Classic Regular Season Rules

Updated Jun 27th 2018

NET HEIGHT

The net will be set at a height of 7’4”.

 

GAME BALL

Only the official Funtime League Game Ball may be used to play.

 

TEAMS

Teams may have a maximum of 12 player, 6 regulars and 6 spares.

The Captain is the only player allowed to stop plays, make calls, and discuss infractions with the other team’s captain. If they don’t feel comfortable doing this, they may designate another player to make calls.

 

SEASON STRUCTURE                                                                 

 

REGULAR SEASON - First Round Robin

All teams shall complete a single round robin, with each team in the league placed in two divisions based on ranking from the previous season. 1 point is given for each win. A maximum of 3 games will be played, all to 25 (must win by 2) with a 27 point cap. If time is called before the 3rd game is finished, if the leading team is winning by 2 and has more than 15 points, it will count as a win for them.  If 3 games are finished before time is called, teams may continue playing for fun, no more points will be awarded.  When time is called, you may finish your play before ending the game if the play was already under way. All matches are 55 minutes with 5 minutes to warm-up starting on the hour.

 

REGULAR SEASON - Second Part

Teams will be divided into 5 groups of 4 at the end of the first half based on points and division from the first round robin.   Platinum for the top 4, Gold, Silver, and Bronze for the next, and Copper for the bottom 4.  Ties go to the team who won during the two teams encounter in the season. If still tied, goals against will be subtracted from goals for to break the tie.  Points will be kept.  Each team will play each other team in their division once.  After a round, the points acquired during the round will be totaled, the top team of their division will move up a tier, the bottom teams of a division will drop a tier.  There will be 6 rounds.  The overall winner will have the most total points at the end of the season. There will also be a winner of each division based on the points acquired on the third round.

 

PLAYOFF STRUCTURE

 The top 16 teams based on the tier system will playoff, with #1 playing #16, #2 playing #15, etc. The bottom two teams will playoff for last place. Every round will be reseeded based on rank. The first round will be played at the college on Apr. 17th, 2019. The final eight will playoff at the college on April 24th, 2019 starting at 6pm. The winner will receive the trophy.

 

SCORE KEEPING

 Each team is responsible for keeping their own scores and recording the amount of wins on the score sheets after the games are over.  Failing to record your wins at the end of the night will result in no points being given.  All tournaments and the final 8 in playoffs will be tracked by an amateur referee.

 

PENALTIES

 Infractions include but are not limited to: Unsportsmanlike conduct towards players or referees and missing matches without notifying the other team captain.

The following penalties will be given:

A Warning (only ever given once)

-1 points in the overall standings

-3 points in the overall standings

- Dismissal from all FunTime Leagues

 

OFFICIALS

 Only tournaments and the playoffs after the first round will be refereed.  Referees will be people from the board or volunteers with no personal stake in the outcome of the game.  Since they are not professionals, mistakes will be made.  Politely point out your concerns.  During regular matches, the team captains will point out offences.

 

ROSTER

Three males maximum on the court, any number of females.  You may use players from your spare list. There will also be a league spare list from which teams may draw spares.   You may NOT borrow players from other teams, you will have to play short if you don’t have enough. Players on your team as full time players or spares may not spare for other teams. If you use a player from the league spare list more than twice, you must add them to your team spare list. Any changes may be submitted over the course of the year until 1 month before playoffs, March 30th, 2016. After that, no changes will be allowed.

 

POINTS

A point is awarded every time a rally finishes, whether serving or receiving.

 

FORFEIT

A team that is incomplete or borrows a player from another team forfeits all 3 points to the opposing team.

 

FIRST SERVE

First ball will be determined by rock-paper-scissors at the beginning of the match. Then the loser of the previous set will get first serve in the next one.

 

ROTATION

Each team must rotate one position clockwise after winning the right to serve or after 5 consecutive serves in a row.

 

BALL IN

The ball is “in” when it touches the floor of the playing court including the boundary lines.

 

BALL OUT

The ball is “out” when:

  1. the part of the ball which contacts the floor is completely outside the boundary lines;
  2. it touches an object outside the court, the ceiling or a person out of play;
  3. it touches the antennae, ropes, posts or the net itself outside the side bands;
  4. it crosses the vertical plane of the net either partially or totally outside the crossing space
  5. it crosses completely the lower space under the net.

 

TEAM HITS

A hit is any contact with the ball by a player in play.

