Download PDF of Rules

General Information

The team captain is responsible for all information contained in the Intramural Rules and  2016- 2017 IM Handbook.

Location: All Extreme Dodgeball games are played at the ARC Racquetball courts

Advancing to Playoffs: Teams that meet the following criteria will advance to compete in the playoffs:

  1. Team must have won
    • 3 games or more (out of 4) during the regular season = Regular length season
    • 2 games or more (out of 3) during the regular season = Shortened season
  2. Team must have an average sportsmanship rating of at least a 3
  3. Team must have completed the online captains quiz
  4. Team must have NO regular season forfeits

Playoff criteria will only be adjusted in situations where facility or weather conditions limit play. It is the captain’s responsibility to check their playoff schedules which will be made available on IMLeagues as soon as possible after the regular season has concluded.

Game Time: Game time is the scheduled division time, unless the previous game goes over the allotted time. Schedules can be accessed through the IM Leagues website interface.

  1. Teams should be warmed up and ready to play as soon as the previous game ends on their field
  2. Teams should report to the check in table a minimum of 15 minutes prior to the scheduled game time to sign in

I-Card Sign-In Procedures: All players must present a valid I-Card in order to participate in an Intramural contest. Upon arrival prior to an intramural contest, all participants must sign in with the Intramurals staff assistant and present their I-Card for identification purposes.

Failure to Sign in: If a player is found participating in the contest without having signed in on the official intramural gamesheet and doesn’t have their ICard present or are ineligible for the One-Time Exception Policy, said team will forfeit the game and all forfeit fees and consequences will apply.  If the participant has his/her i-card present or has not used his or her 1 time exception, the team may still play the game with designated disadvantages

One – Time Exception: The One-Time exception policy is designed so that students who have forgotten their ICard, but are printed on the roster, may still sign-in for their game.  Each participant may use this exception policy once per semester.  To use the One-Time exception policy the following criteria must be met:

  1. Must be pre-printed on their team roster
  2. Must have a valid government Photo ID (Driver’s License, Passport, State issued ID)
  3. Must not have previously used a One-Time Exception during that semester

Roster Policy:  An individual is bound to the first team that he or she signs into a game for. Individuals may play on one single-gender team and one CoRec team per intramural activity

Participants must sign up on the online roster before 2 p.m. on the day of the contest (except for Sunday games) or they will not be allowed to sign-in onsite or participate.  For Sunday games, players must be added to the roster before 2 p.m. on the preceding Friday.   A participant is not formally considered to be on that team’s official roster until he or she physically signs in for that team at an actual contest.

IMLeagues Mobile Confirmation: In the event a player has not signed up for their team before the rosters are printed, they may show the Intramural Staff their name on the IMLeagues Roster online.  This must be done by an Intramural Supervisor so you will have to be patient and wait until one is available to help out.  If you show as ineligible on the mobile site, nothing can be done until the office is opened.  IT is highly recommended that you join your team roster before 2pm on the day of your game (2pm on Friday for Sunday games) to ensure your ability to play in the contest.

Defaults: Should a team know in advance that they cannot field a team on a given night; they may avoid forfeit fee and loss of playoff eligibility consequences by contacting the Intramural Office at 217-244-1344, or to default their game. All defaults must be called or emailed in before 2:00 PM on the business day of the contest, or before 2:00 PM on the Friday before a Sunday contest. Please make sure to include your name (captain), team name, sport, and the day and time you are playing so that you game can be defaulted properly.

  1. Teams losing by default will lose the contest by the same scoring structure that is applied for forfeits.
  2. Teams losing by default will receive a sportsmanship rating of “C”.
  3. Teams losing by default will remain eligible for playoffs.

Forfeit: Teams who are not present at their scheduled contest by game time or are unable to produce enough eligible players to field a team, will be assessed a forfeit aside from the following Grace Period Exception

Grace Period Exception: A team may delay its right to win by forfeit and allow the other team a grace period of ten minutes to acquire a properly equipped team.

  1. Once a ten minute grace period is granted by the team who is ready, they may not rescind their decision and take a forfeit before the ten minute period passes.
  2. If ten minutes passes after the scheduled game time, and the minimum number of eligible players required to play for the opposing team has not arrived, then the team that is ready to play must accept the forfeit.
  3. If the forfeiting team is able to obtain the minimum number of properly equipped players before the ten-minute grace period expires, the game shall be started the opposing team shall be given the ball and choice of goal awarded to the opposing team.

Forfeit Consequences: Teams who are assessed a forfeit will

  1. Be charged a $75.00 forfeit fee.
  2. Is ineligible to advance to the playoffs.
  3. Upon a second forfeit, teams will be assessed a second $75.00 forfeit fee, and will be removed from the league.
  4. Teams losing by forfeit will lose the contest by a score of 1-0 and a sportsmanship rating of a 0.

Sportsmanship Ratings:
In order for a team to qualify for post season playoffs, they must have a 3.0 average in sportsmanship during regular season pool play.  Any team receiving an “F” rating during the regular season will be declared ineligible for post-season tournament play.

The Intramural Activities Program expects all participants to respect and abide by all rules and policies, show respect and concern for their opponent and intramural staff, and refrain from abusive language, poor attitude, and manipulation of the rules to further their chance of winning. Upholding high standards of integrity and fair play is of the utmost importance to the Intramural Activities Program. Each participant is accountable for his/her actions, and each team captain is responsible for the actions of the team members as well as team spectators.

Sportsmanship ratings are given to teams after each contest by the intramural manager, supervisors, staff assistants, and game officials. These ratings reflect behavior before, during, and after the contest. The decision reached will be final. Ratings will be given according to the following scale:

4 = Team shows above average conduct and sportsmanship

3 = Team shows average conduct and sportsmanship.

