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.
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.

