Unless otherwise indicated in the gameplay rules for a sport, there is no maximum number of players allowed on a team’s roster provided all players have signed the Team Roster and Waiver Form. It is the responsibility of all team captains to ensure players are in compliance with this policy. Teams have up until the third week of the season to make changes to their roster. After the third week, rosters will be frozen. Roster changes that require additional T-Shirts will be subject to availability. All roster changes must be communicated to and approved by the league office.
To be eligible to participate in any SSL league, tournament, or social event, each player must be confirmed on his or her team’s roster and have agreed to the waiver. Team captains are responsible for ensuring that all members of their team have read and accepted the terms of the waiver policy. The waiver is included in the online registration process, including for those players invited to a team by a captain. The waiver can also be found by visiting your dashboard.
All SSL participants must be 21 years of age or older prior to their first scheduled game.
Players may only be on one roster for any given sport on a given night, regardless of if multiple divisions are offered. Violation of this rule may result in game forfeiture by both teams.
The SSL reserves the right to request a photo ID from any player at any time for any reason.
Teams that wish to challenge the eligibility of a player on their opponent’s roster must make that request with an SSL Official as early as possible. Only individual players may be challenged. Entire teams may not be challenged.
Playoff team players will automatically have their roster spots verified by an SSL Official.
SSL T-Shirts are your team’s uniforms. All players must wear the appropriate color uniform with the current SSL front logo to participate. Past season’s uniforms are not permitted, even if they are the correct color. Any player not wearing the appropriate uniform will be sidelined for that game.
The SSL T-Shirt must be worn on the outside of any clothing worn during play with all logos and designs in tact and clearly visible.
Players are permitted to modify their uniforms in any way provided they do not cover up or obscure any of the logos printed on the shirts and the resulting garment does not pose a threat to player safety.
Whenever possible, the SSL will separate programs into divisions based on playing experience, ability, and competitiveness. In the event multiple divisions are not possible, all players will be placed into a single division.
Division placement for all teams will be at the sole discretion of the SSL.
Any player, or team based on the majority of their players, that is determined to be in the incorrect division may, at any point during the season, be switched to the appropriate division at the discretion of the SSL.
Drones, model planes, and any other unmanned aircraft are not permitted at any SSL activity.
FINALE WEEK FOR LEAGUES:
In the final week of league play, the top teams will compete in a single-elimination playoff to determine the league champion. The playoff may be held on a day or at a venue other than the normal day and venue used for regular season games.
All other eligible teams in good standing with the league will be scheduled for a final game against a team similarly ranked in the final standings.
Championship and other participation prizes will be distributed at SSL discretion and include, but are not limited to, gift cards/vouchers to SSL partner establishments, league sponsor promotional items, and/or credits toward future SSL programs.
Prior to the start of the game, players and spectators should regularly check the SSL Rainoutline for venue status updates. Players and spectators can also sign up for automatic updates via email and/or text message. Details are available on the SSL website.
Once the game has started, gameday coordinators will work with facilities coordinators and SSL Operations personnel to monitor weather and playing conditions in order to determine if play will need to be suspended and/or games postponed.
In the event of inclement weather or any other event that causes games to be postponed, the SSL will make every effort to reschedule. In the event of multiple cancellations, the SSL reserves the option to shorten the regular season and/or the playoff schedule. Makeup games may be scheduled on weekdays other than those regularly scheduled. Makeup games may be scheduled at venues other than those regularly scheduled. Neither refunds nor pro-rated refunds will be given if the season is shortened due to inclement weather or due to actions taken by the venue.
If a team is short the minimum number of players to play a regulation game, the game will be ruled a forfeit.
In the case of an injured player, at the sole discretion of an SSL Official, a game may be continued if a team does not have the minimum number of players for a regulation game provided the team has a chance to win.
Teams forfeiting multiple games in a season are subject to removal from the league.
If the forfeiting team is short the minimum number of players to play an exhibition game, a $50 forfeit fine will be assessed.
This fine will be converted into either a gift card/voucher redeemable at a current SSL partner or a credit that can be used toward a future SSL program and distributed to the appropriate players of the offended team who showed up with no game to play.
The offended team, provided they are in good standing and do not owe any outstanding dues or fines to the league, can collect the forfeit fine gift card, voucher, or future credit from an SSL Coordinator during the final week of the season. If the fineable forfeit occurs in the last week of the season, the offended team will receive a credit for participation in a future SSL program.
