Victorian Premier League Rules & Regulations

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SEASON 2024
Victorian Premier League

Major League Dodgeball’s Victorian Premier League (VPL) rules are based off the World Dodgeball Association (WDA) and Asian Dodgeball Federation International regulations.

To view the official World Dodgeball Association International Rules – CLICK HERE.

Below is a summary of the rules and regulations used in the MLD VPL competition.

  1. THE COURT:

1.1. The court is the area within which the balls may be legally played, where catches are legal, and ‘outs’ may be made.

1.2. There shall be a clear and unobstructed area between the end lines and sidelines.

1.3. An official shall inspect the court for suitability for play prior to the start of the match.

Court Layout:

1.4. The official dimensions for a regulation court are as follows:

– 17 metres (length) x 8 metres (width)

  1. EQUIPMENT / PLAYING UNIFORM:

2.1. Dodgeballs – Five (5) dodgeballs will be used in each match.

2.1.1. WDA approved 6.9-inch Cloth dodgeballs will be used and inflated to 0.126-0.14 kg-f/cm2 (1.8-2.0 psi).

2.2. Player Uniforms:

2.2.1. Team players must wear matching uniforms.

2.2.2. Jerseys must clearly display a number which is unique for each player within the team, ranging from 1 – 99.

2.2.3. Clubs shall not display the names and / or logos on their uniforms of any other dodgeball association which is not aligned with Dodgeball Australia. Clubs shall also not display a sponsor which is in direct competition with a Dodgeball Australia partner.

2.2.4. Team uniforms must not clash with referees’ uniforms.

2.2.5. Footwear must be suitable for indoor sports, which is non-marking.

2.2.6. Gloves are not allowed to be worn by players.

2.2.7. Protective gloves / gear, required to support injury or required for medical reasons to protect the skin, will be allowed providing the player can produce evidence to support the requirement for protective gear.

2.2.8. Kneepads are recommended safety wear for all players.

2.2.9. Jewellery, hats and beanies must not be worn by players during competition. Referees may inform a player to remove these items before or during a match, at any given time.

2.3. A team will be deducted two (2) sets per match, for each item of clothing that isn’t worn by a player (team jersey & shorts).

If a player only has one of the items (EG: jersey), they will receive a two-set penalty for not having the correct shorts. If a player doesn’t have the correct jersey & shorts, they will receive a four-set penalty.

2.3.1. A fill-in player, at a minimum, is required to wear the team’s playing jersey (shorts are not required). Failure to do so will result in a two-set penalty per match.

2.3.2. Team’s cannot swap playing uniforms amongst teammates, during the match.

2.3.3. If a registered player is waiting on their uniform from the supplier, he / she will be treated as a fill-in player on court. Meaning the player will only be required to wear the playing jersey. If the entire team is waiting on their uniform from the supplier, no uniform penalties will apply.

2.3.4. If referees have not spotted a uniform infringement during the course of the match, officials have the authority to dock points during or post the VPL round. Meaning, results could potentially be overturned following the completion of the match or via video review.

2.3.5. If a playing member has a uniform infringement, the captain is responsible for informing the referees at the beginning of the match.

  1. CLUB & SQUAD REGULATIONS:

3.1. A maximum of 12 players can register for a single VPL team in the 2024 season. If a Club has multiple teams in the same division (EG: two Men’s teams), a player can only be registered for one team, and cannot be swapped between the two teams throughout the season.

3.1.2. Two spots, designated for interstate players, will be excluded from the squad cap of 12 players per team.

3.1.3. Teams can update their 2024 playing squad up until Round 6 – July 20, 2024.

3.1.4. Players who wish to transfer clubs during the season, can make a formal application to the VPL if there are exceptional circumstances. The VPL will review the application and make a decision in due course. No applications can be submitted following Round 5 (July 6, 2024).

3.2. Men’s Division:

3.2.1. Only male players will be eligible to participate in the Men’s division, with a maximum of six players on court, at any given time.

3.3. Mixed Division:

3.3.1. A maximum of four (4) male players can be on the court, at any given time.

3.3.2. Mixed (Division 2):

A maximum of 3 registered Division 1 players can play for a single Division 2 team.

A maximum of 1 Australian Dodgeroos player (2023-24 ADC Saudi squad) can register for a Division 2 team.

3.4. Women’s Division:

Only female players will be eligible to participate in the Women’s division, with a maximum of five players on court, at any given time.

