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Lesson Proper for Week 13

Let’s Begin!

Fundamental Skills and Handball Rules of the Game Basic Skills

1. Pass: - A pass, basic element of play, is an essential move in handball. The ball may be passed
or thrown to a teammate in various ways, such as over-head pass, under-arm-pass, bounce-pass, hook-
pass, jump-pass, etc. The speed and accuracy of passes are often the gauge of a team’s skill level.

2. Jump-Throw: - The shooter jumps up for throwing the ball at goal post. To be effective, the
jump- throw should be proceeded by a run up (maximum of three steps). It is nothing less powerful than
the standing throw. Jump-throw is more accurate and allows the player to have direct shot at the goal,
as player jumps above the defender, who might otherwise block the ball.

3. Fall- Away- Throw: - The fall-away-throw is a spectacular variation of the jump throw. It is
used for throws over goalpost from the wings ( at the edge of the goal area). The shooter jumps up and
just before he throws, he twists laterally so that he is almost horizontal in the air and then throws.

4. Goalkeeper’s Technique: - The goalkeeper defends a series of powerful shots from close. He
tries to stop the ball or deflects it. He gives opposing players less space to shoot, by advancing in front
and uses entire body to block the shot. Arms are raised to the sides whereas legs are apart. The reflex
actions are very fast to respond to the coming ball so that goal can be prevented.

5. Dribble: - It is a skill of controlling the ball from opponents, to keep the possession of the ball
by bouncing. A good dribbling skill often dodge or fake to approaching opponent.

6. Fake: - It is a skill to deceive opponent in wrong direction. This provides free area to move in
other direction.

7. Screen: - A defensive player prevents opponent to throw the ball towards goal post, by
keeping close contact or by obstructing the opponent vision, etc.

8. Under-Hand Shot: - In this skills the player throws the ball under the waist level, i.e., with
underhand. This skill is used when the opponents are blocking the overhead throws.
9. Lob Shot: - This skill of throw is often used when goalkeeper is ahead ( near goal line )
providing narrow area for throw. In this player lobs the ball over the goalkeeper so that he cannot stop
to overhead coming ball.

HANDBALL RULES OF THE GAME

The Playing Court: The court measures 20 meters (65' 7") by 40 meters (131' 3"). The court is larger than
a basketball court, but the length may be shortened when space is limited. The goal area line, or 6-
meter line (19' 8"), is the most important line. No one except the goalie is allowed to stand in the goal
area. The goal opening is 2 meters by 3 meters. Players may jump into the area if the ball is released
before landing in the area.

The Ball: Team handball is played with a 32-panel leather ball. For women, the ball is 54 to 56
centimeters and 325 to 400 grams. For men, it is 58 to 60 centimeters and 425 to 475 grams.

Number of Players: There are seven players on each team (six court players and one goalie). A
maximum of 12 players may dress and participate in a game for each team. Substitutes may enter the
game at any time through own substitution area as long as the player they are replacing has left the
court.

Uniform of the Players: Player numbers are 1 to 20. Uniform shirts and shorts are the same color. The
goalkeeper must wear a different color shirt from teammates and opponents. No jewelry is allowed.

Referees: There are two referees, a court referee and a goal line referee. Referees have complete
authority: Their decisions are final. The referees are assisted by a timer and a scorer.

Duration of the Game: For players 18 years and over, the game consists of 2, 30-minute halves with 10-
minute half-time. For tournament and youth games 2, 15-minute or 2, 20- minute halves. This is running
time except for injury or one team time-out per half. The teams change benches at half-time. The game
ends in tie unless the game demands a winner. (Tournament rules dictate that a winner must be
determined.) Overtime consists of 2, 5-minute periods).
Passive Play: It is illegal to keep the ball in a team's possession without making a recognizable attempt
to attack and to try to score. In other words, a team cannot stall (free-throw awarded to the other
team).

Throw-Off: A throw-off is taken by the team that wins the coin toss and chooses to start the game with
the ball. Each team must be in its own half of the court with the defense 3 meters away from the ball.
Following a whistle, the ball is passed from center court to a teammate and play begins. Throw-off is
repeated after every goal scored and after half-time.

Scoring: A goal is scored when the entire ball crosses the goal line inside the goal. A goal may be scored
from any throw (free-throw, throw-in, throw-off, and goal-throw).

