Spikeball League
This rules sheet is not meant to be all-inclusive; rather it is a summary of the more common rules, policies, and procedures used by the UVM Intramural Sports Program. Important policy information can be found in the Intramural Sports Handbook. All team managers and players are responsible for reading this document and understanding the rules, policies, and procedures prior to participating in this activity.
General/Eligibility
See the Intramural Sports Handbook for complete listing of eligibility.
Intramural Team Participation: Individuals may only play on one (1) team spikeball team. The spikeball league is open and has no gender restrictions.
UVM Identification: All players MUST present a UVM Cat Card to the IMS Supervisor prior to each game. Players who do not have their Cat Card will be subject to the terms of the Campus Recreation ID Policy.
Team Rosters: The official team roster consists only of those individuals who are eligible and who have signed the official online IMLeagues roster/waiver. Individuals must be listed on the official online IMLeagues roster. Confirming that all players are listed on the official online IMLeagues roster is the responsibility of the Team Manager.
Communication with Staff: All players should seek out campus recreation staff regarding rule enforcements or to ask a clarifying question. All matches are self-officiated by the teams playing. Any serious disputes should result in the teams replaying the point. Rules clarification should be done through the sport program supervisor on-duty.
Sportsmanship: All participants are expected to respect their opponents, equipment, and the game. Disrespectful statements, continual badgering, or boisterous gestures may be considered un-sportsmanlike conduct and could result in a warning or ejection from our facility/league. Team managers are encouraged to demonstrate positive sportsmanship and be leaders of the team. All protests must come from the team captain or the acting captain of that contest. Teams will not receive a refund in the event that an unsportsmanlike situation takes place.
Players
Teams are comprised of two players, substitutes are welcome to play in absence of teammates. Teams must have a minimum of two (2) players to start a match. In the event that a player becomes injured or has to leave the game (other than ejection) the game shall continue until it is deemed a farce by the IMS Supervisor.
Equipment
Footwear: Non-marking soled, closed toed shoes must be worn. Black-soled shoes, sandals, and boots are strictly prohibited.
Jewelry: All jewelry must be removed. This includes, but is not limited to, necklaces, earrings, newly pierced earrings, facial piercings, bracelets, and watches. Individuals will not be allowed to tape over any jewelry item. If you cannot remove the item, then you CANNOT play.
Spikeballs: The game ball will be provided by the IMS Supervisor.
Duration of Game & Scoring
Scoring
Each team plays 3 matches per evening, rotating 3 opponents within their 45 minute timeslot. All matches are played to twenty-one (21), win by two (2) with a twenty-five (25) point cap.
Game Length
Games are limited to fifteen (15) minutes.
Over Time
If the match is tied at the conclusion of the 15-minute time limit, play will continue until the next point is scored. The team who scores that point will be declared winner.
Game Time is Forfeit Time!
All intramural events are tightly scheduled based on facility availability to allow for maximum participation, so keeping the games on schedule is very important. Please have your team at the field checked-in and ready to play at least ten (10) minutes before your scheduled game time. Game time is forfeit time! If one team is late/is not present, the team's captain that is present and has the minimum number of participants required ready to play will be given two options (once a decision is made it cannot be changed):
- Take the forfeit immediately
- Give the team five (5) minutes to show
- If the team still does not show, it will be a forfeit. If the team shows, the game must be played with only the remaining amount of time left.
Reserve Clause: the IMS Staff reserves the right to make time adjustments to accommodate scheduling conflicts
Basics
Before play:
- Initial positions are displayed here
- The tension on the net should be consistent throughout
- Play rock, paper, scissors to decide – winner picks side or serve/receive
During play:
- Once the server strikes the ball, players may move anywhere they choose
- Possession changes when the ball contacts the net
- Each team has up to 3 touches per possession
- An order must be determined which alternates players from the two teams (e.g. player 3 follows player 1)
Fundamentals
Serving:
- The serve must come cleanly off the net (not the rim, and may not bounce twice on the net)
- If the receiving team wins a point, the next designated player serves according to the initial sequence
- Otherwise,the server switches place with their partner and serves to the other team member.
- If the server tosses the ball, they must hit it
- Dropping, catching, or swinging and missing counts as a fault, turnover, and point for the opposing team
- If the serve reaches higher than the receiver outstretched hand (without jumping), the receiver may say “fault” or continue to play
Rallies:
- Touches must alternate between teammates
- Ball must be contacted cleanly, not caught or lifted, or thrown
- Players may use any individual part of their body to hit the ball
- If the ball hits directly into the net, and bounces of the net or rim, it is a fault on the hitting team
- After the serve, any unusual hits (pocket) that has not contacted the rim is legal
- A shot which lands on the net, rolls into the rim and then off the net, is played as a pocket not a direct rim hit
- If teams cannot determine the legality of a hit, replay the point
Infractions:
Defending players must make an effort not to impede with the offending team’s possession or play on the ball. If defending player impedes offensive players to make a play on the ball, offensive player may call “hinder” and replay the point.
The following infractions cause a loss of point:
- A defensive player attempts to play a ball out of turn
- A player makes contact with the spikeball net