3.5. Australian Dodgeroos Player Cap:

3.5.1. Men’s Division: A maximum of 2 Australian Dodgeroos players (2023-24 ADC Saudi squad) can register for a single Men’s team in each division.

3.5.2. Women’s Division: A maximum of 2 Australian Dodgeroos players (2023-24 ADC Saudi squad) can register for a single Women’s team in each division.

3.5.3. Mixed Division: A maximum of 3 Australian Dodgeroos players (2023-24 ADC Saudi squad) can register for a single Mixed team in each division. Of the 3 players, a max of 2 per gender.

3.5.4. If a team exceeds the player cap during a match, they will forfeit each subsequent set where the cap was exceeded. Scores and results may be overturned via video footage if a team has breached the regulations.

3.6. Fill-In Players:

3.6.1. In the Men’s, Mixed and Women’s Divisions, teams cannot borrow players from other VPL teams competing in the same division.

3.6.2. If a team is short on players for a particular round (don’t have a full team on court in either the Men’s, Mixed or Women’s division), teams are allowed to gather fill-in player/s, on the provision they are not a member of another VPL team in the same division.

Example: If a team has 6 players available for a Mixed category match (5 males and 1 female), they are allowed to organise 1 female player to fill-in, in order to have at least 2 females on the court.

3.6.3. Only players registered in a VPL team are eligible to play in the Finals Series.

3.6.4. Fill-in players cannot represent more than one team in the same division, during the same round.

3.6.5. If a team’s Australian Dodgeroos cap is full, they cannot organise another Dodgeroos representative (capped player) to fill-in for their team. The same rule applies, irrespective of whether the originally capped Australian players from the team, are participating or not during that round.

3.7. Player Trialist Program:

3.7.1. Teams can select new players that aren’t registered in the ‘Player Trialist Program’.

This initiative allows non-registered players to trial the VPL, giving new players the opportunity to experience the competition and encourage new talent and growth across the league. The objective is to have trialists register, following their participation through the program.

3.7.2.Player Trialist Criteria:

  • Player Trialists cannot be a previously registered Premier League player.
  • Player Trialists can participate in a maximum of 2 rounds, and will be able to partake in as many matches as possible during those rounds, pending they meet the criteria.
  • A maximum of two Player Trialists can participate in a match, when a team has 6 registered players on the team sheet. So, a maximum of 8 players can participate in a team when Player Trialists are involved.
  • Player Trialists can only represent one team per division, during a particular round.
  • Once a Player Trialist has participated in two rounds, he / she will only be able to play in future if registered, or as a fill-in player.
  • Teams must inform MLD if they wish to use Player Trialists prior to their round matches, and it must be noted on the team sheet.
  • Any matches Player Trialists participate in, will count towards the season game tally if they wish to register for that VPL team.

3.7.3. If a team does not adhere to the criteria in 3.7.2, teams will be penalised and subsequently forfeit each set an ineligible player participates on the court. The match scores and result can be altered via video footage, following the round’s completion.

3.8. Club / Team Names:

3.8.1. Club names and logos must be unique. Names cannot be identical to an already registered organisation or sporting club.

3.8.2. Club names and logos must not have components that carry any political, racial or religious connotations either in isolation or combination. Further, names which may be deemed offensive, vulgar or unprofessional will be prohibited.

3.8.3. Suburb / Regional / City club names must be representative of at least three players who currently reside from that particular suburb / region or within the vicinity (must live within 15 kms from the area). This is to ensure the suburbs / regions selected are truly representative of the players involved in the team.

3.9. FORFEITS: 

3.9.1. A forfeited match will result in an automatic 20 – 0 victory to the opposing team.

3.9.2. Team’s must give a minimum of 72 hours’ notice prior to the upcoming round, if unable to field a team.

3.9.3. The forfeiting Club will be required to pay their round fee, in addition to the opposition team’s game-fee for that particular round.

  1. SEASON FORMAT & FINALS SERIES:

4.1. Each team is required to participate and settle their fees prior to commencement of each match during the season.

4.1.1. Rounds will be played on the same date and venue for Men’s, Mixed and Women’s divisions, on Saturdays.

4.1.2. Rounds during the regular season will consist of a maximum of two matches in each division, against different opposition.

4.1.3. Rounds will be staged every 2.5 – 3.5 weeks on average, throughout the season.

4.2. The Men’s, Mixed and Women’s Divisions will have a separate ladder and Finals Series.

4.2.1. At the conclusion of the regular season, there will be a Men’s, Mixed and Women’s Division Finals Series.

4.3. To be eligible for the Men’s, Mixed and / or Women’s Finals Series, a player must actively participate in a minimum of 40% of matches in that particular division (for the participating team), during the regular season.

