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Basic Rules

This page covers the fundamental rules you need to understand quadball. For detailed position-specific information, see the Player Guides.

Team Composition

Each team fields 7 players with specific roles:

  • 4 Chasers (including 1 Keeper) - white/green headbands
  • 2 Beaters - black headbands
  • 1 Seeker - yellow headband (only after 20 minutes)

The Stick Rule

All players must keep a stick (typically a PVC pipe) between their legs while playing. If you lose your stick or are "knocked off" by a dodgeball, you must return to your hoops to reset.

Scoring

Goals (10 points each)

  • Throw the volleyball completely through any of the opponent's three hoops
  • Can be scored from either direction (front-to-back or back-to-front)
  • Only chasers and keepers can handle the volleyball

Flag Catch (30 points + potential game end)

  • After 20 minutes (the "seeker floor"), seekers enter play to catch the flag
  • The flag is carried by a neutral official called the flag runner
  • Catching the flag awards 30 points and triggers the end-game sequence
  • If the catching team has more points after the bonus, they win immediately
  • If the catching team is tied or still behind, the game goes to overtime

Key Gameplay Concepts

Being "Off Stick"

When hit by a live dodgeball or when you dismount your stick: 1. Drop any balls immediately 2. Return to your hoops and touch one 3. Remount your stick before rejoining play

Keeper Zone Protection

The keeper has special powers while in their zone:

  • Possession immunity - immune to physical contact when holding the volleyball
  • Beat immunity - can't be knocked off stick by dodgeballs
  • Limited duration - powers end when the volleyball leaves the zone

Physical Contact Rules

  • Contact must be initiated from the front only
  • Only certain positions can tackle each other
  • "Helpless receivers" (players catching passes) are protected
  • Contact from behind results in penalties

Game Flow

Starting Play

  • Players line up at designated positions on the starting sideline and volleyball runner starting line
  • Three dodgeballs and one volleyball are placed at designated positions
  • On the Head Referee's command "sticks up", players race to collect balls and begin play

The Seeker Floor

  • First 20 minutes of game time
  • No seekers in play during this period
  • Flag cannot be caught
  • Game continues with normal 6v6 play

Seeker Release

  • At exactly 20:00, seekers enter from their penalty boxes
  • Flag runner enters the field carrying the flag
  • Game continues until flag is caught and end-game sequence is resolved

Ending the Game

The game enters its final phase when a seeker legally catches the flag:

  • If the catching team has more points after the 30-point bonus, they win immediately
  • If the catching team is tied or behind after the flag catch, the game proceeds to overtime
  • In overtime, teams play to reach a "target score" (losing team's score + 30 points)

Penalties

Common penalties include:

  • Back-to-Hoops - Minor infractions, player resets
  • Blue Card - Procedural fouls, 1-minute penalty
  • Yellow Card - Various fouls including contact, procedural violations, and rule infractions, 1-minute penalty
  • Red Card - Serious fouls, separate from ejection (which is a distinct penalty type)

Time Rules

  • Game clock used - tracks the 20-minute seeker floor, games end when end-game sequence is resolved
  • 20-minute seeker floor - measured in game time (clock stops during stoppages)
  • Penalty time - paused during stoppages along with game clock
  • Substitutions - allowed on-the-fly during live play

This covers the essential rules to understand quadball. For position-specific details and advanced concepts, explore the Player Guides section.