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Desert Dynasty

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Spikeball Rules

July 17, 2025 by The Commish

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 🙂

Filed Under: Draft Combine Events, Draft Weekend Tagged With: Draft, Draft Combine, Draft Weekend, Roundnet, Spikeball

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Rough news. Hate to see a guy go down with any sort of injury.
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Cowboys CB Trevon Diggs suffered torn ACL in practice today, out for the season. (via @RapSheet & @TomPelissero)

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