2006 GSA Volleyball Rules
Please read and digest this whole document. It may look long but it
really isn't. Everyone on your team is responsible for knowing what
the rules of our league are.
The rules are slightly different from last year.
Rule Highlights
The following rule highlights are emphasized here because
some people find them surprising.
- All games will be rally scoring. This means that every serve results
in a point for the team that won the rally, regardless of who served.
- Each game is to be played to 25 points but must
be won by at least two points. However, the first team to 27 wins
, regardless of the score. This
rule is not negotiable by the team captains. Examples:
- 25-23: team A wins
- 25-24: continue playing
- 26-24: team A wins
- 26-25: continue playing
- 27-26: team A wins
- Serving is permitted from anywhere behind the back line.
A player may not, however, serve from beyond the sides of the court.
- Serves which hit the net are still good.
- A player may hit the ball with any part of his/her body
(including the feet). Also, do not kick the ball for any
reason outside of game play. This can permanently warp the ball, and
also might injure someone.
- A player may double-contact the ball when receiving
the serve, as well as on any first ball over the net.
A "first ball over the net" is any time the ball travels from one
team's side of the court to the other. A "double-contact" is when the
ball strikes a player quickly, twice in succession, during a single
attempt to hit the ball. (For example, a hard serve might bounce
off a player's arms and then hit him/her in the face and then bounce
into the air. This would not be a fault if it is the first ball over
the net.)
- Games start promptly on the hour. Teams should arrive at
least ten minutes beforehand to warm up. Lateness might cause your
team to forfeit a game or the whole match.
- Finger action is permitted when receiving a serve.
Rules
The following comments reflect only a subset of all the rules
governing play. Many of the most obvious rules have been omitted.
Some of these rules are official USAV and some are local IM/GSA
rules.
NOTE: In all cases, the decision of the commissioners is final.
- Rights and Duties
- Time-outs: Requests may be made by either playing
captain when the ball is dead. Each team is allowed a maximum of two
time-outs per game (and therefore, a maximum of six time-outs per
match, provided the match consists of three games) and each is
limited to 30 seconds. Unused time-outs from one game cannot be
"saved" or "rolled over" for use in another game. The players may
not leave the court during a time-out. Of course, a team is not
required to use any time-outs.
- Conduct: The rule here is simply "be polite," or
equivalently, "don't be a jerk." Examples of unacceptable behavior
include (but are not limited to):
- Distracting players on the other team
- Blocking someone's line-of-sight to the server
- Clapping your hands when an opponent hits the ball
- Shouting potentially misleading directives at the other
team (like "out" or "in")
- Failing to call your own violations
Also, if you are practicing spikes on the center court, you
must have people on your team responsible for stopping them
to avoid interrupting play on the outer courts. During actual
game play, we don't require this (but it is nice if you happen to
have extra people).
IMPORTANT: During practices on the
center court, if you do not have people stopping the spike
shrapnel from affecting other courts, you will be asked to stop
spiking.
Sorry the courts are so close together. There's not
much I can do about this.
- Calling Penalties: We have no officials in this
league, so please call your own violations. Do not wait for
the other team to do it. If the existence of a violation cannot be
resolved, replay the point. The game is most fun when played honestly
and by the rules.
Gratuitously stressing the previous point: when you touch
the net, or "carry" the ball, or commit some other violation, please
call your own violation. The other team will respect you
immensely for it, and this will most likely lead to a
torrid life-altering romance with someone on the opposing team,
who heretofore had given up on his/her lifelong quest to find a
person of integrity.
- Punctuality: Games must end five minutes before the
hour, REGARDLESS of what the score is or how many
games have been played or when your team got to take the court. It
is the responsibility of the teams playing to stop on time.
Similarly, it is the absolute right of those teams about to play to
stop them on time.
This point cannot be stressed enough, so I will stress it
again: YOU MUST LEAVE THE COURT AT FIVE MINUTES BEFORE
THE HOUR NO MATTER WHAT. It doesn't matter how "close" or
intense your game is. If, for example, the score is 14-14 at
five minutes before the hour, then your game is a draw.
