REGULATION OF DOONEE

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.

1: The DOONEE court

8: DOONEE players

2: The TWO nets

9: Match Length

3: COR: DOONEE's ball

10: The COR role in the game

4: Players categories

11: Refereeing

5: Scoring

12: Turns and double turns

6: Serving the COR

13: Penalties

7: One point sanctions

 

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CHAPTER 1

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.

3. TYPES OF COURTS: The playground surface, outdoors or indoors, fulfills similar requirements. The height to locate lights or other objects is at a minimum of 7 feet over the horizontal bar.

 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".

 

CHAPTER  2

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 
NETS

HEIGHT OF 
ROD

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  

 

             
LIGHT VERSION
 


HEAVY VERSION

                             

 

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

                         

CHAPTER  4

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

                               

 

CHAPTER  5

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
POINTS

CALCULATIONS

ANALYSIS

SITUATION

A=18

B=12

[18]

[12* 1.5=18]

Comparing A with B:
18 = 18

THEY DRAW

A=18

B=13

[18]

[13* 1.5=19.5]

Comparing A with B:
18 < 19.5

THEY DRAW

A=20

B=13

[20]

[13* 1.5=19.5] 

Comparing A with B:
20 > 19.5

THE WINNER
is  A

A=11

 B = 0

TEAMS DIDN'T REACH
THE MINIMUM OF 12 POINTS EACH ONE.

YOU CAN'T
CALCULATE.
 

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.

 

 

CHAPTER  6

   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.

CHAPTER  7

ONE POINT SANCTIONS

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.

 

 

CHAPTER  8

 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