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Intramural Indoor Volleyball Rules

VOLLEYBALL (INDOOR) RULES (PDF download)

 

The rules below are specific for the sport indicated above and do not include intramural program policies which all participants must abide by. For a complete description of intramural policies, participants should view the Intramural Program Manual.

TEAM REQUIREMENTS AND EQUIPMENT

1.1    A team shall consist of 6 players. A team may start with a minimum of 4 players. All players must be checked in with the intramural supervisor before they are allowed to participate.

1.2   All players must wear non-marking rubber-soled shoes.

1.3   Jewelry may not be worn.

1.4   Casts and/or any other item deemed to be dangerous by the official may not be worn during the game. Knee braces made of hard, unyielding substances covered on both sides with all edges overlapped and any other hard substances covered with at least 2 inch of slow recovery rubber or similar material will be allowed.

THE GAME

2.1 All matches will consist of the best two out of three games. All games will be rally scoring: Rally scoring means a point is won on each serve, no matter whether the team who won the point served the ball or not. In the first two games a game shall be won by the team which has earned 21 points and a two point advantage. If the score is tied 21-21, then the first team to gain a two point advantage is the winner. In the third game, the team which achieves 15 points first is declared the winner. There is no cap in any of the three games.

2.2 A captain’s game of paper rock scissors at the beginning of the match will determine the choice of court or service. The team which does not serve first in game one will serve first in game two. Teams must switch sides between the first two games. Another captain’s game of paper rock scissors will be conducted for the choice if there is a third game.

2.3 One time-out will be given to each team per game.

PLAYING THE BALL

3.1 Maximum of three team contacts: Each team is allowed a maximum of three successive contacts of the ball in order to return the ball to the opponent’s area. The only exception to this rule is that a block is not considered to be one of the three contacts.

3.2 Contacted ball: A player who contacts the ball shall be considered as playing the ball.

3.3 Contact of the ball with body: The ball may be hit with any part of the body on or above the waist, but cannot come to rest visibly on the body. If the ball hits below the waist, it shall become dead.

3.4 Illegal hit: An illegal hit occurs when the ball visibly comes to rest or has prolonged contact with a player. This is a judgment call by the official and cannot be questioned by anyone. Holding, catching, throwing, lifting, and pushing are illegal hits because of prolonged contact with the ball. Rolling is considered an illegal hit because there is continued and steady contact between the ball and the player’s body.

3.5 Double hit: A double hit occurs when a player illegally contacts the ball twice in succession or the ball rebounds from one part of the body to another on a single attempt to play the ball.

3.6 Simultaneous contact by the opponents:

3.7 Net foul: a net foul occurs while the ball is in play and: 

  • a player contacts any part of the net including the cable attachments. It is not a foul when a player’s hair touches the net, or the force of the ball hit by an opponent pushes the net or net cables into the player.
  • There is interference by a player who makes contact with an opponent who is making a legitimate effort to play the ball.

 

3.9 Screening: a screen is an intentional act, which obstructs the receiving player’s view of the server or the flight of the ball from the server. Screening includes:

  • the server being hidden behind a group of tow or more teammates who are standing in an erect position and the ball is served over a member of the group.
  • a player with hands extended clearly above the height of the head or with arms extended sideways at the moment of service if the serve passes over the player(s).

 

3.10 Blocking the Ball: A ball which is entirely on the opponent’s side of the net is permitted to be blocked when the opposing team has had an opportunity to complete its attack. (Note: The serve may NOT be blocked). The attack is considered complete when the:

  • attacking team has completed their three allowable hits.
  • Attacking team has had the opportunity to spike the ball or, in the official’s judgment, directs the ball with the intent to return it to the opponent’s court.
  • Ball is falling near the net on the attacking teams side and in the official’s judgment, no member of the attacking team could make a play on the ball.

 

3.11 Front line players may contact the ball from any position inside or outside the court (except crossing the center line and its out-of-bounds extension). A player may cross the center line or its out-of-bounds extension with one or both feet/hands, provided a part of the foot/feet or hand/hands remains on or above the center. Contacting the floor across the center line with any other part of the body is illegal.

3.12 Back-line player attack: A back-line player may attack the ball only if he/she leaves the floor from behind the 10 foot line and its imaginary extension. If any part of the player’s foot touches the 10 foot line at the time of contact; a foul shall be called. Back-line players may not attempt to block the ball in front of the 10 foot line. A back-line player shall not return a ball which is completely above the height of the net while:

  • on or in front of the 10 foot line or its out-of-bounds extension.
  • in the air, they left the floor on or in front of the 10 foot line.

