Official rules · 2026 Edition

The rules
of Gridball.

Two teams. Four quadrants. One ball. A plain-language summary of the Official Rulebook: the Grid, the serve, rotation, scoring, every foul and how a match is officiated.

01 · Overview

Control the Grid.
Force the error.

Gridball is played on the Grid, a 24 × 24-foot square divided into four 12-foot quadrants: Prime, Major, Minor and Entry. Each team has two players on the Grid, one in each of two quadrants, so four players are in play at once (Rulebook 2.4).

The Prime player serves. When the ball bounces in your quadrant, you must return it into another quadrant after one bounce. Miss, and you are eliminated: the other team scores, the players below your quadrant move up the Z-path, and your team’s Next In player enters at Entry. Then Prime serves again.

Objective

Outscore the other team over four 16-minute quarters (Rulebook 2.3). Points come from Eliminations, and from holding Major (a Grid Hold) or Prime (a Gridlock) while four rounds end. A tie after the fourth quarter goes to sudden-death overtime.

24 × 24 ft
The Grid, four 12 × 12-ft quadrants
2 v 2
Players on the Grid, one per quadrant
14
Players per roster: 7 male-identifying, 7 female-identifying
4 × 16 min
Quarters, with sudden-death overtime on a tie

Where things stand: the first NGL playtest is being planned and no league match has been played yet. You can play pickup Gridball today with a playground ball and tape or chalk. The league-play standards below describe how sanctioned NGL matches are set up.

02 · The Grid

Four quadrants.
No fixed positions.

  • Prime, upper left. The serving quadrant. Hold it for four rounds for a Gridlock.
  • Major, upper right. Hold it for four rounds for a Grid Hold.
  • Minor, lower left. A transitional quadrant with no bonus scoring.
  • Entry, lower right. Where the Next In player enters the Grid.

Quadrants are spaces on the court, not player positions. Every player can expect to play all four as the rotation moves them along (Rulebook 4.2).

Markings and runoff

A solid outer boundary and two quadrant lines, 1-foot service lines in Prime, a 2-foot center circle for the coin toss, and each quadrant labeled by name (3.1.4). Keep at least 5 feet clear on every side; official NGL venues need 10 feet (3.1.5).

Grid Advantage

Before the match, the home captain calls the coin toss. The winner chooses whether to hold Grid Advantage in the first half (Quarters 1–2) or the second (Quarters 3–4); the other team holds it in the other half. At the start of that half, the Grid Advantage team’s two Starters take Prime and Major and the opponents take Minor and Entry. Quarters 2 and 4 carry on from where the previous quarter ended (2.5).

The Grid, measuredA 24 by 24 foot square divided into four 12 by 12 foot quadrants: Prime upper left, Major upper right, Minor lower left, Entry lower right, with a center circle where the quadrant lines cross.PRIMEMAJORMINORENTRY12 × 12 ft12 × 12 ft12 × 12 ft12 × 12 ft24 ft / 7.32 m24 ft / 7.32 m
Drawn to scale. Court size is fixed at 24 × 24 feet for Version 3.6; the NGL may revisit it after playtesting (Rulebook 1.3). See the court at venue scale.

03 · Teams & roster

Fourteen on the roster.
Two on the Grid.

  • Exactly 14 players per roster: 7 male-identifying and 7 female-identifying (4.1.1).
  • No gender requirement on the Grid. Any two rostered players may be on the Grid, and anyone may be Next In. Deployment is a coaching decision.
  • Two players on the Grid for each team at all times; the other 12 wait off the Grid.
  • Substitutions are unlimited. After an Elimination the Next In player enters at Entry from the team’s Next In Box. A player still on the Grid may be replaced in the same quadrant only between quarters or during a timeout, and the substitute’s count starts at zero (4.3.1).
  • One captain per team calls the toss and is the only player who may ask the Head Officiator to explain a ruling (4.6).
  • Roster checks. A roster that does not comply is reported to the league. A team forfeits before the match only if it cannot field 7 eligible players (4.1.1, 8.5.2).

