RULES OF THE GAME
Matawan-Aberdeen Recreation Volleyball League
GUIDE FOR REFEREES **
We play using the current
USAV rules, rally-scoring format. Exceptions are noted below under
"General and Miscellaneous House Rules". The following is an excerpt of
the rules. Please refer to the USAV
website for the complete rules.
1. Definitions
1.1. Loss of rally – Penalty for a team committing
a fault
1.1.1. Serving Team – loss of point and loss of serve (side
out)
1.1.2. Receiving Team – loss of point
2. Service
2.1. Service
commences each play. The HEAD referee has the responsibility to begin play in a
timely fashion by signaling for service with a whistle. Prior to the whistle,
the head ref. should check to see that both the serving and receiving team are
ready. If, in the JUDGMENT of the head ref, a team purposely delays the game
beyond a reasonable time, a warning should be issued to the offending team. A
second violation should result in a charged time out against the offending
team. If the offending team is out of timeouts, then a loss of rally results.
2.2. The
server has 8 seconds to release or toss the ball for service after the head ref
has whistled the start of play. Failure to serve the ball after the whistle has
blown, results in a loss of rally.
2.3. A
service executed before the referee's whistle is cancelled and repeated. A
player may not repeat this more than once during any term of service. A second
occurrence, results in a loss of rally.
2.4. No
foot faults, because we do not have the required 8 foot of service space.
However, if in the JUDGMENT of the head ref, players are encroaching too far
into the court on the serve, the head ref should issue a warning and define
his/her acceptable limit to both teams. Subsequent violations should be penalized
with a loss of rally.
2.5. The
server may put the ball into play anywhere between the right and left sideline
and from behind the end line (or the acceptable limit, determined above).
2.6. The
server must clearly release or throw the ball before contact. First violation
should result in a warning. Subsequent violations result in loss of rally.
2.7. After
the service whistle has blown and a player tosses or releases a ball for
service, the ball MUST be struck for service. There is no reserve rule anymore.
Only one attempt is allowed. Fault results in loss of rally.
2.8. Service
Criteria: Ball MUST pass OVER the net and between the antenna. The ball must
not contact antenna, ceiling, travel outside of antenna, or land outside of the
opponents court area. A violation results in a loss of rally. If the serve
contacts the net BUT then goes over, the play is then considered legal and play
continues. (Let serves are good!)
2.9. Service
Rotation - The rotation or order of players on the court must conform to the
service order as set by the captain before the start of the game, at the time
of service. No player shall completely overlap his adjacent teammate's
position, either front to back or side to side. A front row player (4, 3, 2)
must be closer to the net then his/her corresponding back row (5, 6, 1) player.
Players in positions 1, 2, 4, & 5 (the outside positions) must be closer to
the sideline then their corresponding adjacent row mate. A players
position/overlap is determined by the position of their feet in contact with
the floor at the time of service. Players may change from their service order
only after the server contacts the ball. Service order must remain the same
until the game is completed. The only exception is injury substitution and
positional substitution (also, see "Substitution Rules" below).
Overlap is a violation of the service rotation. Violation of this rule results
in a loss of rally for the offending team.
2.10. All
players (except the server - who is to be within the service area) must be
fully within the court during service.
3. Playing
the Ball
3.1. A
maximum of 3 consecutive team contacts of the ball is allowed, except, when a
block is the first contact. Then, the player(s) participating in the block
shall have the right to make the next contact, which becomes the 1st of 3
allowable team contacts. Even if the blocker fails to make the next contact,
the team is still allowed 3 consecutive contacts after the block.
3.2. Multiple
contacts are legal during blocking and during a single attempt to make the first
team play of a ball coming from the opponents, even off a block. At any other
time, multiple contacts are a fault (double hit). The penalty is a loss of
rally for the offending team.
3.3. Held
Ball (AKA carry) - When the ball visibly comes to rest in the hands or arms of
a player. Scooping, lifting, pushing, and throwing are also forms of a carry
and result in a fault. The penalty is a loss of rally for the offending team.
3.4. A
"held" ball between two opposing players at the net (i.e. a joust) is
no longer a dead ball. The ball remains in play and may be contacted 3 more
times by the team on the side on which the ball drops (similar to a block).
3.5. The
ball may touch any part of the body.
4. Play
at the net
4.1. Players
contacting the net with any part of the body or uniform, other than hair,
including that portion outside the antennas are guilty of a fault. Loss of
point and loss of possession (if applicable) results. If two opposing players
contact the net simultaneously, a double fault results and replay is directed.
Contact with poles outside of antenna is legal.
4.2. Crossing
the centerline - A fault occurs when a player contacts the opponents court
(crosses the center line; even partially) with any part of the body except the
feet or hands. If the foot (feet) or hand(s) of the player crosses the center
line entirely contacting the opponents court, then a fault also occurs.
4.3. Ball
in the Vertical Plane of the Net - A ball that has penetrated the vertical
plane of the net may be played by either team.