Playing the Ball

A player is allowed. To run with the ball for 3 steps -To hold the ball for 3 seconds -Unlimited dribble
with 3 steps allowed before and after dribbling (no double-dribble).

A player is NOT allowed . . .

 To endanger an opponent with the ball.


 To pull, hit or punch the ball out of the hands of an opponent.
 To contact the ball below the knee.
 To dive on the floor for a rolling or stationary ball.

Defending the Opponent: A player is allowed to use the torso of the body to obstruct an opponent with
or without the ball. However, using the outstretched arms or legs to obstruct, push, hold, trip or hit is
NOT allowed. The attacking player is not allowed to charge into a defensive player.

Throw-In: A throw-in is awarded when ball goes out of bounds on the sideline or when the ball is last
touched by a defensive player (excluding the goalie) and goes out of bounds over the endline. The
throw-in is taken from the spot where the ball crossed the sideline, or if it crossed the endline, from the
nearest corner. The thrower must place one foot on the sideline to execute the throw. All opposing
players must stay 3 meters away from the ball.

Referee Throw: A referee throw is awarded when. The ball touches anything above the court after a
simultaneous infringement of the rules after simultaneous possession of the ball.

The Referee throws the ball vertically between two opposing players. The jumping players may grab the
ball or tap it to a teammate. All other players must be 3 meters away from the throw. The referee throw
is always taken at center court.
Free-Throw: For a minor foul or violation, a free-throw is awarded to the opponent at the exact spot it
took place. If the foul or violation occurs between the goal area line and the 9-meter line, the throw is
taken from the nearest post outside the 9-meter line. The thrower must keep one foot in contact with
the floor, then pass or shoot.

7- Meter Throw: The 7-meter throw is awarded when . . .

 A foul destroys a clear chance to score


 The goalie carries the ball back into his or her own goal area
 A court player intentionally plays the ball to his or her own goalie in the goal area and the
goalie touches the ball
 A defensive player enters his or her goal area to gain an advantage over an attacking
player in possession of the ball.

All players must be outside the free-throw line when the throw is taken. The player taking the throw has
3 seconds to shoot after referee's whistle. Any player may take the 7-meter throw.

Goal-Throw: A goal-throw is awarded when. The ball rebounds off the goalkeeper over the endline. The
ball is thrown over the endline by the attacking team.

The goalie takes the throw inside the goal area and is not restricted by the 3-step/3-second rule.

Progressive Punishments

Progressive Punishments: Pertain to fouls that require more punishment than just a free-throw.
"Actions" directed mainly at the opponent and not the ball (such as reaching around, holding, pushing,
hitting, tripping and jumping into an opponent) are to be punished progressively.

Warnings (yellow card): The referee gives only one warning to a player for rule violations and a total of
three to a team. Exceeding these limits results in 2-minute suspensions thereafter. Warnings are not
required prior to giving out a 2-minute suspension. 2-minute suspensions awarded for . . . -Serious or
repeated rules violations -Unsportsmanlike conduct -Illegal substitution. -The suspended player's team
plays short for 2 minutes.

Disqualification and Exclusion (red card): A disqualification is the equivalent of three, 2-minute
suspensions. A disqualified player must leave court and bench, but the team can replace player after the
2- minute suspension expires. An exclusion is given.
Lesson Proper for Week 14

Let’s Begin!

HANDBALL TERMINOLOGIES

Back line: A line across the end of the court, but not including the goal line; also called the “outer goal
line.”

Center back: A player centered largely on mid-court who directs the offence and shoots or tries to
penetrate the defense; also called a “playmaker.”

Center line: A line across the court dividing it into two halves.

Corner throw: An offensive player’s throw from a corner at the offensive end of the court, restarting
play after the ball went over the back line when a defender other than the goalkeeper touched it.

Court: The playing area for team handball.

Court player: Any player on the court except a goalkeeper; also known as a “field player.”

Dribble: To move the ball by bouncing it on the floor.

Exclusion: When a player is ejected from the game with no replacement allowed.

Field player: Any player on the court except a goalkeeper; also known as a “court player.”

Four-meter line: A line four meters in front of a goal that marks the limit of where a goalkeeper may
advance to defend a penalty throw; also known as the “goalkeeper’s restraining line.”

Free throw: A fresh start to offensive play without the interference from the defense, awarded for a
minor offence by the opponent.

