Overview
Roundnet is a sport where two teams, each comprising two players, compete against each other. Team members from opposite sides position themselves facing one another with theSpikeball™ roundnet set placed centrally. A point is initiated when the server strikes the ball off the net towards the opposing player. After the serve, there are no specified sides or boundaries. The aim of the game is to hit the ball off the net in such a way that the opposing team cannot return it successfully.
Each team is permitted up to three touches to return the ball onto the net. Once the ball is played off the net, the opposing team gains possession. The rally continues until one team fails to return the ball legally. Players are free to move as they please during a point, provided they do not physically obstruct the opponent’s play on the ball.
Chapter 1: Equipment & Court
1.1. Equipment
1.1.1. Official Equipment - ASpikeball™ Pro Set and Ballshall be used in official tournament matches.
1.1.2. Set Components and Measurements - A Spikeball™ Pro Set includes 5 rims, 5 legs, and a net. The set measures 3 feet in diameter and 8 inches in height.
1.1.3. Net Tension - The net should be uniformly tense throughout. A ball dropped from a height of 5 feet should rebound to a height of 20 inches from the net (measured from the bottom of the ball).
1.1.4 Ball Inflation - The ball must be inflated to a circumference of 12 inches. Using the Pro Set measuring device, the ball should make contact with the sides of the device and be able to pass through with slight pressure.
1.2. Court
1.2.1. Court Elements - A roundnet court includes the set, service lines, No Hit Zone line, and the designated play area.
1.2.2. Court Arrangement - A minimum space of 30’ x 30’ is recommended per court, although there are no boundaries. If necessary, the SRA may limit the number of teams registering for a tournament to ensure each court maintains 30’ x 30’ of space.
1.2.3. Service Lines - When feasible, a service circle should be marked 7 feet from the set’s edge or 8.5 feet from the set’s center. Hash marks should indicate the four starting service positions. If indoors or unable to mark lines, tape can be placed 7 feet from the set’s edge or 8.5 feet from the set’s center at equal intervals around the set to form a circle and service positions.
1.2.4. No Hit Zone (NHZ) Lines - In the Spikeball Tour Series, NHZ is only used in Contender, Premier, and Women's Advanced categories.
When feasible, a no-hit zone circle should be marked 1.5 feet from the set’s edge or 3 feet from the set’s center. If indoors or unable to draw lines, tape may be placed 1.5 feet from the set's edge or 3 feet from the set's center at equal intervals around the set to form a circle.
Chapter 2: Participants
2.1. Team Structure - A team is made up of 2 players.
2.2. Player Equipment / Attire
2.2.1. Players may choose to wear cleats, sneakers, or play barefoot at their own risk. Cleats with hazardous components, such as metallic baseball cleats, track spikes, or worn or broken studs with sharp edges, are prohibited.
2.2.2. Players may wear glasses at their own risk.
2.2.3. Players may wear any soft attire that does not compromise the safety of other players or provide an unfair advantage.
2.2.4. Compression pads (e.g., knee pads) may be used for protection or support.
2.2.5. Players are not allowed to use clothing or equipment to unfairly hinder or assist the movement of the ball or another player.
2.2.6. The tournament director has the authority to reject any player equipment or attire that does not comply with these guidelines.
2.3. The SRA reserves the right to modify a team name, team logo, jersey graphic, or uniform if it is deemed inappropriate for the event or the organization as a whole.
Chapter 3: Playing Format
3.1. Scoring a Point - Roundnet is played with rally scoring; points can be earned by either the serving or receiving team. A team scores a point when:
3.1.1. The opposing team fails to legally return the ball to the set.
3.1.2. The opposing team commits a point-loss violation.
3.1.3. The opposing team’s server accumulates two consecutive faults.
3.2. Replay - A point is replayed when:
3.2.1. Teams cannot agree on whether a hit was legal.
3.2.2. Teams have a disagreement regarding an infraction.
3.2.3. Certain types of obstructions occur; refer to Chapter 6 for more details.
3.2.4. There is interference from outside the match (e.g., a player, ball, or other object from outside the game interrupts play).
