WATCH WRESTBALL

ONE SPORT
ONE LEAGUE
ONE GLOBAL PROPERTY

THE GAME DOESN’T STOP AT CONTACT

THE LEAGUE

Wrestball operates as the professional league of the sport, providing the structure for official competition, athlete participation, teams and events under one unified ruleset and competitive standard.

The league is being built for international expansion while maintaining one Wrestball identity, one game and one standard of competition.

THE COURT

THE WRESTBALL
COURT

Top view of the Wrestball court: black mat, white lines, red scoring arcs
MATCH FORMAT

THREE PERIODS OVERTIME
ONE RESULT

PERIOD 115 MIN
PERIOD 215 MIN
PERIOD 315 MIN
HOW TO PLAY

HOW TO PLAY
IN 60 SECONDS

20SEC
FIELD GOAL +1–3
PERIOD 1 · 15 MINPERIOD 2 · 15 MINPERIOD 3 · 15 MIN
0:00 / 1:00
FOR ATHLETES

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Wrestball is built by its athletes. Tell us who you are and where you play, and our team will get back to you.

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20SEC
SCORE1–3 POINTS
01 / 05

FIVE ON FIVE

SCROLL

THE GAME

THE GAME DOESN’T STOP AT CONTACT

Wrestball is a 5-on-5 team sport where scoring, possession and legal wrestling unfold within the same continuous game.

GAME FORMAT
5 VS 5Five athletes from each team compete on the court.
3 × 15 MINA regulation game consists of three 15-minute periods.
20 SECTeams operate under a 20-second attack clock.
TWO HOOPSEach team attacks one hoop and defends the other.
NO STRIKESLegal wrestling is part of live play: against the ball carrier, in wrestler attacks and in battles. Striking is prohibited.
HOW TO PLAY

HOW TO PLAY
IN 60 SECONDS

20SEC
FIELD GOAL +1–3
PERIOD 1 · 15 MINPERIOD 2 · 15 MINPERIOD 3 · 15 MIN
0:00 / 1:00
THE OBJECTIVE

CONTROL THE BALL
CREATE THE SCORE

Teams attack, defend and compete for possession while legal wrestling stays part of live play. The objective is simple: create scoring opportunities while denying them to the opponent.

THE COURT

THE WRESTBALL
COURT

Top view of the Wrestball court: black mat, white lines, red scoring arcs
WRESTLING

WRESTLING DOESN’T
STOP THE GAME

Legal wrestling is part of live play: against the ball carrier, in wrestler attacks and in battles. Striking is prohibited.

  • LEGAL CONTROL
  • POSSESSION CONTESTS
  • WRESTLER ATTACKS
  • NO STRIKES
  • OFFICIAL PENALTIES
WRESTLER ATTACK

ONE ATTEMPT
EVERY PERIOD

Once per period, each team’s wrestler has one attempt to make an amplitude throw (suplex) against an opponent.

Across three regulation periods, each team’s wrestler has up to three attempts. There are no wrestlers in overtime.

SCORING

HOW YOU SCORE

Points can be created through ball play and legal wrestling actions.

FIELD GOAL+1–3

Value depends on the scoring area.

DUNK+2

A successful dunk scores two points.

FREE THROW+1–3

Value depends on the foul and scoring situation.

BATTLE+2

The winner of the battle before periods two and three earns two points.

SUPLEX+2

A successful suplex (amplitude throw) by the wrestler scores two points and possession.

MATCH FORMAT

THREE PERIODS OVERTIME
ONE RESULT

PERIOD 115 MIN
PERIOD 215 MIN
PERIOD 315 MIN
RULES

KNOW THE RULES

WATCH

Games, athletes and original Wrestball content.

ARMAN TSARUKYAN

ATHLETES · 0:24

RUSSIAN WRESTBALL CUP 2022: OLYMPIC CHAMPIONS VS MMA STARS

FULL GAMES

BOBBY STEVESON

ATHLETES · 0:18

PHILIP ROWE

ATHLETES · 0:27

DEREK BRUNSON

ATHLETES · 0:32

NATE JACKSON

ATHLETES · 0:30

WHO WILL SCORE FIRST

PROMO · 0:15

ON SOCIAL

WRESTBALL
IN THE FEED

Wrestball across sport, culture and social media.

ATHLETES

The athletes of Wrestball.

FOR ATHLETES

JOIN THE LEAGUE

Wrestball is built by its athletes. Tell us who you are and where you play, and our team will get back to you.

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Philip
Rowe

ATHLETE INFORMATION
COUNTRYUSA
HOMETOWNBROOKLYN, NEW YORK
HEIGHT6’3” / 190 CM
WEIGHT170 LBS / 77 KG
BASEMMA / BOXING / BJJ
CLUBTBA
WRESTBALL DEBUTTBA
STATUSFounding Athlete
CAREER HIGHLIGHTS
  • Former UFC Welterweight
  • 9 UFC Fights
  • 4 UFC Victories — All by KO/TKO
  • Brazilian Jiu-Jitsu Black Belt
  • 12 Professional MMA Wins — All by Finish
  • Elite No-Gi Grappling Competitor
ABOUT

Philip “The Fresh Prince” Rowe is an American mixed martial artist and Brazilian Jiu-Jitsu black belt who competed in the UFC welterweight division. Known for his length, finishing ability and grappling experience, Rowe brings a versatile professional combat sports background to Wrestball.

01

Gable
Steveson

ATHLETE INFORMATION
COUNTRYUSA
HOMETOWNAPPLE VALLEY, MINNESOTA
HEIGHT6’1” / 185 CM
WEIGHT249 LBS / 113 KG
BASEFREESTYLE WRESTLING
CLUBTBA
WRESTBALL DEBUTTBA
STATUSFounding Athlete
CAREER HIGHLIGHTS
  • 2020 Olympic Gold Medalist (Freestyle Wrestling)
  • 3x Age-Group World Champion (Freestyle Wrestling)
  • 2x NCAA Division I National Champion
  • 2x Dan Hodge Trophy Winner
  • 4x Big Ten Conference Champion
  • 5x NCAA All-American – University of Minnesota
ABOUT

American Olympic gold medalist and elite heavyweight wrestler. Steveson built an exceptional freestyle and collegiate wrestling career before moving into professional combat sports.

01

AJ
Ferrari

ATHLETE INFORMATION
COUNTRYUSA
HOMETOWNALLEN, TEXAS
HEIGHT6’0” / 183 CM
WEIGHT230 LBS / 104 KG
BASEFREESTYLE / FOLKSTYLE WRESTLING
CLUBTBA
WRESTBALL DEBUTTBA
STATUSFounding Athlete
CAREER HIGHLIGHTS
  • 2021 NCAA Division I Champion — 197 lbs
  • Three-Time NCAA All-American
  • 2025 NCAA Third Place — 197 lbs
  • 2021 Big 12 Champion
  • 2018 Cadet Freestyle World Championships Bronze Medalist
ABOUT

AJ Ferrari is an American elite wrestler and NCAA Division I national champion known for his explosive athleticism, physical strength and aggressive wrestling style. He won the 2021 NCAA Championship at 197 pounds as a true freshman at Oklahoma State and has since become a three-time NCAA All-American, earning third place at the 2025 NCAA Championships and sixth place at heavyweight in 2026.

01

Arman
Tsarukyan

Arman Tsarukyan portrait
ATHLETE INFORMATION
COUNTRYARMENIA
HOMETOWNAKHALKALAKI, GEORGIA
HEIGHT5’7” / 170 CM
WEIGHT156 LBS / 71 KG
BASEMMA / FREESTYLE WRESTLING
CLUBTBA
WRESTBALL DEBUTTBA
STATUSFounding Athlete
CAREER HIGHLIGHTS
  • #2 UFC LIGHTWEIGHT CONTENDER
  • 24–3 PROFESSIONAL MMA RECORD
  • UFC 331 — FIRST-ROUND KO OF MAURICIO RUFFY
  • VICTORIES OVER CHARLES OLIVEIRA & BENEIL DARIUSH
  • PANKRATION WORLD CHAMPION / MASTER OF SPORT IN WRESTLING & MMA
ABOUT

Arman Tsarukyan is an Armenian professional mixed martial artist and one of the leading contenders in the UFC lightweight division. Combining elite wrestling, explosive athleticism and a complete MMA skill set, Tsarukyan has built a career competing against some of the most accomplished fighters in the sport.

A Master of Sport in freestyle wrestling and MMA and a former Pankration World Champion, Tsarukyan brings elite combat-sports experience to Wrestball as a Founding Athlete.

01

Bobby
Steveson

Bobby Steveson portrait
ATHLETE INFORMATION
COUNTRYUSA
HOMETOWNAPPLE VALLEY, MINNESOTA
HEIGHT6’0” / 183 CM
WEIGHT220 LBS / 100 KG
BASEFOLKSTYLE / FREESTYLE WRESTLING
CLUBTBA
WRESTBALL DEBUTTBA
STATUSFounding Athlete
CAREER HIGHLIGHTS
  • NCAA DIVISION I QUALIFIERQualified for the NCAA Championships while competing for the University of Minnesota.
  • CADET PAN AMERICAN FREESTYLE CHAMPIONWon gold for Team USA at 85 kg at the 2013 Cadet Pan American Championships.
  • 3× HIGH SCHOOL STATE CHAMPIONWon three state wrestling championships across Indiana and Minnesota.
  • 2× JUNIOR FOLKSTYLE NATIONAL CHAMPIONNational champion in 2013 and 2014.
  • FORMER WWE NXT COMPETITOR — DAMON KEMPCompeted in WWE NXT under the name Damon Kemp and was associated with Diamond Mine and later the No Quarter Catch Crew.
ABOUT

Bobby Steveson is an American wrestler and professional wrestling athlete with a strong background in elite collegiate and international competition. A former NCAA Division I qualifier at the University of Minnesota, Steveson also represented the United States in international freestyle wrestling, winning gold at the Cadet Pan American Championships.