To count as an appearance on court, a player must have participated in a minimum of one set during a match.

4.4. The top three teams in the State Men’s, Mixed and Women’s divisions, will qualify for the MLD ‘s APL (Australian Premier League) National Final Series at the end of the season.

4.5. Finals Series Format:

4.5.1. Dependent on the number of teams in the Men’s, Mixed or Women’s Divisions, the VPL season will incorporate a top-four or top-six Finals Series.

The Minor Premier (first place after the regular season), automatically qualifies for the National APL Finals Series. The next two-best placed teams in the Finals, qualify for the National Finals.

FINALS SERIES | FORMAT 1:

Elimination Final 1: 3rd vs. 6th

Elimination Final 2: 4th vs. 5th

Semi Final 1: 1st vs. Lowest Ranked Elimination Final Winner

Semi Final 2: 2nd vs. Highest Ranked Elimination Final Winner

Bronze Medal Match: Loser Semi Final 1 vs. Loser Semi Final 2

Grand Final: Winner Semi Final 1 vs. Winner Semi Final 2

FINALS SERIES | FORMAT 2:

Semi Final 1: 1st vs. 2nd

Semi Final 2: 3rd vs. 4th

Preliminary Final: (Loser Semi Final 1 vs. Winner Semi Final 2)

3rd Play-Off: (Loser Semi Final 2 vs. Loser Preliminary Final)

Grand Final: (Winner Semi Final 1 vs. Winner Semi Final 2)

  1. MATCH FORMAT:

5 .1.Teams consist of 6 players on court at the start of each set (5 players for Women’s Division).

5.1.1. A match-day squad can have a maximum of 12 players per match in each division.

5.1.2. Players can be substituted between sets.

5.2. Sets run for a maximum of 3 minutes.

5.3. GAME-TIMER

5.3.1. A match consists of two 15-minute halves.

5.3.1. In general play, a half will conclude when the 15-minute timer has elapsed.

5.3.2. If a set concludes with less than 30 seconds remaining in the half, the referee will signal half-time or full-time.

5.3.3. If a set concludes between 90 to 30 seconds remaining in the half, a new 90-second set will begin. If the total time remaining in the half elapses under 90 seconds (1 min 30 secs), before the final set can begin, the referee will inform both teams of a new 90-second set, ignoring the scoreboard timer for the half.

5.3.4. TIME-OUTS DURING FINALS
Only during the Finals Series, a team captain or coach can call for a 1-minute ‘time-out’ at the completion of a set, by showing a ‘T’ signal to the referee immediately after the completion of a set. Each team is permitted to have one time-out per Finals match.
5.3.5. When a time-out is called, the 15-minute timer will be stopped, until play resumes again.

5.4. A team wins a set by eliminating all the players on the opposing team out or by having more players left on the court, when time has elapsed and the referee signals the end of the set.

5.4.1. If time elapses in a set with teams having the same number of players, both teams will receive one (1) point. The winning team for a set will be awarded two 2 points.

5.5. At the conclusion of the match, the team with the higher number of points will be awarded the win. If both teams are on the same number of points, the match will end in a draw.

5.5.1. A win will result in three (3) competition points on the ladder, while a draw will result in 1 competition point on the ladder.

5.5.2. If two or more teams finish on the same number of competition points at the conclusion of the regular season, the ranking will be determined in the following order:
– Set Difference

– Sets For

– Head-To-Head Record

– Set Difference in Head-To-Head matches

– Sets For in Head-To-Head matches

– One set played between the two teams to determine the higher ranking

5.6. If a match is drawn in the Finals Series, one additional three-minute Overtime set will be played to determine the winner.

5.7. Teams must be ready to begin sets when called by the referee. There is no additional time allowed between sets.

5.7.1. If a team fails to be on court for the start of first set, at the referee’s discretion, he / she has the jurisdiction to penalise the late team by forfeiting the opening set.

5.7.2. If that team is not ready to play the second set within 3 minutes of the match start time, they will forfeit the second set, and each additional set every three minutes they are not ready.

5.7.3. If a team fails to be on court by half-time, they will forfeit the match

5.7.4. A forfeited match will be scored as 10 points to nil.

5.8. Teams will swap sides following the half-time interval.

  1. GAME PLAY:

6.1. To commence a match, a team must have a minimum of three (3) players present, ready to begin the match.

6.1.1. TEAM PAYMENTS: The round-fee of $150 per team (or $75 if only playing one-game in that particular round), must be paid prior to their first match of the round.