3.2.5. If a point is replayed following a legal serve, the game continues with the same score, player positions, and serving order. The server will begin with their first serve. If a point is replayed because the teams cannot agree on the legality of the serve, the game resumes with the same score, player positions, serving order, and fault count.
3.3. Rally - A rally consists of a sequence of play actions starting from when the serve is hit until the ball goes out of play.
3.3.1. If the serving team wins a rally, they score a point and continue serving.
3.3.2. If the receiving team wins a rally, they score a point and will serve next.
3.4. To Win a Game - A game is won by the team that first reaches the set number of points (generally 15 or 21).
3.4.1. Games must be won by a margin of two points unless stated otherwise. If the score is tied at 14-14 or 20-20, play continues until one team leads by two points (17-15 or 27-25).
3.4.2. Hard cap - As determined by the tournament director, some games may have a hard cap, meaning if the score is tied at a specified number, the next point decides the winner. For instance, in games with a hard cap at 25, if the score is 24-24, the next point decides the game. Hard caps should be established before the games begin.
3.5. To Win a Match - A match is won when a team secures the required number of games (usually 2).
3.6. Forfeit - A team that is unable or unwilling to play when required may face a forfeit loss at the discretion of the tournament director.
3.7. Deciding Serve/Receive
3.7.1. One game – The winner of a coin toss or a game of Rock, Paper, Scissors (decided by the TD) chooses serve/receive or starting positions.
3.7.2. Two game matches – In bracket play, the team with the higher seed has the option to choose serve/receive, starting positions, or defer in the first game. If the higher seed defers, the lower seed chooses serve/receive or starting positions in the first game. In the second game, the choice of serve/receive or starting positions will alternate.
3.7.3. Three-game matches – If the match progresses to a third game, a coin toss or a game of Rock, Paper, Scissors will determine the winner, who can then choose between serve/receive or starting positions for the third game.
3.8. Positions
3.8.1. The four players begin in four positions around the set, spaced 90 degrees apart. Teammates are positioned next to each other. All players must start with every point of contact behind the service line (7 feet from the net).
3.8.2. The designated positions should be maintained throughout the match. Typically, these positions are aligned parallel and perpendicular to the field's orientation. When feasible, positions will be marked with a hash mark.
3.8.3. At the start of a game, the serving team sets their positions first. The player positioned on the right side will commence serving. Once the serving team is ready, the receiving team arranges their players.
3.8.4. The receiver is the player positioned directly across from the server. Once the server is ready, the receiver may adjust their position and is permitted to move freely without distance constraints.
3.8.5. Only the designated receiver is allowed to field the serve.
3.8.6. The other two players may only leave their positions once the server hits the ball.
3.8.7. If the serving team wins the point, the server swaps positions with their partner and serves to the other member of the opposing team.
3.8.8. Players rotate one position counterclockwise every 5 points to ensure equal conditions.
3.8.9. If a non-receiving or non-serving player moves before the server hits the ball, they lose the point. If both non-receiving and non-serving players move before the server hits the ball, the team that moved first loses the point. If both infractions occur simultaneously, the point is replayed.
3.9. Time-outs
3.9.1. 60-second timeouts - Each team is allowed one 60-second timeout per game. A timeout cannot be called during a point. Timeouts are not allowed between the 1st and 2nd serve, except for injury timeouts. Teams must remain in the court area and should have refreshments or equipment prepared near the court before the match begins.
3.9.2. Injury timeouts - An injured player is allowed a maximum of 5 minutes to recover once per match. Refer to 3.13.1 for more details.
3.10. Time Between Points - Points should be played consecutively without interruptions. Once the rally ends, the ball should be promptly retrieved. Once the ball is retrieved and handed to the server, they must set their position, announce the score, and serve. After announcing the score and a brief pause (maximum 2 seconds; see 4.5.1), the server has 5 seconds to hit the ball. Delays in these actions will lead to a delay of game warning. After a delay of game warning, any further infractions will be counted as a fault.