Known for his physical wrestling style and heavyweight power, Steveson later transitioned into professional wrestling, competing in WWE NXT under the name Damon Kemp. He now brings a combination of collegiate wrestling, international competition and professional sports-entertainment experience to Wrestball as a Founding Athlete.

01

Pat
Downey

Pat Downey portrait
ATHLETE INFORMATION
COUNTRYUSA
HOMETOWNBALTIMORE, MARYLAND
HEIGHT6’2” / 188 CM
WEIGHT205 LBS / 93 KG
BASEFREESTYLE WRESTLING
CLUBTBA
WRESTBALL DEBUTTBA
STATUSFounding Athlete
CAREER HIGHLIGHTS
  • 2019 U.S. Open National Champion
  • Pan American Games Medalist (2019)
  • NCAA Division I All-American
  • Junior World Championship Silver Medalist
  • Bellator MMA Veteran
ABOUT

American freestyle wrestler and professional combat athlete with experience at elite national and international levels. An NCAA Division I All-American and U.S. Open champion, Downey brings a high-level wrestling background to Wrestball.

01

Derek
Brunson

Derek Brunson portrait
ATHLETE INFORMATION
COUNTRYUSA
HOMETOWNWILMINGTON, NORTH CAROLINA
HEIGHT6’1” / 185 CM
WEIGHT185 LBS / 84 KG
BASEMMA / WRESTLING / BJJ
CLUBTBA
WRESTBALL DEBUTTBA
STATUSFounding Athlete
CAREER HIGHLIGHTS
  • 21 Fight Tenure in the UFC (2012–2023)
  • Competed in the Middleweight Division
  • Now Competing in the Light Heavyweight Division in the PFL
  • 3x NCAA Division II All-American (UNC Pembroke Wrestling)
ABOUT

American professional mixed martial artist and former UFC middleweight contender. Brunson spent more than a decade competing at the highest level of MMA and brings an NCAA All-American wrestling background to Wrestball.

01

Michael
Perry

Michael Perry portrait
ATHLETE INFORMATION
COUNTRYUSA
HOMETOWNFLINT, MICHIGAN
HEIGHT5’10” / 178 CM
WEIGHT175 LBS / 79 KG
BASEBARE-KNUCKLE BOXING / MMA
CLUBTBA
WRESTBALL DEBUTTBA
STATUSFounding Athlete
CAREER HIGHLIGHTS
  • Current BKFC King of Violence Champion
  • Former UFC Fighter (15 UFC fights)
  • Defeated Nate Diaz by TKO (2026)
  • Defeated former UFC Champions Luke Rockhold and Eddie Alvarez
  • Multiple BKFC Main Event Headliner
  • Multiple Performance of the Night & Fight of the Night Award Winner
ABOUT

American professional combat athlete and former UFC welterweight who became one of the most recognizable names in bare-knuckle fighting. Perry is known for his aggressive style, durability and finishing ability.

01

Bubba
Jenkins

Bubba Jenkins portrait
ATHLETE INFORMATION
COUNTRYUSA
HOMETOWNVIRGINIA BEACH, VIRGINIA
HEIGHT5’8” / 173 CM
WEIGHT145 LBS / 66 KG
BASEWRESTLING / MMA
CLUBTBA
WRESTBALL DEBUTTBA
STATUSFounding Athlete
CAREER HIGHLIGHTS
  • Former Brave CF Featherweight Champion
  • Former Bellator MMA & PFL Featherweight Contender
  • NCAA Division I Wrestling Champion
  • Junior Freestyle Wrestling World Champion
  • PFL Featherweight Tournament Finalist (2022)
  • Former UFC The Ultimate Fighter Team Jon Jones Coach
ABOUT

American professional MMA athlete and former elite wrestler. Jenkins is an NCAA Division I champion and Junior World champion who went on to compete across Bellator, PFL and BRAVE CF.

01

Joaquin
Buckley

Joaquin Buckley portrait
ATHLETE INFORMATION
COUNTRYUSA
HOMETOWNST. LOUIS, MISSOURI
HEIGHT5’10” / 178 CM
WEIGHT171 LBS / 78 KG
BASEMMA / FREESTYLE
CLUBTBA
WRESTBALL DEBUTTBA
STATUSFounding Athlete
CAREER HIGHLIGHTS
  • UFC Welterweight Contender (#9 UFC Welterweight Rankings)
  • Former Bellator MMA & LFA Fighter
  • 5× UFC Performance of the Night Bonus Winner
  • Defeated Colby Covington, Stephen Thompson, Vicente Luque & Alex Morono
  • UFC Fight of the Night Award Winner
ABOUT

American UFC welterweight known for explosive athleticism and knockout power. Buckley has competed in the UFC, Bellator and LFA and has recorded victories over established UFC contenders.

01

Michael
Davis

Michael Davis portrait
ATHLETE INFORMATION
COUNTRYUSA
HOMETOWNHUDSON, NEW YORK
HEIGHT6’0” / 183 CM
WEIGHT155 LBS / 70 KG
BASEMMA / BOXING / WRESTLING
CLUBTBA
WRESTBALL DEBUTTBA
STATUSFounding Athlete
CAREER HIGHLIGHTS
  • Current UFC Lightweight Fighter
  • Professional Boxer (3–0 Record, 2 KOs)
  • Multiple UFC Fight Winner
  • Fight of the Night Bonus Winner (2021)
  • UFC Victory by Submission (Arm-Triangle Choke)
  • UFC Victory by TKO (2025)
ABOUT

American professional mixed martial artist and boxer competing in the UFC lightweight division. Davis combines striking, wrestling and submission grappling with professional boxing experience.

01
2.7 MHOOP HEIGHT
3 × 15 MINREGULATION
20SEC
01 / 05

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OFFICIAL WRESTBALL
RULES

The technical rules of Wrestball.

00Wrestball Dictionary

Amplitude throw (suplex)a move in which a player lifts an opponent above the waist and arcs them through the air onto the ground. The throw is successful if the opponent lands on their torso or shoulder.

Ball launcherthe player who starts the game by putting the ball into play at the beginning of the period through the opening play (Article 5.3).

Ball-in pointthe point where the dead ball enters the game (Article 8.2).

Clash ballthe way of playing the ball when the team in possession of the ball is not determined (Article 6).

Clear areatwo areas of the court where the possibility of physical contact between players is restricted. The use of wrestling techniques is not allowed, and fouls will be severely punished (Articles 2.7 and 20.7).

Counterattack (with a wrestler)a successful amplitude throw against an active wrestler. Awards with 2 points (Article 15).

Opening playputting the ball into play at the beginning of a period (Article 5.3).

Wrestlera player with a unique role on the team. They can earn 2 points for their team by successfully performing an amplitude throw (suplex) against an opponent (Article 15).

Wrestler attack (wrestling move)when a player legally switches to wrestler mode by removing their T-shirt, a wrestler attack is initiated (Article 15).

Wrestling battlea wrestling match in which one athlete from each team participates. Wrestling battles are an essential part of the game and are held before the start of each regular period (Article 18).

01Wrestball Game

1.1How to play

Wrestball is played by 2 teams, each with 5 players on the court and up to 5 substitutes. The goal of the game is to earn more game points than the opposing team by the end of the game time. You can hold the ball in your hands, move with it, pass it to teammates, or use your head, body, or feet to play with it (kicking the ball is prohibited).

1.2Victory conditions

The team with the most game points at the end of playing time is considered the winner.

02Playground (court) and Play Areas

2.1Playground (court)

The playground must have a flat non-slip surface with a foam pad (mat) with a density (hardness) of about 30 shores on the A scale (33 kg/m³), a thickness of at least 40 mm (~1.575 in) or a pad of similar physical properties, which must have sufficient hardness and the necessary elasticity for the simultaneous convenience of running, jumping, and cushioning falls. The court measures 28 meters (~91 ft 10.36 in) long and 14 meters (~45 ft 11.18 in) wide (Fig. 1).

Along the perimeter of the court, there is a protective board that prevents the ball and players from leaving the court. The protective board is part of the playground – if a player or ball touches this board, the game must continue. The protective board must have collision mitigation properties of at least 1.5 meters (~4 ft 11.06 in) in height.

The court parameters may be slightly modified by the referee or the host of a match or competition to ensure the safety of the players or due to technical limitations of the venue.

2.2Marking lines

All lines must be painted in the same color contrasting with the court surface, except for the three-point line, and the free throw point, which contrast with both the court and other lines. The lines should be 4-5 cm (1.5-2 in) wide and clearly visible.

The center line should be marked perpendicular to the sides of the protective board and interrupted by the center circle. The central circle should have a radius of 3 meters (~9 ft 10.1 in) from the center of the court (Fig. 1).

1133442922222951412217312,52,5340,350,50,51,523,51,528
Figure 1 – Layout of the wrestball playground and service areas (1 – team bench areas, 2 – referees’ area, 3 – substitution areas, 4 – penalty bench areas)

2.3Team bench areas

Team bench areas must be located outside the court (Fig. 1) and easily identifiable visually. In each area of the team bench, there may be the coaching staff of the team of this bench, assistants, athletes, and personnel serving the given match. Any other persons must be at least 2 meters away from the team bench.

