ASI Intramural Spikeball Rules


  1. The Game
    1. Start Time
      1. All players must check in with the ASI Intramural Sports supervisor before the game with their unique IMLeagues Virtual ID Card and any valid photo ID.
      2. If the minimum number of players (2) are not present at game time, the game will be forfeited. Please refer to the ASI Intramural Sports Handbook for a detailed description of our forfeit policy.
    2. Location
      1. Games will be played at the Lower Sports Complex. Please give yourself plenty of time to get to your games ahead of schedule. Remember that all team members must be signed in and ready to play at game time to avoid a forfeit.
    3. Schedule
      1. Spikeball will be structured as a round robin pool format followed by a single elimination bracket.
      2. If your team is unable to make it to your game, be sure to contact the Intramural Sports staff ahead of time to either default the game or attempt to get the game rescheduled.
      3. All tournament games will be listed out on IMLeagues.
      4. Zero Tolerance Policy
        1. There is no alcohol or drugs allowed at ASI Intramural Sports games. If a player or fan is under the influence, they will be ejected immediately, and disciplinary action may follow. If ASI Intramural Sports Staff feels that there is a threat to participant safety or suspects that a team might be under the influence, they are required to stop the game immediately. If there is no proof of substance use, the game will be rescheduled for another time.
    4. Game Regulations
      1. A match consists of best two (2) out of three (3) games.
      2. Each game will be rally scoring to 21 points (must win by two) with a cap of 25 points.
        1. If a third game is necessary, it will be rally scoring to 15 points (must win by two) with no cap.
        2. In rally scoring, points are awarded for side-outs in addition to normal scoring opportunities for the serving team. Thus, the defending team has the ability to score points as well as the serving team.
      3. Points are scored when:
        1. The ball isn’t hit back into the net within 3 hits.
        2. The ball hits the ground.
        3. The ball hits the rim (including clips); unless during the first serve attempt which is a “let.”
        4. The ball does not bounce off the net in a single bounce. It must clear the rim in order to be good.
        5. There is an illegal serve on the second serve or another infraction occurs.
        6. Each team has up to three (3) hits per possession but does not need to use all three (3) hits.
        7. Hits must alternate between teammates if the team is taking multiple hits to return the ball.
        8. After the ball is returned into the net, the order resets.
        9. The ball must be hit, not be caught, lifted, or thrown.
        10. Any part of the body can be used to hit the ball, however, players cannot contact the ball twice in a row regardless of what part of the body is used.
        11. If a defensive player attempts to play a ball when it is not their turn, their team loses the point.
        12. If a player hits a shot off the net, then the ball hits their teammate, their team loses the point.
        13. If a player hits a shot off the net, then the ball hits them, their team loses the point.
      4. Serving
        1. Opposing players line up across from each other. Before the ball is served, any players not receiving the serve must be 7 feet from the net; the returner can stand at any distance.
        2. The serving team sets position first. The receiver receiver stands directly across from the serving player. Only the designated receiver can field the serve.
        3. The ball must be tossed up from the server’s hand before it is hit. Therefore, it cannot be hit out of the server’s hand.
        4. The server will have two (2) opportunities to toss and legally serve the ball to the net. If the server does not like the toss, they need to let the ball drop to the ground.
        5. The server must start behind the “service line” (at least 76 feet away from the net). The server’s feet may not cross the service line until after the ball is contacted.
        6. The server must maintain one point of contact with the ground until the ball is served (no jump serves).
        7. The server is allowed to take one step before tossing and serving the ball. Once they have taken a step, they may not move until the ball has been served.
        8. The ball must come cleanly off the net on a serve. However, serves can be as hard or as soft as the server likes; drop shots are allowed.
        9. Serves must be below the receiver’s shoulder.
        10. If the ball is too high, the receiver must call “fault” before their teammate touches the ball. If the serving team cannot hit a legal serve on the second try, the point/and serve are lost and the other team will begin service.
        11. The serve may not change directions on the net as a result of landing on the side pocket.
      5. During the Rally
        1. Once the ball is served, players can move anywhere around the net.
        2. After a server wins the point, the server must change positions with their teammate so that they are directly across from the other member of the receiving team. The four players serve in the same sequence throughout the match, changing the server each time a rally is won by the receiving team. If a team’s score is even, the player on the right serves. If their score is odd, the player on the left serves.
        3. If the ball contacts the rim—also called a “rim”—at any time after the serve, it is dead, and a point and the serve will be awarded to the other team.
        4. 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 the point is replayed.
        5. The offensive team must have a legitimate play on the ball to call “hinder.”
    5. Mercy Rule
      1. There will be no mercy rule for Sportsmanship.
  2. Clarification of Terms and Rules
    1. No-Hit-Zone
      1. A circle drawn on the field with a radius of 3 feet from the center of the net, with the circumference being 1.5 feet away from the outer rim.
      2. The offensive team may not make any contact inside of the no-hit-zone when hitting the ball on the net or during their follow through. The hitter must establish all points of contact outside of the zone before, during, and after the hit.
      3. If a player does make contact inside of the no-hit-zone when hitting on the net, their team loses the point.
      4. Competitive teams will be required to play with the no-hit-zone. Recreational teams may choose whether or not to play with the no-hit-zone.
    2. Service Line
      1. A circle drawn on the field with a radius of 8.5 feet from the center of the net, with the circumference being 7 feet away from the outer rim.
      2. The server and both non-receivers must maintain all points of contact outside of this line until the ball is served.
    3. Soft Touch
      1. During the rally, directly after a player has hit the ball onto the net, if a defender contacts the ball while it still has an upward trajectory, this is called a soft touch.
      2. When a player makes a soft touch, this counts as the first of their team’s 3 hits, but they are permitted to also make the second hit.
      3. If the player chooses to make both the first and second hit, their teammate must use the third hit to put the ball on the net. The player who made the soft touch may not use the second hit to put the ball on the net.
      4. This is the only instance where a player may contact the ball twice in a row.
    4. Side Pocket
      1. Either of the leftmost or rightmost thirds of the net relative to a center line parallel to the ball’s horizontal entry angle.
      2. During a serve, the ball may not contact the side pocket and move in the opposite direction. For example, if the ball contacts the left pocket and bounces to the right, and vice versa, this is a fault.
      3. A ball contacting the side pocket and not moving in the opposite direction is legal. For example, if the ball contacts the left pocket, and continues to move left, and vice versa, this is a clean serve.


Individuals should play and participate with integrity and respect for others while engaging in ASI Intramural Sports. Good sportsmanship is vital to the success of the intramural sports program and the quality of experience for all participants. Teams are responsible for the actions of individual team members and spectators related to their team. Organizations will be held responsible for their behavior before, during, and after the match. In order to encourage proper conduct during the game, supervisors and administrative personnel will make decisions on whether to warn, penalize, or eject people and/or teams for poor sportsmanship.  These decisions will be final. Any team receiving an unacceptable sportsmanship rating is required to have their manager meet with intramural staff before they are considered for continued participation. Any individual ejected from an intramural contest will have to meet with the intramural advisory committee before they can be considered to continue participating in intramural events.