3.11. Time Between Games - Players are allotted a 3-minute interval between games. They should stay close to their court. If players are not ready to commence play after the interval, they will receive a delay of game warning at the 3-minute mark. Should they still not be prepared within the next minute, a point will be awarded to the opposing team, with an extra point added for every additional minute of delay.
3.12. Changing and Adjusting Equipment - Should a set or ball become unsuitable for play, the game will pause while a replacement is located. Once replaced, play resumes with the same score, player positions, and serving order and situation (e.g., 1st vs 2nd serve, number of timeouts remaining, penalties/warnings still applicable, etc.) as before. If a net is displaced or altered from its original condition (e.g., a leg piece is turned in, the net comes off a hook, etc.), it should be returned to its initial position and state before players prepare for the next point.
3.13. Exceptional Interruptions
3.13.1. Injury - If an injury occurs, the game is halted. Once the player starts receiving care (if provided), they have 5 minutes to return to play. If the player cannot resume playing within this timeframe, the team must forfeit that game. Should the player return and sustain another injury, they have one minute to continue playing or be subject to forfeit. Any further injury stoppage during the game lasting more than 15 seconds between points will result in the injured player forfeiting.
3.13.2. External interference - In the event of external interference disrupting the game, play will pause. Once it is possible to resume, the game continues with the same score, player positions, and serving order and situation (e.g., 1st vs 2nd serve, number of timeouts remaining, penalties/warnings still applicable, etc.) as before.
Chapter 4: Serving
4.1. First serve of the game - The winner of a coin toss or a quick game of Rock, Paper, Scissors (as determined by the Tournament Director) chooses either to serve, receive, or select starting positions. In bracket play, the higher seed may choose to serve/receive, decide starting positions, or defer (refer to 3.7).
4.2. Serving order
4.2.1. The team serving first decides which of their players will begin as the server. The server will position themselves to the right of their partner. This player continues to serve until the receiving team scores a point.
4.2.2. Once the receiving team scores a point, they gain service possession, and the player on the left side will commence serving for their team. Subsequently, service alternates between teammates after each change of service possession. This four-person order is maintained throughout the game.
4.2.2.1. The starting positions serve to ensure all players are correctly positioned and the score is accurate. When a team's score is even, the server will be positioned to the right of their partner. When the score is odd, the server will be on the left. At the start of a game, the serving team's score is 0, so serving begins from the right. Service possession changes once the opposing team scores a point, giving them a score of 1, and thus serving starts from the left.

4.2.3. Order in a New Game - The process outlined in 4.2.1 and 4.2.2 is followed at the start of each game, so the serving order does not need to remain consistent across multiple games.
4.3. Serving Position - If the serving team scores the point, the server exchanges positions with their partner and serves to the other member of the opposing team.
4.4 Characteristics of the serve
4.4.1. Prior to serving, the server must establish their position ensuring all contact points are behind the 7-foot service line.
4.4.2. After setting the service position and throughout the act of serving – including the swing, follow-through, and any resulting momentum – all contact points must remain behind the 7-foot service line.
4.4.3. At least one foot must continuously maintain a single point of contact with the ground until the ball makes contact with the net.
4.4.4. The server is allowed to take one step in any direction. This step determines the pivot foot. Once the non-pivot foot touches the ground, it must equally maintain one point of contact until the ball strikes the net.
4.4.5. The ball must move at least 4 inches away from the point of release before being struck. Note: the intent of this rule is to ensure the receiving team can see the ball has been released and that it is struck legally. If neither aspect is in dispute, then the toss remains in line with the rule's intent.
4.4.6. Serves must be hit. The ball cannot be caught or thrown.
4.4.7. Serves can be struck with any level of force; short serves are permissible.
4.4.8. Serves cannot be higher than a receiver's shoulder when in an athletic stance. (refer to 4.5.1.2 and 4.6.8) There is no restriction on the angle at which serves can be executed.
4.5 Execution of the service
4.5.1. The server must position their feet centrally over their correct position (refer to 3.8.2). Before initiating their serving motion, the server calls out the score to the receiver, stating the serving team’s score before the receiving team’s score and pausing briefly (maximum 2 seconds) to ensure the receiver is ready and the score is agreed upon. The receiver can adjust their position once the server is set.
