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Riel Cup 2026

1188 Rue Dakota Street, Winnipeg, Manitoba R2N 3H4, Canada
Jan
10
-
11
2026
2 divisions
Register your team
  • Riel Cup 2026 (Provincial Qualifier)

    Join Dodgeball Manitoba for the annual Riel Cup (Provincial Qualifier) on January 10-11, 2026.

    Tournament • Gendered divisions (men’s and women’s) • 2-day tournament (both divisions play both days) • 4 courts • Tournament timing TBC, dependent on teams. We have the space booked 8 am to 8 pm both days. • 1 court streamed with commentary via Dodgeball Live, 3 courts recorded.

    Venue • Dakota Fieldhouse - 1188 Dakota Street, Winnipeg, MB • There is free parking in the lot outside • Doors open at 8 a.m. both days

    Team Registration • Teams are required to register through Dodgeball Hub • Fees are $565/per team • Deadline to register is December 30, 2026. All rosters must be complete by this deadline. • All players must join the team’s roster. • Credit card only.

    Memberships • Each play must have a Dodgeball Manitoba – High Performance Membership to register and participate. They are $50 ($25 to DBMB and $25 to DC) • Memberships can be purchased here: https://shorturl.at/PJTWi • Credit card only.

    Rosters & Player Eligibility • Teams are allowed a max. of 12 players • Teams are allowed a max. of 2 out of province players • Coaches must be registered on the roster and have a membership. • TO QUALIFY/BE ELIGIBLE TO PLAY AT CLUB CHAMPIONSHIPS: ROSTERED PLAYERS MUST ATTEND AND PARTICIPATE IN RIEL CUP. IF YOU ARE UNABLE TO ATTEND OR PLAY, YOU MUST APPLY FOR AN EXEMPTION FROM DODGEBALL CANADA. Read the full policy: https://drive.google.com/file/d/1eE8fpjktIbq3NHdMiMOgESenaITrfdat/view

    Uniforms • Teams must be wearing jerseys with a number located on both the front and back. • Both the Dodgeball Manitoba and Dodgeball Canada logos are required on uniforms that will be worn at the Club Dodgeball Championships per the Dodgeball Canada uniform policy.

    Athletic Therapy • Dodgeball Manitoba is pleased to provide complementary athletic therapy services during both days of the tournament.

    Key Rules • No aerial catches. Catch must be secured by 2 points of contact. • False starts = one warning; second fault will result in playing a player down for the remainder of the set (player cannot re-enter on a catch); resets to 0 at half • Teams have 30 seconds between sets to SET UP (this is not to be used for a timeout - be clear when reminding teams to hurry up between sets). If it’s clear a team is abusing this consistently; a delay of game and yellow can be given. • Simultaneous Plays: Resolve all outcomes together; if all out → reset play • TRAPS - if a ball hits a player and ground at the same time, it is deemed a HIT. • CHECK THE SCHEDULES!!!! After RR is complete, please check the schedule to see where you are needed.

    Round Robin • Game Format:

    • 10-min halves
    • No challenges, No halftime, no timeouts (NO HANDSHAKES - PROMPTLY SWITCH SIDES)
    • 2-min yellow card penalty
    • Games can end in a tie
    • When time expires (both halves) immediately go into no block. Do not touch the tablets. They have automatic timers to sync for the next games. Only press pause if your no block exceeds the 5 min period.

    Seeding • +3 win, +1 tie, 0 loss

    • If teams are tied in points, seeding will be determined by head-to-head results, then point differential, and then highest number of wins.

    Playoffs • Medal Games:

    • 20-min halves, 90–120 sec halftime (depending on time)
    • 1 timeout per HALF (60 sec)
    • Two challenges per game
    • Burden decided by seeding
    • 2-min yellow card penalty

    Cards - Report ALL cards to Head Official (Jenna-Dee Sanche) • Yellow: Unsportsmanlike, repeated infractions, rushing court, spiking ball, etc.

    • 2-min penalty (Round Robin & Playoffs)
    • 1 yellow per match → next offense = red • Red: Immediate ejection (aggression, abuse, discrimination)
    • Plus suspended next 2 matches

    Ball Retrievers • Teams will be expected to provide their own ball retrievers.
    • Ball retrievers will be given a pinny to wear to identify their role. • Teams may use their own players as ball retrievers but it is recommended that teams have 1-3 dedicated ball retrievers at each game.

    Injuries • Stop play & clock immediately for serious injury/blood (try to avoid stopping play if you can - try to get teams to get the injured player off the court as quickly as possible) • If LIVE player injured → first player in queue may enter • If player cannot continue → substitute may be a player who is not in current set • For example: JD gets injured as a LIVE player on court and needs to exit; Sarah being the first in the queue may enter the game. • Example #2: JD gets injured during a hit and is deemed out. The team may choose any non-live player from their bench to replace and enter the queue. JD may not return to the game until the set is completed. • Replaced player cannot return until set ends

    Referee Responsibilities • There will be one (1) paid referee assigned per game for Round Robin. For playoff games, there will be two (2). • Additionally, each team will be assigned Round Robin games to which they must provide three (3) referees (one secondary and two line refs). This is MANDATORY. For Playoffs, teams will be assigned games to which they must provide two (2) line refs. • Please ensure your team refs are actively participating, watching the game, standing up, not on phones, etc. • Main/Secondary: Hits, catches, false starts, sideline & center line • Line Refs: Backline calls, sideline, violations, assist with hits and catches

    • May call hits (avoid opposite side calls)
    • Use flags + audibles:  Example: “HIT #11” / “FALSE START” / “LINE #11” • Communication:
    • Use whistle + loud audibles: “HIT”, “BLOCK”, “CATCH”
    • Teamwork = smooth game flow

    Game Start for Referees Tips • Call captains/coaches in for a pre-game meeting; set your expectations and do rock, paper, scissors for burden • Use team names: “New Era ready – Dark Horse ready – WHISTLE – START CLOCK” • Use Audible Calls:

    • “CLEAR” = all balls activated
    • “NOT CLEAR” = unactivated ball thrown
    • Block
    • Hit
    • Catch