Teams must participate in the final week of the season in order to collect any forfeit fine gift cards, vouchers, or future credits they are owed. If a team does not participate in the final week, any forfeit fine gift cards, vouchers, or future credits owed are forfeited.
Forfeit fines must be paid online within 72 hours. Unpaid forfeit fines may result in additional forfeits and/or suspension from the league. Teams with outstanding fines from past seasons will be barred from future registration in any SSL sport or event until they are paid in full.
Game forfeiture notice must be submitted via the SSL website by 5:00 PM on the preceding day (Friday for weekend games) in order to avoid the forfeit fine.
The minimum number of players required to play an officiated exhibition game is noted in the “Roster” section of each sport’s respective rules document.
We are all adults, and the SSL expects all participants and spectators to act like it. Unsportsmanlike behavior may result in disqualification. At the request of an SSL Official, disqualified players or spectators must leave the playing area.
Repeated or egregious unsportsmanlike behavior, including refusal to leave the playing area, will result in an extended suspension term.
Suspended players are not permitted to attend any current or future SSL leagues, tournaments, races, and social events until after having received written approval from SSL Player Services. Violation of this policy may result in a team forfeit and additional suspension.
LET’S KEEP IT SOCIAL:
You may hear this from an SSL Official if someone is on the verge of committing an act not in accordance with the spirit of our programs. It is simply a reminder for everyone to calm down, play the game, and keep it social!
TAKE A BREAK:
If a player is exhibiting overly aggressive or unsportsmanlike behavior or is otherwise posing an unnecessary risk to themselves or others, he or she may be directed to “take a break” by an SSL Official. This is designed to prevent a more serious violation of SSL policies that would result in disqualification.
OVERLY COMPETITIVE PLAYERS:
All SSL sports are intended to be recreational. Any player or team who is deemed to be excessively competitive and/or overly aggressive may be removed from competition at the discretion of any SSL Official or gameday coordinator.
Overly competitive actions include, but are not necessarily limited to:
- Running up the score
- Refusing to include teammates in gameplay
- Repeatedly targeting weaker players
- Aggressive shouting (even if it is to yourself or a teammate)
- Being too Physical
- Arguing with, or directing negative comments toward, other players
- Arguing with, or directing negative comments toward, SSL Officials
- Attempting to deceive SSL Officials
DYNASTIES AND COMPETITION:
Everyone loves a little competition, but one team dominating a league season after season can spoil the fun for everybody.
If a group of players has dominated multiple seasons, the SSL will have the option to, in its sole discretion, request those players to form two or more separate teams to promote parity in the league or withdraw their registration entirely. All subsequent registrations must then be approved by the SSL prior to registering.
Dodgeball games are played using volleyball court lines. This includes sidelines, endlines, and a center line.
During play, all players must remain within the boundary lines. A player will be called out if any part of his or her body crosses the center line or a sideline. A player is permitted to step one foot on or over his or her endline without being called out.
Sidelined players must remain out of the endline out-of-bounds areas unless there is a stray ball. Only one sidelined player at a time may enter the endline out-of-bounds area to retrieve a stray ball.
Any sidelined player may retrieve a stray ball in the sideline out-of-bounds areas on their side of the division line only.
Sidelined players must immediately return stray balls to their team’s in-bounds playing area once retrieved or the ball will be forfeited to the other team.
With permission by an official, a player on a team with no substitutions may cross a boundary line retrieve a stray ball.
The ball becomes dead when it hits a wall, curtain, basketball hoop, or an official.
SSL Dodgeball is intended to be primarily self-officiated, however the SSL will provide a Referee for each court to help resolve disputes, initiate 5-second counts, etc. Arguing with Referees will not be tolerated.
If you get hit, leave the court. Don’t be ‘that guy’!
The SSL will supply two seven-inch and two eight-inch Gator Skin dodgeballs for each court.
Athletic shoes with non-marking soles are required while on the court.
The maximum numbers of players on the court is eight. The minimum number of players is six. The maximum number of males is five. The minimum number of females is two.
Players that arrive late must wait until the next game begins to enter. Substitutions can only be made between games or to replace an injured player. If a male is injured, the last player out may substitute. If a female is injured, the last female player out may substitute.
If a team is short the minimum number of players by game time, the first game will be considered a forfeit and an exhibition played. The team will continue to forfeit games until they have the minimum number of players or until the start of the fourth game (declaring their opponent the winner).