4.5.1.1. If the server fails to announce the score, states the wrong score, or announces the score while serving, the receiving team can request a replay of the point before their second touch. Note – the intent of the rule is to make sure the other team is ready and to resolve any score discrepancies before play begins. Don’t be inconsiderate.
4.5.1.2. Receivers must adopt an athletic stance, defining the serving zone. An athletic stance is characterized by slightly bent knees, feet placed slightly wider than shoulder-width apart, and the chest aligned over the feet.
4.5.2. If the server commits a Service Fault (refer to 4.6), the serving team is granted one more opportunity to execute a legal serve.
4.5.2.1. If the server commits a service fault, any player on the receiving team has until the ball is hit for a second time, a change of possession occurs, or immediately (i.e., within approximately 3 seconds) after a dead ball to call “fault.” The server is then given a second serve. If a second “fault” is called, the receiving team is awarded a point.
4.5.2.1.1. If a fault occurs and an infraction by the receiving team occurs before the ball is hit for a second time or there is a change of possession, the fault takes precedence over the infraction.
4.5.2.2. The receiving team can opt to continue play through a fault. Exception 4.6.9 – 4.6.13. Unless a call is made by a player or observer, the play is considered active. The receiving team is not required to announce anything if they choose to continue playing through a fault.
4.6. Service faults
4.6.1. The ball is hit before it has traveled 4 inches from the point of release.
4.6.2. After setting the service position or during the act of serving – including the swing, follow-through, and resulting momentum – the server makes contact on or within the 7-foot service line. This includes contact with a player who is on or within the 7-foot service line. (refer to example)
4.6.2.1. It constitutes a fault even if the ball is deemed dead prior to the server making contact on or within the 7-foot service line.
4.6.2.2. The server is permitted to make contact within the 7-foot service line only after showing that the momentum from the action has ceased and bodily control is reestablished.
4.6.3. The ball is either caught or thrown. Refer to 5.3.2.
4.6.4. The server fails to keep one point of contact with their pivot foot until the ball strikes the net.
4.6.5. After stepping, the server does not maintain one point of contact with their non-pivot foot until the ball strikes the net.
4.6.6. The ball makes direct contact with the rim or legs.
4.6.7. Side Pockets (Note: Back and Front Pockets are permitted with the exception of 4.6.7.2.3)
4.6.7.1 Side Pocket - after striking a side part of the net, the ball's horizontal path shifts toward the opposite side.
4.6.7.1.1. A ball hitting the left third of the net and moving to the right or a ball hitting the right third of the net and moving to the left is considered a pocket.

4.6.7.1.2. The left or right side of the net is determined relative to a center line parallel to the ball's horizontal angle of entry.
4.6.7.1.3. A ball striking within the side pocket area and not moving in the opposite direction is deemed legal.
4.6.7.2. Back Pocket - after contacting the back or side part of the net, the ball's vertical path becomes steeper. (Note - this is determined by where the ball exits the net, not where it first makes contact.)
4.6.7.2.1. A ball striking within the back third of the net and leaving at a steeper angle than it entered or a ball striking within the side part of the net and exiting at a steeper angle than it entered is legal.
4.6.7.2.2. The back of the net is determined relative to a center line perpendicular to the ball's horizontal angle of entry.
4.6.7.2.3. It is a fault on a back pocket if the ball does not advance forward. Every part of the ball must land beyond the furthest point of the set relative to the ball’s horizontal angle of entry.
4.6.7.3. Front Pocket (commonly referred to as near net) - after hitting the front section of the net, the ball's vertical trajectory decreases.
4.6.7.3.1. A ball hitting within the front third of the net and exiting at a lower angle than it entered is considered legal.
4.6.7.3.2. The front of the net is determined relative to a center line perpendicular to the ball's horizontal angle of entry.

4.6.8. All parts of the ball are above the highest point of the receiver’s shoulders when they make contact with the ball or when the ball passes them. If, during the act of receiving, the receiver lowers their shoulders, shoulder height will be determined based on their previous athletic stance. If the receiver raises their shoulders during the act of receiving, shoulder height will be judged based on their new position.
