ASI Intramural Spikeball Rules

Please refer to the Intramural Sports Handbook for the complete list of Intramural Sports policies.

  1. The Game
    1. Start Time
      1. If the minimum number of players (2) are not present at game time, the game will be forfeited. All players must either check in with the ASI Intramural Sports supervisor or an official before the game with their PolyCard and a green campus pass (per campus COVID-19 guidelines). 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 Doerr Family Field. 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. Tournament sports will be structured as a round robin format followed by a single elimination playoff.
      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 the Intramural Sports website via
      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. Matches will be of the best of three games. The first person to win two games will be declared the winner of the match.
      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.
        14. Serving:
          1. 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 any distance.
          2. The receiving team sets position first. The server stands directly across from the receiving 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 6 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 stay stationary until the ball is served (no jump serves).
          7. 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.
          8. Serves must be below the receiver’s raised hand.
          9. If the ball can be caught by the receiver, it must be played.
          10. If the ball is too high, the receiver must call “let” 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. Once the ball is served, players can move anywhere around the net.
          12. 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.
          13. If the ball bounces off the rim and net simultaneously and goes in a wayward direction, a team can call “pocket.” This will result in a redo of the point; service remains the same.
          14. If the ball contacts the rim—also called a “rimmer”—any time after the serve, it is dead, and a point and the serve will be awarded to the other team.
          15. 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.
          16. 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.


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.