The NCDA Rulebook has been updated for the season. Please check it out the PDF here or by clicking the handy link on the navigation menu above. If anyone finds anything wrong or contradictory to what’s been changed, please let it be known!
Zigmas Maloni – NCDA General Coordinator
Check out the revisions after the jump…
Addition – Under [18.104.22.168 Clock] a “mercy rule” like option was added. A team is still guaranteed a certain minimum amount of game play, but has the option of activating a running clock to hurry up the conclusion of the match if they are down by 5.
22.214.171.124.1 Special Running Clock – If the losing team is down by five (5) points at any time in the Match, that losing team has the option of using a running clock for remainder of the Match and may notify the Head Referee of this activation. The Running Clock continually runs until the expiration of the Match. It is not stopped for any reason other than by an Officials’ Timeout.
Alteration– Overtime was changed from a 15 on 15 ten minute contest to a 6 on 6 play.
126.96.36.199 Overtime– If the score is tied at the end of regulation play, Overtime shall be put in effect after a five (5) minute break in play. This break may be waived under agreement by both teams. The first team to score a point in Overtime is declared the winner.
188.8.131.52.1 Duration – There is no set time limit, the first team to eliminate the other team wins. 184.108.40.206.2 Number of Players – Overtime will consist of a maximum of 6 on 6 contest; the players chosen from any player on the maximum 20 player roster. No more than 6 players may be on a side for the point; any catches with 6 players on the Catcher’s side will not result in a seventh player entering play. 220.127.116.11.3 Opening Rush – Seven dodgeballs will be used. Setup shall remain identical as described in [3.2 Opening Rush], but only one dodgeball shall be placed along halfcourt and the remaining six (6) balls split as described in [3.2.1 Opening Rush Setup]. 18.104.22.168.4 Shot Clock – For the duration of Overtime, a 10 second Shot Clock shall be in effect for both teams, regardless of number of players on a side.
Term Replacement– Shot Clock “Official” was changed to the proper “Timekeeper” term.
22.214.171.124 Consistency – … To aid in this, Shot Clock Timekeepers shall use a timepiece that displays seconds.
Addition and Numbering Revision – Timeouts now alter the count of the Shot Clock, and this added in the reset section. As a consequence, [126.96.36.199 Shot Clock Violation] is now rule [188.8.131.52], which also alters a number reference in [184.108.40.206.6 Violation].
220.127.116.11 Timeouts altering the Count
18.104.22.168.1 Team Timeouts – If one team calls a timeout, the opposing team’s Shot Clock count is immediately rounded down to the nearest increment of five. A Count of 0-4 is set to 0, a Count of 5-9 is set to 5, and a count of 10-14 is set to a Count of 10. The Shot Clock Count of the team that called the Timeout remains as it was when they called the Timeout. 22.214.171.124.2 Officials’ Timeouts – If an Official calls a Timeout, both team’s Shot Clock counts are immediately rounded down to the nearest increment of five.
Extended Definition– In order to simplify the Official’s ability to call the Neutral Zone Boundary Violation correctly and accurately, the paint of the neutral zone line now counts as out, as well as any point beyond the Attack Line.
126.96.36.199 Neutral Zone – A player may cross Halfcourt and move up to the opposite Attack Line, but any player that makes contact upon the marking of the Attack Line or beyond the Attack Line, with any part of their body, is ruled out.
A clause defines and confirms that the Running Clock is in effect for the entirety of the rest of match, regardless of the point differential. Also, the Head Referee should ask before activating a Running Clock.
188.8.131.52.1 Special Running Clock – The Head Referee should approach the Captain of the losing team, and ask them whether they’d like to activate a Running Clock. The activation is permanent for the remainder of the Match, and continues even if the point differential falls fewer than five.
There was a small amount of confusion as to what would happen if a player throws and a catch is made, and how and when the Shot Clock is reset.
3.3.4.b Exact Moment Causing Shot Clock Reset – By the definition of the Reset rule, the Shot Clock is reset when the throw enters the 3D bubble of the Legitimate Attempt Zone. Once a direct throw reaches the LAZ the Shot Clock is reset. In the end, that throw can make a hit, a near miss, or be caught; but the Clock is reset before the catch is made and therefore the Clock counts to 15 after the sixth player is caught out. Then it switches to 10 on the next throw.