Free-throw line: An arching dotted line extending nine meters from the goal, marking where an
attacking team resumes play after being fouled outside the line; also known as the “nine-meter line.”

Goal Area: The D-shaped area extending six meters from the goal and occupied only by the goalkeeper.

Goal area line: An arching line that defines the goal area; also known as the “six-meter line.”

Goal line: The line the ball must cross to score a goal.

Goal throw: A throw-in from goalkeeper to a teammate, restarting play after the goalkeeper on the
opposition last touched the ball before it passed over the back line.

Goalkeeper: The player in charge of defending the goal.


Goalkeeper’s restraining line: A line four meters in front of a goal that marks the limit of where a
goalkeeper may advance to defend against a penalty throw; also called the “four-meter line.”

Harpaston: An ancient Roman team sport believed to be a forerunner to handball, in which players
threw a small ball to teammates while trying to avoid opposing players.

Jump shot: A shot attempted while leaping. .”

Nine-meter line: An arching dotted line extending nine meters from the goal, marking where an
attacking team resumes play after being fouled outside the line; also known as the “free-throw line.”

Outer goal line: A line across the end of the court, but not including the goal line; also called the “back
line.”

Penalty line: A one-meter line seven meters in front of the goal where penalty throws are attempted;
also called the “seven-meter line.”

Penalty shoot-out: A tie-breaking system where players on each team try to score against the opposing
goalkeeper from the penalty line to determine a winner.

Penalty throw: A seven-meter shot at goal defended only by the goalkeeper and awarded for a serious
offence or because the defense illegally spoiled a clear chance to score a goal; also called a “seven-
meter throw.”

Pivot: An offensive player who plays largely around the six-meter line; also called a “line player.”

Playmaker: A player centered largely around mid-court who directs the offence and shoots or tries to
penetrate the defense; also called a “center back.”

Running shot: A shot attempted while running.

Seven-meter line: A one-meter line seven meters in front of the goal where penalty throws are
attempted; also called the “penalty line.”

Seven-meter throw: A seven-meter shot at goal defended only by the goalkeeper and awarded for a
serious offence or because the defense illegally spoiled a clear chance to score a goal; also called a
“penalty throw.”

Shooter: A player, usually tall and a good jumper, who shoots from the back-court.

Sideline: A boundary line marking a side of the court.

Six-meter line: An arching line that defines the goal area; also known as the “goal area line.”

Throw-in: A throw from the side of the court to restart play after the ball has gone over the sidelines.

Throw-off: A throw from the center line to a teammate at least three meters away and behind the line,
used to restart play.

Two-minute suspension: The penalty for a second warning from the referee or for any severe foul or
unsportsman-like behavior.

Wing: A player who plays largely along the side of the court.
Lesson Proper for Week 15
Let’s Begin!

DODGEBALL HISTORY, FACILITIES AND EQUIPMENT

Object of the Game

Dodgeball is a team sport in which players on two teams try to throw balls and hit opponents, while
avoiding being hit themselves. The objective of each team is to eliminate all members of the opposing
team by hitting them with thrown balls, catching a ball thrown by an opponent, or inducing an opponent
to commit a violation, such as stepping outside the court.

The sport is played informally (in schools and pick-up games) under varying rules; and formally as an
international sport, under rules that vary among international governing bodies, such as the World
Dodgeball Federation (WDBF) and the World Dodgeball Association (WDA). USA Dodgeball is the
governing entity for dodgeball in the United States, with member leagues and clubs across the nation.
International dodgeball day is April 27.

History

There’s a lot of evidence that the first known game of dodgeball dates back to Africa 200 years ago, but
it was more deadly than how it’s played today.

Rather than using soft balls, players instead threw rocks at their opponents in an attempt to injure them
or finish them off. Other scholars thought the history went even further than that, and that the game
was played to the death. Tribes used this game to work out and it taught them about the values of
teamwork.

A missionary, James H. Carlisle, was a spectator of many games and sought out a plan to make the
gameplay safer for everyone. However, the pupils from his local England didn’t have the natural
accuracy or agility to either throw or dodge, and he couldn’t encourage anybody no matter how much
he talked about the sport. Carlisle later turned the original concept of dodgeball into a much safer game.
Leather balls would now be thrown instead of rocks, and it would be set on an open field. Players were
called “out” if they were ever bit with a ball.

