Beach
Volleyball
OZSPORTS OFFICIAL RULES
Beach
Volleyball is a sport played by two teams each on a sand playing court
divided by a net. The ball is played by hitting it predominantly with
the hands and arms.
The
objective of the game is for each team to send the ball regularly over
the net to ground it on the opponent's court, and to prevent the ball
from being grounded on its own court. The ball is put into play by the
serving player. The player serves by hitting the ball over the net to
the opponent's court. A team is entitled to hit the ball three times to
return it to the opponent's court. A player is not allowed to hit the
ball twice consecutively (except when blocking). The rally continues until
the ball touches the ground, goes "out", or a team fails to
return it properly.
In
Beach Volleyball, only the serving team may score a point. When the receiving
team wins a rally, it gains the right to serve. This is called a "side-out".
All members of a team on court must take turns to serve every time there
is a "side-out".
See
Captain's Info sheet for details on playing
at Ozsports
RULES
OF THE GAME
Official
Rules of Beach Volleyball
TABLE
OF CONTENTS
Rule 1 - TEAMS
Rule 2 - PLAYERS'
EQUIPMENT
Rule 3 - RIGHTS
AND RESPONSIBILITIES OF THE PLAYERS
Rule 4 - SCORING
SYSTEM
Rule 5 - MATCH
PREPARATION
Rule 6 - DURATION
OF MATCH
Rule 7 - PLAYERS'
POSITIONS
Rule 8 - STATES
OF PLAY
Rule 9 - PLAYING
FAULTS
Rule 10 - PLAYING
THE BALL
Rule 11 - BALL AT THE NET
Rule 12 - PLAYER
AT THE NET
Rule 13 - SERVICE
Rule 14 - ATTACK-HIT
Rule 15 - BLOCK
Rule 16 - TIME-OUTS
Rule 17 - DELAYS
TO THE MATCH
Rule 18 - EXCEPTIONAL
MATCH INTERRUPTIONS
Rule 19 - COURT
SWITCHES AND INTERVALS
Rule 20 - MISCONDUCT
Rule 21 - REFEREES
AND PROCEDURES
Rule 22 - REFEREE
RULES
OF THE GAME
RULE 1. TEAMS
1.1 TEAM COMPOSITION
Teams are required to have the correct composition of players on court
at all times.
1.1.1 2-A-SIDE
Two players and a maximum of one substitute player.
Less than two players on court = forfeit.
1.1.2 4-A-SIDE MEN'S / WOMEN'S
4 players and a maximum of 2 substitute players.
Less than 3 players on court = forfeit.
1.1.3 4-A-SIDE MIXED
4 players and a maximum of 2 substitute players.
A minimum of 1 and a maximum of 3 females permitted on court.
A minimum of 1 and a maximum of 2 males permitted on court.
Less than 3 players on court = forfeit.
1.1.4 6-A-SIDE MIXED
6 players with a maximum of 2 substitute players.
A minimum of 2 and a maximum of 4 females permitted on court.
A minimum of 2 and a maximum of 4 males permitted on court.
Less than 5 players on court = forfeit.
NB: In the event that a women's competition is not
provided, women's teams will be permitted to compete in the mixed competition,
without penalty, provided the team complies to rules authorised by the
Beach Volleyball Manager or Competition Coordinator.
RULE 2. PLAYERS' EQUIPMENT
2.1 EQUIPMENT
2.1.1 A player’s equipment consists of a playing top that meets
the specified uniform regulations.
2.2.1 Players of the same team are permitted to wear shorts that are
of different styles and colours.
2.1.3 Players may play wearing jumpers and track pants provided their
team uniform is displayed to the Referee prior to the match.
2.1.4 Players must play barefoot except when authorised by the Referee.
2.2 AUTHORISED CHANGES
The Referee may authorise one or more players; (a) to play with socks
and/or shoes, (b) to change wet uniforms between halves provided the new
ones also follow uniform regulations.
2.3 FORBIDDEN OBJECTS
2.3.1 It is forbidden to wear any object that may cause an injury
to a player, such as jewellery, pins, bracelets, casts etc.
2.3.2 Players may wear glasses at their own risk.
Back to Table
of Contents.
RULE 3.
RIGHTS AND RESPONSIBILITIES OF THE PLAYERS
3.1 ALL PLAYERS
3.1.1 Players must know the Official
Beach Volleyball Rules and abide by them.
3.1.2 Players must accept the Referee's decisions with respect, without
disputing them. In the case of doubt, clarification may be requested by
the team captain.
3.1.3 Players must behave respectfully and courteously in the spirit
of fair play, not only towards the Referee, but also towards other officials,
the opponent, teammates and spectators.
3.1.4 Players must refrain from actions or attitudes aimed at influencing
the decisions of the Referee or covering up faults committed by their
team.
3.1.5 Players must refrain from actions aimed at delaying the match.
3.1.6 Communication between team members during the match is permitted.
3.2 TEAM CAPTAIN
3.2.1 Prior to the match, the
team captain will represent their team at the toss.
3.2.2 During the match, only the team captain is authorised to speak
to the Referee while the ball is out of play:
to ask for an explanation of the application
or interpretation of the rules,
to ask authorisation:
to change uniforms or equipment,
to verify the serving player,
to check the net, the ball etc,
to realign court lines out of alignment,
to request time-outs.
3.2.3 The team captain is responsible for the conduct of all team
players.
3.2.4 At the conclusion of the match, the team captain will sign the
scoresheet.
RULE 4. SCORING SYSTEM
4.1
TO WIN A MATCH
4.1.1 A match is won by the team that has amassed
the most points at the completion of the match duration.