4.6.9. The ball completely misses the set.
4.6.10. The ball lands beneath the set, also known as a Lobster Trap.
4.6.11. The ball makes contact with the set (legs, rims, net) multiple times.
4.6.12. After the ball is served, the first contact is made by a player from the serving team (for instance, a player hits their partner with the serve).
4.6.13. The ball is released but not struck. Once the ball is released, dropping it, catching it, or swinging at and missing a toss all count as a fault.
4.6.14. A timing violation occurs. Refer to 3.10.
Chapter 5: Playing the Ball
5.1. In Play - The ball is considered in play from the moment the server strikes it until one of the following events occurs:
5.1.1. A serving fault takes place and/or is called by the receiving team or an observer.
5.1.2. An infraction occurs and/or is called by any team or an observer.
5.2. Hitting the ball
5.2.1. A hit is defined as any contact a player makes with the ball.
5.2.2. A team may utilize up to 3 hits, alternating between players, to return the ball to the set. Exceeding this number results in the infraction known as "Four hits," and the team loses the point.
5.2.3. Consecutive Contacts - A player is prohibited from hitting the ball twice in a row. See exception in rule 5.3.5.
5.2.4 Simultaneous Contacts - If teammates touch the ball at the same time, it counts as two hits. Any teammate can make the subsequent hit, provided the three-hit limit has not been reached.
5.3. Characteristics of the hit
5.3.1. The ball may come into contact with any part of the body.
5.3.2. The ball must be struck, not caught or thrown. A strike is when the ball rebounds from the point of impact on the player.
5.3.2.1. A catch occurs if the ball comes to rest on any part of the player. Therefore, the ball must not settle in the player's hand (e.g., while setting) or on any other part of their body.
5.3.2.2. A throw occurs if the ball's path is altered due to extended contact. A throw happens when a player's shot concludes at a different angle from where contact began. Examples include diving for an out-of-reach ball and throwing it backwards instead of striking it cleanly, or hitting a drop shot and ending at a different angle due to prolonged contact.
5.3.3. Players are not allowed to hit the ball with both hands. See exceptions in rules 5.3.4 and 5.3.5.
5.3.4. On a team's first hit during possession, the ball may touch multiple parts of the body, as long as the contacts occur simultaneously.
5.3.5. On a team's first hit during possession, the ball may touch multiple parts of the body consecutively, provided the touches happen within a single action. These consecutive touches count as one hit. However, a player may not have consecutive touches on the same hand (e.g., palms to fingers) to reduce any ambiguity about illegal contacts.
5.3.6. On a team's first hit during possession, a player may hit the ball a second time consecutively if the initial hit occurs before the ball begins to descend. This action is considered a second hit.
5.3.6.1. Consecutive contacts as described in 5.3.6. are not permitted on serve reception.
5.3.6.2. Consecutive contacts as outlined in 5.3.6 cannot result in an immediate hit on the net.
5.4. Infractions in Playing the Ball
5.4.1. Four hits - A team strikes the ball more than three times before it is returned to the set.
5.4.2. Non-strike - The ball is either caught or thrown.
5.4.3. Two-handed hit – A player hits the ball with both hands at the same time. See exception in rule 5.3.4.
5.4.4. Double-contact - A player hits the ball twice consecutively, or the ball contacts different parts of their body in succession. See exception in rule 5.3.5.
5.5. Hits on the net
5.5.1. Illegal hits on the net - A point is lost by the hitting team when returning the ball to the set if:
5.5.1.1. The ball touches any part of the ground.
5.5.1.2. The ball initially contacts the rim, legs, or the underside of the net directly upon the set.
5.5.1.3. The ball bounces multiple times on the net or hits the net and then the set on its way down.
5.5.1.4. The ball rolls along the netting for an extended period.
5.5.2 Pocket - During a rally, a shot that changes the trajectory of the ball due to its proximity to the rim, without hitting the rim (i.e., pocket), is permitted. Note, this is not allowed during a serve.