In 1884, Phillip Ferguson watched a couple of games being played at St. Mary’s College between
students from Yale University. He liked the concept of the game but thought up an idea for it to be
quicker. Ferguson changed the rules so that two teams were on either side of the playing field, and
brought the rules over to America, which were made official in 1905.
News about the popularity of the game spread across England, and the new rules became the norm for
which all dodgeball matches were played.

Still, at St. Mary’s College, the campus hosts dodgeball matches for Yale students with the original rules
in play every four years to commemorate the founding fathers of the sport and its African origins.

Facilities and Equipment

The court is divided into two 30 feet (9.1 m) by 30 ft (9.1 m) areas, with a 4 feet (1.2 m) by 30 ft (9.1 m)
neutral zone located at center court separating the two sides, an attack line located parallel and 10 feet
(3.0 m) from the center line, for a total court length of 60 feet (18 m) from endline to endline, and a
total width of 30 feet (9.1 m) from sideline to sideline.

Approximately 2 feet (0.61 m) to 3 feet (0.91 m) should be allotted for an out of bounds area, allowing
officials to move freely along the sidelines.

The Queue for each team is a 3 ft (0.91 m) by 12 ft (3.7 m) area, and should be located 2 ft (0.61 m) to 3
ft (0.91 m) from the sideline, leaving enough room for an official to move freely along the sideline.

Every effort should be made to obtain the correct dimensions. However court size may be adjusted to
best suit the available space.

Length of game

Informal matches of dodgeball are typically played until all players on one side are out. In WDBF
guidelines, matches last a total of 40 minutes. These are split into two 20-minute halves, during which as
many sets as possible are played. A set lasts until all

players on one side are out. One point is awarded for every set won. Teams switch sides at halftime.
Big Ball Divisions

Six regulation size rubber balls should be used: 6 blockers (8.5 inches (22 cm)). Prior to starting the
game, the balls should be arranged along the center court line.
Lesson Proper for Week 16

Let’s Begin!

DODGEBALL RULES OF THE GAME

· Each team should start the game with 8 players; a minimum of 2 need to be women. A minimum
of 1 woman are needed to avoid forfeit.

· Teams that don't have the minimum amount of women will have to play short minus the amount
of missing women.

· Teams can have more than 8 players on a team. The team can start with a maximum of 8 people (1
woman minimum) on the court and the rest can start in the jail. At no point in the game may a team
have more than 8 people on the court.

· The Maximum male players on the court at one time is six

· A match consists of a 9 games. Each game counts separately in the standings and is independent of
the other games.

· Each team shall designate a player as the field captain. This person is the only player who can
communicate with the referee.

· During the regular season it is ok for team captains to ask players from other teams to “Sub or Fill
In” open slots on game day, to avoid forfeit. In the playoffs, a player can only participate and play for
one team. If a player is found playing on two or more teams in the playoffs all games are subject to
forfeit.

Objective:

Eliminate all opposing players by getting them "out." A player is declared out if:

· You hit an opponent with a thrown ball, before it hits the ground and BELOW THE SHOULDERS

· You catch an opponent's thrown ball BEFORE it makes contact with the ground or walls

· You cross over any boundary lines

Ways to Win:

· Eliminate your entire opposing team before time is up.


· Have more active (on court) players when time is up, than your opponent.

Rules

· Games will be played on a standard sized basketball or volleyball court.

· 6 balls will be used. The official will place 3 balls at the off-sides/center line for each team. Players
must start behind their own baseline before the start of play.

· Anyone can possess and throw any of the six balls that are in play.

· Teams and players are confined to the centerline, sidelines and end line of the basketball court
area.

· Players may intentionally leave the playing area on their own side of the playing floor to retrieve a
ball. If a player goes out of bounds to avoid getting out, they will be called out.

· The centerline is the offside line. When throwing the ball, a player must not touch the line when
throwing (and including follow through). If the match is tied at the end of 7 minutes, the opposing white
line (used for volleyball) becomes the offside line for sudden death.

· Players will be called out if a thrown ball, not a kicked ball, hits them on the fly.

· If a player unintentionally or intentionally throws a ball and the ball hits an opposing player in the
head the player who threw the ball is out. If a player ducks or is on the ground and is hit in the head, the
player hit will be called out. Balls must be thrown below the shoulders.

