Official World Dookieball League Rules

Singles

Section 1 - Object of the Game

1.1 - The object of dookieball is to score fifteen points before your opponent scores fifteen points.
1.2 - The first player to fifteen points is the winner, and when one player gets 15 points, the game ends regardless of the margin.

Section 2 - Game Play

2.1 - To start a play, the server tosses the ball off the ball pounder so it bounces back to himself.  That player has possession of the ball.
2.2 - A player may move around and attempt to score if they are constantly bouncing the ball of either or both of their hands and the ball does not hit the ground (dribbling).
2.3 - A player retains possession, but must serve again if: 1) In the referee’s judgment, the player with possession holds the ball.  2) The opponent touches the ball last before it hits the ground.  3) There is a Simple Foul (see 3.3).  4) There is a Serve Violation (see 3.5).  5) There is a Defensive Dookie Foul (see 3.1).  6) There is a Box Foul (see 3.9).
2.4 - The server loses possession if: 1) The player with possession touches the ball last before it hits the ground.  2) They score a point (see 2.6). 3) There is an Offensive Dookie Foul (see 3.4)  4) The defender holds the ball.  5) There is a Possession Count Violation (see 3.7).  6) There is an Offensive Simple Foul (see 3.10).
2.5 - A player may possession without scoring up to four consecutive times (downs), and after the fourth, they automatically forfeit possession.  The number of consecutive downs a player has is their Possession Count.
2.6 - To score one point, the ball must go into the dookie zone before it hits the ground.  Two points are scored if the ball is hit by the server only once after the serve and goes into the dookie zone (an ace).
2.7 - Two points are also scored on a shot released while both of a player’s feet are behind the 2-point Line (see 5.6).  Shots released from behind the 2-point  line and  only touched once score 3 points.
2.8 - A point may also be scored due to a Major Dookie Foul (see 3.2).
2.9 - After a player gets the ball, they have 10 seconds to serve.  If they do not serve, the player loses a down.
2.10 - After a player serves, they have 20 seconds to shoot the ball.  The ball must be released before the shot clock is up.  If they do not, it is considered a hold.

Section 3 - Penalties and Violations

3.1 - Defensive Dookie Foul: The defender steps into the dookie zone but is not touching the ball.  Play can continue and the penalty can be declined if a point is scored.  If it is accepted, the server retains possession, but it does not count as one of the five allotted possessions.
3.2 - Major Dookie Foul: The defender touches the ball while in the dookie zone.  Points are given as if the ball went in the dookie zone.
3.3 - Simple Foul: The defender 1) hits the hand of  the player with possession and, in the referee’s judgment, hinders them or 2) pushes or holds the player with possession and, in the referee’s judgment, hinders them.  The result is like a Defensive Dookie Foul.
3.4 - Offensive Dookie Foul - The player with possession steps in the dookie zone during play or when landing on the ground after scoring.  The defender automatically gets possession.
3.5 - Serve Violation: The server steps over the three-foot service line while serving before the ball hits the pounder.  The result is the same as a hold.
3.6 - Blitz Violation: The defender steps over the six-foot blitz line after the ball has been served and before it hits the pounder.  The result is like a Defensive Dookie Foul.
3.7 - Possession Count Violation: A player has four consecutive downs.  The defender automatically gets possession after the fourth possession.
3.8 - Unsportsmanlike Penalty: A player taunts, yells at, or makes contact with a referee; taunts or violently hits the other player; or tosses the ball well out of play and/or delays the game.  The other player gets two shots like the one at the opening of the game (see 4.1), each worth one point.  If the player makes both shots, the other player gets possession of the ball.  If the player makes one or none, they get possession of the ball again. 
3.9 - Box Foul: The player with possession steps in the defensive box with both feet at the same time.  The result is the same as a hold.
3.10 - Offensive Simple Foul: The offensive player 1) runs into the defender when the defensive player has both feet set (charges) or 2) clears the defender out with his inside arm in order to get around the defender or shoot around the defender.  The referee may also call an Offensive Simple Foul if the offensive player does anything else that the referee feels prevents the defensive player from guarding him.  The defender immediately gets possession of the ball.

Section 4 - Game Sequence

4.1 - The game begins with the home player attempting to serve the ball directly off the ball pounder and into the dookie zone, without touching it after it is served.  The visiting player then does the same.  Which ever player’s shot was closest to the center of the dookie zone begins with possession of the ball.
4.2 - The player with possession is always responsible for getting the loose ball.
4.3 - Each player gets two timeouts, one 20-second timeout and one 60-second timeout.  There is also a 60-second official timeout to be called by the referee in the middle of the match.  Only the offensive player can call timeout during play, and when it is called, the possession count is increased by one.  Either player can call timeout if the ball is not in play.
4.4 - Each player can challenge one call per match by using instant replay and the referee can use instant replay any time he feels it necessary.