2.4Team penalty bench areas

Teams' penalty bench areas are no closer than two meters from the referees' area. Also, penalty benches can be located on the opposite side of the court from the referees and team benches. Only suspended players, those who have received red cards, and the referees may be in this area.

2.5Moving between play areas

2.5.1When the game clock is running or there is a stoppage during play, team members may not leave their team bench area except:

  • Currently playing;
  • Suspended players on penalty benches;
  • To receive medical care;
  • Other valid by referee reasons.

2.5.2The coach or assistant coach has the right to approach the referees’ area in order to take a timeout or for other valid reasons, without abusing this right.

2.5.3The referees have the right to give a warning or a technical foul (Article 20) if the rules for moving between playing areas are violated.

2.6Field goal value areas

Area 1 – The 1-point field goal area is located directly at the opponent's basket, bounded by a 2-point arc-shaped line with a radius of 5.5 meters (~18 ft 0.54 in ) from an imaginary point on the court under the center of the opponent's basket and the boundary line of Area 4. The 2-point line and the Area 4 boundary line are part of this Area.

Area 2 – arc-shaped area for 2-point field goals, bounded by two arc-shaped lines: 2-point and 3-point with a radius of 8 meters (~26 ft 2.96 in ), from an imaginary point on the court under the center of the opponent’s basket. The 2-point line is not part of Area 2, but the 3-point line is part of that Area.

Area 3 – occupies the entire area of the playing court from the 3-point line to the end of the playing court in its own half. Hits from this Area are worth 3 points. The 3-point line is not part of Area 3.

Area 4 – the area of 2-point field goals behind the opponents’ basket, limited by the line behind the basket’s backboard and the protective board. The boundary line of Area 4 (behind the basket) is not part of this Area.

AREA 33 POINTSAREA 11 POINTAREA 22 POINTSAREA 4 2 POINTSDIRECTIONOF ATTACK
Figure 2 – Layout of scoring areas.

2.7Clear area

The clear area (Fig. 3) is an irregular semicircular area located on both sides of the court, with a radius of 3 meters (~9 ft 10.11 in) from an imaginary point on the court below the center of the basket, including a space 0.5 m (~1 ft 7.69 in) wide from this point to the boundary line of Area 4 (Art. 2.9). The lines delimiting the clear Area are part of it.

FREE THROWPOINTCLEARAREAAREA 4
Figure 3 – Clear area (inside the smallest arced line), and the area where players are located on the court during free throws (shaded dark) and the free throw point.
03Equipment

3.1To start the game you need the following equipment:

  • Designs of stands with a backboard, basket, and softening padding;
  • Playing surface (mat) (Article 2.1);
  • Protective board along the perimeter of the court;
  • Wrestballs, size 6 (⌀ 230.57 – 234.71 mm);
  • Game clock;
  • Scoreboard;
  • Attack timer;
  • Referee’s cards (yellow and red);
  • A timer or other suitable device (not a game clock) for timing timeouts and wrestling battles (Article 18);
  • Good lighting.

The basket ring is 2.7 meters (~8 ft 10.29 in) high. The basket's reach from the protective side must be at least 2 meters (~6 ft 6.74 in). If the conditions don't allow enough basket reach or ring height, it's acceptable to adjust the standard parameters.

04Teams

4.1Definition

4.1.1All team members must be permitted to represent the team following the regulations of the organization hosting the competition.

4.1.2Team members have the right to enter the court during the game if they are listed in the score box before the start of the game and until they are removed or disqualified.

In the game, a team member can have different roles:

  • A player when he is on the playing court and has the right to play;
  • Substitute when he is outside the playing court and has the right to play;
  • Penalized (sent off) when he has received a red card and is on the appropriate bench;
  • Removed / disqualified when he is no longer eligible to play.

4.2Team composition

Each team must consist of a maximum of 10 players who are eligible to play, and a maximum of 5 accompanying delegation members who may also be present on the team bench, including coaches.

4.3Game uniform and equipment

4.3.1The playing uniform of all team members must consist of T-shirts (jerseys) with shorts of the same dominant color. T-shirt sleeves should end above the elbow. Shorts can be knee-length. Under the uniform, it is also allowed to wear tight sports underwear and overalls that differ in color from the uniform of the opposing team.

4.3.2Each team member must wear a jersey with numbers printed on the front and back that contrast with the color of the jersey.

Requirements for applying game numbers and logos:

  • Numbers must be clearly visible;
  • Rear numbers must be at least 15 cm (6 in) high;
  • Front numbers must be at least 8 cm (3 in) high;
  • Teams can use numbers from 0 to 99, as well as the number 00;
  • Players on the same team must not have the same numbers;
  • Any logo must be located at least 5 cm (2 in) from numbers and other logos.

4.3.3Teams must have at least 2 sets of jerseys.

  • The team listed as the home team chooses the color of its uniform for the game.
  • The second team (visitors) must wear a uniform that is very different in color from the home team’s.

4.3.4Other equipment.

All equipment used by players must be suitable for the game. Any equipment that gives a player an unfair advantage over other players is prohibited.

Players must not wear equipment (items) that could cause injury to other players.

At the request of a representative of the opposing team, the equipment must be approved by the Head referee.

05Playing Time and the Star of the Game

5.1Playing time

5.1.1The game must last 3 periods of 15 minutes each.

5.1.2Playing time does not stop when the ball becomes dead (Article 8), or during other delays that prevent the continuation of play.

5.1.3The Head Referee of the game can suspend the playing time in exceptional cases only. This is possible, for instance, when:

  • it is necessary to provide medical assistance to one of the players and help to leave the site;
  • a representative of one of the teams is intentionally disrupting the gameplay;
  • to decide on a game episode, it is necessary to watch a video replay;
  • In other situations, at the Head referee's discretion.

5.1.4Breaks between periods should be no more than 10 minutes.

5.1.5Breaks before overtime (both extra and golden) should be no more than 5 minutes.

5.1.6Wrestling battles before the 2nd and 3rd periods are held during the break.

5.1.7A break begins when the signal sounds to end the period or overtime.

5.1.8The game break ends when the referee places the ball in the center of the court and signals for the opening play.

5.1.9If the score is tied at the end of regular time (3rd period), there will be a 5-minute extra period (overtime).

5.1.10If after the extra period, there is no winner, the golden period is awarded until the first goal is scored.

5.1.11If a foul is committed during a break, the free throw(s) shall be taken before the start of the next period or overtime.

5.2Before the start of a game.

5.2.1Determining the game-starting team:

  • The head coaches of each team come to the Head referee and determine by tossing a coin which team will be the first to place their player in the center circle for a wrestling battle for possession of the ball at the opening play of the first period (Article 18);
  • When the first team has announced its player, the selection goes to the second team;
  • Each team has 1 minute to select a player. A team that does not field a player after time has expired will be penalized a technical foul (Article 20.6).
  • If after the wrestling battle, the winner is not determined, then at the beginning of the period a clash ball is played in the center circle (Article 6).

5.2.2In all following periods and overtimes, starting possession of the ball alternates from team to team.

5.2.3If the winner of the 1st wrestling battle has not been determined, then the right to start the 2nd period is determined within the wrestling battle before the 2nd period (also applicable to the 3rd period).

5.2.4Teams change sides of the court before the start of each period and overtime.

5.3Start and end of a period, overtime, or game

5.3.1Each period starts with opening play (if the team in possession is determined).

  • The referee places the ball in the center. One player from the team, the ball launcher, stands anywhere inside the center circle but does not touch the ball;
  • The referee signals a 5-second countdown begins, during which only the ball launcher can make the first touch of the ball;
  • All other players from both teams can move anywhere on the court except for the center circle (including the line) until one of these things happens: the 5 seconds are over, which the referee signals again, or the ball launcher touches the ball;
  • The game timer starts when the ball launcher first touches the ball or when the referee signals again 5 seconds after the first signal;
  • You cannot enter the circle and make physical contact with the ball launcher until the game timer has started.

5.3.2If the team starting the period was not determined through the wrestling battle, then at the start of the period a clash ball (Article 6) is played in the central circle instead of an opening play.

5.3.3The game cannot start if one of the teams does not have 5 players ready to play on the court.

5.3.3A period, overtime, or game ends when the game clock signal sounds to indicate the end. If the backboard is equipped with a light signal, the light signal has priority over the sound signal.

06Clash Ball

6.1Definitions

6.1.1A clash ball occurs when:

  • The winner of the wrestling battle for the opening play has not been determined;
  • Players from opposing teams keep one or both hands on the ball for more than 3 seconds and neither player can gain control without excessive roughness;
  • A mutual foul occurs during a failed last free throw;
  • The ball goes out of the playground, and the referees doubt or disagree about which player touched the ball last;
  • The alive ball is stuck between the ring and the backboard, except in the following situations: a – between free throws, b – after the last free throw followed by a predetermined possession of the ball by one of the teams.
  • In other cases, at the discretion of the Head referee.

6.2Clash ball draw

6.2.1Clash ball draw procedure (Fig. 4):

  • The arguing players stand opposite each other on the line of the central circle, each in their own half of the court;
  • The ball is in the center of the circle;
  • At the sound signal, the athletes must move or carry the ball outside the central circle;
  • All other players must stay outside the center circle until the ball leaves the circle and may not contact the participants of the clash ball.

