Game Rules

ANGLEBALL® USA & Worldwide Official Rules & Regulations

Angleball ® Equipment can be used to play 101+ different games! The three most popular varieties are below, but for the complete list, click here

   

Non-Contact Rules: Great for physical education & young athletes 

 

     

     Non-contact Angleball is played between 2 teams. Team sizes and match duration varies depending on the group, tournament, or league.  

     1 point is scored by using the Angleball to directly hit and knock over the opponent’s target from any angle around it.

     The ball-carrier may not take a step while holding the Angleball, and must pass or shoot within 5 seconds of receiving the Angleball. No contact is allowed. 

     Each Standard should be surrounded by a 6-foot radius target-circle.  A defender may not be inside of their target-circle for longer than 5 seconds. The offense is never allowed inside of the opposing team's target-circle.  

     Play always starts from inside a team's crease. 

     A foul always gives a point to the opposing team.

     

     

Classic (Touch) Rules: Great for Responsible Athletes & School Competition 

     Classic Angleball is played between 2 teams. Team sizes and match duration varies depending on the group, tournament, or league.

     1 point is scored by using the Angleball to directly hit and knock over the opponent’s target from any angle around it.

     The ball-carrier can run with the ball, but if the ball-carrier is lightly tagged on the arm or back, then s/he must pass the ball within 3 seconds. If the ball-carrier is tagged while in the process of shooting, the shot is still valid. In absence of a referee,the tagger should count after making a tag, "one-one-thousand...two-one-thousand...three-one-thousand". 

     Each Standard should be surrounded by a 6-foot radius target-circle. The ball-carrier may not shoot after last touching ground in a target-circle, and the defense may not be in the target-circle for longer than 5 seconds or goal-tending is called and a point awarded to the opposing team; in absence of a referee, the offense should count off goal-tending, "one-one-thousand... two-one-thousand...three-one-thousand...four-one-thousand...five-one-thousand".  

     All contact beyond light tagging is a foul and automatic point for the opposing team. 

     Play starts with a “bounced ball” at center court / field. The referee will throw the ball at the ground so that it bounces straight up, and play does not start until the Angleball touches the ground. Athletes must remain outside of the 6’ radius center circle until the bounce.  

     Classic Angleball can be played full or half field. Half-field is played 360 degrees around a single target.

     

Championship Rules: Great for Responsible, Skilled Athletes

     Championship Angleball is played between 2 teams. Team sizes and match duration varies depending on the group, tournament, or league.     

     1 point is scored by using the Angleball to directly hit and knock over the opponent’s target from any angle around it.

     The ball-carrier can run with the Angleball, but if the ball-carrier is tagged then s/he must be in the process of shooting or passing within 3 seconds. All contact must be made primarily with the hands, and only between an opponent's shoulders to waist, including the opponent's arms, hands and playball. In absence of a referee, the tagger should count after making a tag, "one-one-thousand...two-one-thousand...three-one-thousand". 

     Each Standard should be surrounded by a 9-foot radius target-circle. The ball-carrier may not shoot after last touching ground in a target-circle, and the defense may not be in a target-circle for longer than 5 seconds or goal-tending is called and a point awarded to the opposing team; in absence of a referee, the offense should count off goal-tending, "one-one-thousand... two-one-thousand...three-one-thousand...four-one-thousand...five-one-thousand".   

     If the Angleball bounces twice before touching a teammate or crossing the target-circle then it is considered a dropped-ball and it is a turnover.   

     Angleball is about strength, speed & precision, not violence. Any action that could cause injury to the average athlete is a foul and automatic point for the opposing team. 

     Play starts with a “bounced ball” at center court / field. The referee will throw the ball at the ground so that it bounces straight up, and play does not start until the Angleball touches the ground. Athletes must remain outside of the 6’ radius center circle until the bounce.  

     

    

Coolerball™ Rules 

The Coolerball & Disc Set can be used to play 101+ games in addition to Coolerball & Coolerdisc! Click here for the complete list!

All Coolerball rules here are “typical” and safe variations are welcome! The ring is elevated to 4’ in height. Play 1v1 up to 4v4, to 21 points, “win by 2”. Either side can score on any rally. Serving side changes every 2 points and players rotate. The server is allowed 1 “fault” where the ball hits the net and lands on the receiver’s side. Start with rock-paper-scissors; the winner determines either to: serve first, receive first, choose court side, or to let the opponent decide. There are no out of bounds, but serve must take place from a line (cone or marking) 10 feet from the ring, and no player may be closer than 5 feet to the ring (designated with a line, cone or marking) before the serve; after the serve players may move freely as long as their paddle does not travel through the ring. 1 point is scored when the ball touches ground on the opponent’s side of the ring. Each side is allowed 3 total touches, and those touches need not be alternating; a touch can only be made with the paddle. After every match the players get a drink of water to stay hydrated.​

Coolerdisc™ Rules 

The Coolerball & Disc Set can be used to play 101+ games in addition to Coolerball & Coolerdisc! Click here for the complete list!

All Coolerdisc rules here are “typical” and safe variations are welcome! The ring is elevated to 6’ in height. Played 3v3 to 6v6, to 21 points, “win by 2”. Start with rock-paper-scissors and the winner determines either: first possession or to let the opponent decide. Dimensions are based on a basketball court to easily allow a game to take place within a half-court of a gym with the ring at center. There need not be out-of-bounds, but the throw-in must take place 23.5’ from the ring (marked with cones or lines); a score cannot be made on a throw-in. The ring is surrounded by a 6’ radius circle. After a score, the scored on team throws-in to restart play. Players may move freely but a score can only be made from outside the 6’ circle surrounding the ring. Players may not move when holding the disc. No contact is allowed and the disc may not be swatter when held by an opponent. Players may pass the disc, including to themselves by sailing the disc over their head. If the disc touches the ground (including through defensive contact) it is a turnover against the thrower from where the disc fell; a point can be scored on the first throw of a turnover granted it is from outside the 6’ circle;  1 point is scored by sailing the disc through either side of the ring; a bonus point is scored if a teammate catches the disc after it passes through the ring; a bonus point is scored if the ring is sailed from 15’ away