The team is entitled to a maximum of three hits (in addition to blocking), for returning the ball. If more are used, the team commits the fault of “FOUR HITS”.

CONSECUTIVE CONTACTS - A player may not hit the ball two times consecutively

SIMULTANEOUS CONTACTS - Two or three players may touch the ball at the same moment.

When two (or three) team-mates touch the ball simultaneously, it is counted as two (or three) hits (with the exception of blocking). If they reach for the ball, but only one of them touches it, one hit is counted. A collision of players does not constitute a fault.

When two opponents touch the ball simultaneously over the net and the ball remains in play, the team receiving the ball is entitled to another three hits. If such a ball goes “out”, it is the fault of the team on the opposite side.

If simultaneous hits by two opponents over the net lead to an extended contact with the ball, play continues.

ASSISTED HIT

Within the playing area, a player is not permitted to take support from a team-mate or any structure/object in order to hit the ball.

However, a player who is about to commit a fault (touch the net or cross the centre line, etc.) may be stopped or held back by a team-mate.

 

THE HIT

The ball may touch any part of the body.

The ball must not be caught and/or thrown. It can rebound in any direction.

The ball may touch various parts of the body, provided that the contacts take place simultaneously.

Exceptions:

at blocking, consecutive contacts may be made by one or more player(s), provided that the contacts occur during one action;

at the first hit of the team, the ball may contact various parts of the body consecutively, provided that the contacts occur during one action.

It is a fault, during the reception of service, to make a double contact or catch using an overhand finger action.

 

FAULTS

FOUR HITS: a team hits the ball four times before returning it.

ASSISTED HIT: a player takes support from a team-mate or any structure/ object in order to hit the ball within the playing area.

CATCH: the ball is caught and/or thrown; it does not rebound from the hit.

DOUBLE CONTACT: a player hits the ball twice in succession or the ball contacts various parts of his/her body in succession.

 

BALL AT THE NET

BALL CROSSING THE NET

The ball sent to the opponent's court must go over the net within the crossing space. The crossing space is the part of the vertical plane of the net limited as follows:

below, by the top of the net;

at the sides, by the antennae, and their imaginary extension;

above, by the ceiling.

The ball that has crossed the net plane to the opponent's free zone totally or partly through the external space, may be played back within the team hits, provided that:

the opponent's court is not touched by the player;

the ball, when played back, crosses the net plane again totally or partly through the external space on the same side of the court.

The opponent team may not prevent such action.

The ball that is heading towards the opponent’s court through the lower space is in play until the moment it has completely crossed the vertical plane of the net.

BALL TOUCHING THE NET

While crossing the net, the ball may touch it.

BALL IN THE NET

A ball driven into the net may be recovered within the limits of the three team hits.

If the ball rips the mesh of the net or tears it down, the rally is cancelled and replayed.

 

PLAYER AT THE NET

REACHING BEYOND THE NET

In blocking, a player may touch the ball beyond the net, provided that he/she does not interfere with the opponent’s play before or during the latter's attack hit.

After an attack hit, a player is permitted to pass his/her hand beyond the net, provided that the contact has been made within his/her own playing space.

 

PENETRATION UNDER THE NET

It is permitted to penetrate into the opponent’s space under the net, provided that this does not interfere with the opponent’s play.

Penetration into the opponent's court, beyond the centre line:

to touch the opponent's court with a foot (feet) is permitted, provided that some part of the penetrating foot (feet) remains either in contact with or directly above the centre line;

to touch the opponent’s court with any part of the body above the feet is permitted provided that it does not interfere with the opponent’s play.

A player may enter the opponent's court after the ball goes out of play.

Players may penetrate into the opponent's free zone provided that they do not interfere with the opponent’s play.

 

CONTACT WITH THE NET

Contact with the net by a player between the antennae, during the action of playing the ball, is a fault. The action of playing the ball includes (among others) take-off, hit (or attempt) and landing.

Players may touch the post, ropes, or any other object outside the antennae, including the net itself, provided that it does not interfere with the play.

When the ball is driven into the net, causing it to touch an opponent, no fault is committed.

 

PLAYER’S FAULTS AT THE NET

A player touches the ball or an opponent in the opponent's space before or during the opponent’s attack hit.

A player interferes with the opponent's play while penetrating into the opponent’s space under the net.

A player’s foot (feet) penetrates completely into the opponent's court.