The minimum number of players to play an officiated exhibition game, and avoid the forfeit fine, is four.
Teams lose the ability to challenge a player’s eligibility after the third game, except in the case of a late-arriving player.
All matches have a 40:00 minute time limit. If time expires during a game the team with the most remaining players will be awarded the win for that game.
Matches are played as the best of three sets. Each set is played as the best of five games. Win the set by winning three games. Win the match by winning two sets. Teams will switch sides after each set. Each team plays one match per night against one opponent.
Prior to the first game, both captains will meet with the Referee to determine side with a game of rock, paper, scissors. The winning captain will choose side to begin the first game.
Prior to the start of each game, two eight-inch dodgeballs will be placed on the center line. Each team will start with one seven-inch ball.
Players must take a position and remain behind their endline until the official’s signal to begin play.
Once the official’s signal has been given, the game has begun. Players may approach the center line to retrieve the eight-inch balls. They are also fair game to be hit by their opponent.
If a player crosses his/her endline prior to the official’s signal, a false start will be called. The offended team will be awarded possession of one eight-inch ball from the center line.
Subsequent false starts will result in further changes to initial ball possession or a forfeited player at the discretion of the official.
Officials, at their discretion, will initiate a five-second count to prevent stalling and other delays in action. All players in possession of a ball at the start of the count must release the ball across the center line prior to the end of the count.
A player in possession of two or more balls at the start of the count is only required to release one ball across the center line.
Dropping a ball does not satisfy the requirements of the five-second count.
Only an official can initiate a five-second count.
A player who is called out must drop any held balls and exit the inbounds area toward the nearest boundary line. That player should also raise their hand over their head as they exit the inbounds area to avoid being targeted by the opposing team. If that player refuses to leave the inbounds area or otherwise interferes with the game, he or she may be directed to sit out the next game.
The only situation in which a player called out may re-enter the game is to replace an injured player.
A player is OUT if:
– He or She is hit with a ball thrown by an opposing player that proceeds to hit the ground.
– He or She is hit with a ball thrown by an opposing player that deflects off of a teammate and then proceeds to hit the ground.
Note: The ball must be released in order for a hit to count. A player contacted with a ball held by an opponent will not be ruled out.
– His or her thrown ball is caught by an opponent.
– His or her thrown ball deflects off of an opponent and is subsequently caught inbounds by a teammate of the opponent.
– He or She drops a held ball as a result of contact with a ball thrown by an opponent. This does not include dropping a held ball to catch a thrown ball.
Note: The ball becomes dead when it contacts a held ball that is not dropped.
– Without the permission of an official, any part of his or her body contacts the ground on or across the center line or a sideline or crosses completely over the endline.
– His or her thrown ball hits an opponent in the head with high velocity.
Exception: If the contacted player’s position or movement, including, but not limited to, dodging, crouching, rolling, kneeling, and sitting, were the obvious cause of head contact, the throw will be declared legal and the contacted player ruled out.
– He or She intentionally kicks the ball after being warned by an official.
– He or She throws an excessively squeezed or compacted ball, or continues to excessively squeeze or compact the ball after being warned by an official.
– He or She retains possession of a held ball past the official’s five-second count.
Sidelined players must remain to either side of the inbounds area unless otherwise allowed by an official.
Sidelined players are not allowed to retain possession of any balls. Once a stray ball is retrieved, it must be immediately rolled back into the inbounds area.
All matches have a 20:00 minute time limit. If time expires during a game the team with the most remaining players will be awarded the win for that game.
Matches are played as the best of three sets. Each set is played as the best of three games. Win the set by winning two games. Win the match by winning two sets. Teams will switch sides after each set.
For playoff games only, a tie score at the end of regulation or as a result of opposing players being simultaneously ruled out will result in overtime.
Each team will begin with three players, at least one of them being female, and two balls in hand. The first team to eliminate all opposing players will be declared the winner of that match.
Teams earn three points for a win, one point for a tie, and zero points for a loss. Teams are ranked in order based on the following criteria:
- Total Standings Points
- Head to Head
- Total Points Allowed
- Total Point Differential
Everyone loves a little competition, but one team dominating a league season after season can spoil the fun for everybody.
If a team retaining more than five players has won three championships in consecutive seasons for which they have been registered, the SSL will have the option to, in its discretion, request that team to form two or more separate teams to promote parity in the league or withdraw their registration. That team will then have the opportunity to form two separate teams with each subsequent roster approved by the SSL.