The official dimensions for a regulation court are as follows:
The court is divided into two 30 feet (9.1 m) by 30 ft (9.1 m) areas, with a 4 feet (1.2 m) by 30 ft (9.1 m) neutral zone located at center court separating the two sides, an attack line located parallel and 10 feet (3.0 m) from the center line, for a total court length of 60 feet (18 m) from endline to endline, and a total width of 30 feet (9.1 m) from sideline to sideline.
Approximately 2 feet (0.61 m) to 3 feet (0.91 m) should be allotted for an out of bounds area, allowing officials to move freely along the sidelines.
The Queue for each team is a 3 ft (0.91 m) by 12 ft (3.7 m) area, and should be located 2 ft (0.61 m) to 3 ft (0.91 m) from the sideline, leaving enough room for an official to move freely along the sideline.
Every effort should be made to obtain the correct dimensions. However court size may be adjusted to best suit the available space. Basically a volleyball court will suffice.
Six regulation size rubber balls should be used: 1 blocker (8.5 inches, Rubber) and 5 stingers (8 inches, Rhino Skin). In addition, there will be 1 Women’s Ball (4 inches, rubber). Only women may use this ball to block and throw. If a man blocks with or throws the women ball, he is out. Prior to starting the game, the balls will be arranged along the center court line on saucer cones.
Teams consist of between 7 and 14 players , with the seven starting players to solely participate in that specific game. All players must be in uniform. Players not in uniform will receive a warning. If this persists, that player will not be allowed to play without a uniform.
Coed teams may consist of either gender, however at least two players of each gender must participate at the start of each game. If a team is short a gender, they may play a player down for the game. You must have at least 5 players to avoid a forfeit.
Substitutions must be made prior to the start of the game. No substitutions can be made during a game, except in cases of injury.
Any player who is not currently in game play may act as a Retriever. Retrievers may leave the court to retrieve a ball at any time or pass balls back in to teammates if a ball rolls to the sideline.
Teams may use players that are out as retrievers.
Retrievers may not enter the court at any time.
Retrievers are only allowed to field balls from their side of the court.
Retrievers may not hold balls, all balls must be immediately returned to the court.
A regulation match consists of two 20 minute halves with a 10 minute halftime. As many games that can be played during this time will constitute the match. The number of games and/or the time allotted may be altered to best suit time and attendance.
A game is played until all opponents are eliminated on one side. If time expires for either the first half or the full game (20 minutes per half), the ongoing game will be completed. A team wins when all opponents are eliminated.
Alternate Game Types will be played at predetermined weeks during the season (Weeks 2-6). These game types will only be played at the beginning of the first and second halves of the match. They will count the same as any other game. For alternate game types and the weeks they will be played, see below.
Halftime games will be played during the halftime break. They will be explained and run by the referees and will count as one match. A win in a halftime game will result in the winning team getting an 8th player for the first game on the second half. If a winning team only has 5-7 players, the losing team will play one player short (6 players).
Play begins with all players positioned on their team’s end-line. Each player must have a hand on the back wall for the start.
The Rush occurs at the beginning of each game or reset.
Upon the official’s signal, both teams rush to center court and attempt to retrieve as many balls as possible. A team may rush with as many or as few players as it wants, but at least one person from each team has to Rush. There is no limit to how many balls an individual player may retrieve.
A false start occurs when a player leaves their end-line before the referee’s signal. One false start will result in a warning, a second false start will result in a loss of game.
Players may not slide or dive head first into the neutral zone or they will be called out.
Crossing over the center line will result in an “out.”
Players may not physically grab and pull another player across the neutral zone or prevent them from returning to their side of the court. However, if two players are grabbing the same ball and either player crosses the center line, that player will be out.
You may not kick balls on the run up.
On the rush, a player must retreat out of the neutral zone (indicated by the attack lines) before a legal throw can be made. If a throw is made before this, that throw will not count for an out of an opponent, but can result in the thrower being out if the ball is caught.
Putting a ball in play
Both of the player’s feet and the ball must go completely behind the attack line. During the Rush, any ball retrieved from the neutral zone must be returned behind the attack line before it may be thrown at an opponent. With a thrown ball that hasn’t crossed the attack line, any hits are voided plays, however if a catch occurs, the thrower will still be out.
