ARIZONA GAY VOLLEYBALL ASSOCIATION

RULES

2-Man Format

AZGV strives to adhere to FIVB  rules as closely as possible.  We are a “self officiating” league therefore rules have been modified to eliminate confusion or personal bias/opinion.

LIABILITY

All participants in the league assume the risk of injury. The Arizona Gay Volleyball Association (AZGV), its employees, and volunteers shall not be liable for injury to person, loss or damage to personal property arising from or in any way resulting from participation in the league.

ALCOHOL CONSUMPTION

The AZGV does not condone nor encourage the consumption of alcohol during its events. Players are not allowed to consume alcohol during their games and doing so will constitute a forfeit of all games scheduled for that day. If players/teams that are of legal age wish to consume alcohol while not playing, they will be responsible for securing the applicable permits where necessary and agree to abide by all applicable laws.

SUBMITTING A ROSTER

Each team must submit a roster with a maximum of four players and designate the team captain. No player may register or play for more than one team. Rosters must be finalized and no changes are allowed after the second match of the season. The board may allow changes to a team roster if that team would otherwise not be able to field enough players each week due to injury, illness, players moving, or other special circumstances. A player not listed on your official roster will result in a forfeit of any match they played in.

GENERAL RULES

  1. AZGV sand volleyball is self-officiated. Players shall call their own faults.
  2. Team Captains may call major faults, either on their own players or on a member of the opposing team if appropriate
  3. Disputes should be solved between the team captains. When the dispute cannot be resolved, replay the point.
  4. The AZGV Commissioner and Board shall have the power to make decisions on any matters or questions not specifically covered in the rules.
  5. Good sportsmanship is required of all participants. Team captains assume full responsibility for the conduct of the team. Players may be suspended or disqualified from play for any perceived unsportsmanlike conduct in accordance with the approved Code of Conduct.

TEAMS

  1. A team consists of 2 players.
  2. It is the team's responsibility to be on the court and ready to play by start time. Games may begin up to 15 minutes before the scheduled start time, if a court becomes available. If a team is not on the court ready to play at start time, they will lose the first game by forfeit. If the team is not on the court ready to play 5 minutes after start time, they will lose the second game by forfeit and subsequently the match.
  3. If at team does not attend or misses two consecutive weeks of the season, the team will forfeit the rest of the season unless they have received prior approval by the board. No refunds will be awarded. If a team has not attended fifty percent of their matches by mid-season, they will forfeit the remainder of the season.

TIMING AND SCORING REGULATIONS

  1. A match shall consist of a best 2 out of 3 games.
  2. Games are over when one team scores 21 points, 15 points should a third game be necessary.  The winning team must have at least a two-point advantage. There is no cap on the score.
  3. Rally Scoring shall be used (a point is scored with every serve).
  4. It is the winning team's responsibility to record the score on the official score sheet after the match is complete. If the score is not recorded within 10 minutes of the completion of the last match at your site, it will be scored as a loss/loss (0 to 0) for both teams.
  5. Each team is entitled to one 30 second timeout per game.
  6. The forfeit score will be 21-0.

SERVING REGULATIONS

  1. Rock, paper, scissors will be done at the beginning of the first game to serve or choose which court to start on. At the beginning of the second game the teams change sides with the non-serving team from the first game serving. Rock, paper, scissors will be done at the beginning of the third game with the winner getting the same options as above.
  2. Service takes place anywhere behind the back line but within the sidelines. If the server steps on the service line when serving, it will result in a fault.
  3. Blocking or attacking the serve is a fault.
  4. A player may drop a bad toss without serving and then toss it again to serve with no penalty. If the server does not allow the ball to drop, it will result in a fault.
  5. Serving out of rotation is a fault. (Will also result in loss of points scored by ineligible server.)
  6. The server must announce the score out loud before serving the ball with the server’s team score announced first. If receiving team does not agree with the announced score, the receiving team should stop play and call a dead ball until the score is resolved. The point will be replayed.
  7. The player of the serving team must not screen the opponents from seeing the contact for service or the path of the ball. This includes a player waving arms, jumping up and down, or moving sideways at the time of the serve.

