ARIZONA GAY VOLLEYBALL ASSOCIATION

Sets on the Sand Tournament 2-Man Format

RULES

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 tournament 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 tournament.

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 three 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 first match of round robin. The board may allow changes to a team roster if that team would otherwise not be able to field enough players due to injury, illness, 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 15 minutes before the scheduled start time.  If a court becomes available the game will start. 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.

TIMING AND SCORING REGULATIONS

  1. A match shall consist of a best 2 out of 3 games. (Round Robin games may utilize an ‘Every Game Matters’ approach for seeding purposes only.)
  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 without drastically affecting the trajectory and remains on the same side of play, 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.
  2. You are not allowed to rotate all three rostered players during a single game.

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.

Updated 02/26/2019