The next team has until the hour to warm up (including
spiking drills). Start your game on the hour. If you
haven't finished your spike drills, too bad. Also, please leave
the court when your allotted time is up. If your match is over
before the allotted time (e.g. your three games were
played very quickly or there was a forfeit) you may continue to
play for fun until the allotted time is up.
Take no more than two minutes between games. This is
where lots of time is wasted. Hurry up!
- Helping Out: I may ask teams scheduled to play
first to arrive slightly early to help set up the nets. Likewise, I
may ask teams scheduled to play last to help take down the nets.
- Scoring: Keep score and announce it before
each service. Since there is no official scorekeeper, it is up to
you and the other team to remain in sync about what the score is.
At the end of each game, be sure to record the score on the sheet
near your court. If a game must be stopped in the middle, it counts
as a game if at least one team has scored more than half the winning
score.
- Substitutions: You may use either one of the
following schemes, and you must use the same scheme throughout an
entire game.
- (USAV) A player starting the game may be replaced three
times and can reenter thrice, but must return to the original
position in the rotation. There may be a maximum of two players for
any one position. There will be 12 such substitutions allowed per
game.
- (GSA) You may rotate a new player into a certain position
at each rotation. This player must come from a queue of waiting
players which is fed by another player rotating out. For example,
you might have an "extra" player rotate into the serving position at
each rotation, as the right forward player rotates out and enters the
queue.
- Number of players: A team must have at least 6 and no
more than 15 on their roster. In order to play a game a team must
have at least four players present. Six players are on the court at
one time.
- Forfeits: If a team is not ready to play on the
hour, they will forfeit one game. If at ten minutes after the
hour, the team is still not prepared to begin, the rest of the match
will be forfeited as well. If a team forfeits, they can still play,
but scores don't count.
The problem with forfeits is that it is a huge
inconvenience for your opponents, who have shown up and
don't have anyone to play against. The
Commissioner may eject a team from the league if they repeatedly
forfeit.
If you know in advance that your team can't make it,
you can avoid a forfeit by requesting a "bye"; see below .Even if
it's not a week beforehand, if you know that you won't have a time
there, please let the commisioner and the other team know! You may
still get the forfeit, but you avoid wasting the other team's
time.
- Byes: If you notify the commissioner by the Monday
before, you will get a bye and not have a game scheduled.
- Scheduling: I will have the schedule out by Tuesday
afternoon each week. I reserve the right to make schedule changes
without asking you until Wednesday evening. After that, I will ask
the team captain for permission before changing. In any case I will
send you email if the schedule changes.
- Autonomous schedule shuffling: If you're in danger
of forfeiting a game and the schedule has already gone out, you may
negotiate schedule alterations with other captains. You can use our
official bboard for this purpose, or you can use other means of
communication. I'm pretty flexible about this, but the key is: all
affected parties must agree. If you can't get every affected
party to agree, your team will have to eat the forfeit.
- Example:You have a scheduled game at 7 that you're
going to miss. You might ask a friendly captain playing at 6pm if
that team is willing to play twice (playing their normal game at 6
and playing your scheduled opponents at 7). Whatever you captains
work out is fine with me, but: everyone affected must agree to
the changes and you need to tell me so I can fix the score
sheets and computer stuff.
- Rules of Play
- Match: A match will consist of three games. All
three games are important and will contribute to the standings. Even
if you win the first two, you should play all three, because total
point count contributes to your standings as well as games won. If
there is not enough time, a match consists of the number of games
played in your time slot, not exceeding three.
- Game:IMPORTANT:Each game is to be
played to 25 points but must be won by at least two
points. However, the first team to 27 wins, regardless of
the score. This rule is not negotiable by the team captains.
Before the first game, captains will toss a coin. The
winner can choose either (a) first serve, or (b) playing area (which
side of the court to start on). The loser chooses the remaining
option. Before the second game, first serve and playing area will
switch. If a third game is required, another toss is made. During
the 3rd game, teams may also switch areas after one team wins 6
points if requested by either captain. If a coin cannot be found,
the captains may play scissors-paper-rock or with any other method
agreed upon by the captains .
- Service:
- The player making the serve may not have either foot
touching the court or outside the serving area when the ball is
hit. The serving area is considered anywhere beyond the back line
and within the (extension of the) side lines. For a jump serve, this
holds for the last place the foot touched before leaving the ground.
