an opponent, the catch is valid and the opponent is out.
  • If the throwing team catches a ricocheted block, the catch is valid and the blocker is out.

Stoppage of Play

  • When possible, referees should stop play when no live balls are in flight and no player is actively engaged in play.
  • Referees may delay a timing action to avoid interrupting an active play.
  • Referees may stop play immediately to prevent a sequence of play beginning or resolving in error.

Timeouts

  • Each team gets 1 timeout per standard bracket match and 2 per semifinal or final playoff match.
  • Timeouts may last up to 2 minutes.
  • During a timeout, play is stopped and all match and game clocks are stopped.
  • Timeouts may only be requested between games or during a stoppage of play.

Official Rulebook of USA Dodgeball is reviewed regularly. Check back often to ensure you have the latest version!