
DIVIDED
IN 13 CHAPTERS
IMPORTANT ADVICE: Playing
DOONEE is very, very simple.
That's why this Regulations are meant for Professional Teams only.
Amateur Teams should take into account only
the most significant part of this rules.
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THE DOONEE
COURT
1. THE COURT: DOONEE's court is flat and horizontal, with a surface
of grass, wood, asphalt or any other material adapted for the game. It is a
fundamental condition that the court is not slippery, nor too soft.
2. LARGE OF THE COURT: The surface of the
playground is rectangular, with dimensions between 36 and 54 feet wide by 24 to 39 feet of total length. And even when
this total length includes the central
"neutral area", it does not
include the "security area"
around the court.
4. PLAYGROUND MEASURES: The playground is a rectangle formed by white
lines. This rectangle contains 3 areas, each one determined by 2 parallel
"central lines", perpendicular
to the greater sides of the rectangle.
a. Therefore, each extreme area of the rectangle is denominated "game area".
b. The smaller central area between those game areas is denominated "neutral
area".
All white lines separating the different areas of the
playground are about 3 to 4 inches wide.
5. DIVERSE COURT FEATURES: The dimension of the
neutral area is about 6 to 9 feet length, keeping in mind the court wide.
a. The minimum dimensions of each court's game area is from 9 to 15 feet length
and about 18 to 27 feet wide. A greater court will be used
only when necessary.
b. Lateral lines "are those
long perpendicular lines crossing below the nets by both sides of the
court", and bottom lines "are
those lines most distant and parallel to the nets". Lateral lines
associated with bottom lines form that big rectangle called "the
court".
c. Security area
"is
the totally free space of about 6 feet all around the playing court".
THE
TWO NETS
1. THE TWO NETS: DOONEE uses 2
central and strong sport nets. Each net has a minimum height of 2 feet, and
wide enough to cross horizontally the playground and to exceed it by 3 feet
each side.
2. THE POSTS: DOONEE needs 4 posts for the 2 nets. Each net is
joined by its four ends to the 2 posts, each one located at least 3 feet
outside lateral lines. Each one of these nets crosses the playground, just over
its respective central line.
3. THE EDGE OF THE NET: The superior edge of
each net has, all along, a white strip of about 3 to 4 inches wide. It is
very important the nets to be firmly assured, in order to have them both,
completely tighten and horizontal.
4. THE NETS AND ROD HEIGHTS: The heights for the 2 nets and rod, vary in DOONEE
according to the players categories as detailed in Table I - number 2.1.
Therefore the higher the category, the higher are the nets and rod. These
values will be controlled and adjusted before each match.
TABLE I
NUMBER 2.1
NETS and
ROD HEIGHTS
|
CATEGORY |
HEIGHT
OF |
HEIGHT
OF |
|
First |
7' |
14' |
|
Second |
7' 5'' |
14' 10'' |
|
Third |
7 ' 10'' |
15' 8'' |
|
Fourth |
8' 4'' |
16' 8'' |
|
Fifth |
8' 10'' |
17' 8'' |
|
Sixth |
9' 2'' |
18' 4'' |
5. THE ROD: The rod consists in a white band that
centrally crosses the court from side to side (It actually behaves as a third net).
This white band, of about 8 to 10 inches, is wide enough to cross the court
plus 3 feet on each side.
6. LOCATION OF THE ROD: The rod must be
located in the center of the two nets,
keeping parallel to them and at a minimum height of 7 feet over the
mentioned nets. How high the rod is placed, will depend on the category of the
playing teams.
7. THE TWO RODS: If posible, try to use two rods instead of a single
one. In such case each rod goes placed exactly over each net. The reason
of the rod is to avoid too high launchings of the COR. These too high
launchings move totally away the intentions of the game, and must be avoided.
8. THE INTERCHANGE FRAME: It is all the
rectangular space through which the two playing teams must interchange the COR
from one side to the other of the court. This frame is formed, in its superior
part, by the only one or the two rods; in its inferior part, by the superior
edge of both nets; and, in its lateral parts, by the posts that hold the
rods.
9. THE ROAD OF THE COR: During the match,
the teams have to pass the Cor, always, through the "interchange
frame". This interchange frame is the only obligatory road for the COR
and is, in addition, the only prescribed space to send the COR from one side to
the other of the court.
CHAPTER 3
COR: DOONEE'S BALL
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THE TWO
SHAPES OF THE COR
1. CONSTITUTION OF THE BALL: DOONEE's ball is
called COR. At the LEFT we see the COR in its LIGHT VERSION, made by 3 single
rings fastened between them. And in its HEAVY VERSION with the adition of a
central solid sphere with 6 radii fixed to the 3 concentric rings. (For more
data about the COR, click THE BALL in
the INDEX).
The rubber material is excellent for its construction. The 3 fastened ring
allow players to hold the ball in the most comfortable, direct and safe way.
2. SIZE OF THE BALL: The COR's diameter must be
between 9'' and 18''. The weight of the COR depend on the players categories.
For the female categories the CORs weight 20% less than those for male
categories. In the Table I - number 3.1
some values are suggested.