There are several ways to put a ball into play following a Rush:
- A player carries the ball across the attack line.
- A player passes the ball a teammate who is behind or carries it across the attack line.
- A player rebounds the ball off the back wall of a closed court.
Three – 30 second time outs over all the games in a match
A player shall be deemed “out”:
- When a live ball hits any part of the player’s body, clothing, or uniform.
- If a player is hit by a live ball rebounding off another player (in this instance, ALL PLAYERS HIT BY THE BALL ARE OUT).
- If a defending player catches a live ball they have thrown.
- If a defending player catches a deflected ball.
- NOTE: If a ball is deflected off of a player and then caught by a player on the same team, the thrower is OUT and the player that was hit with the ball is NOT OUT.
Players shall return from the Queue in the order they were put “out” (i.e. first “out,” first “in”).
Live ball is defined as a ball that has left the Attackers hand and has not hit the ground or gone out of bounds. Only the last person to be hit by a defected ball would be out.
Players are responsible for calling themselves out. If an official judge notices that a player is not calling themselves out, they will receive one warning. If this occurs again they will be required to sit out one match for every infraction thereafter. If this penalty causes the team to be short on players the infraction team will play the next game shorthanded.
Players can defend themselves by blocking the ball in flight with another ball but must retain control over the ball they are blocking with. A player dropping or losing possession of the blocking ball is deemed “out.”
Any blocked ball rebounding off another ball is considered LIVE. Any player hit by the rebounding ball is deemed “out.” If a legally thrown ball ricochets of a blocking ball and hits the player holding that ball, that player is out.
When holding a ball and blocking, the hand is part of the ball.
The act of intentionally delaying the game. If a referee determines that a team is stalling, the referee will warn the player or team. If the stalling continues, at the referee’s discretion, player or team will lose possession of all balls on their side. If a lone player is refusing to return the ball, they will be called out. Players must be actively playing the game.
If both teams are stalling a reset will occur with the remaining players.
A player holding all the balls may not walk up and place a ball on the opponents side of the line to reset the throw clock. If this happens, the player will be instructed to pick up the ball again and play will continue as normal.
Out of Bounds Rule
If any part of the player’s body touches the side line, the player must return to play within 3 seconds. Straddling an out of bounds line is considered standing out of bounds. If the player fails to reestablish themselves in bounds in 3 seconds, that player shall be deemed “out”.
Momentum may carry a player out of bounds while making a catch or dodging. A legal catch must be made with both feet in play. A catch made out of bounds will not be deemed a catch and both players will be safe. When out of bounds, a player hit will be deemed out. If a player throws a ball from out of bounds, they cannot get an opponent out, however, if that ball is caught, the thrower is out. The catch rule would apply as normal and the next person in line will enter the court.
Neutral Zone Rule
A player may safely step into the neutral zone but not across. Any player crossing over the neutral zone is deemed “out.”
An airborne attack, where an attacking player may legally cross the neutral zone to hit an opponent but the ball must leave the attacker’s hand before any part of the attacker’s body touches the opponent’s territory. If successful, the player hit is out and the Attacking player is out.
A headshot occurs when a player is hit directly in the head by a high thrown ball. A high thrown ball is a ball thrown above shoulder height of the person hit in the head. Shoulder height is the height of the shoulders of the player in an upright standing position. If a player is ducking or crouching and hit in the head this will NOT be deemed a headshot as the ball was NOT thrown above shoulder height.
In NOT allowing headshots, a player hit in the head by a high thrown ball will be deemed “safe”, and any thrower committing a headshot will be deemed “out.” A player raising their hands/arms to defend themselves from a headshot will not be called “out” if the ball hits their hands/arms above shoulder height in the act of defending themselves; and the thrower will be called “safe”.
A player unsuccessful in their attempt to catch a high thrown ball will be deemed “out”. It is the official’s judgment as to whether the player is defending themselves or attempting to catch the ball.
A ball deflected by another ball, player, or object is no longer considered a high thrown ball. Should the ball strike a player in the head, that player shall be deemed “out”, even if their own block deflected the ball.