4.4. Players
are not allowed to attack the ball on the opponent’s side of the net.
4.5. Players
are allowed to break the plane of the net over the opponent’s court, while in
the process of blocking or completing an attack hit. They cannot interfere with
the opponent’s opportunity to play the ball in the opponent’s court though.
Blocking is the process of rejecting a ball back into the opponent’s court,
after an opponent’s offensive attempt to direct the ball into the blockers
court.
4.6. Back
row players are not allowed to block. In addition, back row players are not
allowed to play the ball into the opponents court while in front of the 10 foot
line and from above the top of the net, unless they contact the ball while they
are in mid-air, having jumped from behind the 10 foot line.
5. General
and Miscellaneous House rules
5.1. The
sidelines and back lines of the court are considered extensions of the court.
Therefore, a ball that contacts these lines is considered to be within the
court. Conversely, any ball that falls outside of the court markings is out.
5.2. A
dead ball should be ruled if the ball touches the antenna or the net outside
the antenna.
5.3. Balls
that contact objects (lights, beams, vents, etc.) above the teams playing
surface may be played by the team causing the contact, provided the ball
remains in the teams court and the team has not exceeded it's legal limit for
team contacts.
5.4. Balls
contacting objects above a team’s court and rebounding into the opponent’s
court become dead and a loss of rally is assessed to the offending team.
5.5. A
dead ball results when the ball contacts any of the sidewalls. Penalty is loss
of rally for the offending team.
5.6. Rear
backboard is in play, unless, in the referees JUDGMENT, the ball would have
gone out of bounds. Any area above the backboard (ie. backboard supports) is
considered part of the ceiling.
5.7. A
ball contacting the backboard above the head ref should be replayed if, in the
JUDGMENT of the head ref, a legal play could have been made had the backboard
not interfered. A dead ball should be ruled if the backboard prevents a ball
from going out of bounds and no legal play could have been made. A dead ball
should be ruled for any ball hitting the backboard on its way into the
opponent’s court that could not legally cross above the net and between the
antennas. A dead ball and loss of rally results when a served ball contacts the
backboard.
5.8. If
the ball is played in the vicinity of the rear end bleachers, at least one foot
must be in contact with the gym floor at the time the ball is played. The fault
results in loss of rally.
5.9. Players
must not penetrate the adjacent court before, during, or after playing the
ball. The fault results in loss of rally. A player may pass under the net if
that player does not contact the opposite team's court or interfere with any
player on the opposite side.
5.10. Interruptions
of play - As soon as the referees notice an injured player or foreign object on
the court (i.e. a loose ball) that could create a hazard to a player(s), play
will be stopped and a replay directed. A replay should not be directed if, for
example, a loose ball occurs away from the play and simultaneously with the
completion of play, and in the JUDGMENT of the referee, the result of the play
was unaffected by the loose ball.
5.11. Two
time outs per team per game. Each time shall be no more than 30 secs. When a
time out is called, both teams are entitled to the FULL 30 seconds.
5.12. Substitution
Rules - No player shall sit out more than 1 full game or the equivalent of one
game per evening. Exceptions to this rule will be tolerated only if a team is
in compliance with the rules as stated in the "official rules" for
rotation/substitution, and NO player(s) on that team object to
the inequitable distribution of playing time. If a rotation consisting of all
players present at a match is not utilized, in-match substitutions must be pair
wise. Once player A is substituted for player B, only player B can be
substituted back for player A (except in the case of injury). Players A and B
may switch an unlimited number of times, but again, captains are encouraged to
give all players equal time on the court. Unlimited Subs!
5.13. Teams
automatically forfeit a game if they have less than 4 regular members. Teams
may play a game with only four -or- may obtain one substitute if they have four
or five members. This substitute should be drawn from the pool of floaters. The
floater system may also be used to balance out the number of players per team,
to maximize playing time. The volunteers will designate floaters to teams, as
appropriate.
5.14. Player
misconduct - If any player(s) is unacceptably rude (yelling to refs or other
players), acts violently (creates a danger to other players well being or the
facility), or behaves in any other manner deemed inappropriate during a game,
the head referee will issue the offending player(s) a warning. If the behavior
persists a point or side out will be awarded to the opposing team. Continued
mis-conduct will not be tolerated and will result in the dismissal of the
player(s) from the game. The volunteers reserve the right to expel any
player(s) who demonstrates disregard for the rules set forth here.
5.15. A
copy of this guide will be kept in the equipment bag and also at the back of
each of the scoring books for reference. For situations not covered within this
guide, the official rulebook applies. Everyone should attempt to familiarize him/herself
with the rules.
____________________
** Much of the
material for this guide has been re-written from the "2003 United States
Volleyball Official Rules". The material presented here is intended as an
overview and no attempt has been made to describe each rule in complete detail.
For further information, please refer to the rulebook. [Revised 1/12/04 - Rob
Guillen/MAM]