5.5.3 Roll-up - During a rally, a forcefully hit shot where the ball lands entirely on the netting, then rolls into the rim and off the net (i.e., roll-up), is permitted.
5.5.4. Change of Possession
5.5.4.1. Possession changes once the ball leaves the netting. Neither team is allowed to contact the ball while it is still on the net.
5.5.5. Additional hitting infractions. Each leads to a point loss.
5.5.5.1. A defensive player tries to play the ball out of sequence.
5.5.5.2. An offensive player makes a shot off the net that subsequently strikes themselves or their teammate.
5.5.5.3. A player touches the ball while it is in contact with the net.
5.6. No Hit Zone
5.6.1. The 1.5-foot zone surrounding the net is designated as the No Hit Zone. The final hit in any possession must commence outside this area.
5.6.2. The hitting team loses a point if, on the final hit of the possession, the player makes contact at or within the No Hit Zone while executing the hit. This includes making contact with a player who is within the No Hit Zone. (i.e., the hitter cannot use another player inside the No Hit Zone to regain bodily control.)
5.6.2.1. The hitting action encompasses the swing, follow-through, and the resulting momentum.
5.6.2.2. A point is lost even if the player's momentum causes them to make contact with anything within the No Hit Zone, including another player.
5.6.2.3. A point is lost even if the ball is declared dead before the player makes contact within the No Hit Zone.
5.6.2.4. The hitter may only make contact within the No Hit Zone after proving their momentum has ceased and regaining bodily control.
5.6.3. Once a player has touched the No Hit Zone for any purpose, they cannot execute the final hit of a possession until both feet are fully in contact with the playing surface outside the No Hit Zone.
5.6.4. A player is allowed to enter the No Hit Zone at any time except when executing the final hit of a possession.
5.7. Contact with the Set - Any player contact with the set (rims, legs, or netting) during a rally results in a “Set Contact” violation for the offending player and leads to a point loss for that team.
Chapter 6: Hinders
6.1. Players whose turn it is to play the ball are entitled to freedom from interference by opponents.
6.1.1. The sequence in which players may legally touch the ball determines who has the right of way. A player who can legally touch the ball before another player has the right of way.
6.2. To prevent interference, players not engaged in playing the ball must strive to provide the other players with:
6.2.1. Unhindered direct access to the ball after completing a reasonable follow-through;
6.2.2. The ability to hit the ball with a reasonable swing;
6.2.2.1. To ensure player safety, when a hitter is within arm's reach of the net, any defensive attempt (foot, hand, knee, etc.) within the imaginary cylinder extending from the rim will result in a point for the hitting team. The opposing team may enter the cylinder to play the ball after the hitter's follow-through is complete.
6.2.2.2. A player's excessive swing can cause interference for the opponent when it becomes the latter's turn to play the ball.
6.3. A hinder occurs if the opponent does not meet any of the requirements of 6.2.1 or 6.2.2, even if every effort is made to meet those requirements.
6.4. A player encountering a potential hinder can choose to continue playing or stop play.
6.4.1. A player seeking a replay or point should immediately stop play and call out “Hinder.”
6.5. A replay or point will not be granted if:
6.5.1. There was no interference or the interference was so minor that the player’s ability to access and play the ball was unaffected; (see example)
6.5.2. Interference happened but either the player would not have executed a good touch or the player did not make every effort to access and play the ball; (see example)
6.5.2.1. The player making every effort to reach the ball (short of dangerous physical contact) significantly affects whether they would have made a good touch. In any uncertain situation, player safety should be the top priority. (see example)
6.5.3. The player moved beyond the point of interference and continued playing;
6.5.4. The player caused the interference while moving towards the ball. (see example)
6.5.4.1. This happens when the opponent clearly provides direct access, but the player chooses an indirect route. This differs from a scenario where a player, trying to recover from a disadvantageous position, lacks direct access to the ball. In this case, the player anticipates the opponent hitting the ball one way, starts moving in that direction, but after guessing incorrectly, changes course to find the opponent in the way. If the player sufficiently proves they would have made a good touch, then 6.6 - 6.7 will determine the outcome of the hinder.
