Spikeball
There is only one format of Spikeballl under JAM Rules. It is described in its entirety below. This rulebook will cover Mixed-Gender and Open 2’s programs.
JAM is for Everyone – Inclusion Statement
Our program offerings are designed to be inclusive for all members of the JAM community. Our goal is to create a welcoming gender policy that uplifts and supports each player where they are at. To ensure we can offer something for everyone, our programs may be offered in the following formats: Mixed-Gender, Women's, Men's, and Open.
Many of our league rules specify gender-based roster requirements, the goal of which is to ensure that each player has an equal opportunity to be included in gameplay.
Everyone participating in a JAM program is welcome to compete based on their gender identity and gender expression; regardless of their gender assigned at birth. Members whose gender identity does not align with the binary man/woman construct are welcome to play in all our mixed-gender and open programs.
Nonbinary, trans, genderqueer, and all other players who identify as a gender minority can count towards the roster minimums for either men or women in our mixed-gender leagues.
Game Time
All Spikeball games are approximately 30 minutes in length, with each team playing two games per night. Please arrive early to ensure you get the full use of your allotted court time. Regardless of when your game begins your game will always end on time to allow the succeeding games to begin at their scheduled time.
Time Keeping: The JAM Ambassador on site will be keeping track of time and will determine the end of your game. In this instance, you will receive a warning indicating the final five (5) minutes of your game, a ‘Last Serve’ call and a final signal for the end of your game. Once the final signal occurs your game is over.
Timeouts: Teams may call a one (1) minute time-out per match if needed.
Players
Teams are comprised of two (2) players on the court at once with no roster requirements. A default will occur if any team cannot field a squad by 10 minutes after the official start time.
Roster Numbers: There are no roster requirements for this league.
Defaults: Teams will default a match if they cannot provide a full team 10 minutes after the scheduled start time. A team that is not ready to play defaults the first set of the match, but can play the second and third games of the match if enough players show up.
Playing Area
All Spikeball matches will take place on a half of a regulation-sized Beach Volleyball Court.
Uniforms
Teams are required to bring both light and coloured shirts to every game. Team colours are posted on the JAM website in your schedule. If two teams have the same colour the team captains should contact each other to ensure that each team knows what colour to wear.
Defaults: There is no default for players that don’t wear the right colour. However, that player must do everything they can to ensure it’s not confusing for the opposition. Whether this means wearing a pinny, a hat, a teammate’s shirt, etc. Under no circumstances can a player purposely deceive the opposition.
Equipment/Set Up
- Nets and balls will be set-up and provided to teams beforehand.
- The tension of the net should be consistent throughout. A ball dropped from 3 feet above the net should bounce up approximately 12-18 inches. Please adjust the net accordingly if needed during the game.
Spikeball 101
The following outlines the basis of the rules of all JAM Spikeball Programs:
General Rules:
- All players except the receiver must begin the point at approximately 6 feet away from the net.
- Once the server strikes the ball, players may play anywhere they choose.
- Possession changes when the ball contacts the net.
- Each team has up to 3 touches per possession.
- The team who wins the point keeps serving.
- You are allowed to return a serve on the first hit.
Scoring:
- Spikeball is played using rally scoring; points can be won by the serving or receiving team.
- Games will consist of three sets. The first two sets will be played up to 21 while the last set will be played up to 15.
- If a set is not finished, the score will be taken as is once the time expires. (Example - Team A is winning 7-5 over Team B. Team A will win that set.)
- Teams can finish their rally if time has expired.
- Games are hard capped. This means sets will not be won by two. Once one team reaches the winning score, the set is over.
- The rally ends and a point is a point is awarded when:
- The ball contacts the ground or otherwise isn't returned onto the net within 3 touches.
- The ball is hit directly into the rim at any time, including on a serve.
- The ball bounces and falls back onto the net or rim.
- The ball clearly rolls across the net
Serving:
- If the receiving team wins the point, the next designated player serves according to the initial sequence. Otherwise, the server switches places with their partner and serves to the other receiving team member.
- The receiving team sets their position first. The server stands 180 degrees across the designated receiver--the only player allowed to field the serve.
- Team captains will play rock, paper, scissors to determine who serves first. The opposing team will then start with service for the next set.
- Serves may be struck with any amount of force; short serves are allowed.
- If the server hits a pocket, it is counted as a fault.
- If a server serves two faults, the receiving team wins the point. Violation of ANY of the following rules is a fault:
- The server must toss the ball upward at least 2 inches.
- If the server tosses the ball, the player must hit it. Dropping, catching, or swinging at and missing a toss all count as a fault.
Rallies:
- Touches must alternate between teammates. Consecutive touches by one player result in a loss of a point.
- The ball must be contacted cleanly, not caught, lifted, or thrown. Players may not hit the ball with two hands, even if placed together "volleyball style".
- Players may use any individual part of their body to hit the ball.
- After the serve, any unusual bounce (i.e. pocket) that does not contact the rim is legal and playable.
- 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.
- If teams cannot determine the legality of a hit, replay the point.
Discrepancies:
- Remember: Player safety is paramount
- Defending players must make an effort not to impede the offending team's possession or play on the ball.
- If an offender collides with a defender, or a defender's position prevents an offensive play on the ball, the infracted player may call "hinder" to force a replay of the point.
- All games are self-officiated. Any disputes will be discussed amongst the two team captains. Please play honestly and call your own infractions. If a dispute cannot be settled, the point should be replayed.
Regular Season Matches
Games can be tied during the regular season.
Playoffs Eligibility and Tiebreak
There must be a winner in a playoff match. In the event that the match ends in a tie, teams will partake in the following tie-breaker until a winner is determined:
In the playoffs, matches are best 3 out of 5. If the fifth and deciding set is tied at the end of regulation time, teams will play one more point to determine the winner
Rough Play
Any rough or physical play will result in immediate expulsion from further league play and may result in a lifetime league expulsion. Please see the JAM General Policy for our official guidelines on this subject. It is recognized that incidental contact between players is inevitable; however, all players should go out of their way to avoid creating an unsafe play. This rule supersedes all others.
Please note that on-site staff members have full autonomy when supervising games. Games may be stopped entirely, players may be asked to leave the playing area or be removed from the game entirely under their discretion.
Alcohol
There are absolutely no alcoholic beverages permitted on JAM property. Any offenders will be asked to leave the league without refund. No exceptions.