MSV Rules

Main Street Volleyball 4-ON-4 Sand Rules

Rule 1. Teams and Players.

A. Teams shall be composed of 4 coed players.

B. Teams must have 1 girl; max 3. Teams must have at least 2 people from the registered team to play a league game, 1 boy and 1 girl. Subs should be equal talent. Upper division can only sub in the upper division while the lower division can sub in the upper division but not vice versa. *Note: A player may not be signed up to play on multiple teams.

C. Playoff Subs – During playoffs you may only play with a sub who has played in at least 2 season matches with your team. Your playoff sub must be added to the roster for $25 on or before the 3rd week of the season and sign the Waiver. No last minute subs. There may be extenuating circumstances that can effect this rule which will be determined by the league owner/manager.
*****In the case of a major event (family illness/player injury) please email to discuss; email: mainstvolleyball@gmail.com *****

D. Players must be on the court at scheduled time. If games are running late, your team must warm up off the court. There will not be allotted time between games to warm up as you should already be warmed up.

E. If a team is 10 minutes late it is an automatic forfeit of the first set. After 20 minutes, the match will be forfeit. A team may play with at minimum 2 players, one boy and one girl.

F. Each team is allocated 1 (one) 30 second time out per game. There is a 2 minute break between each game.

Rule 2. To Win a Game.

A game is won by the team that first scores 21 points with a lead of two points. If each team won one game, a third game will be played to determine the winner. In the third game you switch sides at 8 points and the game is played to 15 points. CAP: For best of 2 games cap at 22 points and the third game there is a cap at 17 points.

Rule 3. To Win a Match

A. The best two-out-of-three games match is won by the team that wins two games.

B. In case of a 1-1 tie, a deciding game to 15 points shall be played immediately.

C. Game 3 serve is determined by rock, paper, and scissors. The team who won can choose to serve or side.

Rule 4. Court Switches. In 15-point games, court switches will occur after the first team reaches 8 points.

Rule 5. Rotation Order. You may only rotate in on a serve and you must be the person serving the ball.

Rule 6. Player Positions. Players are free to position themselves anywhere within their court. There are no positional faults.

Rule 7. States of Play

A. Ball “In Play” – The ball is “in play” from the service contact until the ball is out of play.

B. Ball “Out of Play” – The ball is “out of play” from the moment the ball contacts the ground outside the court lines or a fault is made.

C. Ball “Out” – The ball is “out” when

1. After being put in play, it’s first contact with the ground is completely outside the playing court. 
2. It completely crosses the net outside the antenna.
3. It touches an object outside the court, an overhead object or a person out of play.

Rule 8. Service

A. First Service In A Game

1. The first game and the third game is determined by rock, paper, scissors. The serve of the second game will be given to the team who did not serve the first game.

B. Execution Of The Service

1. The server may move freely behind the end line. The player’s foot may not go under or touch a boundary line. After the service contact, the player may land on or outside the court.

2. If a boundary line moves without being touched by the server, it is not a fault.

Rule 9.  Playing the Ball. Characteristics of the Contact

A. The player may touch the ball with any part of the body.

B. The player may have successive contacts with the ball during a single attempt to make the team’s first contact provided it was a hard driven hit and the fingers are not used to direct the ball.

C. The ball must be contacted cleanly and not held, lifted, pushed, caught, carried or thrown. The ball cannot roll or come to rest on any part of a player’s body.

D. Sets: A player may set the ball in any direction toward his/her team’s court after first contact of a serve. Rotation of a set ball may indicate a held ball or multiple contacts during the set but in itself is not a fault. No holding, swooping, or dipping sets.

E. When contacting the ball with one hand, other than for setting the ball toward a teammate, the ball must be cleanly hit with the palm or back of hand.

F. No open hand serve receives or open hand dinks. No open hand receives unless it is a hard driven hit.

G. Shoulders must be square to the net if setting over the net. You may set backwards over the net as long as your shoulders are square to the net.

H. No attacking a serve.

Rule 10. Playing Faults. The following are types of faults

A. Four hits: a team contacts the ball four times before returning it to the opponents.

B. Assisted hit: a player takes support from a teammate or any object in order to reach the ball.

C. Double contact: a player contacts the ball twice in succession or the ball contacts various parts of the player’s body successively.

D. Held ball: a player does not contact the ball cleanly.

E. Touching the net.

F. Coming under the net if it affects the play of the other team.

G. Outside of the antenna. 

Rule 11.  Ball at the Net.

A. A ball sent to the opponent’s playing area must pass over the net between the antenna.

B. Ball Touching the Net. The ball may touch the net while crossing the net.

C. Ball In The Net (Other Than The Service). A ball driven into the net may be recovered within the limits of the three team contacts.

D. Let serves will be played.

E. A block does not count as a touch.

Rule 12.  Player at the Net. Penetration Into the Opponent’s Playing Area and Space.

A. Players may partially or completely cross the center line below the net or outside the poles, either before, during or after a legal play of the ball, provided this does not interfere with the opponent’s play. Incidental contact with an opponent is ignored, unless such contact interferes with the opponent’s opportunity to play the ball.

B. If a player crosses the center line and interferes with an opponent during the continuation of a play, it is a fault, regardless of the opponent’s ability to play the ball.

C. If the ball goes on the opposite side of the net, you cannot bring the ball back into play.

Rule 13. Attack-Hit Fault. An attack-hit results in a fault when a player directs an attack-hit with the fingers, using an “open-hand tip” or “dink”.

Rule 14. Blocking Contact. A block does not count as a touch.