The Next In player

Each team’s Next In player waits in its Next In Box, a marked 4 × 4 ft area on the Major–Entry side, level with Entry. Whoever is in the box is the Next In player. The coach may swap them at any dead ball until the Officials Table says “Table set”; then it is locked until the round ends (4.4, 4.4.2).

When a teammate is eliminated, the Next In player walks straight from the box into Entry and the coach sends a new one to the box. An empty box when the table is ready, or a slow entry, is Time Wasting (4.3.2, 8.1.2).

Grid Advantage Starters

The two players a coach names to start a half in Prime and Major when their team holds Grid Advantage. The Head Officiator must be told before that half (4.2.2).

04 · Equipment

Play it anywhere.
Standardise it for the league.

Pickup Gridball needs almost nothing. Sanctioned league play adds a specified ball, a hardwood court, kit standards and a match-day setup around the Grid.

Pickup play

A ball and four lines.

  • Ball: any standard playground ball.
  • Indoors: mark a 24 × 24-foot square and its two center lines with painter’s tape on any flat surface.
  • Outdoors: use chalk on pavement, concrete or blacktop.
  • Players: athletic shoes suited to the surface.

The two-page Quick Play Guide covers setting up a first game.

League play

The NGL standard.

  • The Gridball (3.2): 8.5 in (21.59 cm) across, rubber or approved composite, about 10 oz (283 g), textured. Dropped from 6 ft it returns to about 65% of that height. A bright, high-visibility color approved by the NGL each season. The Head Officiator and both captains inspect it before every match.
  • Court (3.1.3): hardwood or an approved hardwood equivalent. There is no single league color: each club sets its home court’s finish, with NGL approval, and the Grid must contrast clearly with the ball and the lines.
  • Officials Table and benches (12.5): directly below Minor and Entry along the Minor–Entry baseline, outside the out-of-bounds area, with a team bench on each side of the table.
  • Next In Boxes (4.4.2, 12.5): two 4 × 4 ft boxes, side by side and 1 ft apart, on the Major–Entry side just outside the out-of-bounds area, level with the middle of Entry. Team A’s is nearer the Minor–Entry baseline, Team B’s nearer Major. Nothing else goes in or in front of them, and teams keep their benches and boxes for the whole match.
  • Player kit (3.3): team kit with matching shorts, numbers 0–99 unique within the team, the NGL sleeve patch and hardwood court shoes. Pads are optional; gloves and grip aids are not allowed.
  • Officiator uniform (3.4): a charcoal long-sleeve collared polo with thin turquoise piping, charcoal trousers, black court shoes and GAME OFFICIATOR across the back. No headwear indoors. If a team’s kit is close to charcoal, the crew wears a light alternate.

05 · Match structure

Four quarters.
The clock runs with the ball.

16:00
Per quarter, counting down
2 / 12 min
Break between quarters / halftime
7
Timeouts per team per match, 75 seconds each
2
Most timeouts a team may use in a quarter, or in overtime

The game clock

The clock runs only while a round is in play. It starts with each Prime serve and stops at every Elimination, timeout, challenge and official stoppage (5.1).

Time running out mid-rally: the rally is played to its end. An Elimination, and any award it completes, counts. No new round begins (5.1.1).

Timeouts

Called only between rounds: after an Elimination and before the next Prime serve (5.3). Unused timeouts carry through the match, subject to the limit of two per quarter.

Overtime

A tie after the fourth quarter goes to sudden-death overtime, with no time limit. Overtime continues the fourth quarter from its final Grid position: the player in Prime serves, with no reset and no new lineup (5.2).

Grid Hold and Gridlock counts and foul counts carry over; only the clock does not. Challenges do not reset. The first team to lead by 2 points in total score wins.

06 · The serve

Every round
starts in Prime.

