The official game of bubbleball as created by the BBA plays faster, with more agility and strategy from players playing in and out of the bubbleball.
Version 3.4 updated May 5, 2025 (Print Rules)
Objective
- First team to 4 quint points wins the match.
Length of Game
- Four to six 4 minute periods. Each called a quint. Total active playing time is 16-24 minutes.
- 5 minute break between each period. Total game time is 31-55 minutes.
- Time stopped for time outs and injuries
- Two 3 minute time outs available for each team per match
Players
- Each team consists of 12 players with 8 on the field.
- 4 ballers + 2 subs
- 4 runners + 2 subs
- Substitutions can be made on the fly any time or during stoppage of play (similar to ice hockey)
Field
- The playing field is an outdoor field approximately 55 yards wide x 100 yards long (including two 10 yard star zones)
- The field is marked by boundary lines
- Two ends zones called star zones are marked by stars
- Circles (“pockets”) on the field are safe zones for runners. Runners can not be hit while in pockets.
- Area outside of pockets is called the Open Zone
Equipment
- 4 bubbleballs per team + extras
- 10 stars per team
- 1 size 4 soccer ball + extras
- 2 popup soccer goals
- 6 sets of runner knee and elbow pads
Officials
- 1 main referee
- 2 assistant referees
Game Rules
Setup / Kick Off
- Before kick off, team captains exchange stars
- Teams lay down the opposing team’s stars in their defending star zone
- Stars must be at least 3 yards apart
- To start each period, game ball placed at center field with all players outside the center circle
- On 1 whistle, players run for game ball (“the rush”) and begin play
- On 2 whistles, period ends
Scoring
- 4-5 periods in a match (each period called “a quint”) with possible sudden death 6th period
- Score 3 points if a baller scores a goal in net (“shooting for the moon”)
- Score 1 point if a runner places ball on a star, a try, (“landing on the stars”). Game ball must be in players possession when scoring a try with all flags on belt
- First four quints are worth 1 point
- Fifth quint (“the comeback quint”) is worth 2 points
- Team with most points in a quint gets 1 point (like tennis sets). Tied score in period, each team awarded 1 point.
- First team to 4 quint points wins the match.
- If team wins four quint points, game over.
- If tied after five quints, play tie breaking quint(s)
Game Play
- In the center pocket & star zones runners can pick up the game ball to throw in any direction or use feet
- In the end pockets runners can touch / volley / throw the ball with hands but not hold onto it
- In the open zone, runners can only touch the game ball with feet and may be tackled or hit
- Inside center pocket only, runners can not be hit.
- If runner possesses game ball and belt flag is pulled inside star zone, turn over of ball.
- Ballers must release ball within 3 seconds if they possess the game ball and hit the ground
- Ball goes out of bounds. Receiving team player throw in.
- There are no corner kicks. Turn over to defending team. Possession in star zone.
- When point is scored, defending team must touch ball on star line then throw or kick. No stoppage of time.
- Teams switch sides and may reposition stars only after the 2nd and 4th quints
- On 3 whistles, match ends
Fouls and Penalties
A referee may award a free kick against a player either with or without the ball. 2 yellow cards or 1 red card leads to ejection.
- Illegal hit
- Intentionally knocking down a player that is not in possession of game ball
- Preventing a player from getting up
- Knocking down a runner from behind
- Illegal tackle
- Tripping
- Grabbing
- Kicking
- Spearing
- Window grabbing
- Pulling out of zone. Defensive runners can not pull belts of offensive runner outside of star zone.
- Illegal start
- Defensive player does not start play from behind the goal line
- Illegal score
- Runner can not score a goal
- Baller can not score a star
- Illegal position
- Goaltending (ie. sitting by baller in front of net)
- Offside if player is ahead of all defensive players before ball is passed.
- No offside in star zone if there is a defensive player in the zone, no matter position
- Other
- Delay of game
- Player misconduct
- Excessive holding of ball if knocked down
Terminology
| Baller | A player in a bubbleball |
| Ball’s In | Describes the moment the referee enters the game ball to restart the game |
| Burst (the) | Players huddle closely and then move in strategic formation |
| Fast roll | When a baller tucks legs inside the bubbleball and rolls |
| Flip throw | When a baller performs a forward front roll to pick up a ball and uses momentum to overhand throw the ball with two hands |
| Foot pass | Occurs when a player passes to a teammate by kicking |
| Free kick | A set play |
| Goal | 3 points scored by a baller |
| Goal Line | The cross field line marking the beginning of the star zone |
| Moon | A goal shaped in the form of a crescent moon |
| Rover (used in league play only) | A chosen player from a third non-playing league team that disrupts the game and challenges both playing teams by trying to steal the game ball to score his or her own points |
| Runner | Player that is not in a bubbleball |
| Money ball | A uniquely colored sponsored bubbleball which can be won for prizes |
| Pockets | Defensive Pocket (DP) and Offensive Pocket (OP) are end circles where runners can touch/volley the game ball with hand but not hold or throw. In Center Pocket (CP) runners may hold/throw the game ball |
| Quint | 1 of 5 periods in a game |
| Quint Essential Player, “The Quip” | The most valuable player of the game |
| Rush (the) | Players on opposite teams run towards the game ball. Typically to start a game. |
| Star zone | End zones of the field filled with stars |
| Stars | Markers on the field that runners score points on |
| Try | 1 point scored on a star |
Want to be the Keeper of Bubbleball Rules?
Join our mailing list for more information about refereeing and opportunities to develop bubbleball rules near you.