The maximum numbers of players on the court is 8; minimum number of players is 4.  There are no limits to the number of females allowed on the court at one time.  However, there cannot be more than 6 males on the court under any circumstance.  Players that arrive late must wait until the next game begins to enter.  Substitutions can only be made after the completion of a game, or in the case of injury.  Teams may not substitute male for female.


The playing boundaries will be marked with sidelines, end-lines, take back line, and a center hash mark.


Windup dodgeball is played with 5 balls.  Players then take a position behind their end line and wait for the official's whistle to begin play.

Following the whistle by the official, players are allowed approach the center line to retrieve the balls located on the center line.  They are also fair game to be hit by their opponent who already has one ball in hand. However, all balls must be taken back behind the take back line before they can be thrown. Players may pass balls to teammates behind the take back line. Any ball thrown prior to being taken back behind the take back line will be considered dead.


False start will be called if players cross their end line prior to the official's signal to start the game.  The result is that play will be stopped and one ball from the middle will be given to the opponent.  For each infraction, another ball will be given to the opponent.


During play, all players must remain within the boundary lines. A player will be called out if any part of their foot crosses the centerline.

While players may reach across the centerline in order to retrieve a ball, they may not make contact with the floor of their opponent's court.  Touching the floor of the opponent's court will result in a player being eliminated from play.

Please note: The centerline extends across the length of the entire gymnasium.  While a player may reach across where the centerline would be in the out-of-bounds zone, he still may not cross it.

For safety reasons, jumping across the line in an attempt to hit the opposing team before you hit the ground (known as a suicide play) is not allowed in Windup. 

Please note: The ball becomes dead when it hits any wall, curtain, or basketball hoop.


A player may only exit the court in order to retrieve balls that have bounced or rolled out-of-bounds.  Players may not exit their court if there is no ball out-of-bounds.  They may not exit the court until the ball passes the out-of-bounds line.  Exiting a court in anticipation of a ball that is headed for the out-of-bounds zone is not allowed.

Once out-of-bounds, a player has 10 seconds to retrieve a ball and return to their side of the court.  Failure to return within 10 seconds will result in that player being eliminated from play.

Players may not carry a ball from their court to the out-of-bounds zone.  They may however collect and carry as many out-of-bounds balls as they can within the 10 second time period.  Carrying a ball into the out-of-bounds zone will result in that player being eliminated from play.

Players who are in the out-of-bounds zone absolutely may not reach into the court for any reason.  If a player reaches in bounds from the out-of-bounds zone to pick a ball, that ball will be rewarded to the opposing team.

Players who have legally gone out-of-bounds to retrieve a ball are safe and cannot be eliminated until they step back on to the court with both feet.

The last live player on a team cannot exit the court for any reason.  If a player is the last live player on their team and exits the court for any reason, the other team will be declared the winner of that game.


Players cannot dodge out-of-bounds.  If a player moves out of bounds in order to avoid being hit by a ball, that player will be called out.  Players must have one foot completely crossing the line to be declared out-of-bounds.


Every player who is out and is still in bounds will raise their hand over their head as they are exiting the playing field so that they are not targeted by the opposing team.  Once a player is OUT, they must drop any balls in hand and exit the playing field at the nearest sideline.  If an OUT player intentionally contacts a live ball before exiting the playing field, he/she will sit out the next game.


A team will be declared the winner of a game when all of the other players have been eliminated from play.  When a player has been eliminated from play, he or she is said to be out.

You can be eliminated by an opponent:

If he or she throws a ball and it makes contact with you or your clothing without being caught.

If he or she catches a ball you throw offensively.

If a thrown ball hits you and multiple teammates before contacting the ground, you are all out.

You drop a held ball as a result of contact by a thrown ball.  This usually occurs when a ball is being used to block a thrown ball.  You 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.  However, your hands are an extension of you.  If your hands or fingers get hit while attempting to block a ball, you will be called out.

 Or you can be eliminated by making infractions against the rules:

Touching the opposing team's court (crossing the center line).

Jumping or dodging out of bounds.

You will not be eliminated if:

If a player runs up to line and touches an opposing player with a ball but does not release the ball, the opposing player will not be ruled out.  All hits must be released.

If a thrown ball deflects off of you and is caught in bounds by a teammate, you are saved and the thrower is out.


A direct headshot (that is, a ball that travels directly from an opposing player's hands to a defending player's head) will result in the ball immediately becoming a dead ball. 

There are a number of exceptions to this rule, including: 

If a player ducks or takes a position with their head below where their shoulders would normally be when standing, i.e. crouching, kneeling, sitting, diving, rolling or laying, and this clearly is the cause for the player being hit in the head, the player is out and the throw is considered legal.

When the ball has been previously deflected off of another body part, player or ball.

Players struck with direct headshots are not out unless they are struck simultaneously (or nearly simultaneously) with other live balls.

Players who are hit in the face may remove themselves from play for up to 2 minutes (at the referee's discretion) in order to compose themselves and make sure they are still able to physically continue.  However, if the player's team is eliminated while he or she is still off court, the game will be declared officially over.

Deliberately throwing at a person's face is not allowed under any circumstances.   Players caught "headhunting" will be removed from game play.  This includes players who repeatedly throw within "head range" (between 5'3" and 6'2") and continue to do so after they have been warned by a referee. 

