TOURNAMENT RULES
Bookmark this page so when you start arguing with your opponent you can see how wrong you were.
SCORING & PLAYOFFS
-
2 Point Cap in Pool Play (ie. a game to 21 can end at a final score of 23-22 if a team has 21 or more points but never leads by at least 2 points). No cap in playoffs. Rally scoring.
-
The format you're playing varies by size of the division and is specifically written on your pool sheets.
-
Playoffs:
-
Every game is 1 to 21 unless otherwise specified by the Tournament Director.
-
Top 2 from each pool break into a single elimination playoff bracket. If you're in a 6 or 7 team pool, we may break 3 teams based on tournament discretion.
-
SERVE RECEIVE
-
In serve receive, a double contact is not allowed. Hands must be together when contacting the ball. No finger action allowed.
DEFENSE
-
It is LEGAL for ANY first-team contact WITHOUT finger action to strike two or more parts of a player during a single attempt to play the ball. Including:
-
Any style of contact: hands or fists together or apart, heels of hands together or apart, tomahawk, etc. (see finger-action below).
-
All plays without finger action, even if the ball is observed to have been clearly double-contacted.
-
-
First-team-contact WITH finger action should be judged just as any setting contact:
-
The referee should call a double-hit if the player uses finger action and the ball contact is a clear double.
-
EXCEPTION: If the double contact was in defense of a “hard–driven attack” then the referee should allow play to continue.
-
In judging an attack as “hard-driven,” the referee must consider the following:
-
Speed and trajectory of the ball, as well as the distance between the attacker and defender.
-
The referee must judge the player’s action: “reactive” (double allowed) or “intentional” handset (double-contact called).
-
-
-
BALL HANDLING / HAND SETTING
-
There are two types of ball handling faults: “Catch Balls”and “Double Contact”.
-
The ball must be played with one quick motion.
-
Balls that significantly move downwards while in the hands, or visibly come to rest,are “Catch Ball” faults (aka:“deep dish,” “held-ball,” or “lift”).
-
Clearly distinct and separate contacts of the ball constitute a “Double-Hit.”
-
Spin is not a fault... but spin may be an indication that a “double-contact” fault has occurred.
-
ATTACKS, TIPS & SERVING
-
Open-hand tips are not allowed. Refs should look for “soft” finger action or “throwing” motion. Knuckles, roll shots and poke shots with firm fingers are allowed.
-
Attacks with finger action (setting over the net) must be made perpendicular to the shoulders - either directly forward or backward.
-
One toss per service attempt. Dropping the ball results in a loss of rally and the opposing teams’ serve.
-
Kick serves are legal (good luck).
-
Lets are NOT legal (if the ball tips the net and goes over - the play is over)
-
Foot faults are enforced by the team reffing the match.
BLOCKS & PLAY ABOVE THE NET
-
Players must contact the ball within their own playing space (follow-through into the opponents playing space after contact is legal).
-
It is always illegal to attack a ball that is completely in the opponents’ space.
-
Blockers may contact a ball in the opponents’ space after the attack hit, or if in the referee’s judgment the attackers are not attempting to play the ball.
-
“Joust” (simultaneous contact above the net) between opponents is legal. Any player may make the next play, as their team’s 1st contact.
-
The block contact does NOT count as first team contact; either player may make the 1st team contact.
-
A player may block a ball in any direction.
-
“Directional” or “snap” blocks are legal unless the ball is caught or thrown. If the blocker clearly catches or throws the ball, the fault must be whistled.
-
As a guideline: the ball may be blocked quickly in one direction, with one motion.
-
PLAY UNDER THE NET & INTERFERENCE
-
Players may contact any part of the ball until it has passed completely through the plane below the net.
-
There is no centerline. Players may contact any part of the opponents’ court as long as they do not interfere with the opponents’ next play.
-
A player who interferes with an opponents’ ability to make their next play must be called for the fault.
-
Interference is a FAULT that results in a point, not a replay.
-
Note that this is sometimes a delayed call (the referee must wait to see if the opponents are truly hampered in their next action).
-
Incidental contact between opponents does not constitute interference(bump knees, briefly step on toes, etc.).
-
Interference can occur without physical contact (ex: fallen player under net prevents defender covering short).
-
Point under the net with your index finger, and say “interference.” (This call will generally require explanation.)
-
PURSUIT
-
Pursuit is legal. Only balls which pass “over or outside” an antenna are eligible to be pursued.
-
A player may pursue the ball by any route, including under the net and/or through the opponents’ court.
-
Opponents may not interfere with legal pursuit.
-
The ball must be played back “over or outside” the same antenna.
-
The contact over the net must send the ball legally through the crossing space (between the antennas).
NET CONTACT
-
It is a fault to contact any part of the net (including ropes and net outside the antennas), during the action of playing the ball.
-
The action of playing the ball includes (but is not limited to) takeoff, hit (or attempt),and landing safely, ready for a new action. Therefore if your momentum of the action carries you into the net it is still a violation (continuation).
-
If a woman's hair, a hat, or anything else that you're wearing grazes the net, it is referee discretion if it affected the play and is a net violation.
-
OTHER RULES ON THE COURT
-
The official tournament ball is the yellow Wilson OPTX AVP ball.
-
If teammates touch the ball simultaneously it counts as 2 team contacts. Either player may make the 3rd contact.
-
Each team gets 1 timeout per set.
-
A "ball on!" call is an automatic stop of play. If there is a ball on the court and nobody calls "ball on!", then it is up to referee discretion whether or not the ball affected the play.
-
If the lines come up during play, continue playing. If the lines coming up affects the outcome of the point, the point must be replayed. If the lines do not affect the play, the play is legal. (Referee Discretion)
-
A player may choose to wear anything on their feet besides shoes that could cause harm to others (spikes).
-
The ball is "IN" if it lands inside the court or touches a boundary line. Corner tie-downs are not considered boundary lines.
-
If it is not the first match of the day OR both of the teams playing did not work, there is no peppering to warm up. Take your swings and start playing.
-
All questions and debates are handled by the referee of the match. If there are any disputes in which a staff member needs to be involved, the referee ONLY may speak to the leader of their division. Treat each other with respect and be honest. If you treat the division leader or anyone else volunteering with the tournament poorly you'll be docked 5 points in your match.
REVERSE CO-ED RULES
-
All other rules above apply the same for reverse co-ed. We've clarified the differences in Reverse Co-ed below:
-
The game is played on a women's height net for all divisions
-
Men must jump to hit from behind the 10' line (which will be painted on the court). If a male is attacking a ball in front of the 10' line, his entire hand must be below the top of the net.
-
Men cannot block
-
It's still 2v2 - one male and one female
-
There are no other special rules (i.e. - you can serve whoever you want, you can hit on 2, no special requirements here).
-
WARMUPS
-
Once the match before yours ends, you will have 5 minutes of warm up times. Penalty points will be given to teams who are not starting on time. If a team is late to their match text the number on the pool sheet, they will be docked 1 point per minute they are late.