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Intramural Rules for Spikeball

Location

The contest will be held on a grass surface with the Wellness Center being utilized as a rain site.

Player Management

All Intramural Participants must adhere to the Membership and Eligibility rules establish by the SDSU Intramural Sports Constitution Articles IV and VI which state:

  1. All SDSU students regularly enrolled and having paid the General Activity Fee are eligible for participation in activities programmed by the Intramural Sports Office.
  2. SDSU faculty and staff and community members that have paid a membership fee to the SDSU Wellness Center and have purchased an IM Sports Pass are eligible for participation in intramural activities.
  3. Non Wellness Center Members must purchase a Non-member IM Pass in order to be eligible to participate.
  4. Any student who has participated at the varsity level will be ineligible for competition in that sport for one full year once they are no longer a member of the varsity team.
  5. An intramural team roster may not include more varsity letter winners or Sport Club members that participate in a similar sport that would total one-half the number of players necessary to start a given contest.
  6. A roster may have no more than 3 IM supervisors on an individual team.
  7. A player can only be on the roster of one team per sport.
  8. No individual may participate in Intramural Sports while under the influence of any drugs or alcohol.
  9. Players must check in to at least one regular season game to be considered eligible for playoffs.

Spikeball is a team sport played by two teams consisting of two players each.

Each team starts on opposite sides of the net.

No gender restrictions.

The spikeball roundnet and balls will be provided by the Intramural Sports Program.

Unacceptable equipment:

  1. Gloves or anything that covers the entire hand

General Rules

Game is played to 21 using rally scoring.

Game must be won by 2.

Serving

  1. A volley determines who serves first.
  2. Team ‘A’ serves by hitting the ball off the net towards Team ‘B’
  3. Teams must serve easy enough that the opposing team can return it with little effort
  4. Team ‘B’ has up to 3 hits between them before returning the ball to the net
    1. It is NOT required that a team uses all three hits before returning the ball
  5. If a server commits two faults, the receiving team wins the point
  6. Violation of any of the following rules is a fault:
    1. The server must toss the ball upward at least 2 inches
    2. If the server tosses the ball, he must hit it. (No dropping, catching, or swinging at and missing a toss)
    3. The server’s feet must be at least 6 feet from the net when the ball is served
    4. The server may not lean or fall forward so as to strike the ball closer to the net
    5. The server may take one pivot step or direct approach steps, but may not move laterally beyond a pivot or change directions during approach
    6. 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
    7. Serves may not pass higher than the receiver’s upwardly extended hand
      1. If the receiving team 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 continue to play
    8. The serve should come clearly off the net
      1. If the ball takes an unpredicted bounce, and/or hits the net but then rolls into the rim and off, the receiving team may say “fault” before the next touch or ground contact to signal a fault, or they may continue to play
  7. Legal serve: if the ball hits near the server’s side of the net and bounces low and hard without an unpredictable change of direction
  8. If the serve misses the net, hits the rim directly, or bounces and lands back on the net or rim, the receiving team wins the point
  9. Once the game has begun, each team alternates serves between players
  10. Once the ball is in play, there are no longer “sides”. Each team member can run anywhere at any time
  11. Teams switch serving sides once the first team has reached 11 points

Scoring

  1. The rally ends and a point is awarded when:
    1. The ball contacts the ground or otherwise isn’t returned onto the net within 3 touches
    2. The ball is hit directly into the rim at any time
    3. The ball bounces and falls back onto the net or rim
    4. The ball clearly rolls across the net
  2. If a shot hits a “pocket” (kind of on the net and kind of on the rim) then the point is replayed

Rallies

  1. Touches must alternate between teammates.
    1. Consecutive touches by one player result in a loss of point.
  2. The ball must be contacted cleanly, not caught, lifted, or thrown
    1. Players may not hit the ball with two hands, even if placed together “volleyball style”
  3. Players may use any individual part of their body to hit the ball
  4. If the ball is hit directly into the net, or bounces and lands back on the net or rim, the rally ends and the non-hitting team wins the point
  5. After the serve, any unusual bounce (i.e. pocket) that does not contact the rim is legal and playable
  6. 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
  7. If teams cannot determine the legality of a hit, replay the point

Infractions

  1. Defending players must make an effort not to impede the offending team’s possession or play on the ball
  2. If an offender collides with a defender, or a defender’s position prevents a makeable offensive play on the ball, the infracted player may call “hinder” to force a replay of the point
  3. If during possession or en route to the net, the ball contact a defender to prevent a makeable offensive play, the infracted team may call “hinder” to force a replay
  4. The following infractions cause a loss of point:
    1. A defensive player attempts to play a ball out of turn
    2. A player hits a shot off the net which subsequently hits himself or his teammate
      1. If the defensive team has no play on the ball, they should cede the point to the offense
    3. A player makes contact with the Spikeball roundnet set, moving the set from its original position or affecting the trajectory of the ball
      1. If neither net position or trajectory changed, play on

Any flagrant misconduct will result in contestant ejection.

  1. If a contestant is ejected, they will be reported by the supervisor and will meet with the coordinator of intramural sports.

Any misconduct executed by an official must be brought to the immediate attention of the IM Supervisor.

Player Interaction

The only participant who can make appeals to an umpire is the team captain.

Consistent infraction of this rule may lead to an ejection.

Any player who is creating an environment which any official deems as contrary to the goals of the Intramural Sports Program is subject to ejection.

Use of profanity directed at an official shall result in an immediate ejection.

Any protest made must be addressed by the Intramural Official immediately.

Judgment calls are not protestable.

All protests must be issued in accordance with article XI of the Intramural Sports Constitution.

Any team or individual that fails to be ready for play at the scheduled time of the contest will forfeit to their opponent.

Forfeited contests will not be rescheduled.

  1. A fine of $25 shall be assessed.

Teams will be suspended until each forfeit fine is paid.

If a team must forfeit, the Intramurals office should be notified no later than 3pm the day of the contest.

  1. This will count as a default and not a forfeit.

Sportsmanship

All participants must adhere to the Sportsmanship Rules Established by Article XVI of the Intramural Sports Constitution.

  1. Team captain is responsible for educating and informing all players and spectators affiliated with his/her team about the system.
  2. The officials working that game and or any intramural staff member will rate each team in each contest on sportsmanship.
  3. The intramural staff and officials rate teams and organizations on a 4 point rating system. To qualify for playoffs, a team must average at least a 3.0 over all games to be included in playoffs.
  4. Teams must also maintain an acceptable sportsmanship rating for each game throughout the playoffs in order to advance.

Rating System Criteria:

“4” – Some question of judgment or rule interpretation with minimal complaint.

“3” – Good game, but not perfect. Repeated question of judgment or complaints by team.

“2” – Highest rating a team can achieve with one unsportsmanlike call in softball, volleyball, flag football; yellow card in soccer; and a technical foul in basketball.

“1” – Consistent harassment of the officials. Highest rating a team can achieve with 2 unsportsmanlike conducts, technical fouls (not on the same participant), or yellow cards.

“0” – Includes threatening an employee. Forfeit includes any game in which a team is ejected for fighting and/or 3 unsportsmanlike penalties or technical fouls in a game.