Source: The
bouncing ball has a 12-inch circumference with a diameter of approximately 3.8-inches.
Setup Materials needed for roundnet include a trampoline-like net, and a small ball with a 12-inch circumference. For 2v2 games, players line up in a square around the net with their partner to one side, and a member of the opposing team on the other. Each partner is ninety degrees away from the next player. Before the point starts, players will always be across the net from an opponent and next to their teammate. For 3v3 games, players line up in a hexagon shape around the net with players from each team alternative positions, so that each team starts in a triangle formation and each player is directly across and flanked on either side from the opposing team. Thus, each player is 60 degrees away from the next player and 120 degrees away from their teammates. This triangle formation is held until the ball is served. Each point begins with a serve, usually done by the team who won the previous point. To determine who serves first in the match, teams will participate in a game of rock paper scissors, a
coin flip or an odd/even call. The winning team receives the option to serve first or receive first. During the serve, all players who are not receiving the serve have to line up in their designated positions outside of 7 feet from their section of the rim (8.5 feet from the center of the net). The returner can stand wherever they want prior to the serve. Once the ball is struck, away from the release point to begin the serve. The ball is not allowed to be interfered with during the serve. For each point, the server is allowed two serves to complete a legal serve. If they catch, swing at and miss, or drop the tossed ball, it results in a service fault. Servers must be behind the seven-foot line away from the net to be eligible for the play. The server cannot lean over the line in order to get closer to the net, and their feet and entire body must be behind the line until the ball is contacted. the receivers must call fault before a second touch occurs or the ball hits the ground. The serving team will have one more try to serve it correctly, or they lose the point. When serving, if the ball hits what is known as a "pocket" (the area of the net that is right next to the rim) then the receiving team can call a fault and the server can attempt another serve. If the ball comes in contact with the rim at any point of the game while a player attempts to hit the net, that is a point for the opposing team. If a fault is not called, then the play continues. If two faults occur back to back, the receiving team is awarded the point and possession switches sides. If the serving team wins the point, the server must switch places with their teammate to serve to the other receiver. If the receiving team wins the point, they get to serve the next point.
Contacting the ball Rules and regulations exist when the ball is in play. If a player contacts the ball on its trajectory upward, a soft touch can be made. A soft touch allows the same player to hit the ball a second time in a row, if the first touch is on an upward path. This second touch however does indeed count for 2/3 of the max touches by a team, and the next hit must go on the net. When a player is hitting the ball, no more than a slight carry is allowed by SRA. Any catch of the ball results in a point for the opposing team. If the ball hits the ground or the rim at any point during the rally, the play ends and a point is given to the other team. If the teams could not determine whether the ball hit the rim or a pocket, the play is replayed. When the ball hits the net, it must clear the rim for the play to be continued. If the ball hits the net again, a double bounce is called, and a point is given to the assuming receiving team. If during a rally the ball hits the pocket, the rally continues. Pockets are only a fault during serves. If the ball makes contact with the net and then proceeds to roll up into the rim, this is known as a "roll-up". If this occurs during a service, the receiving team may call a fault and the service is tried again. If a roll-up occurs during a rally, it is treated as a pocket, and the rally continues. Infractions exist even if a team does not have assumed possession, these are called hinders. These include if a defensive player gets in the way of the team going for the ball. It is required that defensive players make an effort to get out of the way to avoid interference. If a player gets in the way of the play, the opposing team must call it "hinder". They will then be able to replay the point. The offensive team must have a legitimate reason to call "hinder". If the defensive player makes an attempt to play at the ball if they do not have possession, they lose the point. If a player hits a shot that hits off the net and hits either themselves or their teammate, they lose the point. If a player makes contact with the set, it results in the loss of the point. Even if the player hit a "kill shot", they will lose the point if they touch the set before the ball makes contact with the ground.
Scoring Scoring in roundnet is dictated by "rally scoring", meaning that a team may earn a point whether they are serving or not. Games are usually played from 11, 15 or 21 points, but the tournament organizer can change that at his/her discretion. As is common with similar games such as
ping-pong,
tennis, and volleyball, teams can only win by two points. This can lead to
deuces and point-advantages until a team wins by 2 points. Points can be scored in these ways: • When the ball does not hit the net within three hits during a possession. • The ball hits the ground. • The ball hits the rim (this includes during serves). • The ball does not bounce off the net on a single bounce, also known as a double hit. The ball must clear the rim of the net completely. • There are two illegal serves in a row. • The player hits themselves or their teammate with the ball after it makes contact with the net.
Modified rules In addition to the original, classic way of playing roundnet, there are many variations that can be made to the rules of the game, some of which have become more popular. These modifications can add a complete different aspect to a simple game of roundnet, and in doing so transform the game as a whole. Adding extra aspects to the game allows for roundnet players to challenge themselves a little extra, and in doing so either increase or decrease the competitive aspect of such a versatile game like roundnet. Some potential modifications include splitting the play field in half (thus simplifying the game), only using one hand, or something called "Takes two to fwango" == Skills ==