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Rules

THE GAME

Rock/paper/scissors determines which team gets the choice of either the serve or the side of the court.

GAME TIME LIMIT. All matches will have a maximum time limit of 1 hour. The scheduled game time will serve as the start time for each match. If a match is scheduled for 6:30 PM, the set must be completed by 7:30 PM regardless of the score or whether all 3 sets have been fully played. One hour after the scheduled game time, the teams must immediately leave the court, and the score at that time will be recorded as the final score. No exceptions will be made to extend matches beyond the 1-hour time limit.

Game time is forfeit time. Start playing at your scheduled game time, even if your full team isn’t present.

The best of three sets will win matches. Each set will be won by the team that first scores 21 points, straight up. All three sets will be played during the regular season.

Each team is permitted 1 30-second team time-out per set.

Rest periods between sets of a match shall be no longer than 2 minutes. Be respectful of everyone’s time. This is not the time to go inside and order more drinks. Do not leave the immediate playing area.

Point will be scored on each rally. If the receiving team wins the rally, they score a point and gain the serve.

Games are self-reffed, and you must keep your own score. Captains can submit your scores through the TeamLinkt app or website.

THE SERVE

The service zone includes the full width of the rear boundary line.  The server may move freely within the service zone.  At the moment of the service hit or takeoff for a jump service, the server must be completely in the service zone and not touching the court (end line included.)

Net Service Is In Play. A served ball that hits the net does not result in the service team losing its serve.  The net serve is considered in-play, unless 1) it does not continue over the net or 2) lands outside the opposing team’s court-side untouched by the opposing team.

SPIKING & BLOCKING

The receiving team is not allowed to block or spike a served ball.

A spiker must contact the ball on his/her own side of the net, but may in the course of the follow through reach over (but not touch) the net.

The team that has affected the block shall have the right to three more contacts, with the blocker having the right to make the first of the three allowable hits.

NET PLAY

A ball hit into the net, may still be kept in play (up to 3 hits) provided that a player does not make contact with the net.

Players may not touch the net.  If 2 opposing players touch the net simultaneously, the ball is declared dead and the point is replayed.

LEGAL PLAY

The ball must be returned over the net in 3 hits or less. 

It is legal to contact the ball with any part of the body as long as the ball rebounds immediately.  It may not “lay” against the body.  If a player touches the ball or the ball touches a player, it is considered as a play on the ball.  Except in the following case: A ball touching the body more than once in succession is legal when played off a hard-driven spiked ball, or blocked and played again by the blocker.

If 2 players on the same team contact the ball simultaneously, it counts as one contact, and any player may play the ball.

One may play the ball twice during a volley, but not twice in succession, unless played directly off a block.

When a ball touches a boundary line, it is considered in play.

ILLEGAL PLAY

Players are not permitted to scoop, hold, and lift or push the ball.  The ball may never be contacted with an open-hand underhanded motion.

EXTRA RULES FOR COMPETITIVE DIVISIONS

No open-handed receiving (fingertips), except on hard-driven balls. The motion should be REACTIONARY.

Hand sets must be clean, with little or no rotation on the ball. Elbows should be extending out when you contact the ball.

No open-handed setting over the net unless your shoulders are square to the ball’s trajectory.

No open-handed tipping, dinking, or dunking. Players who contact the ball with one hand and are putting the ball over the net must cleanly hit with the heel or palm of hand (a roll shot), with straight, locked fingers and a locked wrist (a cobra), knurled fingers (a camel toe), or with the back of the hand (locked wrist and locked fingers/knuckles). One-handed placement or redirection of the ball with the fingers (dink or open-handed tip) is a fault.

SKYBALL FOR THE WIN

Not a requirement, just a tradition. On the possible winning point, if the serving team is up by at least 2 points, (i.e. score of 20 to 18,) the server should serve the ball as high as possible.

POWER LINE

A ball hitting the power line above a playable area shall remain in play provided the ball contacts the power line on the side of the net that is occupied by the team that last played the ball.

If your team hits the ball into the power line on your side of the court, keep playing.

If your team hits the ball into the power line on the OTHER side of the court, the play is dead, and your team loses the point.

FEMALE AND ROTATION REQUIREMENT

5s: 2 females required on the court; rotation required on the serve

4s: 1 female required on the court; no rotation requirements

3s: 1 female required on the court; no rotation requirements

2s: no female required on the court; no rotation requirements

SUBSTITUTIONS

Subs are allowed during regular season games without your opponent’s approval. Subs MUST be a registered player for the current season. Try to keep the skill level of the sub and the player they are replacing the same.

PLAYOFFS

Playoffs will be a single elimination tournament. The best 2 of 3 sets will win the match. 21-21-15, win by 2, capped to 25. Only play the 3rd set if a tie breaker is needed.

Subs are allowed during playoffs WITH the other team’s approval. Playoff subs MUST be registered players for the current season. If your sub isn’t approved by your opponent, you may still play with the players from your roster that are present, no minimum female requirements.

The higher seed gets to choose the serve or the side of the court.