Gridball is a competitive team sport played on a 24×24 foot grid divided into four
quadrants. Two active players per team defend their zones, serve from Prime, and
rotate through the grid on a fixed Z-path every time an elimination is scored. No
positions. No carryover quarters. Just grid control and the next round.
Rulebook V2.1.4 — this page summarizes the current ratified ruleset.
For referee hand signals, clause numbers, and edge cases, download the full
92-page Official Rulebook at the bottom of this page.
Section 1
Overview
Gridball is played on a 24×24 foot square marked into four equal
12×12 foot quadrants: Prime, Major,
Minor, and Entry. Two teams of up to
14 players each send two active players onto the grid at a time — one
team controls Prime and Major; the other controls Minor and Entry.
Play begins with a serve from Prime. The ball must be struck underhand,
bounce once in Prime, then travel to an opponent's quadrant. From there,
players defend their zones by returning the ball after a single bounce.
When a player fails to return a ball, returns it out of bounds, or
commits a foul, they are eliminated — their opponent
scores, the eliminated player exits the grid, and the team rotates
along the fixed Z-path. The Next In Player steps onto
the court at Entry, and the next round begins with a fresh serve from Prime.
All the usual team-sport structure applies: co-ed rosters, quarters,
timeouts, officials, and a coin toss for Grid Advantage. What makes
Gridball distinct is that there are no positions — every player
rotates through every quadrant over the course of the match.
Section 2
Objective
Score more points than your opponent across four quarters of play.
Points are earned three ways: by eliminating opponents
(1 point each), by holding the Major quadrant for four consecutive
rounds without being eliminated (a Grid Hold, 3 points),
and by holding the Prime quadrant for four consecutive rounds without
being eliminated (a Gridlock, 7 points). The team with
the higher score when the final quarter clock expires wins the match.
Section 3
The Grid
The court is a 24×24 foot square divided by two perpendicular lines
through the center, forming four equal 12×12 foot quadrants. Indoors,
mark the grid with painter's tape on a flat surface. Outdoors, chalk on
pavement, concrete, or blacktop works. The quadrants are labeled as follows:
Prime
7 pts · Gridlock
Major
3 pts · Grid Hold
Minor
Transitional
Entry
Players enter here
24 ft wide × 24 ft deep
Prime (top-left) — the highest-value quadrant. Holding Prime for four consecutive rounds scores a Gridlock (7 points). Serves are always executed from Prime.
Major (top-right) — second-highest value. Holding Major for four consecutive rounds scores a Grid Hold (3 points).
Minor (bottom-left) — a transitional quadrant on the way up the Z-rotation.
Entry (bottom-right) — where the Next In Player enters the grid after an elimination.
One team occupies Prime and Major; the other occupies Minor and Entry.
Assignment is determined by the Grid Advantage coin
toss before the match — the winning team takes Prime and Major.
Section 4
Teams & Roster
14 players per team. Co-ed roster required.
7 male-identifying and 7 female-identifying players per squad.
2 active players per team on the court at all times — one per side of the Z-rotation. One team controls Prime + Major; the other controls Minor + Entry.
1 player per side at all times. If a player is eliminated, the Next In Player must step onto the grid immediately to preserve side coverage.
The Next In Player
The Next In Player is not a one-time designation — it
is a continuous role throughout the entire match. Before every single
round, each team must have a player staged and ready to enter at the
Entry quadrant. The moment an elimination occurs, that player steps
onto the court immediately. The team then designates a new Next In
Player for the following round.
This cycle repeats on every elimination, every quarter. Failure to
have a Next In Player ready at Entry constitutes a Time
Wasting infraction.
Section 5
Equipment
Gridball was designed to be played anywhere. No specialized gear is required.
The ball — any standard playground ball.
Indoor surface — painter's tape on any flat floor to mark the 24×24 ft grid.
Outdoor surface — chalk on pavement, concrete, or blacktop.
Footwear — athletic shoes appropriate for the playing surface.
For sanctioned league play, officials also use a visible scorecard and
a clock capable of 16-minute countdown periods. Referee hand-signal
specifications are included in the full Official Rulebook.
Section 6
Match Structure
4 quarters of 16 minutes each.
Clock counts down from 16:00 and expires at 0:00.
7 timeouts per team, per match.
Maximum 2 timeouts per quarter — no carryover of unused timeouts between quarters.
Grid Advantage is determined by a pre-match coin toss. The winner's team takes Prime and Major; the losing team takes Minor and Entry.
A match ends when the fourth quarter clock expires at 0:00. The team
with the higher total score wins. Tie-breaking and overtime procedures
are specified in the full Official Rulebook.
Section 7
The Serve
The serve is always executed from the Prime quadrant.