In preparation for a clash ball before the sound signal, players of one team cannot occupy adjacent places around the circle if the opponent wishes to occupy one of these places.

6.2.2Participants in the clash ball draw can push, use various grips and techniques against each other in order to gain an advantage in the action for the ball. However, this should not be their goal. The referee is obliged to control such behavior and, if necessary, punish it.

6.2.3When one of the arguing players, standing at the starting position of the clash ball, lifts at least one foot from the line before the signal sounds, a false start is recorded.

The first time a player makes a false start in one clash ball, another try is given. After the second false start by that player, possession of the ball through the ball-in situation is awarded to the opposing team.

6.2.4Players outside the circle may not make physical contact with opponents in order to gain an advantage until the ball touches one of the arguing players.

6.2.5Players who are not involved in the clash ball must not touch the participants, step on, or enter the circle until the ball leaves the center circle.

6.2.6The game timer starts when the sound signal sounds.

1133442922222951412217312,52,5340,350,50,51,523,51,528
Figure 4 – An example of how the players are positioned during a clash ball.
07Ball Control

7.1Definitions

7.1.1Alive ball – the status of the ball when it is within the playground and the players have the right to continue playing.

7.1.2Team control begins when the alive ball is in a player's possession and continues as long as players on that team control the alive ball and pass it to each other.

7.1.3Team control ends when:

  • The opponent establishes control;
  • The ball has left the hand(s) of the player attempting a field goal or free throw.

7.2After scoring

7.2.1Once the ball is scored from a field goal or free throw that is not followed by other game procedures ordered by the referees, it continues to be considered alive. The team that concedes a goal must immediately pick up the ball and continue the game. The game timer does not stop.

7.2.2The team that scored the ball cannot prevent the opponents from immediately gaining control of the ball, nor can they take, intercept, or interfere with the continued control of it within the clear area until the ball leaves this area. For violating this rule, the team receives a warning.

7.2.3The team that conceded a goal must gain control of the ball as quickly as possible and move the ball outside its clear area within 5 seconds. For violating this rule, the team receives a warning.

7.2.4If a team receives a second warning during one game period or overtime under one of paragraphs 7.2.2 - 7.2.4 (in total), the team is punished with a technical foul.

08Dead Ball and Ball-In

8.1Definitions

8.1.1A dead ball is a situation during a period or overtime when the game is paused, and the actions of the players are not considered.

8.1.2The ball changes from a dead status to a alive one by ball-in (Article 8.2), drawing a clash ball (Article 6), or taking a free throw before which the dead ball was recorded.

8.1.3Dead ball may be called when:

  • After timeout (Article 10);
  • Ball delay (Article 14);
  • After attempting a wrestling move (Article 15);
  • Ball went out of bounds (Article 16);
  • Time to attack is running out (Article 17);
  • Violations of substitution rules (Article 19);
  • Fouls of any type (Article 20);
  • Free throw violations (Article 21);
  • Blocking the ball from going into the hoop (Article 22);
  • Injury;
  • Other possible reasons were noted by the referee, but not listed here.

8.1.4When the ball becomes dead, playing time does not stop unless the Head referee decides otherwise.

8.2Ball-in procedure

8.2.1The dead ball is put back into play from the ball-in point where the ball was at the time the dead ball was called or from the closest possible location on the court for restarting the game.

8.2.2The referee passes the ball from hand to hand or from a short distance to a player located at the ball-in point. As soon as a player gets control of the ball, the game immediately restarts.

8.2.3If the ball-in point must be inside the 1st scoring area (Fig. 2), it is moved to the closest point outside this area.

8.2.3Prohibited:

  • When the referee passes the ball to a player for ball-in, approach the player closer than 2 meters;
  • The player putting the ball into play may not attempt a shot at the basket until he loses control of the ball or 3 seconds have passed since control began.
09Scoring

9.1Scored ball

9.1.1The throw is scored when an alive ball enters the basket from above and passes completely through it.

9.1.2If a player, when rebounding, without establishing control of the ball, returns it into their team's basket, interrupts a pass, or knocks the ball out of the opponent’s hands directly into their own basket, the hit must be scored. Points are scored for the offensive player who last controlled the ball. The number of points is determined by the area in which the action occurred.

9.1.3If a player intentionally scores a field goal into his own basket, it is a violation and the hit shall not count.

9.2Scoring

9.2.1There are four scoring areas on the court (Fig. 2):

  • Scoring from Area 1 earns the team 1 point;
  • Scoring from Area 2 earns the team 2 points;
  • Scoring from Area 3 earns the team 3 points;
  • Scoring from Area 4 earns the team 2 points.

9.2.2Extra points

  • A free throw can be worth 1, 2, or 3 points (Article 21.2.2).
  • A jump shot over the basket (dunk) earns 2 points.
  • Before the second and third periods, teams place one of the players who was on the court at the end of the previous period in the center circle for a wrestling battle (Article 18). The winner of the wrestling battle earns his team 2 points.
  • Once per period, a player with the wrestler role can attempt a suplex against a player on the opposing team. A successful throw earns 2 points for the wrestler's team (Article 15).
  • A successful suplex executed against the wrestler, during his attack (called counterattack), earns 2 points to the team of the player who performed the defensive move (Article 15.1.8).
10Timeout

10.1Definition

10.1.1A timeout is a two-minute break in the game, requested by the head coach, his assistant, or the player controlling the ball. During this time players can go to their team’s bench.

10.2Timeout rules

10.2.1A timeout may be granted if:

  • the ball is dead;
  • the player in control of the ball has requested a timeout.

10.2.2The time to grant a timeout ends when a player has the ball to ball-in or free throw.

10.2.3A timeout is granted to the team that requested it first.

10.2.4To take a timeout, you must make eye contact with the court referee or approach the team umpire in the referee's area and request a timeout by showing the accepted gesture with your hands.

A timeout request can only be canceled before the timeout signal (does not apply to a timeout request by the player in control of the ball).

10.2.5If a player in control of the ball requests a timeout when a timeout has already been used by his team in the current period, his team will receive a technical foul.

10.2.6Each timeout lasts 2 minutes. The timeout begins when the referee blows his whistle and makes the timeout signal. The timeout ends when the referee blows the whistle and invites the teams to return to the court.

10.2.7During a timeout, players may leave the court and sit on their team's bench.

10.2.8A team may be given 1 timeout during each period. There are no timeouts in overtime.

10.2.9Unused timeouts cannot be carried over to the next period or overtime.

10.3Media timeouts

10.3.1The host organization may decide for itself whether media timeouts should be used and for what duration.

10.3.2One media timeout is allowed in each period in addition to team timeouts. These timeouts are called by the referees.

10.3.3The hosting organization may set its own rules regarding media timeouts.

11Technical Loss and Loss due to Lack of Players

11.1Technical loss

11.1.1A team is given a technical loss with a score of 0:10 if:

  • A team is absent or does not have five players ready 15 minutes after the scheduled start time of the game;
  • The team leaves the court without permission from the referee before the end of the game;
  • The team's actions interfere with the game.

11.2Loss due to lack of players

11.2.1A team may lose a game due to a lack of players if during the game the team has less than 3 players available to play.

11.2.2If the team that wins the game leads at the time the game is stopped, the score at that time will be the final result. If the winning team is not leading, the score will be recorded as 3:0 in their favor.

12Classification of Teams in Tournaments

12.1Round Robin Tournaments

12.1.1For a victory in a game, a team receives 2 classification points, for a loss (including a loss due to lack of players) – 1 point, for a technical loss – 0 points.

12.1.2If two or more teams have equal classification points at the end of the round-robin tournament, their places are determined by the following priority criteria:

  • The highest number of classification points scored in games between these teams.
  • The best difference between goals scored and goals conceded in games between these teams.
  • Most points in games between these teams.
  • The best difference between goals scored and goals conceded in all games of a round-robin tournament.
  • Most points in all games of a round-robin tournament.
  • If there is still a tie using these criteria, the final classification will be determined by lot or other decisions made by the conducting organization.

12.2Rating season (in development)

13Violations

13.1Definition

A violation is a failure to comply with the rules.

If a violation of the rules is detected, possession of the ball must be given to the opposing team.

14Leading Player and Holding the Ball

14.1Definition

The player in control of the alive ball is considered the leading player.

14.2Rule

The leading player must move, pass the ball, or shoot within 3 seconds. If the leading player stands still, lies down or sits with the ball for more than 3 seconds, a ball delay is recorded.

Depending on the game situation, at the discretion of the referee, a player may be punished for the ball delay with a warning or a yellow card (Article 20).

15Wrestler

15.1Rule

15.1.1The wrestler has one attempt to make an amplitude throw against any player of the opposing team on the court. The first such attempt in each period of the game is counted as a wrestler attack (move).

15.1.2The role of the wrestler for each individual period is assigned by the head coach of the team before the start of the game, informing the refereeing team about this. There can only be one wrestler on a team at a time.

You cannot transfer the role of a wrestler to another player during the game unless the wrestler leaves the game due to injury. Then the coach has the right to reassign the role of the wrestler to another player if at that moment the attempted wrestler attack is still permissible.

15.1.3To count a wrestler attack, the wrestler must switch to wrestler mode by completely removing their jersey (including their neck and head) while the ball is considered alive. From this point on, the wrestler can try an amplitude throw against an opponent until the ball becomes dead.

15.1.4If, during an alive ball, the hands of the player (not only the wrestler!) pull the shirt up, and are at or above the shoulder joint, after which the player lowers the shirt back, then the wrestler attack is considered used.

