Skip To Main Content

Laurier Recreation - Waterloo Campus

Spikeball Rules

Team Composition 

  • Rosters may not be larger than 3 total players and there are no gender requirements 
  • A maximum of 2 of players are permitted to play at one time 
  • A game may not proceed with less than 2 players. An exception can be made if an injury occurs during a game. 

Game Procedures 

  • Matches are a best out of 3 sets. The first two sets are to 21 points, win by 2 and capped at 27.  
  • If the minimum number of players are not present, the team will default 
  • Games will use the equipment provided by Wilfrid Laurier University to ensure consistency 
  • Games will either be conducted in the AC Squash Courts or outside on a designated field 
  • Teams are permitted one 60 second time-out per set 
  • Default matches result in a match score of 2-0 
  • If both teams default, it will result in a match score of 0-0 
  • Captains are responsible for rock, paper, and scissors. The winner will determine which team will serve first, the looser will pick sides. The team receiving the ball for the first match will serve first for the second match  

Rules

Official Spikeball Rules Apply with the following adaptations 
  • The four players set up 90 degrees apart with teammates beside each other 
  • All players must begin a rally 6 feet from the net (if the space allows it) 
  • A rally begins when the server hits the ball off the net towards the opposing receiver who is set up directly across the net (180 degrees).  
  • After the service. The receiving team must try to hit the ball off the net in such a way that the opposing team cannot successfully return it. 
  • A team is allowed up to three touches to return the ball onto the net. Once the ball is played off the net, possession switches to the opposing team. The rally continues until a team is unable to legally return the ball. Players may move as they wish during a point, so long as they don’t physically impede the opponent’s play on the ball. 
  • The game will be scored using a rally point system where each time the ball is put in play a point will be rewarded. Points are rewarded when: 
    • The opposing team fails to legally return the ball to the set.  
    • The opposing team commits a point-loss infraction. 
    • The opposing team’s server fails to hit a legal serve or has two successive faults. 
  • Every 5 points all players rotate 90 degrees to equalize conditions 
  • Servers continue to serve until the receiving team wins a point 
  • The receiving team rotates each time they lose a point 
  • Once the receiving team wins a point, they get the service possession and choose who will start serving for their team. From there on, service alternates in the same 4- person order 
  • A server’s feet must be set and maintain contact with the ground until the ball is struck 
  • Service faults must be called by the receiving team and before the ball is struck for the second time. The receiving team may choose to play through a fault by not calling it and balls are live until a call has been made. On the second fault a point is rewarded and loss of serve. Service faults include: 
    • Server not announcing the score before their serve 
    • The ball’s trajectory changes due to proximity to the rim (called a pocket) 
    • The ball hits the rim 
    • The ball misses the net entirely 
    • The ball bounces multiple times on the net 
    • The ball landing on the net and rolls into the rim (called a roll-up) 
    • The ball is put in playing using an improper motion (e.g., thrown instead of struck) 
  • The ball must be struck and can at no time be caught, carried or thrown 
  • Rallies are over when: 
    • The ball contacts the ground,  
    • A serving fault occurs 
    • The ball hits the rim directly 
    • The ball bounces more than once on the net 
    • A player touches the ball in an incorrect order (e.g., an offensive player’s return hits their own teammate) 
    • A player contacts any part of the net (e.g., rim, legs, netting) during a rally 
  • Teams can play the ball up to 3 times alternating between players before returning the ball (striking it to the net) 
  • Players may not touch the ball twice consecutively 
  • Players may use any part of their body to strike the ball, but cannot play the ball with 2 hands 
  • Hinders are defined as any situation in which a player’s positioning prevents the opposing team from safely playing the ball. Hinders may be avoidable or unavoidable. 
    • Defensive hinders – defenders must make every effort not to impede offensive players. If this occurs, the offensive player must call a hinder 
    • Avoidable hinder – If the hinder was likely avoidable, the point is awarded to the offensive team 
    • Unavoidable hinder – if the hinder was unavoidable, no points are rewarded, and play will restart 
    • Offensive hinders – result in the point being replayed 
  • Disagreements 
    • Infractions must be called immediately, if no call is made the ball is still considered live 
    • Hinders must be called immediately and play should stop 
    • If teams cannot determine the infraction / hinder, the point will be replayed 
    • If several disagreements occur, teams should engage the league convenor to oversee the game