  • Prime serves. Whoever holds Prime serves the next round, so losing Prime means losing the serve (5.4, 6.1).
  • Underhand only.
  • Bounce in Prime first, then into a quadrant held by an opponent, never a teammate’s.
  • 10-second serve clock. Prime must serve within 10 seconds of the Head Officiator’s serve whistle. A delay is Time Wasting (6.1.4).
  • An Officiator resets the ball. The Head Officiator hands it to Prime at the start of each quarter and of overtime and after every stoppage, re-serve or replay. After an Elimination, the Officiator who made the call resets it with a hand-off or a bounce pass, crossing the Grid if needed while the ball is dead, never lobbing it over players (6.1.5).

Illegal Serve

A serve that does not bounce in Prime, does not reach an opponent’s quadrant, or is made overhand is an Illegal Serve. It is penalized on a warning ladder, not by an automatic Elimination (6.1.1, 8.2.2). See the penalties.

At the start of each half, the Grid Advantage team has the opening serve. After that the serve follows the rotation.

07 · Rallies & eliminations

One bounce.
Then send it on.

A legal return

  • Struck after the ball bounces exactly once in your quadrant.
  • Lands in a different quadrant from the one it was struck from. It may go to a teammate; only the serve must go to an opponent (6.2.1).
  • Played while you are inside your own quadrant. Striking with any part of the body outside it is a Foot Fault (6.2).
  • Struck with open hands or forearms only (below the elbow); never a closed fist, and never caught, held, carried or thrown (6.2.4).
  • A touch on any other part of the body after the bounce is an Illegal Touch, and you are eliminated (6.2.5). A ball that bounces and then hits the receiver's head or face when they weren't playing it is a Hinder and is replayed (6.2.6).
  • A return that hits a player before it lands eliminates the striker, unless that player moved into its path or tried to play it; then that player is out (6.2.7).

You are eliminated if you

  • fail to return the ball after it bounces once in your quadrant;
  • let it bounce more than once in your quadrant;
  • return it out of bounds, beyond the outer boundary;
  • return it into your own quadrant, or strike it before it has bounced;
  • land a serve or return on a quadrant line (a line fault);
  • strike it illegally (a fist, catch, carry or throw) or commit an Illegal Touch (6.2.4, 6.2.5);
  • commit a third Foot Fault, or any foul whose penalty is an Elimination (6.3.1).

Calls at the line

  • The outer line is in. A ball touching the outer boundary is in play (6.5.1).
  • A quadrant line is a line fault. A serve or return that lands on one of the inner lines eliminates the player who struck it, with standard rotation and 1 point to the opponents (6.5.1).
  • Out of bounds is automatic. A return that lands beyond the outer boundary eliminates the player who hit it, with no warning (6.5.2).
  • Outside interference is replayed. If an outside object, person or fixture interrupts a rally, it is replayed from a new Prime serve with no penalty (6.5.3).

What ends a round

A round starts with the Prime serve and ends only at an Elimination. Fouls, stoppages, timeouts and replays do not end it (7.3).

Restart after a foul that eliminates no one: the round continues. The ball is re-served from Prime and no counts change (6.6.1).

08 · The Z-rotation

Entry, Minor,
Major, Prime.

The Z-path: from Entry (lower right) to Minor (lower left), diagonally to Major (upper right), then to Prime (upper left)PRIMEMAJORMINORENTRY1234
The route never changes. Only the players below a vacancy move along it.

When a player is eliminated

  1. The other team scores 1 point.
  2. The eliminated player leaves the Grid across the nearest outer line of their quadrant and returns to the bench.
  3. Everyone below the vacancy advances one quadrant along Entry to Minor to Major to Prime, whichever team they are on. Players above the vacancy stay put.
  4. The eliminated team’s Next In player enters at Entry, walking straight in from the Next In Box.
  5. The round ends and a new one begins with a Prime serve (6.3.2).