15.1.5When a wrestler begins a grapple and then stops, his attempt is considered used.

15.1.6As soon as the ball becomes dead, a wrestler attack is attempted or a counterattack is attempted, the wrestler must put on their jersey and continue the game on equal terms with the other players. In this case, the wrestler attack in the current period will be considered used.

15.1.7A successfully executed wrestler attack brings 2 points to the team of the wrestler who made the move and the right to possession of the ball from the closest possible ball-in point from the place where the wrestler attack was performed. If the attack is unsuccessful, then possession of the ball is given to the opposing team.

15.1.8When a wrestler is in the active phase, players from the opposing team can also attack them (counterattack). If a player successfully stops the wrestler using an amplitude throw, their team earns 2 points and possession of the ball.

If the wrestler is placed on the mat without an amplitude throw, then neither team receives points. Possession of the ball goes to the team that avoided the wrestler attack.

15.1.9Regardless of the result of the first attempt at a wrestler attack in a period, the wrestler loses the opportunity to make wrestler attacks in this period with impunity. Further, such attempts will be considered by the referees as a violation.

15.1.10Wrestling moves are not allowed in the clear area (Article 2.7).

15.1.11To minimize the risk of injury, it is prohibited to make an amplitude throw, preventing the opponent from taking the correct position of the arms and body when falling (for example, clasping the torso with the arms ). Such actions will be considered a violation, and the wrestler attack will be considered unsuccessful.

15.1.12During one game, an individual player can be a wrestler for no more than two periods.

15.1.13If a player who currently is not a wrestler tries to perform a wrestler attack, the team receives a technical foul (Article 20.6) and loses the opportunity to make a wrestler attack in this period. The offender receives a red card. In this situation, the opposing team is awarded one free throw for a technical violation.

15.1.14There are no wrestlers in overtimes. Such attempts will be considered by the refereeing team as a violation.

15.1.15It is prohibited to tell anyone other than members of your team who the wrestlers until this information has become publicly known.

15.1.16It is prohibited to challenge the referees’ decision on a wrestler attack.

15.1.17If a player with the role of wrestler was removed from the game before attempting a wrestler attack, the team loses the opportunity to carry out it.

16Ball Out of Bounds - Out

16.1Definition

16.1.1Out is the space located outside the playing area limited by the protective board. If the ball leaves the court, then an out is recorded.

16.1.2The protective board, nets, and other possible structural elements to help keep the ball in play are part of the playing area.

16.1.3The structure of the ring, backboard, set timer, cameras, and other possible equipment attached to a stand located within the playing area is part of the playing area. When they touch the ball, the game continues.

16.1.4An out is recorded from the player who last contacted the ball.

17Time to Attack

17.1Rule

17.1.1The team that receives the ball has 20 seconds to attack the opponent's basket.

17.1.2A shot into the basket is considered completed within 20 seconds if the ball leaves the player’s hands before the attack timer sounds and then touches the hoop or enters the basket.

17.1.3When the attack timer sounds while the ball is in flight and no violation has occurred:

  • If the ball enters the basket, the signal must be ignored, and the shot must count.
  • If the ball touches the hoop but does not enter the basket, the signal shall be ignored, and the game shall continue.
  • If the ball does not touch the hoop, but the opposing team gains control of the ball, the signal shall be ignored, and the game continues.
  • If the ball does not touch the hoop and a player of the same team that made the shot gains control, this is considered a violation.

17.1.4If the backboards are equipped with a light signal along their perimeter or the structures installed above, the light signal takes precedence over the sound signal.

17.1.5The rules related to basket interference (Article 22) must be considered.

17.2Setting the attack timer

17.2.1The attack timer is reset when the referee stops play:

  • If there is a foul or violation committed by a team not in control of the ball,
  • For any reason not related to the team in control of the ball.

In these situations, possession of the ball remains with the same team.

17.2.2The attack timer must be reset each time possession changes to the other team.

17.2.3After the ball touches the basket ring, the attack timer must be reset.

17.2.4If the attack timer signal sounds falsely, it must be ignored, and play must continue.

18Play in Wrestling Battles

18.1Rule

18.1.1There are two types of wrestling battles:

  • For possession of the ball (Article 5.2);
  • For additional points (Article 9.2.2).

18.1.2Wrestling battles are supervised and directed by a wrestling referee.

18.1.3Before the start of the first wrestling battle of the game, the Head coaches of each team approach the Head referee and decide by tossing a coin, which team will field their player first. When the first team announces their player, the choice then goes to the second team. Each team has 1 minute to select a player. If a team fails to field a player within the time limit, they will be penalized with a technical foul (Article 20.6). The right of the first choice of a player in wrestling battles alternates.

18.1.4As soon as the athletes representing a team are invited to the center circle by the referee, they must immediately approach. If an athlete intentionally does not approach without a valid reason and delays the start of the battle, the referee gives a warning (Article 18.6). The second warning results in a technical loss for that athlete. In this case, the head referee of the game can, at his discretion, award the offender with a red card (without removing them for a game minute) or a technical foul to their team (Article 20.6).

18.1.5When entering the battle, athletes must greet the referee. After that, they greet each other. Greetings are made by shaking hands.

18.1.6During a wrestling battle, only the referees and the two participating players may be on the court. All team representatives are at their benches.

18.1.7At the start of a battle, the participants must stand in the starting position in the center of the circle on their half of the court in the next period.

18.1.8The wrestling battle begins at the referee's signal and lasts 1 minute of pure time or ends earlier if the referee declares a winner. The end of the battle is signaled by a gong, siren, or other distinctive sound that the referees and the athletes are familiar with.

18.1.9The central circle does not strictly limit the area of permitted space in a battle. Athletes have the right, not significantly, up to approximately 1 meter, to go beyond the central circle. However, for the principles of spectacular wrestling, they must try to keep their position within it. For the same purposes, the referee can pause the battle to return the participants to the starting position in the center of the circle to continue. If one participant is outside the circle with both feet for a long time, he may be punished with a warning for passive wrestling (Article. 18.6).

18.1.10If simultaneously with the signal of expired time, a technique is performed, you should continue to consider all their actions until it has been completed and the position of the athletes on the mat has been fixed.

18.1.11The referees have the right to review the video replay at any time to make a decision on controversial issues.

18.1.12It is strictly prohibited to approach or communicate with the referees before the announcement of the winner of the battle. Any interaction with the referees is only permitted if they initiate the conversation. Once the referee has indicated that the interaction is over, it is considered to have ended.

18.1.13It is not allowed to challenge the referee’s decisions on the outcome of the battle.

18.1.14The battle is considered over only when the referee announces the winner in the circle, indicating this by raising the winner's hand in a generally accepted way.

18.1.15After the winner of the wrestling battle is announced, the athletes must shake hands as a sign of respect for each other, and then to the referee.

18.1.16During a game, one player can participate in a battle no more than twice.

18.2Suspension and continuation of the wrestling battle

18.2.1Suspensions of the wrestling battle are possible for non-game reasons, including technical problems, the need for medical intervention, or other unforeseen circumstances. The battle can continue after the issues have been resolved or by the decision of the Head referee of the game.

18.2.2Game reasons for suspending a wrestling battle include:

  • referees’ consultations;
  • significant exit by athletes outside the circle;
  • situations where the participant(s) are given a warning for a violation (Article 18.6);
  • the need to decide on a controversial situation.

18.2.3After the start of the wrestling battle and before its end, participants may leave the center of the area (including the center circle and 2 meters beyond it) only with the permission of the referee. Permission may be given in the following cases:

  • it is necessary to replace the playing uniform or other equipment;
  • the need to provide medical care to an athlete or referee;
  • a controversial situation has arisen that will take some time to resolve;
  • other situations in which the wrestling referee may be unable to decide independently.

18.2.4If during a wrestling battle, an athlete bleeds and the winner is not determined, the referee must pause and allow the medical team to assist the athlete.

Resumption of a battle after bleeding is possible only after the entire playground has been cleared of blood and the means to neutralize it.

If it is not possible to stop the bleeding within 3 minutes, or if the medical staff decides that continuing the battle may not be safe for the athlete, the referees should make a decision based on the following paragraph of the rules.

18.2.5If a participant is unable to continue the battle due to health reasons and the winner has not been determined, their team must nominate another athlete to take their place. The second team also has the right to substitute a participant after the first team makes a substitution.

When both participants in a battle are unable to continue due to health reasons, a process for selecting other athletes is followed, similar to what was done before the start of the battle. But if there are 10 seconds or less remaining until the end of the match, and neither participant has a significant advantage, the referee will declare a draw.

18.2.6After any suspension, the wrestling battle resumes in the starting position, with the countdown continuing until the next stop.

18.3Passive wrestling

18.3.1When participants in a battle use only defensive moves or avoid struggling to "waste time", or if their actions go against the principles of attacking and exciting wrestling, such actions are considered passive wrestling.

18.3.2Criteria characterizing a passive wrestler:

  • avoids opponent's attacks, and contact;
  • both feet outside the circle for 10 seconds;
  • holds the opponent’s arms and does not try to attack;
  • rests his head on the opponent’s chest, blocking the possibility of an attack;
  • false attacks and attacks followed by breaking the distance;
  • defensive tactics of wrestling.

18.3.3Passive wrestling for 15 seconds (10 seconds in case of leaving the circle) is considered a minor violation and is punishable by a warning (Article 18.5). A repeated warning for passive wrestling is issued 10 seconds after such a battle.