3. FLEXIBILITY OF THE COR: The rigidity of
materials must always be avoided in the making of the COR. A ball with a good
flexibility is always better and friendlier. However, the fact of being
flexible, shouldn´t prevent the COR from maintaining its spherical form, weight
and strength. Remember that sometimes the ball hits the ground and, in some
other cases, accidentally hits other objects. Therefore, the ball of DOONEE must always be flexible. A
rigid ball is aggressive, causes damage, doesn't last in time and is opposite
to the DOONEE's peaceful philosophy.
TABLE
I NUMBER 3.1
WEIGHTS OF
THE COR
(in Pounds and Ounces)
|
CATEGORY |
MASCULINE |
FEMININE |
|
First |
from
1 lb + 5 oz |
from 14 oz |
|
Second |
from
1 lb + 8 oz |
from
1 lb + 2 oz |
|
Third |
from 1 lb + 12 oz |
from
1 lb + 5 oz |
|
Fourth |
from 2 lb + 3 oz |
from 1 lb + 8 oz |
|
Fifth |
from 2 lb + 10 oz |
from 1 lb + 12 oz |
|
Sixth |
from 3 lb + 2 oz |
from 2 lb + 3 oz |
PLAYERS CATEGORIES
1. THE SIX
CATEGORIES: In DOONEE there are 6 categories, each one integrated by players of
similar weights. No restrictions apply as per of age or height of the players: only
the weight of each one determines the category, as shown in TABLE I -
NUMBER 4.1. Nevertheless, here we
indicate the game between adults only. Other TABLES will have to be
established according to other ages categories.
2. THE WEIGHT OF
THE COR: Whenever 2 DOONEE teams face, and still in case of different categories
teams, each one will indicate the desired COR weight for the match, and the
heaviest ball will be used.
3. THE GAME MODALITIES: DOONEE is able to
be played in 3 modalities:
a. Male teams only.
b. Female teams only.
c. Coed teams.
Nevertheless, in all of the cases, the weights
of the players will adjust to the Table I - Number 4.1 of DOONEE's
categories. In the coed modalities, the ball weight will be the heaviest ball
choosen.
TABLE
I - NUMBER 4.1
ONLY FOR ADULTS CATEGORIES
|
CATEGORY |
WEIGHT OF THE PLAYER |
|
First |
Up to 100 pounds |
|
Second |
Up to 110 pounds |
|
Third |
Up to 120 pounds |
|
Fourth |
Up to 140 pounds |
|
Fifth |
Up to 160 pounds |
|
Sixth |
From 160 pounds up |
SCORING
1. THE SCORING (ROUGH
ESTIMATE): Each fault committed by a player means
an extra point to the opposite TEAM.
In order to have a WINNER in DOONEE, both teams must have obtained a minimum of
12 points each one. Otherwise there is only a draw. (See point
6 of this chapter).
2. SCORE BOARD: The rough estimate for each team, will be permanently
updated by means of "an important score board", located in one
or more visible places of the court. In this way the referee along with the
players and the public, will be permanently informed about the advance of the
game. The score board can also controls the time, therefore in this cases the
referee will not be in control of it.
3. THE FUNDAMENTAL RULE OF TRIUMPH: This fundamental rule says: In DOONEE
winning a match it is not enough for a team. That team must demonstrate its
superiority over the other team. Therefore, the winning team is requested to
have more than a 50% of advantage over the other team, at the end of the match.
4. HOW TO CALCULATE RESULTS: The
simplest way to calculate the score at the end of the match, is as follows: (See
Table I - Number 5.1) and follow the instructions.
a) Place the
highest score in A; and the lowest score in B.
b) Take B and multiply it by 1.5
(one point five).
c) Then compare the results and you will
find three situations:
1. If A equal B
...................they draw.
2. If A lesser than B ..........they draw.
3. If A greater than B .........team A WINS.
TABLE I
- NUMBER 5.1
HOW
TO COMPUTE THE RESULTS
Does
exists a 50% difference between results?
EXAMPLES
|
TEAMS |
CALCULATIONS |
ANALYSIS |
SITUATION |
|
A=18 B=12 |
[18] [12* 1.5=18] |
Comparing A with B: |
THEY DRAW |
|
A=18 B=13 |
[18] [13*
1.5=19.5] |
Comparing A with B: |
THEY DRAW |
|
A=20 B=13 |
[20] [13* 1.5=19.5] |
Comparing A with B: |
THE WINNER |
|
A=11 B = 0 |
TEAMS DIDN'T REACH |
YOU CAN'T |
THEY DRAW |
|
A=48 B=15 |
[48] [15* 3=45] |
A obtained more than
the triple of B 48>45 |
WINNER becomes
an HONOR WINNER |
NOTE: * (asterisk)
means: "multiplied by"
4. THE HONORED TRIUMPH: When in a match, a
team has surpassed the other team by a 300% from the 12 points (the minimum to
win) in the predetermined time, the
judges will declare a " Honored Triumph " to the
winner team.