Example (Rulebook 12.2, Scenario 1)

Team A holds Prime and Major; Team B holds Minor and Entry. Team B’s Minor player fails to return the serve and is eliminated. Team A scores 1. Team B’s Entry player, the only one below the vacancy, moves up to Minor. Team A’s players are above it and stay. Team B’s Next In player enters at Entry, and Team A’s Prime player serves again.

Step through all four elimination cases

09 · Scoring

Three ways
to score.

+1 Elimination
Every Elimination, whichever quadrant the eliminated player held. There is one per round, because it ends the round (7.2.1).
+3 Grid Hold
The same player is still in Major when four consecutive rounds end (7.2.2).
+7 Gridlock
The same player is still in Prime when four consecutive rounds end (7.2.3).

How the counts work

  • Counts belong to the player, not the team or the quadrant.
  • A count goes up by one each time a round ends with that player still in Major or Prime.
  • It resets only when that player is eliminated or leaves the quadrant. A player who moves in starts at zero.
  • On the fourth count the team scores, and the count restarts at zero.
  • All counts reset at the start of each quarter, but carry into overtime.
  • One Elimination can complete an Elimination, a Grid Hold and a Gridlock at the same time, for one team or both. In overtime, all of them are added before the 2-point lead is checked (5.2, 7.2.2, 7.2.3).

The scorekeeper tracks counts and the Head Officiator signals each award; players and coaches are expected to track their own (7.2.2).

10 · Fouls & penalties

Eight fouls.
Escalating penalties.

Each foul has a ladder: first offense, second, third. How the ladders apply (Rulebook 8):

  • Points are totals. The points listed are everything awarded for that offense, including any Elimination point.
  • Counts are per player, per foul type, for the whole match, overtime included. A foul with no player named counts against the team; when it reaches a step that eliminates or ejects, the Head Officiator names the player.
  • A penalty Elimination uses standard rotation and the eliminated team’s Next In player.
  • Gains possession: after rotation, the awarded team’s player highest on the Z-path moves into Prime and swaps quadrants with the player there. Both moved players’ Grid Hold and Gridlock counts reset.
  • The score floor is 0. A team’s score cannot fall below zero.
  • No elimination, no new round. A foul that eliminates no one is followed by a re-serve from Prime (6.6.1).

Foot Fault

Minor · 8.1.1

Striking the ball with any part of the body outside your quadrant.

  1. 1stWarning.
  2. 2ndOffending team loses 1 point.
  3. 3rdPlayer eliminated. Opponents score 1. Standard rotation.

Time Wasting

Minor · 8.1.2

Missing the 10-second serve clock, an empty Next In Box when the table is ready, a slow entry at Entry, or any needless delay to play.

  1. 1stWarning.
  2. 2ndOpponents score 1.
  3. 3rdPlayer eliminated. Opponents score 2 and gain possession. Standard rotation.

Double Touch

Moderate · 8.2.1

Striking the ball twice in a row before it reaches another quadrant.

  1. 1stOpponents score 1.
  2. 2ndPlayer eliminated. Opponents score 2.

Illegal Serve

Moderate · 8.2.2

A serve that does not bounce in Prime, does not reach an opponent’s quadrant, or is made overhand.

  1. 1stWarning.
  2. 2ndOpponents score 1.
  3. 3rdPlayer eliminated. Opponents score 2.

Unsportsmanlike Conduct

Severe · 8.3.1

Aggression, taunting, disrespectful gestures or verbal abuse toward opponents, officials or spectators. Arguing a call outside the challenge process counts (9.1.2).

  1. 1stOffending team loses 1 point.
  2. 2ndPlayer ejected.

Deliberate Interference

Severe · 8.3.2

Intentionally obstructing an opponent’s ability to play the ball or move within their quadrant. Talking to your own partner is always allowed, decoy calls included; words aimed at an opponent while the ball is in play, a line or out call on a ball going to the opponents, or imitating an Officiator’s whistle or call is Deliberate Interference.

