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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

  • Please review the entire DISCIPLINARY MEASURES section. This section was fully reviewed and updated.

Control Definition

  • Control means a live player secures a ball with any part of the body and can intentionally retain, carry, or direct it without relying on a surface, object, or another player.
  • A valid catch requires demonstrated control and one point of contact inbounds.

Entry and Queue Rules

  • If a valid catch is completed before the entering player reaches the queue, that player may touch the queue and re-enter immediately via the back line.
  • A player cannot become an entering player on the same sequence of play as a valid catch, even if they reached the queue first.
  • 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: player goes to back of queue, no player enters from that catch.
  • If re-entry in error causes interference, officials may issue a Blue Card.
  • If first-in-queue enters in error: team gets a verbal warning; interference may result in a Blue Card.

Match Timing

  • Round robin: 24-minute matches (event timing may vary).
  • Single elimination: standard rounds 24 minutes, semifinals 30 minutes, finals 40 minutes.
  • Foam + No Sting timed games: 3-minute games within the overall match timer.
  • A game point is earned only by eliminating the entire opposing team.
  • If a timed game expires, play enters No Blocking; same players continue and balls do not reset.

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 their side.
  • Opposing players must relinquish grip on contested balls once possession is established.
  • Failure to relinquish (if excessive) may result in a Blue Card.

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 toward a live opponent, 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/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 also remains live until sequence completion.
  • If a ricochet re-crosses center line back to the throwing side, it remains live and completes sequence.
  • If throwing team catches a ricochet after it hits/opposes block, the catch is valid and the opponent/blocker is out.

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