· Players will be called out if a ball they throw is caught on the fly.

· Deflections off the floor or the official do not count as an out if caught. Deflections off of a wall,
court dividers, rafters, bleachers, and hoop do not count as an out if caught. Deflections off a teammate
do count, and both players are out.

· Deflections off of a player that then hit the wall result in the defending player out regardless if the
ball is caught or not. The ball is dead as if it hit the floor once it hits the wall.

· If a ball hits another ball, which a player has in their possession, it does not make either player out.
If the ball is dropped as a result of contact from the thrown ball, then the player who drops the ball is
out. If a player partially blocks a thrown ball and the ball makes contact with the person's body, he/she
is out (hands and wrists are considered part of the ball).

· If a ball hits another ball, which a player has in their possession and that ball is caught by a
teammate, the person who threw the ball is out. If a ball hits another ball, which a player has in their
possession and that ball hits a teammate, the person who was hit is out.

· If a player throws a ball and it deflects off an opposing player; as long as the ball is caught prior to
being called dead (hits the floor, referee, wall, or other) the player who threw the ball is out.

· If a player catches an opponent's ball, the first teammate to go out, will then be allowed to come
back into the game. If a team has started with players in jail (meaning they are playing with more than 8
total players), they may not bring someone in for a catch if they are at full strength. Catches may not be
"saved" until someone on their team gets out in this instance either.

· If a player is stalling, or making no attempt to play a ball they may be called out (approximately 10
seconds). The referee may provide a 5 second warning call to a player prior to calling them out. The
referee does not have to provide the 5 second warning in order call players out.

· Once a player is out, they must immediately leave the floor, raise their hand to show that they are
out, and go to jail. Players who have been called out cannot retrieve stray balls for their teammates, or
that ball will be given to the other team.

Rules Enforcement:

· Each game will be played under the "honor's system". This means that games are to be self-
officiated. If you know you are out, please go to jail!

· Any dispute that cannot be resolved will be ruled over by the court monitor.

· The court monitor's ruling is final.

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


Lesson Proper for Week 17

Let’s Begin!

DODGEBALL TERMINOLOGIES

Airborne Attack

Airborne attack in dodgeball - is also seen as a 'sacrifice fly'. It refers to a player jumping over the neutral
zone to make their shot.

The player is eliminated unless the ball leaves the players hand before they return to the ground.

Attack Line

Both teams have an attack line marked on their designated side of the court. Players can only shoot
from behind an attack line.

Ball

There is an Official UKDBA Dodgeball used in competitive leagues. It is the only approved ball for
dodgeball competitions at all levels. The official dodgeball ball is available in 3 different sizes:

1. Primary Size Dodgeball: Used by players up to 11 years and the ball measures 13.5 cm (5½
inches) in diameter.

2. Junior Size Dodgeball: Used by players aged 11-15 years and the ball measures 18 cm
(7inches) in diameter.

3. Standard Size Dodgeball: Used by Senior players aged 16 and over and the ball measures 22.5
cm (8 inches) in diameter.

Ball Control

Ball control is a phrase which refers to the majority of the balls played on your side. It also means
staying on the offensive for as long as possible during the match.

Buddy Up
Buddy up refers to synchronized throwing with one or more teammates.

Catcher

Dodgeball catchers need good hands and they need good hand-eye coordination. The catcher position is
highly important because it creates a two-player swing:

Corner

Corner players attack when it is beneficial and they are defensive or a sacrificial buffer.

Court Size

How big a dodgeball court is one of the most asked questions about the game? The court gets divided
into two areas and each area measures 30 feet by 30 feet (9.1 x 9.1 meters).

Dead Ball

A dead ball is a dodgeball phrase referring to one that either hits a dead player, hits another dodgeball,
or hits any surface of the court.

Deflection

Deflection refers to the ball when it ricochets off another ball or a player.

Equipment

The equipment needed to play dodgeball in a regulation game is minimal. As a rule you need at least 5
balls, a suitable playing surface, and some uniforms for the player to wear.

Face Shot

The shot in the face is not the most sportsmanlike kill in dodgeball but it is effective.

Fault

A fault is any action (other than being hit) which results in a player being ruled out. Dodgeball faults
include stepping over the attack line, going out of bounds, or repeatedly making high throws.
Games for PE

Many schools and sports clubs use dodgeball games for physical education classes.