  1. 1stOpponents score 2.
  2. 2ndPlayer eliminated. Opponents score 2 (including the Elimination point) and gain possession. Standard rotation.
  3. 3rdPlayer ejected.

Uniform Violation

Technical · 8.4.1

Equipment that does not meet the player kit rules (3.3).

  1. 1stWarning; correct it immediately.
  2. 2ndOffending team loses 1 point.
  3. 3rdPlayer eliminated, no points awarded. They may not return to the Grid until it is corrected.

Equipment Malfunction

Technical · 8.4.2

A broken shoe or other equipment failure that disrupts play. Ball problems are handled under 3.2.2.

  1. 1stStoppage of up to 75 seconds, not charged to either team’s timeouts. No penalty.
  2. 2ndIf the problem persists beyond a reasonable time, opponents score 1.

Ejections

An ejected player leaves at once and cannot return that match. If they were on the Grid, they are removed as an Elimination with standard rotation and the Next In player enters; no points are awarded for the ejection itself. The Head Officiator reports every ejection to the Commissioner within 24 hours (8.5.1).

Forfeits

A team forfeits before the match if it cannot field 7 eligible players, and during it if it drops below 2. A forfeit counts as a win and a loss in the standings and does not affect either team’s point differential (8.5.2).

11 · Officiating

Four Officiators.
One per side.

Every match has four Officiators, each standing 2–3 feet outside the midpoint of one side of the Grid. One is named Head Officiator before the match (Rulebook 9.1, 9.2.1).

Diagram of crew positions. The Head Officiator, Officiator 1, stands on the Prime–Major side, straight across the Grid from the Officials Table, and covers Prime and the serve; Officiator 2 on the Major–Entry side covers Major; Officiator 3 on the Entry–Minor side covers Entry and is the table liaison; Officiator 4 on the Minor–Prime side covers Minor and is secondary on the serve. The Officials Table sits below Minor and Entry with a team bench on each side, and the two Next In Boxes sit side by side on the Major–Entry side, level with Entry, outside the out-of-bounds area.
Crew positions and coverage, from the Game Officials Handbook (Figure 6.1). Open the diagram full size.

The right-hand rule

Each Officiator owns the outer boundary line on their side and one primary quadrant: the one on their right as they face the court. The Officiator on the other side touching that quadrant is its secondary and backs them up.

Officiator sides and quadrant coverage
OfficiatorSidePrimarySecondary
1 HeadPrime–MajorPrime + serveMajor
2Major–EntryMajorEntry
3 Table liaisonEntry–MinorEntryMinor
4Minor–PrimeMinorPrime + serve
  • The Head Officiator works the Prime–Major side, straight across the Grid from the Officials Table, with Prime and serve legality. They whistle every serve, put the ball in play after every stoppage, confirm Grid Holds and Gridlocks, rule on challenges and sign off the result (9.2.1).
  • Officiator 2 works the Major–Entry side, with Major, and also watches the Next In Boxes and each Next In player’s entry (9.2.1).
  • Officiator 3 works beside the Officials Table as table liaison, relaying timeouts and challenges and checking the Next In player.
  • Positions are fixed for the whole match, overtime included. There is no halftime rotation (9.2.2).
  • Certification: every Officiator is NGL-certified at Level 1, 2 or 3; the Head Officiator holds Level 2 or higher (9.1.4).

Signals

All four Officiators use the same 19 official signals (Rulebook 12.3). Eight you will see most:

Two-step illustration of an Officiator pointing at a player, then winding the forearms around each other
EliminationPoint at the player, then wind the forearms (rotation).
Illustration of an Officiator forming a diamond with thumbs and index fingers above the head
Grid HoldA diamond above the head.
Illustration of an Officiator raising both forearms vertically in front of the shoulders
Out of BoundsBoth forearms raised in front of the shoulders.
Illustration of an Officiator forming a T with both hands
TimeoutHands form a T, then point to the team.
Two-step illustration of an Officiator holding one arm at a right angle, then pressing both fists together
GridlockAn arm in an L, then fists pressed together (the lock).
Illustration of an Officiator raising a fist to shoulder height
ChallengeFist at shoulder height, then point to the bench.
Illustration of an Officiator bending to point at their own foot
Foot FaultBend and point at your own foot.
Illustration of an Officiator holding both thumbs up at shoulder height
ReplayBoth thumbs up at shoulder height.