The ball must bounce in Prime before traveling to an opponent's quadrant.
All serves must be executed underhand — overhand serves are illegal.
After any elimination, a new round begins and Prime serves again.
The team that holds Prime controls the serve. Losing Prime — via
elimination or rotation — transfers the serve to the incoming player.
Section 8
Gameplay & Eliminations
Once the ball is in play, players defend their assigned quadrants by
returning the ball after it bounces exactly once. The ball may be
struck with any part of the body except a closed fist. A player may
only strike the ball while at least part of their body is grounded
within their assigned quadrant.
How a player is eliminated
Fails to return the ball after it bounces once in their quadrant.
Allows the ball to bounce more than once in their quadrant.
Returns the ball out of bounds (outside the 24×24 ft grid).
Returns the ball back into their own quadrant.
Commits a foul carrying an elimination penalty (see Section 11).
Every elimination awards the opposing team 1 point, triggers the
Z-Rotation, and resets the serve to Prime.
Section 9
The Z-Rotation
Every elimination triggers an automatic rotation along a fixed Z-path.
The sequence never changes.
Prime
Major
Minor
Entry
1. Entry → Minor2. Minor → Major3. Major → Prime
When a player is eliminated
The opposing team is awarded 1 point.
The eliminated player exits the grid immediately.
Their remaining teammate advances one position along the Z-path.
The Next In Player enters the grid at Entry.
A new round begins — serve resets to Prime.
Section 10
Scoring
Points are earned three ways. Hold your ground and the points compound.
1 pt
Elimination
Force an opponent into an error. Ball bounces twice in their
quadrant, they fail to return it, or they hit it out of bounds.
3 pts
Grid Hold
Hold the Major quadrant for 4 consecutive rounds
without being personally eliminated. Resets only if you leave Major.
7 pts
Gridlock
Hold the Prime quadrant for 4 consecutive rounds
without being personally eliminated. Resets only if you leave Prime.
Grid Hold and Gridlock counters belong to the individual player, not
the team. If the holding player leaves their scoring quadrant — by
elimination or by rotation — their counter resets to zero. A teammate
stepping into the same quadrant starts their own counter fresh.
Section 11
Fouls & Penalties
Infractions carry escalating penalties. Each offense listed below
compounds — a player's 3rd foot fault of the match is treated as a
3rd offense even if the prior two were spaced across quarters.
Foot Fault
Striking the ball while any part of your body is outside your assigned quadrant.
1st offense: Warning issued by the referee.
2nd offense: Offending team loses 1 point.
3rd offense: Offending player is eliminated. Opposing team awarded 1 point.
Double Touch
Striking the ball twice consecutively before it reaches another quadrant.
1st offense: Opposing team awarded 1 point.
2nd offense: Offending player is eliminated. Opposing team awarded 2 points.
Illegal Serve
Any serve that does not bounce in Prime first, or is executed overhand.
1st offense: Warning issued by the referee.
2nd offense: Opposing team awarded 1 point.
3rd offense: Offending player is eliminated. Opposing team awarded 2 points.
Time Wasting
Unreasonable delay to serve, or Next In Player not staged and ready at Entry.
1st offense: Warning issued by the referee.
2nd offense: Opposing team awarded 1 point.
3rd offense: Offending player eliminated. Opposing team awarded 2 points and gains Prime serve.
Additional fouls, referee hand signals, and review procedures are
documented in the full Official Rulebook.
Section 12
Glossary
The Grid
The 24×24 foot court, divided into four 12×12 foot quadrants.
Prime
The top-left quadrant. Highest-value scoring zone. All serves originate here.
Major
The top-right quadrant. Second-highest value scoring zone.
Minor
The bottom-left quadrant. Transitional — the second step of the Z-rotation.
Entry
The bottom-right quadrant. Where the Next In Player enters the grid after an elimination.
Elimination
Removing an opposing player from the grid by forcing a failed return, an out-of-bounds hit, or an elimination-carrying foul. Awards 1 point.
Grid Hold
Holding Major for 4 consecutive rounds without being personally eliminated. Awards 3 points.
Gridlock
Holding Prime for 4 consecutive rounds without being personally eliminated. Awards 7 points.
Z-Rotation
The fixed ENTRY → MINOR → MAJOR → PRIME movement sequence triggered by every elimination.
Next In Player
The player staged and ready to enter at Entry before every round. A continuous role — not a one-time designation.
Grid Advantage
Pre-match coin toss. Winner's team takes Prime and Major for the match.
Round
A single serve-to-elimination sequence. A new round begins after every elimination.
AGPR
Aggregate Gridball Performance Rating — a per-player rating stat computed from eliminations, Grid Holds, Gridlocks, assists, defensive plays, and clutch plays. Tracked across matches.