Spikeball
Any intramural policies not mentioned here may be found in the Intramural Handbook. Unless specifically mentioned below, intramural spikeball play is governed by official Spikeball rules. By participating in Intramural Sports, the participant agrees to abide by all Intramural rules and policies.
You may suffer physical and/or mental injury from participating in Intramural Sports. There are certain risks of injury that are inherent to participation in sports and recreational activities. These types of injuries may be minor or serious and may result from the actions or inactions of themselves or others. By choosing to participate in Intramural Sports, you do so at your own risk. It is understood that most activities require a certain level of fitness and health, and that each person has a different capacity for participating in these activities. Participants of Intramural Sports are highly encouraged to have a physical examination and procure health insurance prior to play. UC Campus Recreation does not provide health insurance.
Intramural Supervisors undergo concussion recognition training. In the instance a participant is exhibiting any signs or symptoms of a concussion as a result of a head injury sustained during intramural play, he or she will be removed from the activity. This individual must provide a physician’s note clearing the individual to play by a specific date. This note may be e-mailed to intramural@uc.edu.
2.1
There will be no jersey requirements for teams
2.2
Campus Recreation will provide spikeball sets and spikeballs.
3.1
Prior to registration close, a team must have at least two players confirmed on its IMLeagues roster. Teams that fail to do so may not be included in the league.
3.2
Once playoffs begin, players may not be added to the roster without direct approval of the Coordinator and/or Assistant Director of Intramurals.
3.3
Teams may have up to five (5) players on its roster.
3.4
No team shall participate with less than two (2) players at any time
3.4.1
Teams may not continue below the minimum required players to begin a game (2) [Exception: Section 3.4.2]
3.4.2
At the approval of the supervisor and opponent, teams may participate below the minimum number of players needed to start a game if deemed competitive by the staff and the opponent agrees to waive protest rights under Section 5.4
3.5
Mixed gender teams may not have more than one player of one gender throwing.
3.5.1
Mixed gender teams must adhere to section 3.5 regardless of injury or ejection - even if it results in a short handed scenario under Section 3.4.2
3.6
Teams are permitted one (1) checked-in coach on the bench.
4.1
Players may substitute inbetween points. There is no limit for substitutions.
4.1.1
In Mixed Gender games, substitutes must be of the same gender.
5.1
The game shall be to twenty-five (25), win by two
5.2
There shall be no timeouts
5.3
Teams that arrive late to games and/or are not ready with the minimum roster by start time will receive the following penalty:
5.3.1
1-4 minutes late = Other team begins up 5-0 and receives first serve
5.3.2
5-9 minutes late = Other team begins up 10-0 and receives first serve
5.3.3
10+ minutes late = Game is forfeited.
5.4
Teams that forfeit must pay a $20 non-refundable reinstatement fee prior to the end of the regular season to be eligible for playoff consideration [Refer to Section XII of the Intramural Handbook for more information].
5.5
In order to prevent forfeits, teams may also default once per season. Teams must give a minimum 48 hour notice of default to qualify by emailing intramural@uc.edu [Refer to Section XII of the Intramural Handbook for more information].
6.1
Overtime will be a straight race to thirty (30) or win by two (2), whichever comes first
7.1
All players except the receiver must begin the point a minimum six feet from the net. The receiver may stand at any desired distance.
7.1.1
The receiving team must set their position first. The server must stand directly across from the designated receiver.
7.2
Once the server strikes the ball, players may go anywhere they choose.
7.3
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.
7.4
Serves may be struck with any amount of force. Short serves are allowed.
7.5
All of the following under Section 7.5 shall be considered faults:
7.5.1
The server fails to toss the ball upward at least four inches prior to serving.
7.5.2
The server fails to hit the ball after tossing upwards
7.5.3
A server carries or guides their serve
7.5.4
A serve takes an unpredictable bounce (Pocket)
7.6
The receiving team must call a fault prior to their second contact. Otherwise, play continues.
7.7
During a serve, if the ball takes an unpredictable bounce (pocket) or is too high, the receiver must call "let" before their second contact. The serving team will receive a second attempt to produce a clean serve. If they fail twice, the receiving team wins the point. If the receiver does not call "let," continue play.
8.1
The rally ends, and a point is awarded when any of the following occur:
8.1.1
The ball contacts the ground or otherwise isn't returned on to the net within three touches.
8.1.2
The ball is hit directly into the rim at any time [Exception: Section 7.7]
8.1.3
The ball bounces and falls back onto the net or rim.
8.1.4
The ball clearly rolls across the net.
8.2
Touches must alternate between teammates. Consecutive touches by one player result in the other team winning the point.
8.3
The ball must be contacted cleanly and not caught, lifted, or thrown.
8.4
Players may not hit the ball with two hands, even if placed together as in volleyball.
8.5
Players may use any individual part of their body to hit the ball.
8.6
After the serve, any unusual bounce (pocket) that does not contact the rim is legal and playable.
8.7
A shot which lands on the net, rolls into the rim and then off the net (roll-up) is played as a pocket, not a direct rim hit.
8.8
If teams cannot determine the legality of a hit, replay the point.
8.9
Defending players must make an effort to not impedge the opposing team's possesion or play on the ball.