Commonly referred to as Spikeball, this sport features elements from other sports such as Volleyball and 4-square. First, 2 teams of 2 people are formed. Players are positioned at 4 points around the net, with partners located at neighboring positions. From here, one player serves the ball across the net to an opposing team member. The opposing team then has 3 hits to return the ball to the net. After the serve, there are no boundaries of play. Participants are free to run, set, and spike the ball from anywhere around the net. Play continues until a team fails to return the ball or the ball hits a rim piece, at which point the rally ends, and the other team receives 1 point.
Here's a video to help: https://www.youtube.com/watch?v=7bubKNFVZvE
There are varying levels of players who participate in local, regional, and national events. Here's how that works:
1.0 RPR - Understand the basic rules of roundnet.
Understands the serving and scoring rotations. Serving rotation: If the serving team wins a point, the server switches starting positions with his or her teammate on the following point. Scoring rotation: For every 5 points played, all players rotates one spot counter clockwise. This is meant to "level the playing field" (thank you) if one side of the court is especially sunny or windy.
1.5 RPR - Consistency under control.
Can serve the ball onto the net consistently when going for accuracy, not power. When under control, can consistently spike the ball onto the net. When under control, can consistently pass the ball toward the net.
2.0 RPR - Keep a rally going.
Can run away from the net to play defense and then come back to the net to spike the ball for offense. Can hit powerful serves with a +50% success rate.
2.5 RPR - Both hands.
Can pass and spike the ball with both hands, although one hand may be more accurate than the other. Understands when to hit a drop shot or a big spike based on defense's position.
3.0 RPR - Tournament Ready - Intermediate.
Can hit at least 2 different types of serves consistently onto the net. Can make accurate passes that account for teammate and defense's positioning. Can be in an ideal defensive position based on what the offense looks like they are doing, where they are positioned and where the ball is in relation to the net.
RPR 3.5 - 25 foot test.
Can spike the ball at least 25 feet with dominant hand. Using all 3 touches with a partner, can successfully return a shot that has traveled 25+ feet from the net.
RPR 4.0 - Tournament Ready - Advanced.
Can put the ball away with both hands. Has a 4+ offensive shots. Rarely makes mistakes when ball is in complete control.
PR 4.5 – Top 8 Advanced.
Finished Top 8 in the Advanced Division at a Spikeball Sanctioned tournament.
RPR 5.0 – Premier.
Qualify for Spikeball Premier Division by placing top 2 in the Advanced Division when there is a Premier Division or top 8 in the Advanced Division when there is no Premier Division.
RPR 5.5 – Pro.
Qualify for Spikeball's Pro Division by being one of the top 16 teams in the country.
For more details, please check out the official Spikeball website: https://spikeball.com/pages/official-rules
Here's a video to help: https://www.youtube.com/watch?v=7bubKNFVZvE
There are varying levels of players who participate in local, regional, and national events. Here's how that works:
1.0 RPR - Understand the basic rules of roundnet.
Understands the serving and scoring rotations. Serving rotation: If the serving team wins a point, the server switches starting positions with his or her teammate on the following point. Scoring rotation: For every 5 points played, all players rotates one spot counter clockwise. This is meant to "level the playing field" (thank you) if one side of the court is especially sunny or windy.
1.5 RPR - Consistency under control.
Can serve the ball onto the net consistently when going for accuracy, not power. When under control, can consistently spike the ball onto the net. When under control, can consistently pass the ball toward the net.
2.0 RPR - Keep a rally going.
Can run away from the net to play defense and then come back to the net to spike the ball for offense. Can hit powerful serves with a +50% success rate.
2.5 RPR - Both hands.
Can pass and spike the ball with both hands, although one hand may be more accurate than the other. Understands when to hit a drop shot or a big spike based on defense's position.
3.0 RPR - Tournament Ready - Intermediate.
Can hit at least 2 different types of serves consistently onto the net. Can make accurate passes that account for teammate and defense's positioning. Can be in an ideal defensive position based on what the offense looks like they are doing, where they are positioned and where the ball is in relation to the net.
RPR 3.5 - 25 foot test.
Can spike the ball at least 25 feet with dominant hand. Using all 3 touches with a partner, can successfully return a shot that has traveled 25+ feet from the net.
RPR 4.0 - Tournament Ready - Advanced.
Can put the ball away with both hands. Has a 4+ offensive shots. Rarely makes mistakes when ball is in complete control.
PR 4.5 – Top 8 Advanced.
Finished Top 8 in the Advanced Division at a Spikeball Sanctioned tournament.
RPR 5.0 – Premier.
Qualify for Spikeball Premier Division by placing top 2 in the Advanced Division when there is a Premier Division or top 8 in the Advanced Division when there is no Premier Division.
RPR 5.5 – Pro.
Qualify for Spikeball's Pro Division by being one of the top 16 teams in the country.
For more details, please check out the official Spikeball website: https://spikeball.com/pages/official-rules