A player interferes with the opponent’s play by (amongst others):

 

  • touching the top band of the net or the top 80 cm of the antenna during his/her action of playing the ball, or

 

  • taking support from the net simultaneously with playing the ball, or

 

  • creating an advantage over the opponent by touching the net, or

 

  • making actions which hinder an opponent’s legitimate attempt to play the ball.

 

SERVICE

EXECUTION OF THE SERVICE

The ball shall be hit with one hand or any part of the arm after being tossed or released from the hand(s).

Only one toss or release of the ball is allowed. Dribbling or moving the ball in the hands is permitted.

At the moment of the service hit, the server must not touch the court (the end line included) or the floor outside the service zone. Female players may start with one foot in the court.

After the hit, he/she may step or land outside the service zone, or inside the court.

The server must hit the ball within 8 seconds after the 1st referee whistles for service.

A service executed before the referee's whistle is cancelled and repeated.

 

SCREENING

The players of the serving team must not prevent their opponent, through individual or collective screening, from seeing the server and the flight path of the ball.

A player or a group of players of the serving team make(s) a screen by waving arms, jumping or moving sideways during the execution of the service, or by standing grouped to hide the server and the flight path of the ball.

 

FAULTS MADE DURING THE SERVICE

Serving faults.

The following faults lead to a change of service even if the opponent is out of position. The server:

does not execute the service properly.

Faults after the service hit.

After the ball has been correctly hit, the service becomes a fault (unless a player is out of position) if the ball:

touches a player of the serving team or fails to cross the vertical plane of the net completely through the crossing space;

goes “out”;

passes over a screen.

 

ATTACK HIT

CHARACTERISTICS OF THE ATTACK HIT

All actions which direct the ball towards the opponent, with the exception of service and block, are considered as attack hits.

During an attack hit, tipping is permitted only if the ball is cleanly hit, and not caught or thrown.

An attack hit is completed at the moment the ball completely crosses the vertical plane of the net or is touched by an opponent.

RESTRICTIONS OF THE ATTACK HIT

A front-row female player may complete an attack hit at any height, provided that the contact with the ball has been made within the player's own playing space

A back-row or male player may complete an attack hit at any height from behind the front zone:

at his/her take-off, the player's foot (feet) must neither have touched nor crossed over the attack line;

after his/her hit, the player may land within the front zone.

A back-row or male player may also complete an attack hit from the front zone, if at the moment of the contact a part of the ball is lower than the top of the net.

No player is permitted to complete an attack hit on the OPPONENT’S service, when the ball is in the front zone and entirely higher than the top of the net.

FAULTS OF THE ATTACK HIT

A player hits the ball within the playing space of the opposing team.

A player hits the ball “out”.

A back-row or male player completes an attack hit from the front zone, if at the moment of the hit the ball is entirely higher than the top of the net.

A player completes an attack hit on the opponent's service, when the ball is in the front zone and entirely higher than the top of the net.

 

 

BLOCK

BLOCKING

Blocking is the action of players close to the net to intercept the ball coming from the opponent by reaching higher than the top of the net, regardless of the height of the ball contact. Only front-row players are permitted to complete a block, but at the moment of the contact with the ball, a part of the body must be higher than the top of the net.

Block attempt

A block attempt is the action of blocking without touching the ball.

Completed block

A block is completed whenever the ball is touched by a blocker.

Collective block

A collective block is executed by two or three players close to each other and is completed when one of them touches the ball.

BLOCK CONTACT

Consecutive (quick and continuous) contacts with the ball may occur by one or more blockers, provided that the contacts are made during one action.

BLOCKING WITHIN THE OPPONENT’S SPACE

In blocking, the player may place his/her hands and arms beyond the net, provided that this action does not interfere with the opponent’s play. Thus, it is not permitted to touch the ball beyond the net until an opponent has executed an attack hit.

BLOCK AND TEAM HITS

A block contact is not counted as a team hit. Consequently, after a block contact, a team is entitled to three hits to return the ball.

The first hit after the block may be executed by any player, including the one who has touched the ball during the block.

BLOCKING THE SERVICE

To block an opponent's service is forbidden.

BLOCKING FAULTS

The blocker touches the ball in the OPPONENT’S space either before or simultaneously with the opponent’s attack hit.

A back-row player completes a block or participates in a completed block.

Blocking the opponent’s service.

The ball is sent “out” off the block.

Blocking the ball in the opponent’s space from outside the antenna.