docs.google.com/document/d/1okosZdYgOh14YgxQLkWVwK_L05xZndb3AwC5FYYgvus/edit?usp=sharingRule Change Proposal for 3.3.4 Shot Clock
by Jack Attack, Zigmister, et al.
Preface:
The purpose of this proposal for the removal of [3.3.4 Shot Clock] and the subsequent replacement of said rule with [3.3.4 Stall Clock] and [3.4.7 Stalling Violation] is to:
a) work towards eradicating current issues involving the Officiating of the current 3.3.4 Shot Clock rule;
b) facilitate more consistent, continuous, and aggressive dodgeball play during the course of the match between each team, which may allow for a more exciting spectacle of dodgeball battle;
c) place the mantle of game tempo onto the actual players playing the game, and not use the Officials to control the match;
d) penalize teams who avoid activity and restrict play, for the purpose of slowing a match down and winning points by running out the Clock.
Additionally, [4.3.3 Stall Clock Judge] has been added for the management of the Stall Clock and the signaling of Stalling Violations.
Proposed redefinition of the [3.3.4 Shot Clock]
3.3.4 Stall Clock
3.3.4.1 Definition - During play, a silent 20 second rolling Stall Clock shall be in effect for both teams. The Stall Clock is not in effect for a Team that does not possess or control balls in their zone. For Penalties and Warnings resulting from failure to reset the Stall Clock, see [3.4.7 Stalling Violation].
3.3.4.2 Consistency - The Stall Clock should coincide with the game Clock. The twenty seconds of the Stall Clock are twenty seconds of the Game Clock, and are to be counted as such. To aid in this, Stall Clock Judges shall use a timepiece that displays seconds.
3.3.4.3 Resetting the Stall Clock - To reset the Stall Clock, the Team must make a Legitimate Active Play.
3.3.4.4 Legitimate Active Play - an action by a player and/or team to honestly facilitate active play. It is the responsibility of the Players to maintain action and a minimum pace of play. Types of Dodgeball Plays include:
3.3.4.4.1 Making an visible effort to make a catch.
3.3.4.4.2 Moving into the Neutral Zone or around the Court in order to better facilitate Active Plays.
3.3.4.4.3 Making a Direct Throw or Group Direct Throw at the Opposing Team, in a Legitimate Attempt to eliminate an Opponent.
3.3.4.4.3.1 Legitimate Attempt Zone - a Direct Throw within range of a Target, which may allow the Target to make a play on said Direct Throw. This range may be up to a step and a lunge in any of the 3 dimensions, in order to make a Direct Catch. A Target does not have to make a play in order for the Direct Throw to be considered a Legitimate Attempt, but may only be within the previously specified range.
3.3.4.4.3.2 The Stall Clock Judge does not have to notify the Team of an illegitimate attempt, and may proceed counting on pace.
3.4.7 Stalling Violation
3.4.7.1 Definition - Failure to make a Legitimate Attempt at resetting the [3.3.4 Stall Clock] will be considered a Stalling Violation.
3.4.7.2 Warning for Stalling - The first Stalling Violation results in a Warning for Stalling. Each team is allotted one Warning for Stalling during the course of the Match. No penalty is incurred for a Warning for Stalling. Stalling Violations following the Warning for Stalling result in a Stalling Penalty.
3.4.7.3 Stalling Penalty - Following a Warning for Stalling, each subsequent Stalling Violation results in a Stalling Penalty. Stalling Penalties grow in severity with each ensuing penalty.
3.4.7.3.1 Lack of Players - If the Offending team does not have enough players to satisfy the Stalling Penalty requirements, the Offending team forfeits the current Game Point to the Opposing team. Play is reset as if the Game Point were finished in a regular manner. The Game Forfeiture counts as that level of penalization. For instance, if a Team received a Second Stalling Penalty but had only one player remaining, the Game Point is forfeited and the next level to occur would be the Third Stalling Penalty.
3.4.7.3.2 First Stalling Penalty - The first Stalling Penalty incurred by a Team results in forfeiture of all balls controlled by or lying in the zone of the Offending team to the Opposing team.
3.4.7.3.3 Second Stalling Penalty - The second Stalling Penalty incurred by a Team results in forfeiture of all balls controlled by or lying in the zone of the Offending Team to the Opposing Team and the removal of one player from the Offending Team from play and placement of said player in the Offending Team’s Jail. The Captain of the Offending Team is to choose which player to remove from play.