GAME PLAY

  1. Players may use any part of their bodies, including feet. The ball must be cleanly hit and not held, lifted, pushed, carried or thrown.
  2. When contacting the ball with one hand the ball must be cleanly hit with the heel or palm of the hand (a roll shot), with straight locked fingertips (a cobra), knurled fingers (a camel toe) or with the back of the hand from the wrist to the knuckles.
  3. When receiving: the first hit must be closed handed, webbed handed, two handed bump, one handed or any other legal hit, the only exception is for a hard driven spiked ball. A “free ball” received open hand must be “clean” with no spin and is considered your “set” or second hit.
  4. A block is the first of three hits.
  5. If both players of the same team contact the ball simultaneously, it is considered one hit.
  6. When conducting a handset over the net the players shoulders must be squared, feet planted and the ball must travel perpendicular with no spin.
  7. Players may step under the net onto the opponent’s court without penalty unless the player interferes with the volley.
  8. If the ball touches an overhead obstruction and remains on the side of play without affecting the trajectory, then the ball is still in play if contacts are still remaining. If the ball touches an overhead obstruction and then goes over the net it is a fault.

FAULTS

  1. Players touching any part of the net with any part of their bodies or clothing.
  2. A team contacts the ball four times.
  3. Catching or throwing the ball, one-handed placement or redirection of the ball with the fingers (a dink or open-hand tip).

BLOCKS

  1. The blocker is not permitted to touch the ball beyond the net until the opponent has made an attack hit. The blocker may place his/her hands and arms beyond the net provided the action does not interfere with the opponent’s play prior to attack.
  2. If two or more players from opposing teams contact the ball simultaneously above the net, any of the players involved are eligible to participate in the next play, which shall be considered the first of three contacts allowed to the team.
  3. A joust (ball coming to a rest above the net on a block attempt) will result in a replay of the point.

SUBSTITUTIONS

  1. Substitutions are not allowed, with the exception of injury.

TOURNAMENT

  1. Teams will be seeded in the end of the season tournament according to the league record. If there is a tie the following will be used in order: head to head record, head to head point differential, a coin toss will break the tie.
  2. For a team member to be eligible for postseason play (examples - playoffs, tournaments, etc) the player must have signed the roster prior to week four. Roster additions made after week four will not be eligible for tournament.

DIVISIONS

  1. The Board reserves the right to reassign a team into another division if deemed appropriate. Teams that win two consecutive seasons will be required to move up a division within the same format of play if applicable.

PROTESTS AND APPEALS

Team Captains shall enter protests at the time of the infraction. If the protest cannot be resolved between the Captains, the protest may be presented to the AZGV Board for decision. The Commissioner will notify the team before the next scheduled game as to what decision has been made.

All decisions of the Commissioner and the Board are final.

ARIZONA GAY VOLLEYBALL ASSOCIATION

RULES

4-Man Format

AZGV strives to adhere to FIVB  rules as closely as possible.  We are a “self officiating” league therefore rules have been modified to eliminate confusion or personal bias/opinion.

LIABILITY

All participants in the league assume the risk of injury. The Arizona Gay Volleyball Association (AZGV), its employees, and volunteers shall not be liable for injury to person, loss or damage to personal property arising from or in any way resulting from participation in the league.

ALCOHOL CONSUMPTION

The AZGV does not condone nor encourage the consumption of alcohol during its events. Players are not allowed to consume alcohol during their games and doing so will constitute a forfeit of all games scheduled for that day. If players/teams that are of legal age wish to consume alcohol while not playing, they will be responsible for securing the applicable permits where necessary and agree to abide by all applicable laws.

 

SUBMITTING A ROSTER

Each team must submit a roster with a maximum of 6 players for the 4-man and designate the team captain. No player may register or play for more than one team.  Rosters must be finalized and no changes are allowed after the second match of the season. The board may allow changes to a team roster if that team would otherwise not be able to field enough players each week due to injury, illness, players moving, or other special circumstances. A player not listed on your official roster will result in a forfeit of any match they played in.

GENERAL RULES

  1. AZGV sand volleyball is self-officiated. Players shall call their own faults.
  2. Team Captains may call major faults, either on their own players or on a member of the opposing team if appropriate.
  3. Disputes should be solved between the team captains. When the dispute cannot be resolved, replay the point.
  4. The AZGV Commissioner and Board shall have the power to make decisions on any matters or questions not specifically covered in the rules.
  5. Good sportsmanship is required of all participants. Team captains assume full responsibility for the conduct of the team. Players may be suspended or disqualified from play for any perceived unsportsmanlike conduct in accordance with the approved Code of Conduct.