6.6. If there is interference that the opposing team did not make every effort to avoid, and the player would have had a successful touch, the affected team will be awarded a point. (see example)
6.7. If there is interference that the opposing team made every effort to avoid, and the player would have had a successful touch, the affected team will be granted a replay.
6.7.1. Any faults will be reset.
Chapter 7: Participant Behavior
7.1. Conduct in the Spirit of Sportsmanship
7.1.1. Participants are required to know and adhere to the Official SRA rules.
7.1.2. Participants must play with honesty. The primary responsibility for fair play lies with the players. If a participant is aware of having committed any violation, it is their duty to acknowledge it.
7.1.3. Participants must accept the decisions of observers with sportsmanlike behavior, without contesting them. In case of uncertainty or confusion, clarification can be requested.
7.1.4. Participants should avoid actions or attitudes intended to sway the decisions of the observers.
7.2. Fair Play - Participants must act respectfully and courteously in the spirit of fair play, not only towards observers but also towards opponents, partners, spectators, or tournament staff.
7.3. Misconduct - Inappropriate behavior by a player towards observers, opponents, partners, spectators, or tournament staff is categorized into three levels based on the severity of the offense.
7.3.1. Rude conduct - Actions that go against good manners or moral principles.
7.3.2. Offensive conduct - Defamatory or insulting language or gestures, or any action conveying disrespect.
7.3.3. Aggression - An actual physical attack or aggressive or threatening behavior.
7.4 Misconduct Sanction Scale
7.4.1. Warning - A player's first instance of rude conduct in a match is met with a warning from the observer or tournament director.
7.4.2. Penalty - A second instance of rude conduct in the same match by the same player results in a point penalty from the observer or tournament director. A player's first instance of offensive conduct in a match results in a point penalty from the observer or tournament director.
7.4.3. Disqualification - A third instance of rude conduct in the same match by the same player results in disqualification from the tournament by the observer or tournament director. A player's second instance of offensive conduct in a match leads to disqualification from the tournament by the observer or tournament director. The first instance of physical attack or implied or threatened aggression results in disqualification from the tournament by the observer or tournament director.
7.5. Misconduct before and between games/matches - Any misconduct occurring before, between, or after games/matches will be sanctioned according to rule 7.4, and sanctions will apply in the subsequent games. If this misconduct is not observed by a tournament official, it should be reported to the tournament director. Once a player receives a penalty, they will not receive warnings in subsequent matches for that event. Sanctions will begin at the penalty level.
Chapter 8: Making Calls & Settling Disagreements
8.1. Calling Service Faults - refer to 4.5.2.1.
8.2. Hitting and Play Infractions - Infractions related to hitting (such as a direct rim hit) or play (such as contact with the set) must be called immediately after they occur by stating "violation" and stopping play.
8.3. Calling Hinder - Hinders must be called immediately after they occur by stating "hinder" or "violation" and stopping play.
8.4. Disagreements - If teams are unable to agree on the legality of a hit, serve, or call (in the absence of observers), they must replay the point. Teammates do not need to agree with each other for the team to issue a disagreement. If three players agree on a point and the fourth player still disagrees after discussion, this warrants replaying the point.
Chapter 9: Observers & Their Responsibilities
The role of the observer is to facilitate roundnet matches by resolving disputes, ensuring compliance with rules, and encouraging sportsmanship. While observers are responsible for making a number of active calls, the onus of fair play and sportsmanship remains with the players.
9.1. Active calls - When an observer witnesses any of the following infractions, they are required to stop play and take the appropriate action:
9.1.1. Foot faults (See 4.6.4 - 4.6.5)
9.1.2. Service line violations (4.6.2)
9.1.3. Illegal service throw
9.1.4. Violations of the No Hit Zone
9.1.5. Unauthorized net contact
9.1.6. Unauthorized ball contact
9.1.7. Incorrect rotation, serving order, or positioning violations (3.8.9 and 4.5.1)
9.1.8. Incorrect score
9.1.9. Timing violations (intervals between games and points, timeouts)
9.1.10. Player misconduct
9.1.11. Players have the right to make active calls if they believe the observer has missed something. If the observer disagrees, the point will be lost. This rule is intended to promote fair and sporting games. Players can even make active calls against themselves.