Section 5 - Court Specifications

5.1 - A dookieball ball pounder is a triangular prism.  It is a right triangle so it fits right up against a wall.  It is twelve inches high, ten inches wide, and ten inches deep.  
5.2 - The Service Line is three feet from the front of the ball pounder.
5.3 - The Blitz Line is six feet from the front of the ball pounder.
5.4 - The Dookie Zone is four feet by four feet.  The front of it is fifteen feet from the front of the ball pounder.
5.5 - The Defensive Box is a square that six feet by six feet and goes around the dookie zone.
5.6 - The 2-point Line is a circle 15 ft. from the middle of the dookie zone.
5.7 - All lines are 1” thick. 
5.8 - The ball is a hollow, 8-10” ball.  It is made of thin rubber.  When dropped from head level, it should bounce at least to the waist.  It is very light and easy to bounce.
5.9 - Any foreign objects are not considered ground and if the ball hits one, it is still in play (see 5.11). 
5.10 - The line of the dookie zone are not considered in the dookie zone, but are also not considered ground.  They are treated like foreign objects.  
5.11 - Definition of Foreign Objects: Any man-made object over 1 inch tall is considered a foreign object.  Ex. - Stairs are foreign objects, a 2x4 piece of wood is a foreign object, a hose is part of the ground, and grass around the playing field is part of the ground.
Section 6 - How to Referee

6.1 - There are two referees in a dookieball game.  The head referee has the final word on all judgment calls.  The head referee follows the action on foot.  The side juge sits in a chair near the ball pounder and can call fouls that the head referee cannot see.
6.2 - The referee has flags, one red and one blue.  The red flag is for an offensive foul/violation and the blue flag is for a defensive foul/violation.
6.3 - If there is an offensive foul/violation (Offensive Dookie Foul, Serve Violation, or Possession Count Violation) the referee throws the red flag and immediately stops the play by blowing the whistle, giving the defender possession.
6.4 - If there is a defensive foul/violation (Defensive Dookie Foul, Major Dookie Foul, Blitz Violation, or Simple Foul), the referee throws the blue flag, but does not stop play.  After the play, the players are notified of the foul/violation and the result.
6.5 - If the player with possession holds the ball, the referee stops play by blowing the whistle and clutches his arm to signal a hold. 
6.6 - If there is an technical foul, the referee throws both flags and  immediately stops play by blowing the whistle and gives the other player their shots.  If it is the second technical foul on the same player, the game is immediately stopped and the score is recorded as 15 to whatever the ejected player had at the time.
6.7 - If both players commit fouls on the same play, the referee stops the play by blowing the whistle.  The play is restarted and the possession count is reset to what it was before the fouls.
6.8 - If the ball hits the ground, the referee blows the whistle and yells “ground!”  If a player scores, the referee blows the whistle and yells “Score!”  If an ace is scored, the referee blows the whistle and yells “Ace!”  If the ball hits a foreign object or the lines of the dookie zone, the referee does not say anything.
6.9 - If a player is injured, the referee immediately stops play, and any shots that are released after the stoppage do not count.  The player with possession replays the possession.

Differences in Doubles Play

1. No player can control the ball for over five seconds at a time.  The defenders ordinarily count the five seconds out loud, unless the referee decides to count for any reason.
2. An ace may be hit twice total by either or both of the offensive players after the serve.  Three pointers may also be hit twice.
3. Neither offensive player can be in the dookie zone or defensive zone at any time.
4. In the event of an Unsportsmanlike Penalty (see 3.8), each player takes one shot.

History

	The game began in April of 1995, at a family gathering in Phoenixville, PA.  Two brothers, “Pweg” and “Deez”, began tossing a basketball against a triangular object.  They then began to tap the ball into a small area they called the Dookie Zone.  The are got its name because the area was marked off for the dog to “relieve itself” in.  Thankfully, there wasn’t much in there at the time.
	They began playing with three of their cousins.  They then began playing two-on-two matches.  The first recorded match was 15-12.  They played for two days there.  The game was nearly forgotten until the next year, when playing resumed.  
	“Pweg” and “Deez” then decided to take matters into their own hands, building a ball pounder of their own.  It was significantly smaller, and painted blue.  They played often in their hometown, and then played again the next year at the family gathering.  About six months later, they painted a dookie zone and a service line.  A new rule was also made: a blitz line.  They also painted this line.  About three or four other people played against them in driveway.  In the dookieball world, this is regarded as the top court in the world.
	But about six months later, playing got serious.  Pweg and Deez played two one-on-one matches in preparation for the big match with the cousins.  Deez, the older brother, won both 15-3 and 15-2.  This set up the greatest match ever: Pweg and Deez vs. their cousins.  Pweg and Deez had the lead 14-13, but faltered and lost a heartbreaker 15-14 in a match that left Deez with two cuts and lasted almost forty-five minutes. 
	When the brothers got home, they began training again in preparation for any future matches they could schedule.  This is what started the Winston-Salem Dookieball League.  And soon after, the updated official dookieball rules were written.  They are the same rules you see in this book.
Commonly Used Phrases and Words

Ace - A ball that is served and hit into the dookie zone with one tap, or two in doubles.
Acemaster - A player who is very good at aces (in the WDL it is the league leader in aces).
Blitz - When a defender immediately comes up to guard the player with possession tightly.
Crossover - When a player with possession changes the hand he is dribbling with by tossing the ball below the opponents hands.
Dribbling - A player is constantly bouncing the ball up and down in his hands so they can keep possession and attempt to score.
Give-and-Go - In doubles, when one offensive player passes to his teammate, who quickly passes back to him for the score. 
Sharpshooter - A player who likes to shoot long, accurate shots rather than drive at the dookie zone.
Speed Serve - When a player with possession quickly gets the ball and serves while running by the ball pounder.  Usually used to setup an ace attempt or to catch the defender off guard.
Up-and-Over - When a player with possession tosses the ball over the defender and goes around them to get retrieve it.  Usually used to setup a quick shot.

Who to Contact in the WDL

Winston-Salem Dookieball League Headquarters - Winston-Salem, NC
Winston-Salem Dookieball League Co-President - “Deez” Larson; deez003@ibm.net
Winston-Salem Dookieball League Co-President - “Pweg” Larson; pweg001@ibm.net
Winston-Salem Dookiebal League Vice-President - Ben; WFUgodeacs@hotmail.com