TEAMS

  1. A team consists of 4 players. A team may start a game with a minimum of 2 players. Players not at the court by start of game must wait until the start of the next game.
  2. It is the team's responsibility to be on the court and ready to play by start time. Games may begin up to 15 minutes before the scheduled start time, if a court becomes available. If a team is not on the court ready to play at start time, they will lose the first game by forfeit. If the team is not on the court ready to play 5 minutes after start time, they will lose the second game by forfeit and subsequently the match.
  3. If at team does not attend or misses two consecutive weeks of the season, the team will forfeit the rest of the season unless they have received prior approval by the board. No refunds will be awarded. If a team has not attended fifty percent of their matches by mid-season, they will forfeit the remainder of the season.

TIMING AND SCORING REGULATIONS

  1. A match shall consist of a best 2 out of 3 games.
  2. Games are over when one team scores 21 points, 15 points should a third game be necessary.  The winning team must have at least a two-point advantage. There is no cap on the score.
  3. Rally Scoring shall be used (a point is scored with every serve).
  4. It is the winning team's responsibility to record the score on the official score sheet after the match is complete. If the score is not recorded within 10 minutes of the completion of the last match at your site, it will be scored as a loss/loss (0 to 0) for both teams.
  5. Each team is entitled to one 30 second timeout per game.
  6. The forfeit score will be 21-0.

SERVING REGULATIONS

  1. Rock, paper, scissors will be done at the beginning of the first game to serve or choose which court to start on. At the beginning of the second game the teams change sides with the non-serving team from the first game serving. Rock, paper, scissors will be done at the beginning of the third game with the winner getting the same options as above.
  2. Service takes place anywhere behind the back line but within the sidelines. If the server steps on the service line when serving, it will result in a fault.
  3.  Blocking or attacking the serve is a fault.
  4. A player may drop a bad toss without serving and then toss it again to serve with no penalty. If the server does not allow the ball to drop, it will result in a fault.
  5. Serving out of rotation is a fault. (Will also result in loss of points scored by ineligible server.)
  6. The server must announce the score out loud before serving the ball with the server’s team score announced first. If receiving team does not agree with the announced score, the receiving team should stop play and call a dead ball until the score is resolved. The point will be replayed.
  7. The players of the serving team must not screen the opponents from seeing the contact for service or the path of the ball. This includes a player waving arms, jumping up and down, or moving sideways at the time of the serve.

GAME PLAY

  1. Players may use any part of their bodies, including feet. The ball must be cleanly hit and not held, lifted, pushed, carried or thrown.
  2. When contacting the ball with one hand the ball must be cleanly hit with the heel or palm of the hand (a roll shot), with straight locked fingertips (a cobra), knurled fingers (a camel toe) or with the back of the hand from the wrist to the knuckles. .
  3. When receiving the serve must be closed handed, webbed handed, two handed bump, or one handed. Open hand receive is not allowed.
  4. If both players of the same team contact the ball simultaneously, it is considered one hit.
  5. When conducting a handset over the net the players shoulders must be squared, feet planted and the ball must travel perpendicular with no spin.
  6. Players may step under the net onto the opponent’s court without penalty unless the player interferes with the volley.
  7. If the ball touches an overhead obstruction and remains on the side of play without affecting the trajectory, then the ball is still in play if contacts are still remaining. If the ball touches an overhead obstruction and then goes over the net it is a fault.

FAULTS

  1. Players touching any part of the net with any part of their bodies or clothing.
  2. A team contacts the ball four times.
  3. Catching or throwing the ball, one-handed placement or redirection of the ball with the fingers (a dink or open-hand tip).

BLOCKS

  1. A ball touched by a player while attempting to block shall not be counted as one of the three touches permitted by his team.
  2. The blocker is not permitted to touch the ball beyond the net until the opponent has made an attack hit. The blocker may place his/her hands and arms beyond the net provided the action does not interfere with the opponent’s play prior to attack.
  3. If two or more players from opposing teams contact the ball simultaneously above the net, any of the players involved are eligible to participate in the next play, which shall be considered the first of three contacts allowed to the team.
  4. A joust (ball coming to a rest above the net on a block attempt) will result in a replay of the point.

SUBSTITUTIONS

  1. Substitutions may be made anytime the ball is dead. There is no limit on substitutions. Any player may be replaced by a substitute and re-enter so long as they are being replaced by the same person every time. The original player that served must maintain the serve position through the substitution.
  2. Additional players, on the roster, that are present at the beginning of the game, can rotate in after a broken serve. The rotation must continue in the same order for the duration of the game.