  • Referees will be given a scorecard before each game. If the Payment Box is not ticked, the game will not begin until payment is made. 
  • If the clock has started for the first half and payment has not been made, there will be a two-point penalty for the offending team. There will be an additional two-point penalty every 3 minutes until payment is made.
  • Failure to make payment by halftime, will result in an automatic forfeit.

6.1.2. TEAM LISTS: Teams are required to complete a Team List every round, prior to their first game of the day.

All information on the official team sheet must be accurate prior to each match beginning. A two-point penalty will apply per match, if a team uses a player/s not named on the official team sheet.

Team’s who name players not participating in a match, will receive strikes to their name. If found guilty in three separate rounds, the offending team will receive a four-point penalty in their next match. Following a club’s third strike, each subsequent strike will also result in a four-point penalty in the team’s next match. Team’s will get two warnings, before any action is taken.

6.1.3. Players cannot participate in more than one match during the same timeslot. For instance, if a Club has their Men’s and Mixed teams playing in the same timeslot, a player must choose which match to play in. This must be noted on the Team List.

6.1.4. LINE REFS: Team’s must supply two Line Refs per round in their respective division.

Failure to supply / organise people to Line Ref for your designated game (Line-Ref schedule updated via the fixture), will result in a 4-point penalty for your team’s next match.

If a team only supplies 1 Line Ref during their designated match, they will still be deducted 4 points in their next match.

If a team doesn’t supply two Line Refs when the match begins, an automatic 2-point penalty will apply. If by the start of the second half, two Line Refs are not in place, the 4-point penalty will apply for their team’s next match.

6.2. Court Markings:

6.2.1. During play, the lines mark the boundaries of each team’s half of the court.

6.2.2. If a player touches any part of his body onto a boundary line, or on a surface that is beyond a side line, back line or centre line, the player is out.

6.2.3. Players must remain inside the boundary lines which mark their half of the court at all times.

6.3. Out Players:

6.3.1. When players are out they must go to the Player Return Area marked on the floor by the side of their team’s half of the court.

6.3.2. Getting Hit When In Possession Of A Ball/s:

When a player is out, they are no longer an active part of the game in progress.

The player must place the ball/s in their possession on the ground, where they were eliminated. They cannot pass the ball to a teammate or throw the ball in any direction.

Failure to place the ball/s down on the ground where they were eliminated, will result in the opposition gaining possession of the ball/s of the out player.

6.3.3. Out players must not deliberately interfere with the direction of dodgeballs or move a stationery dodgeball when leaving the court, whether the balls are live or dead.

6.3.4. Out players must NOT propel a stationary Dodgeball towards any live player.

6.3.5. Out players must NOT try to stop an attempt / throw from the opposing team. If an out player does deliberately stop an attempt from the opposing team the referee will discipline the offending player.

6.4. Retrieving Dodgeballs Off The Court:

6.4.1. Each team will be permitted to have a maximum of two ball retrievers. The retriever will be given a bib to wear, in order to avoid confusion with the on-court players.

6.4.2. Retrievers must be situated between the attack / activation line and the back line, unless in the process of retrieving a ball. Retrievers cannot stand behind the back line or impede the referee’s view while retrieving a ball.

6.4.3. Players who are ‘out’ must stay on the side of the court in the Player Return Area and cannot actively retrieve dodgeballs for their team on the side of the court.

6.4.4. No players can exit the court at any time to retrieve a ball. If a player leaves the court, they will be called ‘out’.

6.4.5. Retrievers will be given a maximum of five (5 seconds) to put the ball back in play. Retrievers cannot purposely delay the ball from returning to the court and if found to be doing so, will be instructed to give the ball/s to the opposition.

6.4.6. If a retriever interferes or touches a ball while in play, the referee will instruct the offending team to give the ball/s to the opposition.

6.4.7. Retrievers may only gather balls situated on their half of the court.

6.5. There are several ways in which players can be ‘out’ –

6.5.1. Teams get players on the other team out by hitting them with a ball on the full, a direct throw which has not bounced off any surface.

6.5.1.2. A player is out when any part of the player’s body is struck by a throw, and hit the ground, netting, wall or object.

6.5.1.3. During play a player’s clothing counts as part of the player’s body.

6.5.2. When a player makes a catch from an opposing player’s throw, the thrower is out and the catching player also brings back into play one of his team’s out players.