Deliberately using your head to block balls is also not allowed.  (Sorry, soccer players.)  If a referee believes a player is using his head to deflect offensive throws, that player will be warned.  If he or she continues to do so, they will be declared out.

Please note: A ball caught against a player's face is not considered a headshot and will count as a catch.


A kicked ball (that is, a ball that travels directly from an opposing player's feet to a defending player's body) will result in the ball immediately becoming a dead ball. 

Players struck with a kicked ball are not out unless they are struck simultaneously (or nearly simultaneously) with other live balls.

Please note: A kicked ball that is caught will count as a catch.


When a player catches a live ball thrown by an opposing player, he or she is not only eliminating the player who threw the ball, he or she is also allowing the first person waiting in his or her own team's outline to re-enter the game.  This is officially known as a two-man swing but will more commonly be heard on the court as "One in!"

A catch is only valid if both of the catching player's feet are within bounds and he or she clearly demonstrates control of the ball before releasing it.

Please note: If a player has a ball in his or her hands and catches another ball, the player must maintain possession of both balls.  If a player catches a ball but subsequently drops the other ball, the catch still counts but that player is out.

Please note: A trap is when a ball is caught while making contact with the floor or part of the building at the same time.  Traps do not count as a hit or a catch and both players are considered safe.


Once a player is eliminated, he or she must immediately proceed to his or her team's outline, located out-of-bounds to the side of that team's court.  The first person standing in the outline is the first person eligible for re-entry upon a catch.

As soon as a player is eliminated, they can in no way interfere with the ongoing game.  This means no swatting oncoming balls or kicking or passing balls to fellow team members as they exit the court.

Players must line up in the order that they reach the outline.  Line jumping (in which one player cuts in front of a teammate who was eliminated before him or her) may result in forfeiture of the ongoing game.

Players who leave the outline forfeit the ability to be caught back in during that game.  If there are five players or less in the outline, a player cannot leave the outline, even to shag on the other side of the court. Doing so may result in that player being ineligible to come back into the game.  Players must already be standing in the outline with both feet in order to come back into a game.

Players have 5 seconds from the moment his or her team makes a valid catch in which they can come back into the game.  If the player does not enter the court in that time, he or she will be deemed out and must move to the back of the outline.  A player becomes active upon re-entry as soon as he or she steps in-bounds with both feet.

Other than shagging balls out-of-bounds, players in the outline may not interfere with the game at any time, for any reason.

Please Note: For safety reasons, once you have been eliminated, please drop any ball you are currently holding, raise your hand to notify all other players that you are out, and walk quickly and directly to the outline, while watching for incoming throws.  It is your responsibility to protect yourself while walking to the outline.


If a player(s) are deemed by the officiating staff to be holding a ball for the purpose of stalling, the officials will initiate a 5-second count.  At this point, any player holding a ball at the onset of the countdown will have 5 seconds to either throw the ball or roll it to the opponents' side.  If the player does not release the ball across the mid-line after the countdown has been completed, that player will be called out.  If the 5-second count is initiated by an official, a player holding a ball may not reset the count merely by dropping the ball.  It MUST cross the mid-line for it to count as getting rid of the ball.

If a player is holding two or more balls when the 5-second countdown is initiated, they are required only to throw one ball into the opponents' court to reset the countdown.

Players on the sidelines are not permitted to hold the balls out of bounds; they must immediately roll the ball into the court of play.  Only an official can initiate a 5-second countdown and they will do so only when they deem a player(s) stalling to throw a ball.


Both eliminated and alternate players may shag balls for their teams while in the out-of-bounds zone.  This means that they can retrieve any ball on their side of the court in the out-of-bounds zone and make them available to live players on their team.

Shagged balls can only be made available to live players in one of two ways: 

Balls may be placed anywhere on the sideline of their own team's court.

Balls may be handed directly to teammates.

 Shaggers may not:

Roll or throw balls into their own court.

Roll or throw balls into the opposing court.

Players may shag balls only while standing on their own side of the court.  Players may reach for a ball on the opposing team's side of the out-of-bounds zone but they may not set foot in it.


Players who are injured during the course of play may remove themselves from play for up to 2 minutes (at the referee's discretion) in order to compose themselves and make sure they are still able to physically continue. 

Please note: If the player's team is eliminated while he or she is still off court, the game will be declared officially over.

If a player is unable to continue after 2 minutes, the first person of the same gender in the outline will be allowed to take his or her place.  If there is not a player of the same gender in the outline, then the next person in line may take his or her place.  If there are no players in the outline then an alternate rostered player may take the injured player's spot.

Please note: If a player in the sole remaining player on their side and is injured during play, the opposing team will be declared the winner.


Windup will provide an official at each court.  Arguing with the official call will get one removed from the game.  No exceptions or warnings.


The Windup will not tolerate any unsportsmanlike conduct by ANY player in the league.  A player that is ejected twice during the season will be removed from the league.


In the event of a game ending with the same number of players on either side (on a double violation or after 5 minutes has elapsed), the game will go into overtime.  The overtime period of any game will begin with three (3) players from each team.  All overtime periods begin with 3 balls on the center line.  The first team to eliminate all opposing players will be declared the winner.


Every season ends with a single-elimination tournament to declare the season champions.  The tournament takes place over the final two weeks of season.  The tournament bracketing system will vary depending on the league.


1. Matches Won

2. Games Won/Loss Differential

3. Head to Head

4. Record Against Common Opponents

5. Strength of Schedule

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