
The official rules of Spikeball aka Roundnet will be used, and can be found here. In the event of a conflict between the below and the rules found in the link, the rules below will prevail for our competition.
Basics
Before Play
- The tension of the net should be consistent throughout. A ball dropped from 3 feet above the net should bounce up approximately 12-18 in
- Starting out? Get that net nice and bouncy to make rallies easier!
During Play
- Roundnet is played using rally scoring; points can be won by the serving or receiving team.
- Games are typically played to 11, 15 or 21. In tournament play, the Commissioner specifies the winning score.
- Games must be won by two points unless otherwise agreed upon or specified.
- The rally ends and a point is awarded when:
- The ball contacts the ground or otherwise isn’t returned onto the net within 3 touches
- The ball is hit directly into the rim at any time, unless it’s the first serve
- The ball bounces and falls back onto the net or rim
- The ball clearly rolls across the net
Some key Spikeball terms
- Pocket = when the ball hits that weird spot in between the net and rim and deviates. Pockets are not allowed on serves, but are allowed during rallies
- Rim = the bar around the outside of the net. If the ball hits the rim at any point in a game, it’s a fault
- Roll-up = when the ball hits a pocket then rolls up over the rim. This is legal.
- Soft-touch = if the ball is travelling in an upwards trajectory off the net when it hits a player, that player can choose to touch the ball again. His/her partner must then play the ball on to the net.
Serving
- All players except the receiver must begin the point at least 7 feet from the net (if you’re new to the game, you can stand closer)
- To serve, you must toss the ball into the air then hit it on to the net
- The serve must come cleanly off the net (i.e. NOT hit a pocket or rim)
- If the first serve is a fault, the server gets a second serve
- Come up with a sequence for who serves in which order (e.g. player 1, then 3, then 2, then 4. Keep that order throughout the game)
- If the receiving team wins the point, the next designated player serves according to the initial sequence. Otherwise, the server switches places with his/her partner and serves to the other receiving team member.
- The receiving team sets their position first. The server stands 180 degrees across the designated receiver–the only player allowed to field the serve.
- Serves may be struck with any amount of force; short serves are allowed.
- If a server serves two faults, the receiving team wins the point. Violation of ANY of the following rules is a fault:
- If the server tosses the ball, he/she must hit it
- Dropping, catching, or swinging at and missing a toss all count as a fault
- To equalize sun and wind effects, rotate starting positions 90 degrees counter-clockwise every 5 points if desired
Scoring
- Games will be played to 21
- Every point counts – you don’t just win a point on your serve
- Games must be won by 2 clear points
Rallies
- Touches must alternate between teammates. Consecutive touches by one player result in a loss of a point (unless it’s a soft-touch – see key Spikeball terms!)
- The ball must be contacted cleanly, not caught or thrown
- Players may use any individual part of their body to hit the ball
- After the serve, any unusual bounce (i.e. pocket) that does not contact the rim is legal and playable
- A shot which lands on the net, rolls into the rim and then off the net (i.e. roll-up) is played as a pocket, not a direct rim hit
- If teams cannot determine the legality of a hit, replay the point
Hinders
- Defending players must make an effort not to impede the offending team’s possession or play on the ball.
- If an offender collides with a defender, or a defender’s position prevents a markeable offensive play on the ball, the infracted player may call “hinder” to force a replay of the point
- Don’t be a jerk 🙂