6.5.3. Players are out when they step on or over any line which marks the boundaries of their team’s half of the court.

6.5.4. Players will be called ‘Out’ by the referee if the player swears at or is abusive to an opposing player, a spectator or to a match official.

6.6. No Stalling Rule (Advantage Rule):

6.6.1. The referee will signal which team has more balls on their side of the court by calling out ‘Play Ball’, and will then proceed to countdown from 5 seconds.

6.6.2. The team with more balls on their side of the court is obliged to throw, and only able to obtain possession of one ball.

EXAMPLE: If the referee has signalled ‘Play Ball’ to the team in possession of 4 balls, they must throw 3 balls, as they can only obtain possession of 1 ball.

6.6.3. If the team with the advantage has the same number and / or less players on the court than balls, each player is only obliged to throw one ball each during the ‘Play Ball’ countdown.

EXAMPLE 1: If the referee has signaled ‘Play Ball’ to the team in possession of 4 balls, but they only have two players on court, each player is obliged to throw one ball during the referee’s countdown.

EXAMPLE 2: If the referee has signaled ‘Play Ball’ to the team in possession of 4 balls, but they only have one player on court, he / she is obliged to throw one ball during the referee’s countdown. The countdown will reset, following each ball thrown by the player. The advantage will go to the opposition team once they have majority possession of the balls.

6.6.4. If there are balls outside the court boundary, the team is obliged to throw as long as more balls are on their half of the court.

6.6.5. If Team A has the advantage, the Play Ball countdown will NOT reset if an opposition player throws the ball over the centre line.

6.6.6. If time has elapsed, players who have possession of a ball and fail to make an attempt on the opposing team within five seconds will be called out.

6.6.7. When ‘Play Ball’ has been called by an official, the team with majority of the balls must make attempts which can get a member of the opposing team out. Their attempts must be seen as valid attempts by the officials. Failure to make valid attempts will result in the offending players being called out by the officials.

6.7. Suicide Throw / Leap Of Faith:

6.7.1. The Suicide throw is legal. This occurs when a player jumps over the neutral zone line and throws a ball mid-air before landing on the other side of the court.

6.7.2. If the thrower’s attempt is successful, eliminating an opposition player, he / she will be exempt from being eliminated and will need to run back to their side of the court. During this process, an opposition player can eliminate the thrower when running back to their side of the court.

6.7.2.1. If the throwers’ attempt is successful, he / she must remain in the confines of the court boundary. Failure to stay inside the court following a successful suicide will result in being called out.

6.7.3. DISCIPLINARY ACTION:

At no point should any contact be made with an opposition player while attempting a suicide throw. Any contact made or action that is deemed to be dangerous, will result in being called out. Disciplinary action will be taken (yellow card) if any contact has been made or a dangerous action has occurred. More forceful contact may result in a red card.

6.7.3.1. The player attempting the suicide throw, at no point is permitted to slide, go on their knees or fall to the ground – this will result in an immediate yellow card if this occurs. It is the player’s responsibility to ensure the suicide throw is executed correctly, and safely.

6.7.3.2. If a player from the opposition team initiates contact with the suicide thrower (by moving forward into the suicide thrower and / or dodging in their vicinity), he / she will be called out and may face disciplinary action if the contact is forceful. The player attempting the suicide throw will not be called out, and will be asked to re-enter the court over their team’s back line.

6.7.4. If the thrower doesn’t eliminate an opposition player while attempting a suicide throw, they will be called Out.

6.7.4.1. When a player is in the process of a suicide attempt, if the opposition player purposely steps outside the court to avoid getting hit or does so attempting to dodge the suicide thrower, they will be called Out, and the suicide thrower will be exempt from being called Out.

  1. OPENING RUSH:

7.1. A set begins when signaled by the referee. A referee will use a whistle to signal the start of play.

7.1.1. The referee who starts the set will call ‘Ready’, ‘Set’, and then blow a whistle to signal the start of the set.

7.2. At the start of the set all players must be behind the back line.

7.3. Players are allowed to touch the back line with any part of their body, but are not permitted to:

  • Have any part of their body over the line and;
  • Go over the line onto the court

7.4. All players must move fully onto the court when the set has started.

7.4.1. Players must take their place inside the court boundary lines after the start has been signaled and before their team’s and / or the opposition’s runners have reached the centre line.

7.4.2. No new players can enter the game from the side of the court and / or the backline, following the opening rush (when either team’s players’ have retrieved a ball from the middle line).