TOURNAMENT

  1. Teams will be seeded in the end of the season tournament according to the league record. If there is a tie the following will be used in order: head to head record, head to head point differential, a coin toss will break the tie.
  2. For a team member to be eligible for postseason play (examples - playoffs, tournaments, etc) the player must have signed the roster prior to week four. Roster additions made after week four will not be eligible for tournament.

DIVISIONS

  1. The Board reserves the right to reassign a team into another division if deemed appropriate. Teams that win two consecutive seasons will be required to move up a division within the same format of play if applicable.

PROTESTS AND APPEALS

Team Captains shall enter protests at the time of the infraction. If the protest cannot be resolved between the Captains, the protest may be presented to the AZGV Board for decision. The Commissioner will notify the team before the next scheduled game as to what decision has been made.

All decisions of the Commissioner and the Board of Directors are final.

ARIZONA GAY VOLLEYBALL ASSOCIATION

RULES

6-Man Format

AZGV strives to adhere to FIVB  rules as closely as possible.  We are a “self officiating” league therefore rules have been modified to eliminate confusion or personal bias/opinion.

LIABILITY

All participants in the league assume the risk of injury. The Arizona Gay Volleyball Association (AZGV), its employees, and volunteers shall not be liable for injury to person, loss or damage to personal property arising from or in any way resulting from participation in the league.

ALCOHOL CONSUMPTION

The AZGV does not condone nor encourage the consumption of alcohol during its events. Players are not allowed to consume alcohol during their games and doing so will constitute a forfeit of all games scheduled for that day. If players/teams that are of legal age wish to consume alcohol while not playing, they will be responsible for securing the applicable permits where necessary and agree to abide by all applicable laws.

 

SUBMITTING A ROSTER

Each team must submit a roster with a maximum of 8 players and designate the team captain. No player may register or play for more than one team.  Rosters must be finalized and no changes are allowed after the second match of the season. The board may allow changes to a team roster if that team would otherwise not be able to field enough players each week due to injury, illness, players moving, or other special circumstances. A player not listed on your official roster will result in a forfeit of any match they played in.

GENERAL RULES

  1. AZGV sand volleyball is self-officiated. Players shall call their own faults.
  2. Team Captains may call major faults, either on their own players or on a member of the opposing team if appropriate.
  3. Disputes should be solved between the team captains. When the dispute cannot be resolved, replay the point.
  4. The AZGV Commissioner and Board shall have the power to make decisions on any matters or questions not specifically covered in the rules.
  5. Good sportsmanship is required of all participants. Team captains assume full responsibility for the conduct of the team. Players may be suspended or disqualified from play for any perceived unsportsmanlike conduct in accordance with the approved Code of Conduct.

TEAMS

  1. A team consists of 6 players. A team may start a game with a minimum of 2 players. Players not at the court by start of game must wait until the start of the next game. When playing with less than 6 people the following rules apply:
  1. With 5 people, the team must designate and maintain 3 front row and 2 back row positions.
  2. With 4 people, the team must designate and maintain 2 front row and 2 back row positions.
  3. With 3 people, the team must designate and maintain 2 front row and 1 back row positions.
  4. When playing with 2 people, the team must keep a service rotation but both players are eligible to hit. The players will switch left and right upon serve and serve/receive accordingly.
  5. Regardless of how many players on the court, you will be required to rotate clockwise upon each service change and keep the correct number of front row and back row positions. There will not be 'ghost' positions.
  1. It is the team's responsibility to be on the court and ready to play by start time. Games may begin up to 15 minutes before the scheduled start time, if a court becomes available. If a team is not on the court ready to play at start time, they will lose the first game by forfeit. If the team is not on the court ready to play 5 minutes after start time, they will lose the second game by forfeit and subsequently the match.
  2. If at team does not attend or misses two consecutive weeks of the season, the team will forfeit the rest of the season unless they have received prior approval by the board. No refunds will be awarded. If a team has not attended fifty percent of their matches by mid-season, they will forfeit the remainder of the season.

