1. Maximum of 6 players on the court, 3 of each gender.
    2. Minimum of 4 players, 2 of each gender, is required to play. Having less players will result in a forfeit with a score of 0-2. Scrimmages are encouraged to utilize the scheduled time slot in the event of a forfeit.
    3. When a team has fewer than the required number of players of a specific gender available, players of one gender may not be substituted for members of another gender. For example, if a team has 6 total players and only 2 are female, the team must play short with 5 players.
    4. All players must be registered and on their team’s roster to play. Substitutes are not allowed and any team playing with a non-rostered player will forfeit the game.
    5. A player arriving late may enter play during a timeout or the normal player rotation.

    1. Self-Ref Games: Teams are expected to have integrity and sportsmanship when playing. In the event a call is made by one team and not resolved satisfactorily, the point may be replayed. Onsite staff are available to help interpret rules or mediate any discrepancies between the two teams.
    2. Head Referees: Leagues may have dedicated head refs for games. These refs will be provided by CLUBWAKA or be part of a volunteer referee program. The presence of a head ref does not relieve teams of their obligation to play with integrity and sportsmanship.
    3. Volunteer Referee Program: Volunteer refs are players in the league who are rewarded with CLUBWAKA credit for head reffing games. If you’re interested in participating in the Volunteer Referee Program, please contact your CLUBWAKA representative.

    1. Nets will be approximately between women’s and men’s volleyball net height.
    2. Each match will start with rock, paper, scissors. The winning team will have the choice of first serve or initial court side. Teams will alternate first serve and court side for subsequent games.
    3. Each match will be a best two out of three format. The first team that wins two games wins the match. Any remaining time can be used to scrimmage.
      1. Game 1/2: 21 points, win by 2, 25 point cap
      2. Game 3: 15 points, win by 2, no point cap (if time allows)
    4. Matches will be played within the allotted time slot. If a match exceeds the allotted time, the leading team that achieves 7, 15, or 21 points (depending on the progress of the game) wins that game. All unattempted games will be left unplayed.
    5. One timeout per game is allowed for each team. Timeout is 30 seconds in the regular season and 60 seconds in the playoffs.
    6. Games will be played using all-rally scoring rules and no sideouts. There is a 5 rally point max. After the 5th straight point the ball will go to the other team.
    7. The score for a match will be recorded as the overall result of games (either 2-0 or 2-1). Any scrimmage games after a team records 2 wins should not be recorded.

    1. Players must wear their league-approved t-shirt of the appropriate color for their team.
    2. Players may modify their league-approved t-shirt, provided that they do not remove or alter league or sponsor logos.
    3. Repeated violations of not wearing their league-approved t-shirt may result in a forfeit.
    4. Players must wear soft-soled, closed-toe shoes for indoor play.
  5. RULES

    1. A legal serve is one that crosses the net and is either touched by an opposing player or lands within the boundary lines of the opposing team’s court. A serve that makes contact with the net and carries over to the opponent’s side of the net is a live serve and must be returned.
    2. The service line is the farthest boundary line from the net. If a player steps over the service line while serving, they have committed a service fault. Only after contact with the ball may the server step inside the court.
    3. Players can return a serve by:
      1. Bump pass (see definition below)
      2. A closed fist
      3. A set, as long as the ball is not caught, lifted or carried
    4. A player may not block a serve.
    5. A player may not touch a served ball above the height of the net when receiving a serve.
    6. A player may reach over the net to block a ball:
      1. If any portion of the ball breaks the plane of the net.
      2. After the offense has come in contact with the ball on the third attempt.
      3. If the block does not hit the net while in motion of a play.
    7. It is a violation for a team to hit the ball 4 times before returning it. However, a legal block will not be considered a hit.
    8. No part of the body may touch the net at any time. Contact with hair or part of the uniform will not be considered a fault. Contact with the net in a manner not directly related to or affecting the course of play is not a violation.
    9. If a player crosses under the net and impacts a play or touches another player a foot fault will be called. Incidentally crossing under the net is not a penalty as long as the player doesn’t make contact or impact the play.
    10. Attacking Faults
      1. A backrow player may attack the ball (above the top of the net) as long as he/she jumps from behind the ten foot line. The player can land from their jump in front of the ten foot line; it is the take off point that is regulated.
      2. A player hits the ball while it is still in the opponent’s playing space.  A spiker must contact the ball on his/her own side of the net, but may in the course of the follow through reach over (but not touch) the net.
    11. If hitting the ball with an open palm, the ball must be cleanly hit with no more than momentary contact. More than momentary contact will result in a call of Carrying (Palming) or Lifting which is illegal.
    12. The ball can make contact with any body part, including the foot. This means that kicking the ball counts as a legal play and must be returned. Be careful that it doesn’t hit you twice as that will result in a fault. This should be a last resort move, please do not kick your teammates or opponents.
    13. Out of bounds is the area outside the designated court line or outside the tape of the net. If the ball contacts the ground outside of the court, and hasn’t been touched by a player on the receiving court, it is out.
    14. Some facilities may also have antennas attached to the net and these will be considered out of bounds as well. If a portion of the ball crosses above the antenna, touches the antenna, or the net outside of the antenna it is out. (Antenna Fault)
    15. If the ball hits the roof and lands back on your side the ball is still active as long as another player continues play and the normal three hits are not exceeded.
    16. Players must rotate in a clockwise direction when the serve switches between teams.
    17. Substitutions will occur by rotating in at the next serve. All players must play and rotate in every game. Players are not allowed to split up into separate teams to only play specific games.
    18. In the event of an injury, a time out must be called. If the timeout is called before the end of play then a replay will occur. If the injured player cannot return to the game, then a sub will be allowed, provided they meet the requirements of substitutions (see above). The injured player cannot return to the current game but can return in the next game.


  • Rally Scoring:  The rally scoring system is a system that assigns a point to whichever team wins every rally. A rally is a play, so the winner of every single play wins a point. Even if the play never really gets going, a team may be awarded a point. This means even when a team misses their serve, the other team gains a point.
  • Carry: Also known as a catch or throw, if the palm is facing upward and not in a closed fist, and has extended contact with the ball (i.e if the ball does not rebound from the contact.)
  • Lift:  Contact with the ball that remains in a player’s hands for more than a moment or that is hit underhanded with an open hand.
  • Bump Pass: The bump is the basic pass in volleyball. It is used when receiving a serve or reacting to an opponent’s attack. The player should be holding his arms away from the body at a 90-degree angle with his hands together. Knees should be bent. The ball comes in contact with the lower forearms just above the wrist.
  • Block: A block occurs when a front-row player close to the net reaches higher than the net and contacts the ball as it is coming over from the opponent. 
  • Antenna Fault:  If the ball contacts the antenna or the body of the net outside of the antenna. If the ball is out and ricochets back over the antenna. 
  • Service Fault:  The service line is the farthest boundary line from the net. At the beginning of a play, if a player steps over the service line while serving, they have committed a service fault. Only after contact with the ball may the server step inside the court.


Directors and CLUBWAKA Representatives reserve the right to amend any and all of these rules, if necessary, for safe and fair play.

**All rules are subject to change: Last Updated January 2022**

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