The Quest for Glory...The Quest for the Tyng

Spikeball

THE GAME

Colleges now also have the option to play Spikeball matches in public places on campus, such as Cross Campus, Old Campus and the Morse-Stile Crescent. Secretaries from both colleges must inform the Head Secretary and Head Referee of their plans to play on campus. Spikeball sets can either be provided by colleges or can be picked up from Payne Whitney Gym. If colleges don’t desire to play on central campus, they can still play at the IM fields, as Spikeball sets are kept there, too.

  • Winner of rock, paper, scissors gets to pick side or serve.
  • Opposing players line up across from each other. 

  • Before the ball is served any players not receiving the serve must be 6 feet from the net. The 
returner can stand at whatever distance they choose. 

  • Once the ball is served players can move anywhere they want. 

  • Possession changes when the ball contacts the net. 
        
  • Each team has up to 3 hits per possession, but they do not need to use all 3 hits. 

  • When sunlight is a factor, teams should switch sides half way through the match. 


THE TEAM

Spikeball is a team sport played by two teams of two players (2vs.2). The game will follow a best out of 3 games format. Any player may play in a maximum of 2 of the 3 games. Opposing teams line up across from each other with the Spikeball net in the center. The ball is put in play with a service—a hit by the server from behind the service boundary into the net to an opposing player. Once the ball is served players can move anywhere they want. The object of the game is to hit the ball into the net so that the opposing team cannot return it. A team is allowed up to three touches to return the ball. The rally continues until the ball is not returned properly.

LATE POLICY

Teams are expected to be at the fields and ready to begin play at the time designated on the schedule. If at the starting time a team has the minimum number of players to begin then the game must start as soon as possible. If a team has fewer than the minimum at the designated starting time then the start of the game will be delayed and the late arriving team will be penalized as follows. 15 minutes after the original starting time, the present team will be awarded 5 points; after 25 minutes of the original starting time, the “no-show” team is forced to forfeit the game. The present team will be awarded the win. If both teams are late in arriving then only the will the allotted time be used to complete the best out of 3 games. If 3 games cannot be completed within the allotted time, then the team with the most amount of points/ games earned will be deemed the winner.

ELIGIBILITY

All undergraduate students and persons associated with a residential college who meet general eligibility requirements, except graduate students, are eligible to participate. 

 SCORING 

  • Rally scoring (points can be won by the serving or receiving team) 

  • Games are played to 21. You must win by two points. (unless otherwise specified by a 
tournament director) 


Points are scored when: 


  • The ball isn’t hit back into the net within 3 hits
the ball hits the ground

  • The ball hits the rim (including clips) (Even during a serve–rim shots don’t count as a “let”)

  • The ball does not bounce off the net in a single bounce. (It must clear the rim in order to be good)
  • There is an illegal serve or other infraction 

SERVING

  • The receiving team sets their position first. Server stands directly across from the receiving player. Only the designated receiver can field the serve. 

  • The ball must be tossed up from the server’s hand before it is hit. It cannot be hit out of the server’s hand. If the server does not like the toss, they need to let the ball drop to the ground. They will have one more opportunity to toss and serve the ball. 

  • Server’s feet must be behind the service line (at least 7 feet away from the net) when the ball is hit. They can lean over the service line, but their feet may not cross the service line until after the ball is hit. 

  • The server is allowed to take a pivot step or approach steps, but is not allowed to move laterally beyond a pivot. 

  • Serves can be as hard or as soft as the server likes, and drop shots are allowed. 

  • Serves must be below the receiver’s shoulder. If the ball is too high, the receiver must call “let” before their teammate touches the ball. The serving team has one more try to serve. If the serving team cannot hit a legal serve on the second try, they lose the point. If the receiver does not call “let”, continue play. 

  • The ball must come cleanly off the net on a serve. If the ball takes an unpredictable bounce 
(commonly known as “pocket”), the receiver must call “let” before their teammate touches the ball. The serving team has one more try to give a clean serve. If the serving team cannot hit a legal serve on the second try, they lose the point. If the receiver does not call “let”, continue play.
  • If the ball takes an unpredicted bounce, and lands back on the net or the rim, it’s the other teams point and a change of possession. 

  • If the ball contacts the rim at any time, it is a point for the other team and a change of possession. 

  • After a server wins the point, they change positions with their teammate so they are directly across from the other member of the receiving team. 

  • The six players serve in the same sequence throughout the match, changing the server each time a rally is won by the receiving team. 


CONTACTING THE BALL 

  • Hits must alternate between teammates. 
  • The ball must be hit, not be caught, lifted, or thrown. You cannot hit the ball with two hands 
(this includes putting both hands together while contacting the ball with your hands). 

  • You can use any part of your body to hit the ball and it counts as your hit. (You cannot 
contact the ball twice in a row regardless of what part of your body it touches) 

  • If the ball hits any part of the ground or rim it is no good. There are only “lets” on the serve. 
After the serve, if the ball does not hit the rim, play it regardless of how it bounces. 

  • If teams cannot determine if the ball hit the rim, replay the point, no questions asked. 

  • Once the ball hits the net, it must bounce off in a single bounce. It must clear the rim in order 
to be good. 


INFRACTIONS

Defensive players must make an effort to get out of the offensive team’s way. If a member of the defensive team is in the way of a play on the ball, the player being blocked must call “hinder” and replay the point. The offensive team must have a legitimate play on the ball to call “hinder.” 

PROTESTS

Protests involving eligibility may be made by any captain or Athletic Secretary against any team and must be made during or immediately following a contest. Once notified the team captain is required to present that player’s valid photo ID for verification. If no ID is available then the captain must submit a brief statement that includes the name of the person in question and the circumstances of eligibility. If a person is found to be ineligible, all games in which they participated or were suspected of having participated are recorded as losses and any awarded Tyng Cup points are withdrawn. All other protests involving misinterpretation of the rules must be made at the time of the incident. Play must be stopped and may not continue until the protest is resolved on the spot by the game officials with the aid of the governing rules of the game, or if necessary by final decision of the Intramural Supervisor. Any team that disputes the result and refuses to continue play will default the contests.