Intramural Spikeball Rules Any rule not specifically covered will be governed in accordance with the official Spikeball Rules. Modifications have been made to suit North Greenville Intramural Sports.
Rule 1: Eligibility A participant may be a North Greenville student taking a minimum of three credit hours. The Office of Campus Recreation defines a student as any individual who is currently enrolled at North Greenville University and is registered with the University Registrar. The following people are eligible to participate in Intramural Sports programs at North Greenville University:
A North Greenville University Student taking more at least three credit hours A current Faculty or Staff member of North Greenville University The Spouse of a current Student or Faculty/Staff member.
To participate in any intramural activity, all participants must show a valid North Greenville University issued photograph identification card. A North Greenville identification card must include the following information and be clearly visible to be considered valid: the individual’s name, photograph, and university identification number. Identification cards that do not have one or more of these requirements will not be accepted as valid and the individual will not be allowed to play. Misuse of an identification card (borrowing, lending, counterfeiting, altering, etc.) is a violation of the North Greenville University Code of Conduct. The identification card will be confiscated and the individual attempting to use the card will be ineligible to participate. If the card belongs to another student, that student must meet with a professional staff member in order to regain possession of their identification card.
Varsity/Junior Varsity/Club Sports Athlete Rule Students who have been listed on the roster, practiced with, or played with a Varsity sports team during the current academic year are not eligible to participate in Intramural Sports associated with the sport they play (i.e. Football/Flag Football, Baseball/Softball, etc.). Students who are former varsity athletes must wait one academic year to participate in associated sports. For example, if a student plays varsity football in 2017 he cannot play flag football until fall 2018. Students that are a member of a Junior Varsity or Club Sports team may participate in the associated sport with approval from their coach. If a current Varsity athlete would like to participate in an Intramural Sport not related to the sport that they play, they must have the approval of their head coach. The Intramural Office reserves the right to notify the coach of an athlete to ensure that the student has the approval from their coach. Depending on the league there may be a limit to the number of Junior Varsity, Club Sports, and former Varsity athletes allowed on each intramural team.
Rule 2: Levels of Play Open League May play up to twice a week. Teams may be made up of two males, two females, or one male and one female. Teams with a positive point total and at least a 3.0 sportsmanship rating will make the playoffs. You may only play on ONE open league team per sport.
Tournament Teams of two people compete in a one-day tournament. All tournaments are open and there are no gender maximum or minimums (Unless the tournament is specified as co-rec, men’s/women’s). You may play on only ONE team per tournament. Other levels of play may be added at a later date.
Rule 3: Equipment
Jewelry is not allowed. Medical or religious medallions must be removed, taped, or sewn under the uniform. A head sweatband is permitted; however, hats, bandanas, and “do-rags” are not permitted. Rubber, cloth, or elastic bands may be used to control hair. Hard items such as beads, barrettes, and bobby pins are not permitted. A guard, cast, or brace made of hard and unyielding leather, plaster, pliable plastic, metal, or any other hard substance, even though covered with foam padding, is not permitted on the finger, hand, wrist, forearm, or elbow. Knee and ankle braces that are unaltered from the manufacturer’s original design/production and do not require additional padding shall be permitted.
Rule 4: Team Captain Responsibilities
Ensure their team members follow all eligibility requirements. Team captains are also advised to seek clarification on special eligibility requirements, if necessary. Responsible for communicating game time, location and ID policy to teammates. Ensure that teammates have a valid North Greenville ID at game time to check-in. Represent the team and communicate with the officials. The captain is the only player permitted to discuss the game with the officials. Ensure good sportsmanship among teammates. Alert the Office of Intramurals of any scheduling conflicts for the members of your team. Cooperate with the intramural staff at the game site concerning any protests, incidents or accidents that may occur as well as with the intramural staff the day following such occurrences.
Rule 5: Players A team shall consist of no more than two (2) players. During open league play teams may consist of two males, two females, or one male and one female. o All players must check-in using a valid North Greenville issued ID. If a league/tournament has requirements other than the open league requirements it will be noted during registration.
Rule 6: Forfeits/Defaults o o o o o
All late teams shall start the game with “B” sportsmanship rating. Teams ready for play may choose to decline any and all points. Not Ready for Play at Game Time: The team ready for play shall serve first and choose side. Five Minutes Late: The team ready for play will be awarded a win for the first game (21-0). 10 Minutes Late: Forfeit, recorded 21-0, 21-0 and the forfeiting team will receive an “F” for its sportsmanship rating.
