Spikeball Regulations
1. Eligibility
The Intramural sport convener may modify these rules at their discretion. The Intramural sport convener and officials have the discretion to rule on any matter not covered by these rules.
Click here for Intramurals eligibility rules.
2. Number of Players
3. The Game
A. HOUSE RULES
In general, our rules are governed by . Please see our house rules below for exceptions.
1. Beginning Play
I. To determine starting possession/service, rock, paper, scissors will be played. The team that does not serve first in the first game will serve first in the second game. If a third game is required; rock, paper, scissors will be played again to determine service of that game.
II. All players except the receiver must begin the point at least 6 feet from the net. The receiver may stand at any desired distance.
III. Once the server strikes the ball, players may stand anywhere they choose.
IV. Possession changes when the ball contacts the net.
V. Each team has up to 3 touches per possession.
VI. Determine a serving order which alternates players from the two teams (e.g. Player 3 follows Player 1, etc.).
2. Scoring
I. Spikeball is played using rally scoring; points can be won by serving or receiving team.
Matches will be played in half hour timeslots. Games will be played to 11 points (win by 2, hard cap at 15). Best 2 out of 3 games wins the match. Teams will play 2 half hour matches per day.
II. The rally ends and a point is a point is awarded when:
a. the ball contacts the ground or otherwise isn't returned onto the net within 3 touches.
b. The ball is hit directly into the rim at any time.
c. The ball bounces and falls back onto the net or rim.
d. The ball clearly rolls across the net.
3. Serving
I. 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 (similarly to volleyball – the same player serves continuously until their team loses a point. Then, the next time that team wins a point and serves, the other player must serve).
II. The receiving team sets their position first. The server stands 180 degrees across from the designated receiver--the only player allowed to field the serve.
III. Serves may be struck with any amount of force; short serves are allowed.
IV. If a server serves two faults, the receiving team wins the point. Violation of ANY of the following rules is a fault:
a. If the server does not toss the ball upward at least 4 inches before contact.
b. 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.
c. If the serve hits the ground or the rim (including on a roll up) = fault.
d. A ‘pocket’ on a serve will be considered equivalent to a ‘let’ in tennis, it will not count as a fault. Two consecutive lets will be considered equivalent to one fault.
4. Rallies
I. Touches must alternate between teammates. Consecutive touches by one player result in a loss of a point.
II. The ball must be contacted cleanly, not caught, lifted, or thrown. Players may not hit the ball with two hands, even if placed together "volleyball style". If any of the preceding occurs = loss of point.
III. Players may use any individual part of their body to hit the ball.
IV. After the serve, any unusual bounce (i.e. pocket) that does not contact the rim is legal and playable.
V. A shot which lands on the net, rolls into the rim and then off the net (i.e. roll-up) is played as a direct rim hit and results in a loss of point.
VI. If teams cannot determine the legality of a hit, replay the point.
5. Infractions
I. Remember: player safety is paramount. There should be no intentional physical contact between players for any reason.
II. Defending players must make an effort not to impede the offending team's possession or play on the ball.
III. If an offender collides with a defender, or a defender's position prevents a makeable offensive play on the ball, the infracted player may call "hinder" to force a replay of the point.
B. EQUIPMENT
• Spikeball equipment will be provided.
C. PLAYOFFS
• Format will be determined by the Intramural sport convener and communicated to participants before the start of playoffs.
• Should teams be tied after 2 games, teams will progress to a third game to 11, with a cap at 15. The 30 minute time limit will not apply during playoffs; however players are encouraged to keep the speed of play up so that all games can get in. The supervisor will be in charge on ensuring that games move at an appropriate speed.
4. Sportsmanship
5. Playing Field Conditions
• In the event of a problem with lights or leakages, captains will be notified and games will be rescheduled, if possible.
• When in doubt, players should expect the game to be played and arrive at the indoor facility on time. If games get/are to be cancelled the sport convener will send out a message to those affected as soon as the decision to cancel has been made.
6. Game Reschedules
I. Cancelled Games (due to weather, space conflicts etc.) will be rescheduled whenever possible to ensure you get the Intramural experience you paid for, however facility availability is limited, and games may not always be able to be rescheduled.
II. Team Requests for a Reschedule - Unfortunately, once our schedules are released online we only make changes due to facility closure, etc.
III.If you need to reschedule a game, email your opponent to gain their permission to a possible rescheduling. Only if the opponent agrees to a change of game time can you email your Intramural sport convener at least 48 hours prior to the game with your request (and proof of opponent’s agreement). Requests will be accommodated when possible, but are not guaranteed. If you wish to swap game times with another game in your division, you must contact the captains of all teams involved in the game swap. The swap can only occur if all parties agree. This must be completed at least 48 hours prior to the originally scheduled game. Proof of all agreements must be sent to the Sport Convener before the game time swap can be executed.
IV. Forfeit the game: If you give at least 48 hours’ notice to your sport specific convener that your team won't be playing and that the game is a ‘forfeit’. You will lose the game, but not your Performance Bond.