18.3.4Before the fact of punishment for passive wrestling occurs, the wrestling referee at least once, gives stimulating voice comments to the athletes about the risk of a violation for passive wrestling.

18.3.5If both participants are outside the circle with both feet, and neither shows signs of a passive wrestler, then the referee has the right to pause the battle without recording any violations and invite the wrestlers to return to their starting position in the center of the circle to continue.

18.4Determination of the winner of the wrestling battle

18.4.1Contractions are held until the “golden point”. That is, the winner is the first one to successfully perform the technique or force the opponent to break the rules.

18.4.2For a participant to win a battle, one of the following conditions must be met:

  • perform a technique or force the opponent to lose balance, after which he touches the carpet with one of the following parts of the body: torso, shoulder, thigh, or buttocks (it is allowed to touch the carpet with the head, hands, forearms, elbows, knees, shins and feet);
  • the opponent received two warnings;
  • the opponent is punished for violating sporting principles or ethical standards.

18.4.3If a player makes a successful amplitude throw, then he is recognized as the winner of the battle, regardless of who first touched the mat with any part of the body.

18.4.4When, after the time of the battle, the winner is not determined, a draw is declared. If there is a battle for possession of the ball, a clash ball is played in the center circle (Article 6). If the battle is for extra points, then neither team receives points.

18.5Prohibited actions in a wrestling battle

18.5.1Prohibited acts are divided into minor and serious violations.

18.5.2For minor violations, the athlete receives a warning. These include:

  • pushing the opponent significantly out of the circle, without using any technical skills;
  • passive wrestling;
  • unintentional blows with hands, feet, or head;
  • pressing with your elbow or knee to the groin, stomach, or chest;
  • grabbing an opponent by the sole of his foot;
  • pinching;
  • grabbing the hair, ears, or nose;
  • grabs by the throat with hands;
  • prolonged grabbing and pulling of the opponent's equipment with an effort that can lead to its damage or to gain an advantage;
  • deliberately delaying the continuation of a battle before the start or during a pause without a good reason.

18.5.3For serious violations, the athlete will be awarded a defeat in the battle and will be penalized with a red card (without being sent off the field for a minute), as well as a ban on participating in other battles during the current game. These include:

  • deliberate blows with hands, feet or heads;
  • poking fingers into sensitive areas;
  • grips on the groin area;
  • strangling;
  • painful hold;
  • bites;
  • intentionally injuring an opponent;
  • faking an injury to stop the battle;
  • refusal to participate in a battle without a good reason;
  • violation of sports principles or ethical standards.

18.5.4Receiving a second warning in one wrestling battle for any reason leads to the defeat of the athlete. If both athletes receive their second warning at the same time, a draw is declared.

18.5.5If, in the case of a minor violation, the athlete has not received a clear advantage, and, in the referee's opinion, significant actions are taking place, then, without interrupting the battle, he signs with a voice-accompanied gesture regarding the minor violation and then points towards the offender.

18.5.6The Head referee has the right to additionally punish athletes for unacceptable actions during a wrestling battle in one or several ways at the same time:

  • technical foul (Article 20.6) with a free throw;
  • transfer of possession of the ball to the opposing team at the start of the next game period, regardless of the current possession order (does not affect subsequent possession transfers);
  • removal until the end of the game.
19Substitution

19.1Definition

Substitution is when a player replaces another player from the same team on the court.

19.2Rule

19.2.1A free substitution opportunity is given to both teams when the ball is dead, during timeouts and breaks.

19.2.2When the ball is alive, substitution is possible under the following conditions:

  • The ball is inside the three-point arc of the team making the substitution;
  • The player being replaced must go to the designated area at the side for replacement, located near their team’s bench, and leave the court;
  • Anyone entering the court should wait until the player being replaced has fully vacated the court before entering the playing space themselves.

19.2.3A substitute player does not have the right to:

  • perform a wrestler attack for 5 seconds;
  • contact the player in possession of the ball for 3 seconds;
  • gain control of the ball within 3 seconds.

19.2.4If a player receives medical or other assistance, he must be replaced. The exception is the situation when a team has fewer than 5 people available to play.

19.2.5If a player designated to take a free throw must be replaced for medical reasons or due to suspension, the free throw must be taken by the player who substitutes him.

20Fouls

20.1Definition

20.1.1A foul is a violation of the rules due to improper physical contact or unsportsmanlike conduct.

20.1.2Each team may be given any number of fouls. Each foul must be recorded by the referees, recorded in the official scorebook, and punished according to these rules.

20.2Rules of conduct for game participants

20.2.1To play the game at its best, there must be cooperation and good intentions from all parties involved. Teams must make every effort to win, but only through sportsmanship and fair play.

20.2.2Willful or repeated refusal to cooperate may be considered a violation, with varying penalties determined by the referees.

Referees can help prevent violations of the rules by issuing warnings or, in some cases, allowing for minor incidents of unintentional non-compliance that do not significantly affect the game's flow.

20.3Classification of fouls and penalties

20.3.1For violations, players may receive a warning, a yellow or red card.

20.3.1A player who receives a red card is temporarily sent off from the game, and his team remains in the minority for the time being.

  • If a red card is received more than 1 minute before the end of the period (or overtime), the player is sent off the court for 1 minute of playing time;
  • If a red card is received less than 1 minute but more than 30 seconds before the end of the period (or overtime), the player is sent off the court before the end of the period;
  • If a red card is received less than 30 seconds before the end of the period (or overtime), the player is sent off the court for the rest of the current period and 30 seconds of the next period.

20.3.2When a player is sent off, they are sent to their team's penalty bench (Fig. 1). All team members are prohibited from approaching and communicating with the players on the penalty bench.

20.3.3After the expiration of penalty time, without waiting for a pause in the game, the player independently returns to the court or team's bench. When entering the court, it is necessary to observe the rules of substitution (Article 19).

20.3.4If any team takes a timeout during the penalty time, then the teams can replace the penalized players and return to the game with 5 players. Regardless of timeouts, the penalized player must spend the required time on the penalty bench.

20.3.5Fouls may be punished by a warning, yellow or red card depending on the position of the players, speed, and force in a particular situation at the discretion of the referee:

  • grabbing clothes – a warning or yellow card;
  • holding the player who has lost the ball for more than 2 seconds – a warning or yellow card;
  • hitting or blocking hands – a warning or yellow card;
  • directed strong body impact on a player without the ball, able to knock an opponent down – a warning or a yellow card;
  • putting a leg or arm in the path of a moving opponent, causing contact and a significant loss of the achieved advantageous – a warning or yellow card;
  • holding, grabbing, and using wrestling techniques against a player without the ball – a warning, yellow card, or red card;
  • an accentuated push with one or two hands – a warning, yellow or red card;
  • slide-tackle – a yellow or red card.

20.3.6After a recorded red card, the player against whom the violation was committed takes a free throw.

20.3.7If a foul is committed against the player at the final phase of throwing the ball into the basket, the player gets a free throw. The ball thrown into the basket is counted.

20.4Mutual foul

20.4.1A mutual foul is called when 2 opponents commit fouls against each other at approximately the same time.

20.4.2For a mutual foul to be called, the following conditions must be met:

  • Both fouls are player’s fouls;
  • Both fouls involve physical contact;

20.4.3Every offender must be punished with a foul. No free throws will be awarded, and play must be restarted. Moreover, if almost simultaneously with a mutual foul:

  • A field goal is scored, or a successful final free throw is made, the ball must be given to the team whose basket it was scored for entry into play from that team's clear area;
  • One team had control of the ball or was entitled to possession of the ball, the ball must be given to that team to be put into play from the nearest possible ball-in point to the place where the ball was when stopped;
  • Neither team has control of the ball, then sets a clash ball.

20.5Unsportsmanlike foul

20.5.1An unsportsmanlike foul is a player’s action that is called when committing particularly serious intentional violations, or fouls that have an increased risk of life and health. This includes:

  • deliberate hit;
  • a strong push to the back or side with an increased risk of life and health;
  • slide-tackle a player without the ball;
  • capturing and holding a player beyond the acceptable limits of sporting principles.

20.5.2A player who commits an unsportsmanlike foul receives a red card and may be removed for the rest of the game.

20.5.3When an unsportsmanlike violation is called, the free throw shall be awarded to the player who was fouled.

20.6Technical foul

20.6.1A technical foul is a foul called for non-contact action, including, but not limited to:

  • Neglect of referees' warnings;
  • Obstruction of referee work;
  • Contacting removed players with teammates or rivals;
  • Disrespectful behavior or communication towards anyone who is near the court;
  • Using expressions or gestures that are offensive or provocative to others.

20.6.2A technical foul may be committed by any team member on or near the court. If a technical foul is given to a coach or other team official, the foul will be charged to the team.

20.6.3If a technical violation is recorded, a free throw must be awarded to the player designated by the team coach. After the free throw, the team that had the ball before the foul was called, resumes the game (Article 8.2).

20.7Playing in a clear area

20.7.1Only the following types of physical contact are allowed in the clear areas:

  • Not rough body play;
  • Not strong pushing;
  • Easy hand-holding.

20.8Other permitted and prohibited contact actions in the game

20.8.1Grabbing and pulling clothes lightly is allowed only when using wrestling techniques:

  • The athlete acts defensively against the leading player (Article 14);
  • A wrestler attack or defense against a wrestler is carried out (Article 15);
  • A wrestling battle happens (Article 18).

20.8.2Only one player from the other team can come into contact with the leading player at a time. If another player from the same team simultaneously contacts that player, the referee can punish them with a foul. The severity of the punishment can vary depending on the circumstances.

