Dodgeball Rules — Glow Sports Club
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Dodgeball Rules — Co‑ed 5s

Official rules for Glow Sports Club tournament play. Built for fast, fair games under blacklight with DJs, hosts, and a packed schedule.

Quick Cheat‑Sheet

  • 5 v 5, co‑ed: 2 women minimum on court.
  • Max 2 subs — roster cap 7. Subs between games.
  • 7‑minute games, 60‑second resets.
  • 6 foam balls. Rush → take behind attack line before first throw.
  • Catch = thrower out + first teammate returns.
  • Headshot on upright player = thrower out (safety stop).
  • Shot clock: if you hold 4+ balls, throw within 10s.
  • Tied at time → 1‑minute sudden death.

Jump to Full Rules Download PDF

1) Roster & Eligibility

  • 5 on court. Co‑ed: 2 women minimum at all times. If short, play short.
  • Max 2 subs (roster cap 7). Subs enter between games or for injury.
  • Check‑in: waivers signed, non‑marking shoes, no jewelry. Staff may sit intoxicated players.

2) Match Format & Timing

  • 6 foam/no‑sting balls (no pinching).
  • 7‑minute running clock, 60s reset between games.
  • Pool play → single‑elimination playoffs. Win 2 pts • Tie 1 • Loss 0.
  • Tie‑breakers: head‑to‑head → game W‑L diff → players‑alive diff → fewest penalties → coin toss.

3) Opening Rush

  • 3 balls set on each half at centerline; players start on back line.
  • Any ball must cross back behind your attack line before the first legal throw.

4) Outs & Catches

  • Out if a live throw hits you before touching anything dead (floor/wall/ceiling).
  • Disarmed: blocking ball knocked from your control = out.
  • Line: step on/over centerline or out of bounds = out.
  • Catch a live throw = thrower out + first teammate returns (first‑out, first‑in).
  • Body‑then‑catch before dead counts as a catch (you safe; thrower out).

5) Blocking & Deflections

  • Blocking is allowed. If a deflection then hits you/teammate before dead, it still counts.
  • Hands/arms without a ball count as body (hits = out). Traps vs floor/wall aren’t catches.

6) Headshots & Safety

  • Headshot on an upright player = thrower out; stop to check safety and clear ball.
  • Ducking/crouching leading to head contact is not a headshot foul; play on.
  • No full‑power throws within ~3 m. No sliding/diving into opponents. Respect refs.

7) Boundaries

  • Side/back lines are live boundaries. Step on/over = out (brief momentum out after a catch is ok if you reset immediately).
  • Balls that hit anything dead become dead instantly.

8) Possession, Stalling & Shot Clock

  • “Ball control” = count of balls on your half.
  • If your team holds 4+ balls, you have 10 seconds to throw enough to give the opponent a playable count (≤3 your side).
  • Ref gives a verbal count + hand signal. 1st violation: surrender a ball. Next: random player out.
  • Rolling a ball across center counts as a release.

9) Overtime (Sudden Death)

  • Used only if players‑alive are equal at time. 1‑minute sudden death.
  • First valid hit or catch ends the game.
  • Start: 3 balls at center; each team sets 2 players at attack line (≥1 woman); whistle → play.

10) Returns & Order

  • Out players line at baseline. On a catch, first‑out returns first and must touch back line before re‑entering.

11) Subs, Injuries & Time‑outs

  • Subs between games; injury subs at ref discretion. 2‑women rule still applies or play short.
  • Injury time‑out max 2 minutes.

12) Conduct & Penalties

  • Yellow: warning/ball loss/sit‑out (taunting, delay, mild profanity, ignoring refs).
  • Red: ejection (abuse, dangerous play, intentional headshots, fighting). Match may be forfeit if roster becomes illegal.
  • Only captains discuss rulings with refs. Decisions are final.

13) Uniform & Gear

  • Matching tops recommended; pinnies available. Non‑marking shoes required.
  • No metal cleats/studs. Optional soft pads/braces; no hard casts.
  • Glow paint/gear allowed if it doesn’t transfer to flooring.

14) Forfeits & Late Arrivals

  • At call time, if a team can’t field a legal lineup within 5 minutes: first game forfeit. 10 minutes: match forfeit (2–0 pool win to opponent).
  • Teams may start short (e.g., 4 with 2 women) and add late players between games.

15) Photos & Media

  • Events may be filmed/photographed under UV. Entry constitutes consent for promo/social use by Glow Sports Club. Tell staff if you need an exception.

Questions?

Ask a ref on site or contact us. We’ll keep the lights on for you.

© Glow Sports Club — Scarborough, GTA