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K. I. D. L. (Kenyon
Intramural Dodgeball League) Specifications 1. We will be using 8.5” double-ply rubber balls for these matches. 2. See Figure I.1 for a basic layout of the dodgeball court. Exact dimensions may vary based on the spaces available, but we consider 30’ by 60’ to be standard.
3. Teams consist of 5-6 members, 5 of whom play in a single game. A substitution will only be allowed in the event of injury Starting Games 1. Three balls are granted to each of the two teams at the start of each game and may be dispersed among the players in any fashion. If a seventh dodgeball is in use, then it is placed at the center of the as a bonus ball, which may be retrieved only after the game has begun. 2. All players must be behind their respective backlines for the game to begin. See Fig. I.1 for the location of the backlines. 2. The game begins when the moderator calls “Dodgeball”. Game Play 1. Players compete by eliminating members of the opposite team from the game. A player is eliminated when a live ball—one that has not been deadened by contact with the floor, a wall, the poles, a ball, or another player—thrown by a member of the opposite team hits any part of his body. Note that a single throw can only get a single person out. 2. Players may use any means to dodge these attacks while staying within the court, but may not use any implements to impair the trajectory of the dodgeballs except a dodgeball or another player. 3. If a live ball—one that is in mid-throw from the enemy team—hits a ball being used as a shield (See iii.2) and knocks that ball out of the player’s hands (and onto the floor), that player is eliminated. A player may try to recover this ball against a wall or another player and remain in the game as long as the ball does not hit the ground. If a player’s shield is lost by impact from a dead ball, that player is unharmed. 4. In addition to dodging, players may catch balls thrown by the enemy. In the event of a catch, the enemy who threw the ball is eliminated and the teammate who has been removed from game play the longest is resurrected. 5. A player may be saved from elimination if he is able to stop the ball he has been hit with from touching the ground. If this is a catch, the enemy who threw the ball is out (See iii.4), but if the player stops or catches the ball with the assistance of a wall, pole, ball, or another player, the hit is neutralized and no one is eliminated. 6. Resurrected players must first move behind the backline of the court before they are allowed to rejoin the team’s efforts. A player may retrieve a ball while moving to the back, but must travel to said destination directly, without any interference of the current game play. Administrative Topics 1. Games are subject to neither time limits nor shot clocks. However, if all of the balls in play are on a single side of the court, that team has ten seconds to transfer a ball, through whatever means, to the opposing side. 2. Passing over the center line is grounds for a warning or removal from the game, at the moderator’s discretion, and a player hit by the throw of said offender will not be eliminated from the game. Note, however, that players may acquire a ball from the other side of the line so long as no contact is made with the other team’s court or walls. 3. Players who have exited the game may not physically interfere with the game unless they are resurrected. When out, players must move to the nearest wall, and follow it to the exit. Also, the doors must remain closed at all times during games unless a player is exiting or reentering. 4. A time out may be called only in cases of player injury. During the time out, that player may be replaced by another player as of yet inactive in the game play. 5. Teammates may encourage players from outside of the cage, even shout warnings, but are discouraged from any mockery or taunting of other teams. Instances of exceedingly poor sportsmanship may be grounds for removal from subsequent games, again at the moderator’s discretion. Ending Games The game ends when the last player on one of the competing teams is eliminated by being hit or having his attack caught. In the event of a draw, neither side is awarded a win. Winning the Match 1. The first of the two competing teams to win five games wins the set. The score of that set does not carry over into subsequent sets. 2. The first team to win two sets wins the match. Questions? Email the KIDL at kidl@kenyon.edu. |
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