


Yellowhammer Brewery is joining forces with the Huntsville Sports Commission to bring you Hunstville’s first Adult Dodgeball Tournament on Sunday, July 20th.
16 teams will go head to head in a double elimination format until one team is declared the winner. Trophies will be awarded to the winning team and the team with the best uniform.
The tournament will start at 11am on Butler Green between Yellowhammer Brewery and Straight to Ale. Wiener Von Braun, Zesto AF Dip Dogs, and JA's Concessions will be selling food and drinks all day. Kandy will be providing the soundtrack while Whip McK announces the play-by-play action.
An exhibition match between Yellowhammer and Straight to Ale will take place before the championship match!
Registration will open June 1 at noon in the taproom.
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OVERVIEW
TOURNAMENT DATE & LOCATION
Sunday, July 20th starting at 11am.
Yellowhammer & Butler Green at Campus 805.
TEAM REGISTRATION
Registration forms can be downloaded & completed, or you can pick up a copy in the taproom. Registration will open at noon Sunday, Jun 1, 2025 in the taproom. Teams must register in person. Once all 16 slots are filled, we will waitlist any team interested. If all slots are not filled that day, teams can continue to register by bringing in their registration form and paying the registration fee in the taproom.
FEES
$5 per person
6 people minimum
10 people maximum
MANDATORY REFEREE & CAPTAIN MEETING
Captain & co-captain and referees will meet with Yellowhammer representatives to go over rules and general information. THIS MEETING IS MANDATORY.
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The Meeting will take place at The Lost Highway Lounge behind Yellowhammer Brewery on July 13th at noon.

DETAILS & RULES
THE TEAM:
Rosters will be made up of a maximum of ten players. Six players will compete for each team; additional team members will be available as substitutes or retrievers. Substitutes may enter only in between games or in the case of an injury. ALL PLAYERS MUST BE AT LEAST 21 YEARS OLD. All players must be in uniform. Gender is not a component in team makeup or game play.
THE COURT:
Two courts will be in operation at the same time, the Yellow Court and the Red Court. Each court is 30ft x 50ft. Balls will be set on the center line. The neutral zones are 3 meters (9.84 ft) from the center line in both directions. Courts will be played directly on the green beside Yellowhammer with fencing placed around perimeters.
THE EQUIPMENT:
The balls that will be used are 8.5-inch dodgeball playground balls. Yes, the bouncy rubber balls you remember from childhood.
THE GAME:
The object of the game is to eliminate all opposing players by getting them OUT. This may be done by:
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Hitting an opposing player with a LIVE thrown ball.
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Catching a LIVE ball thrown by your opponent before it touches the ground. When a defending team catches a LIVE ball, a team member may return to the game, and must be in the order they were eliminated.
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Blocking: Players can defend themselves by blocking a ball in flight with another ball but must retain control over the ball they are blocking with. A player dropping or losing possession of the blocking ball is deemed OUT. Any blocked ball rebounding off another ball is considered live. Any player hit by the rebounding ball is deemed OUT.
DEFINITION OF LIVE BALL:
A ball that has been thrown and has not touched anything, including the floor/ground, another ball, official or other item outside of the playing field (wall, ceiling, etc.).
BOUNDARIES:
During play, all players must remain within the boundary lines. Players may leave the boundaries through their end-line only to retrieve stray balls and must return through their end-line.
BEGINNING PLAY:
Play begins with all players positioned behind their team's endline. Six dodgeballs are placed along the center line – three on one side of the center hash and three on the other.
THE OPENING RUSH:
The Rush occurs at the beginning of each game or reset.
Upon the official's signal, both teams rush to center court and attempt to retrieve as many balls as possible.
Teams may only retrieve the three balls to their right of the center hash.
Once a ball is retrieved it must be taken behind the attack-line before it can be legally thrown.
A team may rush with as many or as few players as it wants, but at least one person from each team has to rush.
There is no limit to how many balls an individual player may retrieve.