There are three situations that will result in a forfeit: Not Enough Players: Team does not have the required number of players to participate by 10 minutes before the scheduled game time. Eligibility: One or more of the players participating is ineligible and therefore may not participate. Ineligibility may be due to the player being a roster violator, being previously ejected, ruled ineligible for sportsmanship-related issues, etc. Sportsmanship: Game is ended by staff for sportsmanship-related issues. Any team knowing that they will be unable to play a regularly scheduled contest is provided the opportunity to default the contest. This will result in the team receiving a loss and an “A” sportsmanship rating for the contest. To receive a default, the captain must notify the Intramural Office by 12:00 p.m. on the day of the contest with their request. The opposing team will then be contacted by the Intramural Office to let them know they do not need to arrive for their schedules contest. A team is allowed one default per sport per season. Any request after the first will be counted as a forfeit. If a team has been granted a default and the contest is then canceled due to weather or scheduling issues, the default will be removed and the contest will be played normally if it is rescheduled.
Rule 7: Protests Rules Protest Questions pertaining to interpretation of rules on the part of game officials must be addressed by the intramural supervisor at the time the interpretation occurs and prior to the next live ball. The procedures shall be: 1. If a team feels the official has made a misinterpretation of a rule, the captain shall calmly and immediately request a time out and inform the official that he or she wishes to have a ruling on the interpretation by the intramural supervisor in charge. 2. No protest that involves the judgement of the official(s) shall be upheld. The judgement of the official(s) is final. This also includes intramural staff when necessary. 3. If corrections are necessary, the intramural supervisor shall rule immediately and the team shall not be charged with a time out; however, if the officials interpretation was correct, the team will be charged with a time out.
Eligibility Protest Protests involving player eligibility must be called to the immediate attention of the intramural supervisor prior to the completion of the contest while the protested individual is present. Participants may not make eligibility protests after the completion of the contest. A protest form should be obtained from the Intramural Supervisor and completed. The contest will continue from this point under protest.
Rule 8: Play Start of Game
The ball should be inflated to 12 inches in circumference. The tension on the net should be consistent throughout. A ball dropped from 5 feet above the net should bounce up approximately 1 foot. A coin toss will determine who serves the first game of the match. The captains call the toss of a coin. The winner of the toss may choose service, receive, or side of the court for the first game. The loser of the toss may choose one of the two remaining option. A new coin toss is performed before the third game, if necessary. Each player should be 6 feet from the net except for the player receiving the serve. They may be any distance from the net.
Timing
Regular season matches will be played best two out of three games. All three games are played to 21 points. Teams must win by two. Each match has a 30-minute time limit. If the time limit is reached the team who is ahead during the current game will win that game. If this causes each team to have one win each, then a third game to seven will be played. The winning team is NOT required to win by two. After each game of the match the teams will switch sides of the court. The captains may make a requests for a time out when the ball is dead. Teams are allowed two (2) 30-second time outs per match.
Scoring
All games are rally scoring. The rally ends and a point is rewarded when: o The ball contacts the ground or otherwise is not returned onto the net within three touches. o The ball is hit directly into the rim at any time, this includes the serve. (This does not apply to “roll-up” hits.) o The ball bounces and falls back onto the net or rim. o The ball clearly rolls across the net. o There are two service faults. o Certain infractions occur (See Infractions section.)
Mercy Rule Spikeball does not have a mercy rule.
Playing Area
The playing area consists of the sand surfaces only. Only players and officials are allowed within the playing area.
Service
Determine a serving order which alternates players from the two teams (e.g. Player 3 follows Player 1, etc.) o This order can be changes between games in match play. The server sets their position first. Non-receiving players set up 90 degrees from the server. The receiver – the only player allowed to field the serve – stands wherever they want. All players except the receiver must begin the point at least 6 feet from the net. Serves may be struck with any amount of force; short serves are allowed. Once the server strikes the ball, players may move anywhere they choose. If the receiving teams wins the point, the next designated player serves according to the initial sequence. Otherwise, the server switches places with their partner and serves to the other member of the receiving team. If a server commits two faults, the receiving team wins the point. Violation of ANY of the following rules is a fault: o The server must announce the score before serving to ensure the opposing team is ready. Say the serving team’s score before the receiving team’s score. o The ball must travel at least four inches from the server’s hand before it is hit. o If the server tosses the ball, he must hit it. Dropping, catching or swinging at and missing a toss all count as a fault. o The server’s feet must be at least 6 feet from the net when the ball is hit. o The ball must be hit at least 6 feet from the net. The server may not lean, fall, or toss the ball as to strike it closer to the net. o The server may contact the ball with one foot airborne, but that foot must contact the ground at least 6 feet from the net before further movement. o Serves may not pass higher than the receiver’s upwardly extended hand. If the receiver can catch the ball without jumping it is playable. If not, the receiving team may say “fault” before the next touch or ground contact to signal a fault, or they may elect to continue play. o The serve should come cleanly off the net. IF the ball takes an unpredictable bounce (commonly called a pocket) and/or hits the net but then rolls into the rim and off (commonly called a roll-up), the receiving team may say “fault” before the next touch or ground contact, or they may continue play. If the ball hits near the server’s side of the net (commonly called a near-net), it typically bounces low and hard without an unpredictable change of direction. This is a legal serve. If the serve misses the net, hits the rim directly or bounces and lands back on the net or the rim, the receiving team wins the point.