7.5. Upon the referee’s signal, both teams rush to the centre line and retrieve the two (2) balls placed on the left side for their respective team. The fifth ball will be placed in the middle of the centre line, and is contested by both teams.

7.5.1. Each team must have a runner/s go for their respective two (2) balls on the left and each team will select another runner to contest the 5th ball.

7.5.2. There is no limit to how many balls an individual player may retrieve that is designated for his / her team on the left side of the court.

7.5.3. A team may only retrieve the two (2) balls on their right side, when at least one of the two balls from the left side has been activated, and a successful attempt has been thrown at the opposition team.

7.6. Players may not slide or dive head first or they will be called out.

7.6.1. A player may not strike an opposing player in an attempt to dislodge the ball. Doing so results in an un-sportsmanlike conduct violation.

7.7. Players may have one foot over the centre line when retrieving the two balls on the left side of the court.

7.7.1. When contesting the 5th ball (middle ball), a player will be called out if he / she touches the centre line during the opening rush.

7.8. False Starts

7.8.1. At the start of a set, if a player or players start to run for the balls before the referee signals the start of the set, referees will signal and call a ‘False Start’ and all players must return to their start positions.

7.8.2. Due to the false start, the opposing team will be giving the 5th ball (middle), prior to the commencement of the set. When the referee signals the start of the set, the player with the 5th ball can immediately attempt to eliminate opposing players.

7.8.3. When a referee stops play due to a False Start, the timing for that set of play will be re-set to 3 minutes.

7.8.4. In the event of additional false starts by the same team in that particular set, the remaining four dodgeballs are given to the non-offending team. Any balls given to the non-offending team are deemed live immediately upon the start of the set, as soon as the player in possession has fully stepped onto the court.

7.9. When a player wins possession of a ball at the start of a set, the player’s feet must be fully behind the activation line when receiving the ball (no part of the feet can be touching the activation line), for a throw to be considered active.

7.9.1. The team which wins possession of the majority of the dodgeballs from the opening rush, is obliged to throw first under the referees signal ‘Play Ball’. (Further details can be viewed in SECTION 6.6).

7.9.2. If a team has failed to retrieve the two (2) balls designated on their left side, the opposition team may retrieve those balls once they have legally thrown one of the two balls from their left side, which is active behind them attack line. If the opposition retrieves the other team’s designated balls legally, they cannot be thrown legally until the ball/s have gone behind their attack line.

7.10. Only the players who are active in the game being played, match referees and officials are allowed within the confines of the Safety Barrier / Net during play. Team coaches and substitutes must remain in their technical area.

  1. PASSING:

8.1. Players are allowed to pass the ball to a team-mate, whenever they want to.

8.2. If a player of the leading team passes the ball to a team-mate, it does NOT restart the Five Seconds of possession. Possession of that dodgeball will be regarded as continuous.

  1. BLOCKING:

9.1. Blocking is allowed.

9.2. A player can use a ball in his / her possession to block a ball which has been thrown by the other team.

9.3. Disarm Rule: When a player uses a ball to block a thrown ball, they must retain full possession and control of the blocking ball at all times. If the block causes the player to lose control and fumble the ball in their possession (i.e. ball drops to the ground, hits an object or another player), they will be called ‘Out’.

9.4. The blocked ball thrown from an opposition player is considered ‘live’, therefore:

– Can be caught off a deflected ball by a teammate. The thrower is ‘out’ and the catching team will have an eliminated player return to the court.

– The player who deflects the blocked ball will be called ‘out’ if caught by an opposition player.

– A deflected ball can eliminate any number of teammates, if the ball makes contact with the player(s) then hits the ground, ceiling, netting, wall etc.

9.5. BLOCK ATTACK: If a blocked ball is caught by an opposition player, the catcher will be able to bring a player back in to the game from the Player Return Area. The player who originally blocked the ball will be called out.

9.5.1. If the opposition player drops the blocked ball, subsequently they will be called Out. The blocked ball is considered live and is equivalent to throwing a ball at the opponent.

  1. THROWING:

10.1. A legal throw is one that is a valid attempt and can get an opposing player out when hit on the full.

10.2. Striking or punching the ball with a hand is NOT a legal throw.

10.2.1. Kicking the ball at the opposition or in an unsportsmanlike manner is NOT permitted.

10.3. Invalid Throw: Players will be called ‘out’ for any action which propels a Dodgeball through the air, which is not a legal throw or a ‘valid attempt’ (not within 1 metre of an opposition player).

For instance, deliberately rolling the ball, slapping, punching, bouncing or kicking the ball over the halfway line or off the court.