2 = Team shows below average conduct and sportsmanship.

1 = Team shows poor conduct and sportsmanship.

0 = Team has unacceptable conduct and sportsmanship.

Protests:  Protests are restricted to matters of rule interpretation and player eligibility. Protests concerning judgment calls by an official and protests of sportsmanship ratings will not be reviewed. In the case of a rule interpretation, notification of a protest must be made to a game official at the time of the alleged infraction and prior to the next live ball. For protests of player eligibility, a team may protest no more than three participants on any given night. All eligibility protests must be made prior to the end of the contest.  Please note that captains cannot protest eligibility or a rule interpretation once the gamesheet with the final score and sportsmanship rating has been signed. If a protest form has been filed, Captain’s and or designated team members should not sign the gamesheet.

For additional information: Please review the 2016- 2017 IM Handbook


All players are required to bring a valid UIUC (I-card) to all Intramural games

Jersey Policy: Jersey Policy is not in effect

Dodgeballs: The Intramural Program will provide dodgeballs.

Jewelry: Participants must remove all jewelry before playing

Shoes: All players must wear clean athletic shoes.

Apparel: Players must wear athletic apparel

  • Hats and bandanas may not be worn.

Game Regulations


  1. The game will be played at the ARC racquetball courts.
  2. The court shall be marked with attack lines and a center line.
  3. The Boundaries:
    • During play, all players must remain inside the racquetball court.


  1. A team will consist of 4 players.
  2. A team must start with a minimum of 3 players.
  3. The maximum number of players a team may have on their roster is 10.
  4. No substitutions or time-outs are allowed during the games.
  5. You may switch players between games.


  1. The match will be two 12 minute halves. Teams will play as many games in each half as they can, whoever wins more games will be the winner.
  2. Each game will have a 5 minute time limit.
  3. A coin flip will start the match. The winning team will have choice of sides to begin the match.
  4. Teams will alternate sides following each game.

The Game:

  1. The object of the game is to eliminate all opposing players by getting them out.
  2. The first team to legally eliminate all opposing players will be declared the winner of the game.
  3. If neither team has been eliminated at the end of regulation, the team with the greater number of remaining players will be declared the winner of the game.

If each team has equal number of remaining players at the end of a game, an overtime period will be played to determine the winner of that game


  1. Overtime will be a 1 minute sudden death period.
  2. All 4 team members will be on the court for the sudden death overtime
  3. All overtime periods will begin with each team having 2 “dodgeballs in hand”
  4. The first team to eliminate any ONE opposing player will be declared the winner.

Co-Rec Modifications:

  1. Teams need 3 players to start the game
  2. Of the 3 players at least one player must be male and one must be female
  3. Teams may never have more than 2 of a single gender on the court at one time
  4. Legal Lineups shown in tables below:

Legal Lineups of 3 or 4 Players


Rule Enforcement

An out is scored by:

  1. Hitting an opposing player with a LIVE thrown ball below the shoulders.
    • NOTE: If a player ducks, and this clearly is the cause for the player being hit above the shoulders, they are out.
  2. Catching a LIVE ball thrown by your opponent
    • NOTE: A ball that deflects off a player may still be caught by the same player to score an out as long as the ball does not touch the ground, wall, ceiling and ceiling fixtures, another player, and or another ball before being caught.
  3. Causing an opponent to drop a held ball as a result of contact by a thrown LIVE ball.
  4. An opposing player stepping out of bounds.

Blocking: A player may block a thrown ball with a ball being held, provided the held ball is not dropped as a result of the contact with the thrown ball

  • NOTE: A ball deflecting off a held ball and striking the holder is no longer a LIVE ball.

LIVE (definition) : A thrown ball that strikes, or is caught by, an opposing player without/before contacting the ground, wall, ceiling, another player or ball

  • EXCEPTION = A ball that deflects off a player may still be caught by the same player to score an out as long as the ball does not touch the ground, wall, ceiling and ceiling fixtures, another player, and or another ball before being caught

Divider Line: Any player that steps over the divider line is out.

  • NOTE: A player may grab a ball located on the opposite side of the divider line so long as they do not step over the line

Beginning the Game:

  1. Prior to the beginning of the game, 4 dodgeballs are placed along the center line equally spaced.
  2. Players will take position behind their end line and at the referee’s signal may approach the center-line to retrieve balls.
  3. Teams may only retrieve balls placed to the RIGHT of the center hash mark.
  4. Each/every ball retrieved at the opening rush must first be taken beyond the attack line and into the team’s backcourt before it may be legally thrown at an opponent.
    • PENALTY: Players not abiding by the opening rush attack line rule will be warned for the first violation and called out for the second violation.

Stalling and Five Second Violation:

  1. A team trailing during a regulation game must be given the opportunity to eliminate an opposing player.
  2. It is illegal for the leading team to control all the balls for more than five seconds.
  3. If the leading team controls all the balls- All balls are located on their side of the center-line – they must make a legitimate effort to get at least one ball across the attack line and into the opponent’s backcourt. This does not include throwing a ball over and through an opponent’s end line.
  4. If this is not done within 5 seconds, a five-second violation is called.
    • First Violation: Stoppage of play and balls will be divided evenly between the teams. Play will continue with “balls in hand”.
    • Second Violation: One player of the team stalling is out.
  5. NOTE: The stalling procedure does not apply to overtime.


  1. Overtime will be a 1 minute sudden death period.
  2. All 4 team members will be on the court for the sudden death overtime
  3. All overtime periods will begin with each team having 2 “dodgeballs in hand”
  4. The first team to eliminate any ONE opposing player will be declared the winner.