3.4.7.3.4 Third Stalling Penalty - The third Stalling Penalty incurred by a team results in forfeiture of all balls controlled by or lying in the zone of the Offending Team to the Opposing Team and the removal of two players from the Offending Team from play and placement of said players in the Offending Team’s Jail. The Captain of the Offending Team is to choose which players to remove from play.
3.4.7.3.5 Fourth Stalling Penalty - The fourth Stalling Penalty incurred by a team results in the forfeiture of the current Game Point to the Opposing team. Play is reset as if the Game Point were finished in the regular manner. Each Stalling Penalty incurred following the fourth Stalling Penalty results in the same penalization of forfeiture of the current Game Point.
3.4.7.4 Resetting of Stalling Penalties - After the First Half of play, Stalling Penalties reset to the [3.4.7.3.2 First Stalling Penalty] level of penalization for teams who incurred Stalling Penalties during the course of the First Half of play. For instance, a team that had received the First Stalling Penalty in the First Half of play would not receive the [3.4.7.3.3 Second Stalling Penalty] after committing their first Stalling Violation in the Second Half of play, and would instead incur the [3.4.7.3.2 First Stalling Penalty] again.
3.4.7.5 Non-Clock Stalling Violations - Non-Clock Stalling Violations may be called at the discretion of the Head Official. These Stalling Violations are to be called in the case of players showing overt or gross Stalling behavior, such as sitting on the Court floor and similar lethargic inaction.
4.3.3 Stall Clock Judge
4.3.3.1 Each Team shall have One Official dedicated to oversee that Team's Stall Clock.
4.3.3.2 Primary Duty - The Stall Clock Judge's Primary Duty is to officiate the Stall Clock for the Team they oversee. If a team does not possess or control balls in their zone, the Stall Clock is not in effect. [3.3.4 Stall Clock]
4.3.3.3 Area of Responsibility - A Stall Clock Judge may assist an Official by providing additional information related to a Play in question, but should not do so when this act prevents the proper enforcement of the Stall Clock.
4.3.3.4 Signaling the Stall Clock
4.3.3.4.1 Equipment - In order to maintain proper pace, the Official shall use a Timepiece that displays or counts seconds accurately. [4.1.2.5]
4.3.3.4.2 Timepiece - The Official should keep the Timepiece at face level, in such a way that it will be easy for the Official to both watch for Legitimate Active Plays and observe the Timepiece.
4.3.3.4.3 Counting - The Official counts from One (1) to Twenty (20). The Official uses the Timepiece to internally count to twenty, counting the seconds as they tick by.
4.3.3.4.3.1 Notification of Enumeration - Individual team members may reasonably ask what the Count is at any given time, and the Official should notify the Team of the current Count during any Stoppage of Play.
4.3.3.4.4 Signaling Fifteen Seconds - When the count reaches fifteen (15), the Official shall vertically raise the hand not holding the timepiece. Keeping the whistle in their mouth, the Official silently but visibly counts off the seconds by bringing the hand back down over their chest, then back up to vertical to signal a second.
4.3.3.4.5 Resetting - Each Legitimate Active Play resets the Stall Clock and the Official resets the count.
4.3.3.4.5.1 Legitimate Attempt Zone - The range that may allow the Target to make a play on a Direct Throw. This zone forms a 3-dimensional bubble around the player. In the up direction, the Target may make a play within the full reach of their arms. The rest of the zone may be up to a step and a lunge in any direction, in order to make a Direct Catch. A Target does not have to make a play in order for the Direct Throw to be considered a Legitimate Attempt, but may only be within the previously specified range.
4.3.3.4.5.2 Judging an Active Play - It is important that the Official recognize that a team is unquestionably stalling on a fundamental level and call it as is. An active play is not just simply a play made to reset the Clock; it is actively playing the Game in order to secure a Point. It is not the intention of the Rule to prevent a team from regrouping for an imminent push, nor is it to penalize a player for failing to complete a catch. The Rule is present to maintain a minimum rate of action, whether that be defensive catches, offensive throws, or a certain amount of zone conquests. An entire team standing apathetically waiting for the sands to run down is not fun to watch and not fun to play against.
4.3.3.4.5.3 Consistency - Stalling should be called consistently throughout the Match, regardless of the amount of time remaining on the Game Clock.
4.3.3.4.6 Violation - If the Count reaches twenty (20) and a Legitimate Active Play [3.3.4.4] has not been made, the Official whistles and signals a Stalling Violation. [3.4.7]