 

SERVICE

4.1 The server must wait for the official to beckon (blow the whistle and motion with his/her hand) before a serve may be attempted. If the ball is served before the official’s beckon, a re-serve shall be directed. During a team’s term of service if the ball is served a second time before the official’s beckon, then it is a side-out. If the serve hits the net and still gall inside the non-serving team’s court, then the ball is ruled in play. If a serve hits the net and does not fall inside the non-serving team’s court, then it is considered to be illegal and a point will be awarded to the non-serving team. The server shall serve from within the serving area and shall not touch the end line or the floor outside the lines marking the width of the serving area at the instant the ball is contacted for the serve. The server’s body may be in the air over or beyond the serving area boundary lines, having left the floor from the serving area.

4.2 A good serve must land on the line or inside the court. If any part of the ball touches the line, then the ball is considered to be “good”. If the ball lands out and is not touched by any player on the receiving team before it hits the ground, then a point is awarded.

4.3 The server has five seconds to make a legal serve. The server may toss and catch a bad toss as long as no swinging motion has been made to attempt the serve. The server is allowed only one re-serve per term of service.

4.4 Positions of players at service: The positions of players at the moment of service must be in proper alignment. This means that no player on the court may be closer to a sideline, end line, or centerline, than an adjacent player on the court. Front-line players may not overlap with any back-row player, and vice-versa. Players in the front-line may not overlap with one another, and the same is true for players in the back-row. After the ball has left the server’s hand, players may go anywhere on the court.

4.5 Front-row players: A team can have no more than 3 front-row players on the court, during a particular rotation, regardless of the total number of players (4, 5, or6) on the court.

 

LIVE BALL/DEAD BALL

5.1 The ball becomes live when it is legally contacted for the service.

5.2 The ball becomes dead when:

  • the ball touches the antennas or any part of the net outside the playing court.
  • the ball strikes the floor.
  • the ball contacts a permanent object (excluding the net) above or outside the playing court. EXCEPTION: a ball striking the ceiling or an overhead obstruction above a playable area shall remain in play provided the ball contacts the ceiling or obstruction on the side of the net extended that is occupied by the team that last played the ball, and the ball is legally played next by the same team.
  • a player commits a fault.
  • a served ball contacts and does not clear the net.
  • the official blows the whistle for any reason.

 

5.3 The point shall be replayed if a ball from an adjacent court enters the playing area.

 

COED RULE MODIFICATIONS

6.1 A team consists of six individuals but may play with four individuals. Only the following combinations are acceptable; 4 men 2 women, 3 men 2 women, 2 men 3 women, or 3 men and 1 women.

6.2 Men and women must alternate positions.

6.4 All coed games will be played at a standard men’s net height.

 

 

SPORTSMANSHIP

PHILOSOPHY

Sportsmanship is individuals or teams doing unto others as they would have others do unto them. Sportsmanship is individuals containing an understanding and appreciation of the rules developed for sport. Players enjoying the recreational experience and encouraging others to participate regardless of skill level will help enhance the integrity of the program. All participants will take responsibility for his/her own actions regardless of the repercussions, which involves not blaming others for mistakes made or making excuses for wrong doings. Sportsmanship is recognizing and acknowledging character and honor among team members and opponents while practicing such characteristics themselves. Participants will respect officials, supervisors, and opponents during, before, and after a contest. Finally, sportsmanship will portray an overall respect and passion for the sport and recreation.

SPORTSMANSHIP MISSION

Ferrum College and the Intramural Sports program are dedicated to promote and enforce positive sportsmanship among all Ferrum College participants. Through each contest participants must portray fair play, respect for opponents, and intramural staff, as well as, graciousness in winning or losing. In order to encourage proper conduct during games, officials, supervisors, and administrative personnel will make decisions to warn, penalize and/or eject players, coaches, teams, and/or spectators for poor sportsmanship. The decisions made by these individuals are final and will be reviewed by the Coordinator of Intramural Sports. In the instance teams challenge their rating, only the captain will meet with the Coordinator of Intramural Sports to discuss the issue. All captains are responsible for the conduct of their teams during an intramural contest. The sportsmanship rating can be affected by actions occurring before or after a contest.

