Foamy Rules

Game Selection:

The round robin of The Foamy is comprised of fun games with different rules. The knockout round will be entirely Standard rule games. There are a variety of round robin game options including:

  • Standard
  • No Blocking
  • Ultimate
  • Medic
  • America Ball
  • Super Catcher
  • Non-dominant hand
  • No Neutral Zone

Each of these games are explained in more detail below. A game selection wheel will be spun to determine the rules for each game, or if both teams agree any game can be chosen.

Standard Game Rules:

  • Games will start with 7 balls on the court, each team gets to rush to the 3 balls on the right of the court to the team.  The seventh ball will start in the center, and go live after a 5 second count by the ref.  Should someone touch the   ball before it goes live, it will be given to the opposing team.
  • There will be a neutral zone roughly 10 feet wide that both team will be able to utilize during play at the same time
  • All players must start touching the back wall.
  • If a players entire foot steps over a sideline or past the neutral zone, the player is out.
  • Play ends when one full team has been eliminated.
  • On the instance of a headshot being thrown while the opposing team is standing or in an athletic stance, both players will be out.
  • There can be only one out per ball thrown.
  • A ball is considered live until caught, or it hits a wall, ceiling or floor.
  • If a player is hit and the ball is caught before becoming dead.  It will be considered a safe and all players remain in play.
  • Any live ball that is caught results in both the thrower being out, as well as the first player on the catching teams sideline to return to play.
  • The team possessing majority ball control will be required to throw within 10 seconds of gaining ball control.  If they are not able to throw at least one ball in a reasonable attempt to hit an opposing player in that time, they will lose all but two balls.

No Block:

  • Game rules are the same as standard rules with the following exception.
  • Blocking any live ball will be considered the player being hit, and unless the player blocking the ball is saved they will be out (the blocking ball will be considered part of the blockers body).


  • Game rules are the same as standard rules with the following addition.
  • Once a player has gotten out, all players on the opposing team that they have gotten out will return to play.


  • Game rules are the same as standard rules with the following exception.
  • One medic will be secretly chosen from each team.
  • The medic will be able to “revive” any player on their team that is currently out and sitting on the court by touching them.
  • Once a player is out, instead of waiting on the sidelines they will sit down where they were hit.
  • Once the medic has gotten out, all players currently sitting go to the sideline and play resumes as a normal game for that team.

America Ball:

  • Game rules are the same as standard rules with the following addition.
  • The America Ball, which will be differentiated by color, is not able to be blocked, caught or blocked with.

Super Catcher:

  • Game rules are the same as standard rules with the following addition.
  • One player from each team will be chosen that is unable to get out by being hit, until they are one of the last two players in the game on their team.

Non Dominant Hand:

  • Game rules are the same as standard rules with the following addition.
  • All throws in the game must be thrown by each players non dominant hand.


  • Game rules are the same as standard rules with the following exceptions.
  • The game court will be split in half with no neutral zone available to players.
  • Each individual ball will have a 10 second timer to throw once it has been picked up, this continues if the ball is dropped or passed to a teammate.


  • Dead ball: A ball that hits a wall or floor or another dead ball.
  • Live ball: A ball that has been activated by checking it past the neutral zone.
  • Match: Regular season matches will consist of three games. Playoffs will be best of 5 and best of 7 game matches.
  • In: Being eligible to participate in the game on court.
  • Out: Ineligible to play in the game as a result of being hit, caught, or touching/going past the court’s boundaries.
  • Opening Rush: When players approach the center line to retrieve the balls at the signal of the referee.
  • Control: A player has control of a ball when they have it secured in their hands.
  • Save:  When a thrown ball deflects off of a live player and is caught by a teammate before hitting the ground it is considered a save. Neither the player who was hit or the thrower are out.
  • Burden to Throw:  If a team has five or more balls it is their responsibility to make an attack and relinquish the ball majority.

Clarifications on Standard Game Rules:

The Rush: The game will start with 9 balls on the mid line. Each team gets to take the four balls on their side of the neutral zone. These balls need to be checked back past their side of the neutral zone. The ninth ball will be tossed into the center of the court 5 seconds into the game by an official. The ninth ball does need to be checked back to the wall before it can be thrown.

Headshots: Headshots are defined as throws that hit players directly in the head while that player is standing upright or in an athletic stance. If a player has significantly lowered their head by kneeling, ducking or crouching a no headshot will be called. On a close call we’re going to err on the side of the person getting hit in the head 😉

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1. Neutral zone: A 10 foot zone in the center of the court that both teams can occupy.  If a player steps completely over the line the neutral zone onto the opponents side of the court that player is out.