20.8.3Simulation is an action by a player intended to create the impression that a foul has been committed against them, to gain an unfair advantage. Imitation may be punishable by warnings, yellow cards, or technical fouls.

20.8.4Screening is an attempt to prevent an opponent from taking a desired position or delay them by blocking their path with your body. It is forbidden to spread your arms and legs to the sides, which creates an additional obstacle to the player's movement. The screen can be facing, sideways, or with back to the blocked player.

20.9Foul Limits

20.9.1Every second yellow card given to an athlete during a period automatically earns him a red card.

20.9.2If a player receives two red cards during a game, he is removed for the rest of the game.

20.9.3If a player receives two technical fouls or unsportsmanlike fouls (in total), they will be removed for the rest of the game. They must immediately leave the court and are not allowed to be on the bench or stands.

20.9.4The referee has the authority to remove a player or another team member for the rest of the game if he considers that they have committed a sufficiently rude or obscene action, or their continued presence may be dangerous to others. In such cases, the punished person must leave the playground and is not allowed to remain on the team's bench or stands.

21Free Throws

21.1Definition

21.1.1A free throw is a player’s opportunity to score points without resistance or interference from the free throw point (Fig. 3).

21.2Rule

21.2.1When a foul occurs, and a free throw is awarded:

  • The player who has been fouled must shoot a free throw.
  • If a request is made to replace the player taking the free throw, they must first take the designated shot and then leave the court.
  • If a player leaves the game due to an injury or suspension, their replacement must take a free throw. If their team has no more substitutes available, the free throw will be taken by any player designated by the head coach.

21.2.2The game point value for a free throw is determined as follows:

  • A foul was committed while shooting and the ball was not scored – the value of the free throw is equal to the area from which the shot was taken (1, 2, or 3 points).
  • A foul is committed on a player who is jumping towards the hoop and carrying the ball into the basket from above (the ball and the hand carrying it must be above the level of the hoop), and the ball was not scored – a free throw is valued at 2 points.
  • A foul is committed on a throwing player from any position, and the ball is scored – a free throw is valued at 1 point.
  • If any other foul is punished with a free throw, the value of that free throw will be 1 point.

21.2.3When a technical foul is called without contact, any player from the opposing team may be selected to shoot a free throw.

21.2.4The player taking the free throw must:

  • Position yourself at the free throw point, keeping at least one foot on the point until the ball is released;
  • Make a throw within 5 seconds from the moment it is placed at his disposal by the referee;
  • Do not touch the clear area line or enter the clear area until the ball has entered the basket or touched the ring;
  • Don't fake a free throw.

21.2.5The remaining players on the courts must be behind the 2-point line and Area 4 to compete for a rebound after a free throw (Fig. 2 and 3). Players from both teams may take alternating positions among themselves. During free throws, players must not:

  • Step beyond the shooting space lines until the ball leaves the shooter's hands;
  • Distract the free-throw shooter with your actions.

21.2.6During a free throw followed by another free throw or predetermined possession, all players must remain behind the lines that restrict their space during the shot.

21.3Punishment

21.3.1If the free throw was successful and the violation was committed by the player who made the free throw, points are not counted. The opposing team gets the ball from their clear area unless there is another free throw or possession of the ball.

21.3.2If the free throw was successful and the violation was committed by the opponent, an additional free throw worth 1 point is awarded.

21.3.3If a free throw was unsuccessful and the violation was committed by the player taking the free throw or their teammate, the opposing team gets the ball from their clear area.

21.3.4If a free throw was successful and the violation was committed by anyone other than the player taking the free throw, the points shall count.

22Basket Interference (goaltending)

22.1Definition

22.1.1Basket interference is called when:

  • After any shot, a player touches the ball, the basket, or the stand construction at or just before the ball makes contact with the hoop or while the ball is still able to go into the basket.
  • During a shot for a field goal, a player touches the ball at a time when it is above the ring and moves in a downward trajectory toward the basket.
  • The player reaches into the basket from below and touches the ball.
  • A player causes vibration or grips the basket in such a way that, in the opinion of the referee, prevents the ball from going in or causes the ball to go in the basket.
  • The player grabs the basket and plays with the ball.

22.1.2The restrictions associated with interference stop applying when the ball cannot enter the basket or touch the ring anymore.

22.1.3If the game clock indicates the end of a period or the referee signals with the whistle while the ball is still in flight, players should not attempt to make interference actions.

22.2Punishment

22.2.1If the attacker violates the rule, no points are counted, and possession of the ball is given to the opposing team.

22.2.2If the defender violates the rule, the attacking team is awarded the same number of points as the throw was valued at.

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WRESTBALL

THE GAME DOESN’T STOP AT CONTACT

ABOUT

Wrestball is a team sport, professional league and global sports IP built around ball control, scoring and legal wrestling within one continuous game. Two teams compete on a dedicated court, where legal wrestling is part of live play: against the ball carrier, in wrestler attacks and in battles. Striking is prohibited.

Created in 2021, Wrestball has developed through live competition, athlete participation and the continued evolution of its rules, playing environment and competitive format.

Today, Wrestball is being built as a complete global sports property — bringing the game, league, athletes, competition, teams, events, media, content and international development together under one brand.

THE SPORT

Five-on-five competition. Three 15-minute periods. Two hoops. One ball. Legal wrestling is part of live play.

Wrestball combines speed, possession, scoring and physical control within a single continuous competitive format.

THE LEAGUE

Wrestball operates as the professional league of the sport, providing the structure for official competition, athlete participation, teams and events under one unified ruleset and competitive standard.

The league is being built for international expansion while maintaining one Wrestball identity, one game and one standard of competition.

ORIGIN
2021

Wrestball was created in 2021 as a new competitive sport combining ball play, scoring and wrestling within one continuous game.

THE VISION

Wrestball is being built as a professional sport, a global league and a scalable sports IP — with its own athletes, competition system, teams, events, media, content and international market structure.

We are building one global sports property around the game: one brand, one ruleset and one competitive standard, designed to expand through competition, media, licensing, territories and culture.

LEADERSHIP
LOUIS MAGONCO-FOUNDER, CO-OWNER & EXECUTIVE CHAIRMAN

Leads Wrestball’s global strategy, league development and overall growth.

HONORE MAGONCO-FOUNDER & PRESIDENT

Oversees league operations and executive management.

ONE SPORT
ONE LEAGUE
ONE GLOBAL
PROPERTY

Built around one identity, one ruleset and one competitive standard.

MEDIA

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ABOUT WRESTBALL

Wrestball is a team sport, professional league and global sports IP combining ball play, scoring and legal wrestling within one continuous competitive format.

MEDIA CONTACT

info@wrestball.com

CONTACT

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FOR GENERAL INFORMATION

Questions about the league, the game or the athletes. Write to us.

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PRIVACY
POLICY

How Wrestball collects, uses and protects personal information.

EFFECTIVE DATEOctober 9, 2026
LAST UPDATEDOctober 9, 2026
CONTENTS

01Introduction

Wrestball Inc. (“Wrestball,” “we,” “us,” or “our”) is a corporation incorporated under the laws of the State of Delaware, United States of America.

Wrestball develops and operates a professional sports league, sporting competitions, athlete programs, digital media, and related intellectual property and commercial activities.

We are committed to respecting your privacy and protecting the personal information entrusted to us.

This Privacy Policy explains how we collect, use, disclose, retain, and protect personal information when you visit our official website, https://wrestball.com (the “Website”), submit applications or inquiries, subscribe to communications, or interact with our online services.

This Privacy Policy applies to personal information processed through the Website and related digital services operated by Wrestball Inc.

We handle personal information in accordance with applicable United States federal and state privacy laws and other applicable data protection requirements.

02Company Information

The entity responsible for the Website and its privacy practices is:

WRESTBALL INC.A Delaware Corporation16192 Coastal Hwy
Lewes, Delaware 19958
United States of America
Official Website: https://wrestball.comPrivacy Contact: info@wrestball.com

Questions or requests regarding personal information may be directed to the contact information above.

03Information We Collect

We collect personal information that you voluntarily provide, certain information generated through your interaction with the Website, and relevant information obtained from authorized or publicly available sources.

3.1Personal and Contact Information

Depending on your interaction with Wrestball, we may collect:

  • First and last name
  • Email address
  • Country and city
  • Social media profiles
  • Professional or organizational affiliations
  • Information included in messages or correspondence

3.2Athlete Applications and Recruitment

Individuals applying to join Wrestball or participate in its competitions may provide:

  • Name and contact information
  • Country and city of residence
  • Athletic background and sporting discipline
  • Current or previous club affiliations
  • Physical measurements, such as height and weight, where voluntarily submitted
  • Athletic achievements and professional experience
  • Social media accounts
  • Video highlights or athletic portfolios
  • Additional information relevant to athlete assessment and recruitment

We collect this information to evaluate prospective athletes, administer recruitment processes, communicate with applicants, and assess potential participation in Wrestball competitions and clubs.

Submitting an application does not guarantee acceptance into Wrestball, an athlete agreement, or assignment to any Wrestball club.

3.3Business and Partnership Inquiries

When individuals, companies, sponsors, investors, or other organizations contact Wrestball, we may collect:

  • Contact details
  • Company or organization name
  • Country
  • Proposed partnership category
  • Business proposals and relevant communications
  • Other information voluntarily submitted

3.4Newsletter and Event Updates

When you subscribe to Wrestball updates, we may collect:

  • Email address
  • Subscription source
  • Subscription date
  • Unsubscribe and subscription-management records

3.5Website and Technical Information

When you access the Website, our systems and service providers may process certain technical information, including:

  • IP address
  • Device and browser information
  • Operating system
  • Access dates and times
  • Technical request information
  • Security-related information

Such information may be used to operate the Website, troubleshoot technical issues, maintain security, and prevent unauthorized activity.