 SPORTSMANSHIP CRITERIA AND RATINGS

Based on this philosophy the following system will be used to evaluate a team’s sportsmanship during each contest in which they participate:

Teams will receive a rating each week that will create an average at the end of the season. Teams in Level I must have an average of 3.0 at the end of their fourth week to continue play. Teams in Level II and Level III must have an average of 3.0 to be eligible for playoffs.

Example:

Game 1: 3.0

Game 2: 3.0

Game 3: 2.5

Game 4: 3.0

Total 11.5

           

Average Conversion: 11.5 / 4 = 2.875. This team would not be eligible for continued play or playoffs.

 

Superior: 4.0 “Win with class – lose with dignity”

  • Teams must display absolute respect for opponents, officials, supervisors, and administrative staff.
  • Teams respect all decisions made by the intramural staff.
  • All questions to the sport official must be respectful and reasonable. Statements are not questions and will not be recognized.
  • Teams are responsible for their actions and spectators they bring to the event.
  • Teams state positive comments of encouragement towards teammates and opponents.
  • Teams accept a loss and congratulate the opponent on their success.
  • Teams receive absolutely no warnings, ejections, yellow cards, unsportsmanlike penalties or technical fouls.

 

Excellent: 3.5

  • Teams must display absolute respect for opponents, officials, supervisors, and administrative staff.
  • Teams will ask questions and make statements in regard to the game.
  • Teams are responsible for their actions and spectators they bring to the event.
  • Teams state positive comments of encouragement towards teammates and opponents.
  • Teams accept a loss and congratulate the opponent on their success.
  • Teams receive absolutely no warnings, ejections, yellow cards, unsportsmanlike penalties or technical fouls.

 

*Note: All teams that request to cancel within 24 hours of their next contest will receive a 3.5 rating. The opposing team will also receive a 3.5 rating.

 

Good: 3.0

  • Teams must display absolute respect for opponents, officials, supervisors, and administrative staff.
  • Teams will ask questions and make statements in regard to the game.
  • Teams are responsible for their actions and spectators they bring to the event.
  • Teams state positive comments of encouragement towards teammates and opponents.
  • Teams accept a loss and congratulate the opponent on their success.
  • Teams receive and adhere to verbal warnings, but receive no ejections, yellow cards, unsportsmanlike penalties or technical fouls.

 

Average: 2.5

  • Teams must display absolute respect for opponents, officials, supervisors, and administrative staff.
  • Teams will ask questions and make statements in regard to the game.
  • Teams are responsible for their actions and spectators they bring to the event.
  • Teams state positive comments of encouragement towards teammates and opponents.
  • Teams accept a loss and congratulate the opponent on their success.
  • Teams receive a technical foul, yellow card, or unsportsmanlike conduct, but receive no ejections.

 

Below Average: 2.0

  • Teams must display absolute respect for opponents, officials, supervisors, and administrative staff.
  • Teams will ask questions and make statements in regard to the game.
  • Teams are responsible for their actions and spectators they bring to the event.
  • Teams state positive comments of encouragement towards teammates and opponents.
  • Teams accept a loss and congratulate the opponent on their success.
  • Teams receive two technical fouls, yellow cards, or unsportsmanlike conducts, but receive no ejections.

 

*Note: Teams that forfeit through a no show will automatically receive a 2.0.

 

Poor Conduct: 1.0

  • Teams must display absolute respect for opponents, officials, supervisors, and administrative staff.
  • Teams will ask questions and make statements in regard to the game.
  • Teams are responsible for their actions and spectators they bring to the event.
  • Teams state positive comments of encouragement towards teammates and opponents.
  • Teams accept a loss and congratulate the opponent on their success.
  • Teams receive an ejection.

 

Unacceptable: 0

  • Teams must display absolute respect for opponents, officials, supervisors, and administrative staff.
  • Teams will ask questions and make statements in regard to the game.
  • Teams are responsible for their actions and spectators they bring to the event.
  • Teams state positive comments of encouragement towards teammates and opponents.
  • Teams accept a loss and congratulate the opponent on their success.
  • Teams receive multiple ejections or the game is forfeited by intramural staff.

 

SPORTSMANSHIP SANCTIONS

The intramural program contains the right to address all issues that pertain to sportsmanship issues. Players that are ejected from an event will receive an automatic one game suspension and will have to meet with the Coordinator of Intramural Sports. The captain of the team will have to attend this meeting to discuss the sportsmanship issue and the rating system. The intramural program also reserves the right to contact Judicial Affairs to resolve extreme disciplinary situations. All situations will be handling individually and sanctions may vary.