TIMING AND SCORING REGULATIONS

  1. A match shall consist of a best 2 out of 3 games.
  2. Games are over when one team scores 15 points, 11 points should a third game be necessary. The winning team must have at least a two-point advantage. There is no cap on the score.
  3. Rally Scoring shall be used (a point is scored with every serve).
  4. It is the winning team's responsibility to record the score on the official score sheet after the match is complete. If the score is not recorded within 10 minutes of the completion of the last match at your site, it will be scored as a loss/loss (0 to 0) for both teams.
  5. Each team is entitled to one 30 second timeout per game.
  6. The forfeit score will be 15-0.

SERVING REGULATIONS

  1. Rock, paper, scissors will be done at the beginning of the first game to serve or choose which court to start on. At the beginning of the second game the teams change sides with the non-serving team from the first game serving. Rock, paper, scissors will be done at the beginning of the third game with the winner getting the same options as above.
  2. Service takes place anywhere behind the back line but within the sidelines. If the server steps on the service line when serving, it will result in a fault.
  3.  Blocking or attacking the serve is a fault.
  4. A player may drop a bad toss without serving and then toss it again to serve with no penalty. If the server does not allow the ball to drop, it will result in a fault.
  5. Serving out of rotation is a fault. (Will also result in loss of points scored by ineligible server.)
  6. The server must announce the score out loud before serving the ball with the server’s team score announced first. If receiving team does not agree with the announced score, the receiving team should stop play and call a dead ball until the score is resolved. The point will be replayed.
  7. The players of the serving team must not screen the opponents from seeing the contact for service or the path of the ball. This includes a player waving arms, jumping up and down, or moving sideways at the time of the serve.

GAME PLAY

  1. Players may use any part of their bodies, including feet. The ball must be cleanly hit and not held, lifted, pushed, carried or thrown.
  2. When contacting the ball with one hand the ball must be cleanly hit with the heel or palm of the hand (a roll shot), with straight locked fingertips (a cobra), knurled fingers (a camel toe) or with the back of the hand from the wrist to the knuckles. .
  3. When receiving the serve must be closed handed, webbed handed, two handed bump, or one handed. Open hand receive is not allowed.
  4. If both players of the same team contact the ball simultaneously, it is considered one hit.
  5. When conducting a handset over the net the players shoulders must be squared, feet planted and the ball must travel perpendicular with no spin.
  6. Players may step under the net onto the opponent’s court without penalty unless the player interferes with the volley.
  7. If the ball touches an overhead obstruction and remains on the side of play without affecting the trajectory, then the ball is still in play if contacts are still remaining. If the ball touches an overhead obstruction and then goes over the net it is a fault.

FAULTS

  1. Players touching any part of the net with any part of their bodies or clothing.
  2. A team contacts the ball four times.
  3. Catching or throwing the ball, one-handed placement or redirection of the ball with the fingers (a dink or open-hand tip).

BLOCKS

  1. A ball touched by a player while attempting to block shall not be counted as one of the three touches permitted by his team.
  2. The blocker is not permitted to touch the ball beyond the net until the opponent has made an attack hit. The blocker may place his/her hands and arms beyond the net provided the action does not interfere with the opponent’s play prior to attack.
  3. If two or more players from opposing teams contact the ball simultaneously above the net, any of the players involved are eligible to participate in the next play, which shall be considered the first of three contacts allowed to the team.
  4. A joust (ball coming to a rest above the net on a block attempt) will result in a replay of the point.

SUBSTITUTIONS

  1. Substitutions may be made anytime the ball is dead. There is no limit on substitutions. Any player may be replaced by a substitute and re-enter so long as they are being replaced by the same person every time. The original player that served must maintain the serve position through the substitution.
  2. Additional players, on the roster, that are present at the beginning of the game, can rotate in after a broken serve. The rotation must continue in the same order for the duration of the game.

TOURNAMENT

  1. Teams will be seeded in the end of the season tournament according to the league record. If there is a tie the following will be used in order: head to head record, head to head point differential, a coin toss will break the tie.
  2. For a team member to be eligible for postseason play (examples - playoffs, tournaments, etc) the player must have signed the roster prior to week four. Roster additions made after week four will not be eligible for tournament.

DIVISIONS

  1. The Board reserves the right to reassign a team into another division if deemed appropriate. Teams that win two consecutive seasons will be required to move up a division within the same format of play if applicable.

PROTESTS AND APPEALS

Team Captains shall enter protests at the time of the infraction. If the protest cannot be resolved between the Captains, the protest may be presented to the AZGV Board for decision. The Commissioner will notify the team before the next scheduled game as to what decision has been made.

All decisions of the Commissioner and the Board of Directors are final.