Additionally, a throw or action which is not intended to try eliminate an opposition player / make a play at the opposition, are considered an invalid throw / attempt.

When an invalid throw is called, possession of that ball will go to the opposition team.

10.4. Two balls that strike mid-air (thrown from either side of the court), will be considered ‘live balls’.

10.5. Head shots are legal. However, players are expected to show sportsmanship and play in a manner which is deemed within the spirit of the game. No taunting or any unsociable behaviour will be tolerated, with disciplinary action to be taken if deemed.

10.5.1. A headshot from close-range or deemed to be dangerous can see the player cautioned.

  1. CATCHES:

11.1. When a player catches a throw from an opposing player, the thrower is ‘out’ and one of the catching player’s teammates can return to play in the order they were eliminated from the Player Return Area.

11.2. The returning player(s) must come back into play by stepping over the back line. Failure to do so, will result in being called Out.

11.2.1. The returning player(s) cannot deliberately delay re-entering the court, to waste time or avoid being hit. If the referee believes the player is purposely delaying their re-entrance to the court, they will be called Out.

11.3. Players must return to play in the order they were ‘out’. First Out – First In.

11.4. A catch is not complete until a player has full control of the caught ball in their hand(s) / arm(s).

11.5. If a player is ‘out’ during the catching process, before the catcher has full control of the caught ball, the catch does not count.

11.6. When a player jumps to make a catch, they must have full control of the caught ball, prior to touching the court boundary or landing outside the court perimeter.

11.6.1. When a player makes a catch, it can be made any side of the centre line in the neutral zone.

11.6.2. During a suicide play, a catch can be made while in the air, as long as the player has full control of the ball prior to touching the ground.

11.7. A player is allowed to drop a ball in their possession when they are attempting to catch a thrown ball.

11.8. If a player catches a deflected ball off a teammate, the catch will be valid, however the player initially hit will be called Out. The thrower will be called ‘out’, and the catching team may bring in an eliminated player from the Player Return Area.

11.9. A catch will be valid, when a throw rebounds off an opposition player, back on to the thrower’s side of the court – simultaneously eliminating an opponent and bringing a teammate back into the game from the Player Return Area.

  1. INJURY:

12.1. Referees will stop the game when a player is injured.

12.2. If an injured player cannot continue, he / she can be replaced by the first ‘out’ player during the set.

12.3. If a player is suffering from a blood injury, they must be substituted. The injured player cannot return to court until the following set of that match and the flow of blood from the injury must be stopped before the player returns to the court.

12.4. Time on the stopwatch during the three-minute set will be halted by the referee, when he/she stops play due to an injury. The total time of 15 minutes during the half will not stop, unless the injury is deemed to be of a serious nature.

  1. HONOUR SYSTEM:

13.1. Players are expected to abide by the Honour System.

13.2. The Honour System expects all players to abide by the highest level of honesty and sporting conduct at all times during competitive play.

13.3. Any player who remains on court after they are clearly out and waits to be called ‘Out’ by an official will be in breach of the Honour System.

13.4. Not abiding by the Honour System is un-sportsmanlike conduct; players will be warned for their first offence and further disciplinary action can be taken by the referee if they are seen to behave in this manner on more than one occasion during the match.

  1. BEHAVIOUR DURING PLAY:

14.1. VPL Code of Conduct for Players:

14.1.1. Understand, appreciate and abide by the rules of the game.

14.1.2. Respect the integrity and judgment of game officials and VPL staff.

14.1.3. Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.

14.1.4. Be responsible for your actions and maintain self-control.

14.1.5. Do not taunt or bait opponents and refrain from using foul or abusive language.

14.2. Players are expected to abide by the Honour System.

14.2.1. The Honour System expects all players to abide by the highest level of honesty and sporting conduct at all times during competitive play.

14.2.2. Any player who remains on court after they are clearly out and waits to be called ‘Out’ by an official will be in breach of the Honour System.

14.2.3. This is unsportsmanlike conduct; players will be warned and may be ejected from a period and / or match if they are seen to behave in this manner on more than one occasion during an event.

14.3. The Referees will carry out disciplinary action against offending player(s) or team(s) who does not behave in an acceptable manner.

14.4. Kicking a Dodgeball is not allowed.

14.4.1. If a player kicks a Dodgeball with force in the direction of players involved in the game, match officials or any other person, the referee will discipline the offending player.

14.4.2. Any kicking action which propels a dodgeball towards the opposing side of the court will result in the offending player being called ‘Out’ by the referee.