The Beehive Princess
At the beginning of every game, a “beehive princess” will be chosen on each team. This must be a female player. She will have 2 lives, meaning she will need to be gotten out twice in order to be eliminated from play. If a princess is gotten out, then returns to the court via a catch, she will once again have 2 lives.
Alternative Game Types
Will all alternate game types, ONLY THE STRUCTURE OF THE GAMES WILL CHANGE. Out and safe rules will remain the same, unless explicitly stated otherwise.
Week 2: Melee Rules
Melee Games start as a normal game. After 30 seconds, the referee will signal that Melee has begun. At this point, a player may advance past the middle line into the opponents half of the neutral zone. At this point, the opponents Attack Line will serve as the line which cannot be crossed. It will have the same rules applied as the center line does in normal play (if you cross that line you will be called out).
Week 3: God Save the Queen!
In this game type, each team will determine a “king” or “queen” (to be distinguished by a crown) before the game begins. This player will not be allowed to throw a ball unless they are the last person standing. They can catch in order to get players out and bring players on their team back in. If the king or queen is legally hit, the game immediately ends with the team who lost their king or queen losing. Players may protect the king or queen in any way they deem fit so long as the king or queen remains within the field of play.
Week 4: Opposite Day
Opposite Day games will be played as a normal game with one twist. All players must throw with their off hand. If a player throws with their dominant hand, they will be ruled out. Proper hands to be thrown with will be determined by handwriting.
Week 5: Jailbreak
In a Jailbreak game, targets will be placed on each side of the court. At any point, a team may hit the target and all players who have previously been out will be allowed back onto the court at once. There is no limit to how many times the target may be hit, however at the time a target is hit, there must be a live player for the throwing team on the court. If a player is gotten out before the ball hits the target, the jailbreak will be nullified and the game will be over.
Week 6: Beach Ball Bonanza
Beach Ball Bonanza will be played with two large beach balls on each side. These balls may not be thrown at the other team, but will be used as blockers/obstructions to hide behind, block with, etc. If a beach ball does cross the center line, the opposing team may use it as their own. The same rules for blocking balls apply to beach balls (if a legally thrown ball hits off a beach ball, it is still a live ball and can get a player out or be caught).
Team Substitution Rules
There is no limit on the number of substitutes that can be used in a regular season game, however certain conditions do apply (see below).
Players from other teams may not sub in an official game (a game that is not a forfeit). You must bring your own subs. This is to ensure no team will gain an unfair advantage by having a player on another team swing a game result. If a game is forfeited, any and all people may play.
Only certified subs may substitute for the playoffs. A certified sub is a substitute who has been cleared by the League Coordinator. The League Coordinator must be informed prior to week 6 of any certified sub. It is the team captain’s responsibility to do this. A certified sub may only play in another paid rostered player’s spot.
Exceptions will be made for injuries. If a player gets hurt and cannot play, a substitute will be able to be certified by the League Coordinator after week 6. This does not apply to work conflicts, if a player has a work conflict, they must find a substitute prior to week 6. Exceptions for a work conflict will only be made under extreme circumstances and will be determined at the League Coordinator’s discretion.
In order to certify a sub: The team captain must inform the League Coordinator of the sub’s name and email so that they may be added to the roster as a certified sub. This must be done prior to week 6.
Uniforms and protective equipment are considered part of the player. Any player hit on any part of their uniform or protective equipment will be considered “out”.
Each team should wear uniforms as specified by the league. Beehive shirts are mandatory except on theme days when costumes may be worn.
Overtime (Playoffs Only): If the score is tied at the end of regulation, an overtime game will be played. This will be a one-off winner take all game to be played with standard rules.
Unsportsmanlike Conduct: Any participant that does not conduct themselves in a sportsmanlike manner will be removed from the game.
Types of Illegal Conduct:
Unsportsmanlike conduct includes the following:
- Arguing with an official or with other players.
- Abusive or insulting language to a player or official.
- Throwing the ball at another player in an unsportsmanlike manner.
- Abuse of the “honor system.”
Fighting: Fighting will result in a player’s permanent suspension from participation in Beehive Sport & Social Club.
NO GLASS CONTAINERS
NO ALCOHOL ON COURTS