2. Sidelines: Players are not allowed to step over the sideline at any time. If their entire foot is over a sideline that player is out.



1. A player is considered hit if they are contacted by a live ball thrown by the opposite team and it becomes dead.

2. Clothing: Uniforms and accessories are considered part of a player’s body.

3. Hit etiquette: If a player is hit, he/she should drop all held balls, raise his/her arm to signal that he/she is out, and leave the court immediately and minimize game play disruption. (Once on the sidelines, knocked-out players are allowed to fetch balls for their team but cannot move past midcourt to retrieve balls).

4. “If in doubt, you’re out!” If you are not sure if you were hit or safe, go out.


1. A catch is when a player retains control of a ball thrown by an opponent and must land with both feet in bounds.
2. If a player catches a ball thrown by an opponent, the thrower is out and one player returns to the catcher’s side in the order of first out, first in.

3. When a player is caught back into the game that player must enter from the back of the court, near the wall.

4. Returning players are live after a 3 second grace period, when they touch a ball, or when they make an aggressive move.

5. If a teammate catches a ball that is deflected off another teammate’s body or blocking ball it is considered a save.

6. Catches from blocks: It is considered a catch if an opponent’s ball hits a blocking ball and is then caught by the blocker’s team.

7. Catching balls going out of bounds: Player must be in control (see Glossary) of the ball before going out of bounds, with both feet in bounds for a catch to be valid.

8. If there is a catch and neither team knows who was caught the referee will pause the game and have one player from the throwing side to come off the court.


1. A block is when a player uses a ball to keep from being hit.

2. Failed Block If an opponent’s ball hits a player’s blocking ball and then hits the blocker’s body/clothing afterwards, the blocker is out. If a player drops their blocking ball because of contact from an incoming throw, he/she is out.
3. The fingers and hand are considered part of the ball when holding a ball, the wrist and forearm are not.


1. Dead ball: A ball that hits an object/surface/ eliminated teammate/ or dead ball before the player

2. Players may not throw dead balls on the opening rush without carrying them back to their side of court first.

3. When a player is out for any reason, all balls under his/her possession are dead and to be dropped.


If there is only one player left from each team and there is a pause in aciton, a Joust goes into effect. The procedure for joust is: Referees wait until there is a pause in play and calls, ‘Joust’. The entire court becomes a neutral zone while the sidelines remain active boundaries. Players begin with 2 balls in their hands at their respective walls. The other 3 balls go at the ends of the center line. When ready, the joust begins with a “ready, joust!” from the referees. Tagging the opponent in a showdown will not count; balls must be released to be considered a throw.


Players are allowed to jump over the neutral line to make a throw. If their throw was successful in getting someone out, the thrower is still alive but must return to their side of the court before returning to play. That player can be hit by opponents and can dodge, but cannot go out of bounds or touch balls until returning to their side of the court. If a player attempting an eagle steps all the way over the neutral zone boundary that player is immediately out.


1. When catching, a player must be in full control of the ball without using any out of bounds area or floor as leverage.

2. When attempting to catch a blocked ball, a player must hold onto ALL the balls that they had in possession of at the time of the block, otherwise the player is out.

3. Any physical contact with an opposing player will deem the player that initiated contact “out”.

4. If a ball is thrown before the first utterance of “joust” the throw is considered as legal.
5. A ball must be picked up in order for the throw to be legal. Smacking, spiking or scooping of a ball is not allowed and the hit will not count; however if caught by the opponent, the catch is legal.

6. Players must line up in the order they were knocked out.

7. Players return to the game in the order they were knocked out.

8. Substitutions and timeouts: Substitutions and timeouts are not allowed during a game unless there is an injury. The same 6 players who start a game, end the game. Substitution may occur after each individual game (i.e. when you switch sides).

9. Honour System Officiating: It is ultimately up to the players to enforce and uphold the rules of dodgeball when playing or refereeing. Dodgeball relies on the honour system, in which officiating is determined more between players and less from the referees. However, if there is a controversial play, the referees will make the final call. They have the right to stop a game and discuss the incident before proceeding. In respect for the spirit of the game and for fellow players, there is absolutely no protesting allowed. However we encourage players to discuss and clarify any plays in a respectful manner with referees after the game is finished.

10. Balls that go out of bounds are to be returned to where they became out of bounds. If the initial out of bounds location can’t be determined, then the balls should be placed on the center line.

11. Kicking a ball at an opponent during a game or in a joust will result in the kicker being called out.

12. Clothing (uniforms and accessories) is considered part of a player’s body.