Seeker Guide
The Basics: Your Role and the Flag Runner
As a Seeker (yellow headband), you have one goal: catch the flag. A successful, legal catch is worth 30 points and can end the game or trigger overtime. You are in a constant one-on-one (or two-on-one) battle with the Flag Runner, who is a neutral official.
Entering the Game:
- You are not on the field for the first part of the game.
- Report to the scorekeeper's table around the 19-minute mark. (Rule 3.4.2.C
)
- At the 20-minute mark (the end of the "Seeker Floor"), you will be released onto the pitch. The Flag Runner also enters the game at this time. (Rule 3.4.2.E
)
- Seeker False Start: Entering the pitch before you are released by the timekeeper is a foul (Blue Card).
Core Responsibilities & Vulnerabilities:
- Catch the Flag: Your primary objective.
- Avoid Beaters: You can be knocked off stick by an opposing beater's dodgeball. Being 'beat' forces you to go back to your hoops, taking you out of the flag pursuit.
- Don't Interact with Other Players: You cannot interact with any other players (chasers or beaters). They also cannot interact with you. Accidental contact is a foul (Illegal Interposition Interaction - Yellow Card). (Rule
6.4.1
)
Rules of Engagement: Catching the Flag
Catching the flag is about skill and precision, not brute force. You have very specific rules for how you can interact with the Flag Runner.
LEGAL Seeker Actions vs. Flag Runner: (Rule 6.3.2
)
- Reach Around: You can reach around the Flag Runner's body to grab the flag. Incidental arm contact is okay, but you cannot wrap, squeeze, or restrict their movement.
- Push Arms: You can push or move the Flag Runner's arms out of the way.
- Body Block: You can legally body block the Flag Runner (from the front).
ILLEGAL Seeker Actions vs. Flag Runner: (Rule 6.3.1
)
- No Tackling: You absolutely cannot tackle, charge, or wrap the Flag Runner.
- No Pushing Torso: You cannot push their torso, waist, or legs.
- No Grabbing Clothes: You cannot grab their shorts or jersey to slow them down. A catch made while grabbing clothing is invalid.
- No Head/Neck/Groin Contact: Any dangerous contact is illegal.
- No Tripping/Hurdling: You can't trip them or jump over them if they are on the ground.
Committing an illegal action will result in a penalty and will invalidate any catch you make on that play.
The Catch: Making it Count
A legal flag catch is worth 30 points. The referee must confirm it is a "good catch."
Conditions for a Good Flag Catch: (Rule 4.4.1
)
1. Clean Detachment: You must have sole possession of the flag ball at the exact moment it is detached from the Flag Runner's shorts. Another seeker can't be touching it.
2. No Fouls: You cannot have committed a foul (like illegal contact or being off stick) immediately before or during the catch.
3. Flag Runner Not "Down": The Flag Runner cannot be "down" when you catch the flag.
When is the Flag Runner "Down"?
The flag is uncatchable when the Flag Runner is down. They are considered down if: (Rule 8.4.1
)
- Any part of their body besides their hands or feet is touching the ground.
- They are standing out of bounds.
- The referee is resetting play after a stoppage.
Resetting a "Down" Flag Runner:
- If the Flag Runner falls or goes down, you must back off.
- Release all contact and allow them to stand up.
- The referee will give them a 3-second head start before you can pursue them again. Pursuing them before the count is over is a foul (Back-to-Hoops penalty). (Rule 8.4.3
)
Game Scenarios After a Catch
When the referee confirms your catch and awards 30 points: (Rule 3.5
)
- Scenario 1: You Take the Lead. If the 30 points put your team ahead in the score, your team wins! The game is over.
- Scenario 2: You Do Not Take the Lead. If your team is still tied or behind, the game goes into Overtime.
- Overtime Rules: The seekers leave the field. A "target score" is set (the non-catching team's score + 30). The first team to reach that target score wins.
Common Fouls & Violations for Seekers
Foul/Violation | Common Situation | Penalty |
---|---|---|
Illegal Contact with Flag Runner | Tackling, charging, or pushing the Flag Runner's body. | Yellow Card (Standard Contact Penalty) + No Good Catch |
Illegal Pursuit of Down Runner | Going after the Flag Runner before their 3-second head start is over after they've fallen. | Back-to-Hoops |
Seeker False Start | Entering the pitch before the timekeeper releases you at the 20-minute mark. | Blue Card |
Playing while Off Stick | Attempting a catch after being beat by a dodgeball. You must go back to your hoops first. | Blue Card + No Good Catch |
Interacting with Other Players | Intentionally getting in the way of a chaser or beater. You must yield to them. | Yellow Card (Interposition Interaction) |