Players may not slide or dive head first into the neutral zone or they will be called out.
Crossing over the neutral zone will result in an OUT.
Players may not physically grab and pull another player across the neutral zone or prevent them from returning to their side of the court.
PUTTING A BALL IN PLAY:
The player and the ball must go completely behind the attack line. During the Rush, any ball retrieved from the neutral zone must be returned behind the attack line before it may be thrown at an opponent. A ball that hasn't crossed the attack line is considered a dead ball, any hits or catches are voided plays.
There are several ways to put a ball into play following a Rush.
A player carries the ball across the attack line.
A player passes the ball to a teammate who is behind or carries it across the attack line.
TIME OUTS:
There are no team time outs.
TIMING AND WINNING A GAME:
Each game is composed of three five-minute matches.
The first team to legally eliminate all opposing players will be declared the winner of each match. A five-minute time limit has been established for each match. If neither team has been completely eliminated at the end of the five minutes, the team with the greater number of players remaining will be declared the winner. If both teams have the same amount of players at the end of the match, the next team to eliminate an opposing player wins.
The team that wins at least two of the three matches is the winner of the game.
If one team wins the first two matches, the third match will still be played.
OUTS:
Players shall be deemed OUT when
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a live ball hits any part of the player's body, clothing, or uniform.
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a player is hit by a live ball rebounding off another player or ball lying on the court.
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a defending player catches a live ball they have thrown
Players shall return from the Queue in the order they were put OUT (i.e. first "out," first "in").
BLOCKING:
Players can defend themselves by blocking the ball in flight with another ball but must retain control over the ball they are blocking with. A player dropping or losing possession of the blocking ball is deemed OUT.
Any blocked ball rebounding off another ball is considered LIVE. Any player hit by the rebounding ball is deemed OUT.
STALLING:
The act of intentionally delaying the game.
If a referee determines that a player or team is stalling, the referee will warn the player or team. If the stalling continues, at the referee's discretion, the player or team will lose possession of all balls on their side.
If both teams are stalling a reset should occur.
If any team maintains control over all six balls for more than 5 seconds, the Court Referee will reset the match.
OUT OF BOUNDS RULE:
If any part of the player's body crosses the endlines or center line, the player shall be deemed OUT.
Momentum may carry a player out of bounds while making a catch. As long as control of the ball was established prior to going out of bounds, such a player is not OUT.
NEUTRAL ZONE RULE:
A player may safely step into the neutral zone but not across the center line. Any player crossing over the center line is deemed OUT.
SACRIFICE FLY:
This is an airborne attack where an attacking player may legally cross the center line to hit an opponent. The ball must leave the attacker's hand before any part of the attacker's body touches the opponent's territory. If successful, the player hit is OUT and the attacking player remains in.
HEADSHOTS:
A headshot occurs when a player is hit directly in the head by a high thrown ball.
Head shots are not permitted.
Any thrower committing a headshot will be deemed OUT.
If a player receives a head shot, the player is not OUT.
RETRIEVERS:
Retrievers are individuals designated to retrieve balls that go out of play. Rostered players who are not competing in a game can function as retrievers.
Retrievers may not enter the court at any time.
Retrievers may not wear jerseys of the same style as their team uniform.
Retrievers are only allowed to field balls from their side of the court.
RULE ENFORCEMENT:
Players are expected to play by the rules. All contests will be supervised by a volunteer Court Referee. The Court Referee’s responsibility will be to:
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Rule on any situation in which teams cannot agree. THE COURT REFEREE’S DECISION IS FINAL – NO EXCEPTIONS.
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Start and stop each match
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Reset matches as needed
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Report winning team to Game Coordinator
CODE OF CONDUCT:
1. Understand, appreciate and abide by the rules of the game.
2. Respect the integrity and judgment of game officials and staff.
3. Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat.
4. Be responsible for your actions and maintain self-control.
5. Do not taunt or bait opponents and refrain from using foul or abusive language.