9.2. Passive calls - Passive calls are made by the players. If players cannot agree on a call, they can request a decision from the observer. Once a call is referred to the observer, the observer’s decision is final. If the observer is unable to make a clear decision, the point will be played again. NOTE: For all non-active calls, players should always attempt to resolve the issue amongst themselves before consulting the observer. The observer should not offer their opinion on a passive call unless the players request it.
9.3. Non-calls - If teams continue playing after a possible infraction, they cannot request a decision from the observer.
9.4. One Observer - When using a single observer, they should position themselves on the side of the server with a clear view to monitor potential foot faults or encroachment violations.
9.5. Two Observers - When using two observers, they should be positioned opposite each other. The observer on the server's side primarily watches for foot faults or illegal throw violations. The observer on the receiver's side primarily monitors for pockets and height violations.
9.6. Three Observers - With three observers, one positions on the server’s side, primarily observing foot faults. The second positions on the side and behind the receiver, focusing on pockets and height violations. The third positions on the server’s other side for a clear view of encroachment over the 6-foot boundary and illegal throws.
9.7. Four Observers - With four observers, one positions on the server’s side, primarily observing foot faults. The second positions on the side and behind the receiver, focusing on pockets and height violations. The third positions on the server’s other side for a clear view of encroachment over the 6-foot boundary and illegal throws. The fourth positions on the other side of the receiver.
9.8. Head Observer - When multiple observers are used, one should be appointed as the head observer before the match begins. The head observer should be the most experienced. The head observer aids in making final decisions on calls and is responsible for enforcing penalties for player misconduct.
9.9. Making Calls
9.9.1. Calls are not determined by majority vote. The observer with the best perspective should make the call.
9.9.2. When players disagree, observers should be prepared to make a decision. They can do this quickly by communicating with hand signals without needing to gather. For example, if the legality of a serve is questioned, the observer behind the receiver (likely having the best perspective) should use hand signals to check with the other observer. If the other observer(s) do not disagree, they can then make the call without gathering. If the other observers disagree, they should gather to discuss.
9.9.3. Even if it is unclear who has the best perspective, observers can use hand signals corresponding to a call to see if they agree without gathering. If they all agree, the head observer should make the call once the players ask for a ruling.
9.9.4. If observers do not agree (after communicating with hand signals), they should meet to determine who had the best perspective and discuss the event. The observer with the best perspective should make the call.
9.9.5. If there is a disagreement between observers with equally good perspectives, the head observer's decision is final.
9.9.6. If a majority of observers agree, but the head observer disagrees and all have equally good perspectives, the final decision rests with the head observer.
9.9.7. If none of the observers have a good perspective on the play in question, they can call for the point to be replayed.
(Note: To expedite calls, if players pause to discuss the outcome/legality of a play, observers should communicate and be ready to make a call once approached by the players.)
9.10. Observers may use hand signals to indicate calls to both players and spectators. See hand signals below:

9.11. Examples
9.11.1. In the middle of a point, two players from opposing teams collide. After the collision, Team A fails to return the ball to the net. Team A claims a hinder against Team B. Team B does not agree that a hinder occurred and requests the observer’s decision. If the observer calls a hinder, the point is replayed. If the observer rules no hinder occurred, Team B is awarded the point.
9.11.2. A first serve goes through the hands of a player from Team A. Team A claims the serve was too high. Team B disagrees and asks for the observer’s decision. If the observer rules the serve too high, Team B receives one fault and gets a second serve attempt. If the observer deems the serve legal, Team B is awarded the point.
9.11.3. Team A suspects Team B may have hit the rim on a shot. They continue the play and Team A eventually loses the point. Team A claims the point should be replayed due to the possible rim shot. Team B contests that it hit the rim. Team A requests the observer's decision. The observer states they cannot make a decision as play continued past the potential infraction. Team B is awarded the point.