14.4.3. If a player guides a Dodgeball with his foot or gently propels a ball with his foot to a team-mate, this will NOT be deemed as kicking a Dodgeball.

14.5. Deliberately making physical contact with players from the opposing team is not allowed at any time during the match.

14.6. Taunting or baiting the opposing team and opposing players is not allowed.

14.6.1. Name calling and swearing at the opposing team will be deemed as Taunting.

14.6.2. Calling for players on the opposing team to go out, because the player or team thinks players are out will be deemed as Taunting.

14.6.3. Calling for players on the opposing team to throw balls because the time they are allowed to retain possession has expired will be deemed as Taunting.

  1. CARD OFFENCES:

15.1. Referees’ will take disciplinary action against teams and players as they deem appropriate. The referee should inform the team captain of all action taken against his/her player(s) and/or team.

15.2. The first stage of disciplinary action will normally be a Verbal Warning, issued by the referee, to an individual player or to the whole team.

15.3. The second stage of disciplinary action will be for the referee to record a Yellow or Red Card Offence.

15.4.YELLOW CARD: The referee will show a Yellow Card to the offending player and record the player’s name, team and number.

15.4.1. A disciplined player will be ejected for five minutes in total, from the Period in which the offence took place and the following Period of play. If there is less than 5 minutes remaining in a match, the remaining time will be served in the next match.

15.4.2. Ejected players who receive a Yellow Card cannot be substituted or have a replacement player take their place; this means that their team will have to play with less players for the time of the disciplinary action.

15.4.3. If Yellow Card disciplinary action takes place after the final set in a completed match, the offending player cannot be replaced for the opening five minutes of the following match.

15.5. A player who receives five Yellow Card during the course of the regular season, will receive a one-match suspension.

15.5.1. The Yellow Card count will reset, when the Finals Series begins.

15.6. RED CARD: The referee will show a Red Card to the offending player and record the player’s name, Club and number.

15.6.1. The offending player can be shown a second Yellow Card, which would result in a Red Card.

15.6.2. If a player receives two Yellow Cards in the one match, resulting in a Red Card, the disciplined player will be ejected from all remaining sets in the match in which the offence took place, and the following match. The team will need to play with less players during that particular match, where the offence occurred.

15.7. A direct Red Card can be issued, if the offence is deemed to be of a serious nature.

15.7.1. When a straight Red Card is shown, the disciplined player will be ejected from all remaining sets in the match in which the offence took place, and the following match (at a minimum).

15.7.2. When a straight Red Card is issued, the incident will come under review of the VPL. Upon review, a decision will be made on the appropriate disciplinary action.

15.8. Ejected players who receive a Red Card cannot be substituted or have a replacement player take their place during the match in which the offence took place; this means their team will have to play with less players for the remaining sets in that particular match.

  1. VPL REGULATIONS: 

It is the responsibility of registered clubs and players to understand the rules, regulations and conditions pertaining to Major League Dodgeball’s Victorian Premier League (MLD / VPL) competition via the website, and agree for themselves and team members to abide by them. A list of all club members and their details must be provided. Throughout competition, MLD has the right to use a player’s image for competition media content on their website and social media pages. MLD, the Directors or Officials are not responsible for any injury or loss, other damage or loss of property to or belonging to members of clubs or others that may occur whilst using the venue. MLD officials endeavour to make the competition as fair and safe as possible for all its players. Members of each club are responsible for their own insurance requirements. By registering a club in the VPL, Clubs and their respective players, agree to full-filling the playing requirements and associated fees throughout the season, including all VPL rounds, including Finals matches. It is the responsibility of team members to understand the competition/s the club is entering. MLD operates under low-tolerance policy and if at any point behaviour, conduct or commitment is questioned, the Directors and Officials have the ability to remove members thereof from competition. We confirm that MLD is only providing a venue for the competition and confirm that officials have inspected the venue and accept its state and condition.  Playing members will abide by any requirements of the owner/operator to the venue. MLD can confirm that it has obtained adequate public liability insurance and will provide the proof thereof on request. Clubs and team members understand and accept the conditions and competition rules when registering to play in the competition. On behalf of the club and its playing members, club representatives and captains agree to the regulations and conditions pertaining to the VPL.

Sporting Revolution Pty Ltd. ACN: 160 323 900 ABN: 21 160 323 900 trading as Major League Dodgeball & Australian Dodgeball Premier League.  www.majorleaguedodgeball.com.au & www.dodgeballaus.com.au