- The ball must be clearly hit (not thrown) after releasing
or tossing it. The ball must be hit with one hand or with any other
part of the arm.
- All other players must be within their own court and in
their normal rotation order (they may switch after the ball is
served).
- The served ball can touch the net.
- The opposing team may not block or spike
the serve.
- The opposing team may return the serve with a bump or
set. Finger action is permitted when receiving a serve.
Double-contacts (which occur as part of a single attempt to play the
ball) are permitted on the serve (as well as on any first ball over
the net).
- Each team is allowed a maximum of three hits to return the
ball. A block is not counted as one of these hits. Multiple
contacts (or with multiple people) are still considered blocks and
are not counted towards the three hits.
- Hitting the ball: A ball is considered held
(illegal) if it visibly comes to rest momentarily in the hands or
arms of a player. The ball should be hit so that it rebounds
cleanly after contact. Scooping, lifting, pushing, or carrying is
illegal. Do not play the ball with an open hand below the waist or
behind the head.
Defining exactly what a "carry" is, is a subtle task
beyond the abilities of this author. A good rule of
thumb is: your contact with the ball should be virtually instantaneous.
Extended contact with the ball (pushing, lifting,
redirecting, scooping, etc) is probably a carry. Also,
any move that looks like it belongs more naturally in basketball
or Jai-Alai is probably illegal. Try to use your best judgement
as to what carries are.
Successive contact ("double-contact") is allowed only
during a single attempt to make the first team contact,
which includes service receives, spikes, bumps, or any
other time where it is the first contact
after the ball has crossed the plane of the net from the other
side. (It does not have to be a "hard driven ball").
This double-contacting rule does not apply (i.e.
double-contacts are not permitted) if you are trying to set
the ball.
A player may hit the ball with any part of his/her body
(including, for example, the feet).
- Blocking and spiking inside the attack zone (on or in front
of the 10-foot line) may only be performed by the three players who
are occupying the front line position in the rotation. Back row
players who want to spike the ball have two choices: they may hit
the ball without jumping (i.e. feet in contact with the ground when
the ball is hit); or, if they do jump, they must depart the ground
from a point behind the 10-foot line.
- When returning the ball, it must pass across the net and
inside the court area. If your court has antennas, the ball must
cross inside the antenna area. If your court does not have
antennas, imagine that it does. This has ramifications for balls
that go "wide" that you heroically chase after. In order to properly
return the ball to the other side, the ball must cross the net
between the designated points. Balls that go "around" the net or
outside the antennas are invalid. Any contact with the antenna means
that the ball is out.
- Touching the net with any part of your body (except hair) is
a fault. Touching any part of the opponent's court with any part of
your body except your foot is a fault. Touching their court with
your foot is also a fault unless part of your foot is on or above
the center line. You are permitted to be above your
opponent's court (e.g. if you slide into the net and your body is
hovering over but not touching the ground on your opponent's side)
as long as you do not interfere with the play.
- The ball cannot be played by your team until some fraction
of the ball has passed over the vertical plane of the net, except
during a block. However, in a block, you can not touch the ball
before your opponent does unless part of the ball has come over the
net
- Any ball touching the baskets, walls, floor,
bystanders, etc. is dead. However, if the ball hits
the ceiling, and comes down on the same side of the court,
you can continue to play it. If the ball hits the ceiling,
then comes down on the opponent's side of the court, you lose the
rally.
- If a ball from another game or warm-up enters your court,
play stops immediately and the point is replayed. Teams that are
warming up are required to control their balls so as not to
interfere with other people's play. Teams that are playing
are encouraged but not required to also do so.
Credits
This document was adapted from an email message from Michael Posner,
one-time GSA Volleyball Rules Commissioner. The rules were compiled and
updated by Chuck Yount, Greg Silvus, and Dave Ward. Updated by Michael
Posner, Spring 1995 and Spring 1996. HTMLified by Darrell Kindred.
Rewording, clarification and gratuitous emphasis supplied by Corey
Kosak. Pat Riley then made changes including changing to rally
scoring and 21 point games. Kevin Bowers then changed games to 25 points.
Questions should be directed to me at kbowers+gsavball@cs.cmu.edu.
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