Midwest Dodgeball : DePaul Dodgeball
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Rule: Advantage (Shot Clock)
Posted by: Soukup (IP Logged)
Date: July 10, 2006 10:11PM

Instead of having everyone have to wait and make decisions based on the entire rulebook, which will take me forever to go through, I will post each rule, section by section as I finish them (doing about 1 a day) and then asking for your feedback. I ask that all debate is kept to the current topic, as I will post a new topic for every section I create. If you see a problem or need clarification (which I acknowledged will happen), please write the section and article number (ie, 1.1). If you think everything is good, then please write that it looks okay to you, but please give your input here.

Rule 6 Advantage
NOTE: This rule was formerly defined as the shot-clock, but has been name-changed due to recent rule changes.

Section 1 Definition

1.Advantage is defined as a situation where a team gains an advantage due to their opponent's active players, or ball possesion. It has been established to keep the game moving, and prevent stalling or the end of games from getting sluggish. A shot clock has been established to regulate the advantage and force play to continue. Anytime a team is 'on the clock', they have 10 seconds to release a ball to the other team. Failure to do so, will result in forfeiture of all balls.

Section 2 Five Players or Less

1.Anytime a team has five players or less, a shot clock will be enforced. This shot clock shall remain in effect until the team has 6 active players, or the point is over.

Section 3 Total Control of Balls

1.Anytime a team has all 10 balls, they shall be placed on a clock. They have 10 seconds to release a ball to the other team. This is to prevent a team from sitting on a lead, and encourage action.
2.If a team has all 10 balls, it does matter how many players they have, they must release a ball to the other team in 10 seconds or forfeit all balls.
3.Any balls on a team's side of the center line are considered part of that team's possession. They do not need to be in the possession of a team member, but just on the team's side.
4.The count does not start until a ball is dead. Count begins immediately once a ball is dead and a team has all 10 balls.

Section 4 Procedure

1.The count shall start a 1 and go up to the number 10. The referee shall blow their whistle at 10 (not counting it), and award the other team all of the balls.
2.It is possible for both teams to be on a shot clock, but their clock may start at different times, resulting in one team having to make a throw before another.
3.The count shall be done at an even pace, and counted clearly and loudly. The referee in charge of counting, shall be solely responsible for making sure that everyone knows what the count is.
4.Once a team has 6 players the count shall stop. It may resume if the team has five or less players at any point. Once a team no longer has all 9 balls or less, the count shall stop. It shall not resume until meeting the criteria set forth in sections 2 and 3.
5.On a timeout, the count resets.
6.Referees are encouraged to blow their whistle only if they are committed to the call, to prevent a delayed call, or a stall in gameplay or otherwise unneccesary restart.

Section 5 Intentional Grounding

1.All balls must be released in a playable manner. All balls must land beyond the half-court line but still land inbounds. All throws should be playable to the other team. All throws should be legitimate attempts to directly hit an opposing player. Any throws that are released in an attempt to blatantly stall for time shall do not reset the clock. A referee will announce that the clock continues, and the team will still have to release a ball in the remaining time, or forfeit all balls.
2.Rolling a ball to the other side does not reset the clock.
3.Any throws that land short of the half court line, or out of bounds may still reset the clock, as long as the throws were made with the intent to get another player out. As long as the head referee determines that the throw was legitimate and made in an attempt to get another player out (even if the other player dodges, or the throw comes up short or long) the clock shall reset.
4.The head referee has all final judgment over whether or not a throw was deliberate, and made in an intent to continue play. This decision is not debatable, and play is always encouraged to continue should it be a close decision.

NOTE: The shot clock has been the most debated subject in past years, due to stalling the occurred as a result of prior rules. Teams that chose to play in the NCDA are encouraged to play in the 'spirit of the game' and not use the clock to their advantage. The shot clock was designed to keep the game moving in a way that the founders of the NCDA believed it should be played. Teams or players that wish to use tactics to deliberately stall the game to make it unplayable are strongly discouraged.

Re: Rule: Advantage (Shot Clock)
Posted by: Aleks Bomis (MSU) (IP Logged)
Date: July 10, 2006 11:25PM

I'm going to be merciless about this, just because I want to make sure there's no chance any of us can abuse the rules, no chance there can be any confusion, etc. Sorry Dave! (significant changes/edits are in bold)

1: Advantage is defined as a situation where a team gains an advantage due to their opponent's active players, or ball possesion. It has been established to keep the game moving, and prevent stalling or the end of games from getting sluggish. A shot clock has been established to regulate the advantage and force play to continue. Anytime a team is 'on the clock', they have 10 seconds to release a ball to the other team as outlined in 5.1. Failure to do so will result in forfeiture of all balls.

2.1: Any time a team has five active players or less, a shot clock will be enforced. This shot clock shall remain in effect until the team has 6 active players or the point is over.

3.2: If a team has all 10 balls, regardless of how many active players they have, they must release a ball to the other team in 10 seconds as outlined in 5.1 or forfeit all balls.

3.3: Any balls in the 30' x 50' zone accessible by only to one team is considered to be in that team's position, along with any balls physically possessed by that team's active players. (We have to do it this way. If we use the halfcourt line as the divider, a team could have all ten balls, advance as far up as possible, yet under the proposed wording it would be the ball-less team that "has possession"!)

3.4: The count does not start until all balls are dead or physically possessed by a team. The count will begin immediately.

3-and-a-half: Double Clock Rule
3-and-a-half.1: If a team has fewer than six active players, the clock shall not be reset upon gaining possession of all ten balls but instead shall continue to run.
(Because you KNOW someone would whine about it)

4.4: Once a team has 6 players the count shall stop. A fresh clock may begin at "one" if the team has five or less players at any point. Once a team no longer has all 9 balls or less, the count shall stop. It shall not resume until meeting the criteria set forth in sections 2 and 3.

5.1: All balls must be released in a playable manner. All balls must land live beyond the half-court line and inbounds or should be playable to the other team. All throws should be legitimate attempts to directly hit an opposing player. Any throws that are released in an attempt to blatantly stall for time shall not reset the clock. A referee will announce that the clock continues, and the team will still have to release a ball in the remaining time, or forfeit all balls.

5.3: Do we really want to leave this up to just the head ref? There are going to be plenty of situations where he has to look both ways at once. I'm thinking we leave it up to the referees in charge of the count, as they'll be the ones looking for it anyway. 5.4 establishes head ref supremecy anyway.



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