Head Referee

The word of the head referee is law on the dodgeball court. They keep a watchful eye on every player
and they make the final decision on any missed call or disputed kill. Their role also involves keeping an
eye on the middle line. They ensure nobody steps over it and check that no player holds a ball for more
than 10 seconds.

Head Shot

Head shots are those made above the chest and can be intentional or accidental. The result is
elimination from the game for that player.

IMDB

Dodgeball: A True Underdog Story is a well-known film found on the International Movie Data Base.

Jumper

A jumper can refer to a dodgeball trampoline game for small children.

Kill (tag)

A kill or sometimes called a tag is a direct throw which gets another player out of the game.

Kill or Be Killed

The fast-flowing game of dodgeball centers around one thing - kill or be killed! No two dodges and no
two throws are ever the same. The winner is decided by who gets kills faster or evades them longer.

Live Ball

A 'live ball' is any ball that is in play and is not dead. Dodgeballs become live when a player throws them.
Muffins

Dodgeball muffins is a term describing bad throws where the ball floats slowly through the air.

National League

The UK Dodgeball Association is the officially recognized National Governing Body of Dodgeball in the UK
and was founded in 2005.

Opening Run

The opening run refers to the initial run for getting the balls at the attack line.

Play

A play is one of the terms in dodgeball describing any attempt by a player to catch, dodge, or block a
directly thrown ball.

Pump Faking

If you pump fake you are fooling the opposition into believing a ball is coming to their direction.

Qualifications

The UKDBA Level 1 Award is a qualification to become a coach.

Retrievers

Dodgeball retrievers are individuals designated the role of retrieving balls that go out of play. Players
that are out of the game may also retrieve balls.

Rush

The dodgeball rush is carried out at the beginning of each game or for a reset. Once the official signals
players from both teams rush to center court to retrieve as many balls as possible. Players then take the
balls behind the center line to take a shot at players from the opposing team.

Sacrifice
To sacrifice yourself means you are jumping over the attack line to hit another player.

Shagger

Dodgeball shaggers stand several feet away from the back wall of the court. They are responsible for
ensuring the ball does not roll back to the opponent's half of the court. Shaggers are quick and probably
the dodgiest people in the game. They play an important role in gaining ball control. Shagging is crucial
for getting balls fed into the hands of your team's best throwers.

Sniper

Snipers often hang in the back waiting for someone to become vulnerable. A sniper will often try to
obscure the fact that they have the ball.

Stalling

In dodgeball terms stalling is the act of intentionally delaying the game. It also refers to a player holding
on to the ball for more than 5 - 10 seconds. A player caught stalling loses possession of the ball after the
initial warning from the dodgeball official referee.

Taking the Line

A team with ball control is looking to push their opponents back. They want to take the line and hold it.
Holding the line in dodgeball means you can pick off players from the other team.

Target

In dodgeball terminology the target is any 'live' player on the opposite team getting hit from a direct
throw.

Ten Second Count

The 10 second count is an edict issued by the referees to the team holding a majority of the seven balls
in play. They have 10 seconds to throw however many balls they hold more than the opposition. If a
team does not comply with the count, they must give the opponent all of their balls.

Thrower

A thrower in dodgeball terms is any 'live' player who makes a direct throw of a dodgeball.
Trap

In dodgeball terms a trap ball is one caught simultaneously with a player's body, another ball, and
another part of the environment. The ball is subsequently ruled dead.

UK

Dodgeball UK was formed in 2009 by a London-based entrepreneur. He rustled up a group of mates who
were all keen to have a go at throwing balls at each other. The rest is UK dodgeball history!

Variations

Army dodgeball, also known as medic, consists of two teams, and is normally played in a medium-sized
arena such as a basketball court or a parking lot.

Warm up Game

Dodgeball warm up games allow players to practice all the skills such as jumping, dodging and moving in
different directions. This is good practice before the game starts.

Xbox

Skit bold is an Xbox dodgeball game by Microsoft.

YouTube

You can watch a YouTube video showing a few basic rules that you should know before you start playing
dodgeball. You can also read through a complete set of UK dodgeball rules and regulations.

Zone

There is a 1.2 meter x 9.1 meter neutral zone at the center of the playing surface. This zone separates
the two main playing areas of the dodgeball court.

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