5. SCORING EXAMPLES: For instance, a team reaches
"Triumph of Honour " with an score of 90 to 30 (90 is the triple of
30). Also, a team obtains "Triumph of Honour " when the opposing team
does not show up for the match or, comes in with a delay of 10 minutes or more.
6. THE PRINCIPLE OF SACRIFICE: It is a fundamental
rule and states: If the score board, when ending the match, indicates for
instance a difference of 20 to 0, there will be a tie. Because in the DOONEE no team wins if that team doesn't
commit errors. Here it is when the Principle of Sacrifice kicks in:
the team with 0 points / errors, must commit a minimum of 12 errors. This is
the only way to win by a result of 20 to
12 instead of drawing with 20 to 0
points. The idea is to sacrifice oneself, showing
kindness and humility, and never shaming the opposite team with such score.
SERVING THE COR
1. THE SERVICE: The only correct way
to serve the COR is:
a) the player standing with his back aiming to the nets
b) having both feet inside his game area
c) holding the COR from the same ring with his 2 hands
d) the player will impel the COR from the ground, with a single
and powerful movement upwards and backwards, at the same time
e) a correct service will easily send the COR through the
interchange frame
f) balancing before serving does not constitute a fault.
2. SERVING THE BALL: The service doesn't constitute any advantage/scoring
in DOONEE. The first player to pick up COR serves. Therefore, the service
of the ball happens in any of the following circumstances:
a. When a team loses the election of the court's side at the beginning.
b. When the COR touched the court's
floor.
c. When the referee indicates the re-starting of the game, after a stopped
play.
3. PASSING THE COR: The prescribed
maximum number of PASSES the players can make to each other is determined by
the number of players of the team minus one, starting with 2 players.
When there are two players: there´s a maximum of 1 pass between
them. When there are three players: a maximum of two passes
are allowed. When four players: a maximum of three passes and
so on.
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NOTE: This chapter describe the sanctions, which is "sport
faults committed against DOONEE rules". Chapter 13
inlcudes the penalties, which is "behavior faults committed
against any person". |
1.
ONE POINT SANCTIONS: Any fault grants a point to the opposite team. Fundamental rule: When
a fault is committed, the referee applies his sanction whistling ONCE, and the
game won't stop. In DOONEE the COR must always be kept in movement.
But, only if the referee has whistled TWICE then the COR must be
stopped.
2.
LIST OF FAULTS WITH SANCTIONS: All these sanctions, upon
referee's criterion, are applied without stopping the game. The sanctions will
be applied by the following situations or by the consequent errors of the
opposite team:
a. When
the Cor hits the ground or is sent upwards in an extreme vertical way.
b. By reducing or increasing the speed when throwing the Cor.
c. When
handling the Cor in a nonspecified way by the rules (embracing it, pushing it,
striking it or holding it with the two hands). Helping oneself with the other
hand without grasping the Cor with it, does not constitute a fault.
d. When
making more than two and a half turns (900 degrees) with the Cor.
e. When
making an excessive number of passes in our own side.
f. When the Cor touches one or more nets during the service, because
the COR shouldn´t be deviated from its permanent curved trajectory.
g. When
a player, at any time of the game, touches the opposite area or the nets.
Touching the Cor outside of our own game area isn't a fault.
h. When two players touch the Cor simultaneously without respecting
the "priorities" to touch the Cor. i.
When a player changes his location with another in the court. To change when
the Cor is halted doesn't constitute a fault.
j. When retaining the COR in our hands
for more than 4 seconds.
k. When non stopping the game in case the
referee requieres it. (This fault can also be a good reason enough for
suspension).
l. When re-initiating the game without
referee's permission. (This fault can also be a good reason for
suspension).
m. When throwing the Cor if the game is
stopped. In this case the Cor must always be passed in hands.
n. When re-entering in the court without
referee's permission.
o. When the same player touches the Cor
twice in a row. Auto passing the COR is completely forbidden.
DONEE
PLAYERS
1. THE NUMBER OF PLAYERS: DOONEE is played
individualy or by teams, which could comprise two, three or four players. In
general, it is advisable that teams do not exceed 4 players. Similarly it is
advisable that all players get through a complete stage of training and
preparation before playing against another team.
2. CLOTHING:
All DOONEE players must come provided with: t-shirt or rower, gymnastic
trousers or shorts, and sport shoes adapted to the surface of the playground.
The footwear is not mandatory. On the other hand, DOONEE recommends the use of gloves
during the game in order to protect the hands.
3. REPLACEMENTS:
The players of a team could be changed while the match takes place. Any
player can freelee leaves the game for not returning back whether he doesn't
wish to or he can't. But, if he wants
to return, the trainer will request authorization from the referee, when the
game is stopped. The player who leaves the field could be replaced at any
time.
4. All replacements are determined by the trainer and
they will take place with the stopped ball, and only when the referee
authorizes it. The maximum number of replacements, during the game, will be
given by the following formula: the number of team players minus one.
TABLE I -
NUMBER 8.1
THE REPLACEMENTS
|
NUMBER OF PLAYERS |
NUMBER OF REPLACEMENTS |
|
1 |