3.6Browser Notifications

If you enable browser notifications, we may collect and maintain the technical subscription information necessary to deliver notifications to your browser or device.

04How We Use Your Information

Wrestball may use personal information for the following purposes:

  • Operating and maintaining the Website.
  • Reviewing and processing athlete applications.
  • Managing athlete recruitment and selection.
  • Communicating with athletes and prospective participants.
  • Responding to business and partnership inquiries.
  • Administering league-related activities.
  • Sending requested news, announcements, and event updates.
  • Delivering optional browser notifications.
  • Supporting authorized business relationships.
  • Improving the functionality and security of our services.
  • Preventing fraud, misuse, and unauthorized access.
  • Complying with applicable legal obligations.
  • Protecting the legitimate rights and interests of Wrestball and its users.

Personal information submitted through athlete applications or partnership inquiries is not automatically added to unrelated promotional mailing lists.

Where consent is required by applicable law, we will seek appropriate authorization.

05Public Athlete Profiles

As a professional sports organization, Wrestball may publish information about athletes officially participating in or affiliated with the league.

Public athlete profiles may contain:

  • Name and photograph
  • Country or nationality
  • Professional sporting background
  • Club affiliation
  • Team role or competitive status
  • Athletic achievements
  • Match participation and statistics
  • Professional biography
  • Public social media links
  • Authorized photographs and promotional videos

The publication of athlete information is subject to applicable agreements, permissions, and legal requirements.

Submitting an application or being considered as a prospective athlete does not automatically authorize Wrestball to publish an individual’s personal information or identify that individual as an officially contracted athlete.

06How We Share Information

We may disclose personal information to authorized parties when reasonably necessary for the purposes described in this Privacy Policy.

These parties may include:

Website and Infrastructure Providers

Netlify and other authorized technology providers that support website hosting, storage, security, and related services.

Email and Communication Providers

Resend and other authorized email delivery providers, where configured, to process transactional messages, subscriptions, and newsletters.

Wrestball Personnel and Clubs

Authorized league personnel, affiliated clubs, and representatives who require relevant information for athlete evaluation, recruitment, club assignment, competitions, or other legitimate league activities.

Professional and Business Service Providers

Authorized contractors, professional advisers, and service providers assisting with operations, administration, and legal matters.

Browser Notification Providers

Browser and operating-system notification services used to deliver notifications requested by users.

Legal Authorities

Government agencies, regulators, law enforcement, or other authorized parties when required by law or a valid legal process.

We expect service providers processing personal information on our behalf to apply appropriate confidentiality and security protections.

07Sale of Personal Information and Advertising

Wrestball does not currently sell personal information collected through the Website’s athlete application, partnership inquiry, or newsletter forms.

We do not currently use personal information submitted through those forms for cross-context behavioral advertising.

If our practices change, we will update this Privacy Policy and provide any notices, consent mechanisms, or opt-out rights required by applicable law.

08Cookies and Similar Technologies

The Website may use cookies, browser storage, and similar technologies necessary for:

  • Essential website functionality
  • Administrative authentication
  • Security and fraud prevention
  • Maintaining certain website settings and preferences

Certain third-party services, including externally hosted resources, may receive technical information when your browser connects to those services.

If Wrestball introduces additional analytics, advertising, or non-essential tracking technologies, we will update our disclosures and implement applicable privacy choices or consent mechanisms.

You can manage cookies and browser storage through your browser settings. Disabling certain technologies may affect website functionality.

09Email Communications

Visitors who subscribe to Wrestball communications may receive:

  • League news
  • Athlete announcements
  • Club updates
  • Competition and event information
  • Official Wrestball announcements
  • Promotional communications related to Wrestball

You may unsubscribe from promotional emails at any time by using the unsubscribe link provided in our messages.

You may also contact info@wrestball.com to request removal from marketing communications.

We process unsubscribe requests in accordance with applicable law.

Unsubscribing from promotional messages does not necessarily prevent Wrestball from responding to requests you initiate or sending essential transactional communications.

10Data Retention

We retain personal information only for as long as reasonably necessary for the purposes for which it was collected, subject to applicable legal, contractual, and business requirements.

Retention periods are determined by factors including:

  • The nature and purpose of the information
  • Whether an athlete application remains under consideration
  • Whether an individual maintains an active relationship with Wrestball
  • Whether a partnership inquiry remains active
  • Whether a subscription remains active
  • Applicable legal or recordkeeping obligations
  • The necessity of maintaining records for legitimate legal claims

When personal information is no longer reasonably required, we take appropriate steps to delete, anonymize, or otherwise dispose of it in accordance with applicable requirements and operational procedures.

Limited records may be retained when necessary to document unsubscribe requests, prevent unwanted communications, or comply with legal obligations.

11Information Security

Wrestball takes reasonable administrative, technical, and organizational measures intended to protect personal information against unauthorized access, disclosure, alteration, misuse, or loss.

These measures may include:

  • Secure website connections
  • Restricted administrative access
  • Authentication controls
  • Access management
  • Technical security monitoring
  • Protections against unauthorized requests

Access to personal information is limited to authorized personnel and service providers who require it for legitimate purposes.

Despite reasonable safeguards, no internet-based system or electronic storage method can be guaranteed completely secure.

12Your Privacy Rights

Depending on your state or country of residence and the laws applicable to Wrestball, you may have certain rights regarding your personal information.

These may include:

Right to Access

Request information about the personal data we maintain about you.

Right to Correction

Request correction of inaccurate personal information.

Right to Deletion

Request deletion of personal information, subject to applicable legal exceptions.

Right to Data Portability

Request a copy of eligible personal information in an appropriate format.

Right to Opt Out

Opt out of certain personal information processing activities where provided by applicable law.

Right to Withdraw Consent

Withdraw consent for optional communications or other consent-based activities.

Right to Appeal

Where applicable law provides an appeal right, request reconsideration of certain decisions relating to privacy requests.

To submit a request, email:

info@wrestball.com
Subject: Privacy Request

Please describe your request and provide sufficient information for us to identify the relevant records.

We may take reasonable steps to verify your identity before processing a request.

Requests will be evaluated and answered in accordance with applicable legal requirements.

We will not unlawfully discriminate against individuals for exercising their privacy rights.

13U.S. State Privacy Rights

Residents of certain United States states may have additional rights under applicable privacy laws, including the Delaware Personal Data Privacy Act, the California Consumer Privacy Act, and other state privacy legislation.

These laws apply only when their respective statutory requirements are satisfied.

Where applicable, individuals may have rights relating to access, correction, deletion, data portability, and opting out of certain processing activities.

Where a right to appeal is provided by applicable law, you may submit an appeal by contacting:

info@wrestball.com
Subject: Privacy Appeal

We will review and respond to eligible appeals within the period required by applicable law.

If an appeal is denied, we will provide information regarding available further complaint procedures where required.

Eligible individuals may also contact the relevant state attorney general or privacy enforcement authority where permitted by law.

14International Visitors

Wrestball Inc. is incorporated in the United States and operates a Website accessible to an international audience.

Personal information may be processed or stored in the United States or in other jurisdictions where authorized service providers operate.

Privacy laws may differ by jurisdiction.

Where laws outside the United States apply to our activities, we will handle relevant personal information in accordance with those applicable requirements, including requirements governing international data transfers where necessary.

Nothing in this Privacy Policy is intended to limit mandatory privacy rights provided under applicable law.

15Children’s Privacy

The Website is intended for a general audience and is not directed to children under the age of 13.

We do not knowingly collect personal information online from children under 13 without the parental authorization required by applicable law.

Children under 13 should not submit personal information through the Website’s application, partnership, or subscription forms.

If we learn that personal information has been collected from a child in violation of applicable law, we will take appropriate action, including deletion where required.

Athlete participation involving minors may require additional eligibility checks and authorization from a parent or legal guardian.

Parents and legal guardians may contact info@wrestball.com regarding concerns involving a minor’s personal information.

16Third-Party Websites and Social Media

The Website may provide links to third-party platforms, including Instagram, YouTube, X, and other social media or external services.

These websites operate under their own terms and privacy policies.

Wrestball is not responsible for the independent privacy practices of third-party services.

We encourage users to review the relevant privacy policies before providing information to external platforms.

17Corporate Transactions

In connection with a merger, acquisition, restructuring, financing, sale of assets, or similar corporate transaction, certain personal information may be disclosed to authorized parties where reasonably necessary and legally permitted.

Any such disclosure will be subject to applicable legal requirements and appropriate confidentiality and security protections.

18Changes to This Privacy Policy

Wrestball reserves the right to update this Privacy Policy to reflect changes in our operations, technologies, services, or applicable legal requirements.

Updated versions will be published on the Website with a revised “Last Updated” date.

Where applicable law requires additional notice or consent for material changes, Wrestball will provide such notice or seek such consent before implementing the relevant processing changes.

19Contact Information

For questions, privacy-related concerns, or requests regarding personal information, please contact:

WRESTBALL INC.Corporation incorporated in Delaware, USA16192 Coastal Hwy
Lewes, Delaware 19958
United States of America
Email: info@wrestball.comWebsite: https://wrestball.com