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BASICES

BEFORE PLAY

  • The ball should be inflated to 12in circumference.
  • 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.

DURING PLAY

  • All players except the receiver must begin the point at least 6 feet from the net. o The receiver may stand at any desired distance
  • Once the server strikes the ball, players may go anywhere they choose.
  • Possession changes when the ball contacts the net.
  • Each team has up to 3 touches per possession.
  • Determine a serving order which alternates players from the two teams (e.g. Player 3 follows Player 1, etc.).
  • To equalize sun and wind effects, rotate starting positions 90 degrees counter-clockwise every 5 points if desired.

SCORING

  • 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 tournament director 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:
    o The ball contacts the ground or otherwise isn’t returned onto the net within 3 touches.
    o The ball is hit directly into the rim at any time, unless it’s the first serve.
    o The ball bounces and falls back onto the net or rim.
    o The ball clearly rolls across the net

SERVING

  • 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:
    o The server must toss the ball upward at least 4 inches.
    o 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.

RALLIES

  • Touches must alternate between teammates. Consecutive touches by one player result in a loss of a point.
  • 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”.
  • 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.

INFRACTION

  • Remember: Player safety is paramount
  • 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.

Spikeball BASICSTeam 1 serves to Team 2 to start a pointSpikeball BASICS - fig 1

After the serve, players can move or hit in any directionSpikeball BASICS - figPlayers have up to three alternating touches to return the ball to the netSpikeball BASICS - fig 2Points are scored when the ball hits the rim, the ground, or bounces more than once on the net

Documents / Resources

Spikeball BASICS [pdf] Instructions
BASICS

References

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