Rallies
Possession changes when the ball contacts the net.
Each team has up to three (3) touches per possession. Touches must alternate between teammates. Consecutive touches by one player results in a loss of the point. The ball must be contacted cleanly, not caught, lifted, or thrown. o Players may not hit the ball with two hands, even of placed together “volleyball style.” Players may use any part of their body to hit the ball. If the ball is hit directly into the rim, or bounces and lands back on the net or rim, the rally ends and the non-hitting team wins the point. 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, the point should be replayed.
Infractions
Defending players must make an effort not to impede the offending team’s possession or play on the ball. If a defender’s position prevents a makeable play on the ball, the infracted player may call “hinder”. o If the hinder is avoidable and the offensive player has a strong play on the ball, the point is awarded to the offensive team. Example: Defensive team throws arm in front of shot over the net, preventing offensive player from swinging. Example: The hitter is contacted by a defensive player during the act of swinging in close proximity to the net. o If the defender has not time to avoid the hinder when playing in a legitimate defensive position, the point is replayed, even of the offensive team has a strong play on the ball. Example: A close range body block pops up and goes directly into the defending team. If during possession (or en route to the net), the ball contacts a defender to prevent a makeable offensive play, the infracted team may call “hinder” to force a replay. The following infractions cause a loss of point: o A defensive player attempts to play a ball out of turn. o A player hits a shot off the net which subsequently hits himself or his teammate. o A player makes contact with the Spikeball set (rim, leg, or net). Even if you hit a kill shot, you will lose the point if you contact the net before the point is over (i.e. the ball must hit the ground, ball must double hit opposing player, etc.)
Rule 9: Sportsmanship The team captain is responsible for the actions of his or her team and their spectators. Additionally, the captain will ensure that his or her team is familiar with the rules of play and intramural policies and procedures. Sportsmanship is a vital component for success in every
intramural contest. Participants and spectators are expected to display good sportsmanship toward opponents and the intramural staff at all times.
Unsportsmanlike Conduct Participants and spectators shall not commit acts of unsportsmanlike conduct. This includes, but is not limited to, arguments with staff, flagrant fouling, fighting, etc. before, during or after a contest. No player or team shall: Use foul or derogatory language, threaten or verbally abuse any other participant or intramural employee before, during or after the game. Participate in a game for which he or she is ineligible. Argue or talk back to the intramural staff. Only the captain should address an official and only if done so in a courteous manner. Intentionally strike, push, trip or flagrantly foul another participant, spectator, or Intramural Sports employee. Mistreat the facility, equipment or supplies of North Greenville University and/or the Campus Recreation Office.
Unsportsmanlike Conduct Penalties Any participant displaying unsportsmanlike conduct will be issued either a conduct warning or ejection by the game officials or Intramural Supervisors. One Conduct Yellow Card – Conduct Warning and Sportsmanship rating decreased by half a point. Two Yellow Cards or One Red Card – Ejection and sportsmanship rating dropped by an entire point. Two Red Cards or Three Total Cards – Forfeit and an “F” sportsmanship rating will be given to the team.
Disciplinary Action Any player receiving two conduct warnings in one game or ejected from a game is required to meet with a professional staff member. The player will be suspended indefinitely from ALL Intramural Sports programs until the meeting occurs and for a minimum of one game.
Rule 10: Playoffs In addition to a positive playoff point total, teams must also maintain a “3.0” or “B” sportsmanship average during the regular season to be eligible for the playoffs. Team’s averages will be formulated in the same way a student’s GPA is calculated. Each sportsmanship letter grade is assigned a numerical value:
“A” – Four (4) points “B” – Three (3) points “C” – Two (2) points “D” – One (1) point “F” – Zero (0) point
The grades for each regular season contest will be added together and divided by the total number of contests held. This will equal the team’s sportsmanship average. League Standings Standings will be based on a points system. For each win a team will be given three (3) points in the standings. At the end of the season the final standings will be determined by: 1. Points Earned 2. Head to Head 3. Sportsmanship Rating 4. Winning % Any team with a Sportsmanship rating below 3.0 will not be eligible for the playoffs.
For any questions or clarifications, Please contact the Intramural Sports office at (864)977-7126 or
[email protected]