Illustrations · not real Officiators

All 19 signals are in the Game Officials Handbook.

Challenges

The Head Coach may challenge an Elimination, scoring event or foul by raising a clenched fist within 15 seconds of the play. Each team has 2 challenges per half, and needs at least one timeout left to challenge (9.3.1, 12.4).

  • Call overturned: it costs nothing. The team keeps the challenge and its timeouts.
  • Call stands: the team loses the challenge and one timeout, taken from its 7 match timeouts rather than the two-per-quarter limit.
  • No reset for overtime.

Where replay is available, the Head Officiator reviews footage and rules within 60 seconds. Otherwise all four Officiators vote and the Head Officiator breaks a tie. The decision is final. Only the misapplication of a rule, never a judgement call, may be protested afterwards (9.3.2, 9.3.3).

Injuries

The Head Officiator stops play for any injury (12.6).

  • 75 seconds to continue. If the player cannot, the Next In player replaces them in the same quadrant: no rotation, no points, and that quadrant’s Grid Hold or Gridlock count resets.
  • One free stoppage per quarter. Each team has one injury stoppage per quarter not charged to its timeouts; any more that quarter are charged as timeouts.
  • Returning. The injured player may come back later as a Next In player once cleared by the team’s medical staff. A suspected concussion means no return that day.

12 · Glossary

The language
of the Grid.

The Grid
The 24 × 24-foot court, divided into four 12 × 12-foot quadrants.
Prime
Upper-left quadrant. The serving quadrant; Gridlock eligible.
Major
Upper-right quadrant. Grid Hold eligible.
Minor
Lower-left quadrant. Transitional; no bonus scoring.
Entry
Lower-right quadrant, where the Next In player enters.
Round
Begins with the Prime serve and ends only at an Elimination. Fouls, stoppages, timeouts and replays do not end it.
Elimination
Removal of a player from the Grid after a failed return or a foul that carries an Elimination. Worth 1 point.
Z-path
The rotation route: Entry, Minor, Major, Prime. Formerly the Z-Formation.
Rotation
After an Elimination, every player below the vacancy advances one quadrant, whichever team they are on; the eliminated team’s Next In player enters at Entry.
Next In Box
A marked 4 × 4 ft area for each team on the Major–Entry side, level with Entry, where the Next In player waits.
Next In player
The player in a team’s Next In Box, who enters at Entry if a teammate is eliminated.
Grid Advantage
Starting a half in Prime and Major. The coin toss winner chooses which half.
Grid Hold
3 points, on a player’s fourth consecutive round-end count in Major.
Gridlock
7 points, on a player’s fourth consecutive round-end count in Prime.
Possession
Which team holds Prime, and so the serve.
Officiator
One of the four on-court officials, one per side of the Grid. Replaces “referee”.
Head Officiator
The Officiator named before the match to lead the crew, rule on reviews and sign off the result.
Challenge
A Head Coach’s request to review a call. Two per team per half.
Timeout
A 75-second break called between rounds. Seven per match, at most two per quarter and two in overtime.
Overtime
Sudden-death continuation of the fourth quarter. First team to lead by 2 points wins.
AGPR
Average Grid Performance Rating: a player’s average single-game rating (GPR) across games played (Rulebook 10).

13 · Official documents

Every detail,
in print.

For the scorecard: a worked example, filled in for one quarter, and the round log continuation sheet to print as many times as a match needs.

The first playtest is being planned.

Learn it. Then play it.

See the playtest plan