Format & Scoring

Format

  • Players should arrive 15 minutes prior to the scheduled game time.
  • At all gyms, nets should be set to the highest setting unless otherwise stated in the EC gym notes. If a player is concerned about the net height, they should speak with the EC at the gym.
  • To start the match, teams will ‘rock, paper, scissors’ and the winner will choose between side or service. First serve and side will alternate for the second game. In the event of a third game, teams will ‘rock, paper, scissors’ again to determine side or service. In a third game, teams will switch sides once either team reaches 8 points.

Scoring

  • Each match format is best of 3 games.
    • The first two games are rally-point scoring to 25 points, the first team to 25 wins.
    • The third game is rally-point scoring to 15 points, the first team to 15 wins.
  • A total of 5 points must be played in the final game for the result to count, otherwise the match will be considered a tie.
  • Teams do not have to win by two points.
  • Ties are allowed in regular season. If time runs out before the final game is played and both teams have won the same number of games, the match will be considered a tie. If teams are tied in the final game and time is called, the match will be considered a tie.

 

General Playing Guidelines

Serving

  • Only one toss or release of the ball is allowed per serve.
  • If a serve touches the net on the way over, the ball is in play.
  • Players cannot block or spike a serve.
  • One server may serve the ball only 5 times consecutively. If the team retains service after 5 points scored by the same server, the team must rotate to a new server but will retain the serve.

Ball Play

  • Players can contact the ball with any part of the body, including areas below the waist.
  • Spiking is allowed, but players should use discretion as opponents may be more inexperienced. If a player has the skill level that allows them to spike the ball hard, they should abide by the following guidelines:
    • Respect the other team and keep it fun for them.
    • The player must be able to control where you are spiking the ball.
    • Use discretion: in where the ball is spiked, in whose direction and with what force.
    • The ball should never be spiked in an unsafe manner.
    • Jump serving is not allowed.
  • A player in the back row cannot jump to spike the ball.
  • If teams are finding their opponent is playing in a reckless or dangerous manner, the captain should address the opposing captain to come up with a resolution
  • Liberos are not allowed.

The Court

  • It is the responsibility of the players to call balls in or out of bounds. If there is a dispute, the ball should be re-served with no point awarded.
  • Players are permitted to penetrate into the opponent’s space under the net, as long as they do not interfere with the opponent’s play; this includes feet (provided that some part of the penetrating foot remains in contact with the centre line) and any part of the body above the feet. Players need to be as cautious as possible when crossing under the plane of the net, so as to avoid injury to themselves or their opponents.
  • A player is permitted to pass his/her hand above the plane of the net in the following scenarios:
    • While blocking an attack.
    • If a player is spiking the ball, their hand can cross the net as long as contact is initiated on their own side.
  • An infraction has occurred if a player interferes with their opponents' attack (e.g. if a setter is trying to set his player, the opponent can't reach over the net and block that set).

New Net Contact Rules

  • A player is allowed to touch the net as long as it does not interfere with the play. Interference includes, but is not limited to the following:
    • Touching the top band of the net or the top 80 cm of the antenna during his/her action of playing the ball.
    • Taking support from the net simultaneously while playing the ball.
    • Creating an advantage over the opponent.
    • Making actions which hinder an opponent's legitimate attempt to play the ball.
  • Players are allowed to touch the posts, ropes or any other object outside the antennae or court lines as long as it does not interfere with the play.
  • Players are not allowed to touch the part of the antennae that is above the top of the net.
  • If the ball is driven into the net causing the net to touch an opponent, it is not a fault.
  • Examples to clarify new net rules
    • Legal (provided it does not interfere with the play):
      • In the act of playing the ball (hitting, blocking, bumping, setting, etc.), players may make contact with the mesh or bottom band.
      • An offensive player that fakes a hit/spike may contact the top band.
    • Illegal (always results in interference with the play):
      • Touching the top band in the act of playing the ball (hitting, blocking, setting, etc).
      • Pulling the net down to lower it for a teammate or themselves.
      • Purposely touching the net to change the direction of a ball.

Fouls

  • Players are to call their own fouls. If an obvious foul is missed, a player on the opposing team can politely point it out. Generally, teams should not call fouls against their opponents. Obvious fouls are: carries, double hits, touching the net, going under the net and contacting another player, etc.
  • A double hit on the first contact after a serve is allowed (e.g. the serve hits the defender's arms and then chest). A double-hit is also allowed on a hard-driven spike/hit. However, a ball that rolls along a player’s body is illegal.