4.1.2 In the case of both teams having scored the
same number of points a draw will be declared.
4.1.3 In the case of a draw in finals matches a
"tiebreaker" will be played.
4.2
TO WIN A POINT
4.2.1 Whenever a team serves and wins the rally,
a point is scored.
4.2.2 In a “Tiebreaker”, a point is scored whenever
a team wins a rally, with one of the following consequences;
The
serving team scores a point and continues to serve.
The
receiving team scores a point and gains the right to serve.
4.3 TO
WIN A RALLY
Whenever
a team fails in its service or fails to return the ball, or commits any
other fault, the opposing team wins the rally, with one of the following
consequences;
4.3.1 If the opposing team served, it scores a point
and continues to serve.
4.3.2 If the opposing team received the service,
it gains the right to serve without scoring a point (side-out).
Exception:
scoring in a “Tiebreaker”.
4.4
COMPETITION POINTS
4.4.1 Competition points will be awarded as follow;
WIN = 4 points
DRAW = 2 points
LOSS = 0 points
BYE = 7 points
LOSS ON FORFEIT = -7 points
WIN ON FORFEIT = 7 points
4.4.2
For every 10 points scored in a match, 1 bonus
competition point will be awarded.
4.5
DEFAULT AND INCOMPLETE TEAM
4.5.1 If a team refuses to play after being scheduled
to do so, it is declared a default and forfeits the match.
4.5.2 If a team is not ready to play 10 minutes
after the scheduled match start time, the match will be declared a forfeit.
4.5.3 If a team’s composition of players on court
does not meet specified regulations, the team will be declared incomplete
and forfeits the match.
RULE 5. MATCH
PREPARATION
5.1 TOSS
5.1.1 The Referee conducts a toss in the presence
of the two team captains.
5.1.2 The winner of the toss chooses;
(a) either the right to serve or receive the serve, or
(b) a side of the court.
The loser takes the remaining alternative.
5.1.3 The team that serves first in the first half
shall receive first in the second half.
5.1.4 In the case of a "Tiebreaker", another
toss shall be conducted.
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of Contents.
RULE 6. DURATION OF MATCH
6.1
2-A-SIDE
Matches will consist of two 14-minute halves.
6.2 4-A-SIDE
AND 6-A-SIDE
Matches will consist of two 20-minute halves.
6.3 LATE
START
Teams will be penalised
1 point per minute, or part there of, they delay the commencement of the
match.
6.4 FINALS
MATCHES
In case of a draw, a "Tiebreaker" consisting of a five
point quick score (point-a-rally) game will be played.
RULE 7. PLAYERS' POSITIONS
7.1 POSITIONS:
2-A-SIDE AND 4-A-SIDE
7.1.1 At the moment the
ball is hit by the server, each team must be within its own court (except
the server).
7.1.2 The players are free to position
themselves. There are no determined positions on the court.
7.1.3 There are NO positional faults.
7.2 POSITIONS: 6-A-SIDE
7.2.1 At the moment the ball is hit by the server, each
team must be within its own court (except the server).
7.2.2 The players must be in their assigned positions of two rows
of three players across the net at the start of each rally.
7.2.3 The players are free to position themselves after the service.
7.2.4 At the end of each rally all players must return to the position
at which they commenced the rally.
7.2.5 The players must rotate one position clockwise upon winning
a side-out.
7.3 SUBSTITUTES
7.3.1 All substitutes are permitted an unlimited number of entries
into the court.
7.3.2 The team captain may request substitutions only when the ball
is out of play and before the whistle for service.
7.3.3 It is improper to request substitutions during a rally or at
the moment of, or after the whistle to serve. Any improper request that
does not affect or delay the match shall be rejected without any sanction
unless repeated.
RULE 8. STATES OF PLAY
8.1 BALL IN PLAY
The rally begins with the Referee's whistle. However, the ball is
in play from the service hit.
8.2 BALL OUT OF PLAY
The rally ends with the Referee's whistle. However, if the whistle
is due to a fault made in play, the ball is out of play from the moment
the fault was committed.
8.3 BALL "IN"
The ball is "in" when it touches the ground of the playing
court including the boundary lines.
8.4 BALL "OUT"
The ball is "out " when it;
falls on the ground completely outside the boundary lines (without touching
them),
touches any object outside the court, the ceiling or a person out of play,
touches the posts,
crosses completely the vertical plane of the net, totally or even partly
outside the crossing space.
RULE 9.
PLAYING FAULTS
9.1 DEFINITION
9.1.1 Any playing action contrary to the rules is a playing fault.
9.1.2 The Referee judges the faults and determines the penalties according
to these rules.
9.2 CONSEQUENCES OF A FAULT
9.2.1 There is always a penalty for a fault: the opponent of the
team committing the fault wins the rally.
9.2.2 If two or more faults are committed successively, only the first
one is counted.
9.2.3 If the two or more faults are committed by two or more opponents
simultaneously, a DOUBLE FAULT is counted and the rally is replayed.
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RULE 10. PLAYING THE BALL
10.1 TEAM HITS
10.1.1 Each team is entitled to a maximum of three hits to return
the ball over the net.
10.1.2 These hits of the team include not only the intentional hits
of the player, but also unintentional contacts with the ball.
10.1.3 A player may not hit the ball two times consecutively (except
at blocking).
10.1.4 For mixed competition a female must hit the ball when a team
uses more than one hit in returning the ball over the net.
10.2 SIMULTANEOUS CONTACTS
10.2.1 Two players may touch the ball at the same moment.
10.2.2 When two team-mates touch the ball simultaneously, it is counted
as two hits (except at blocking). If two team-mates reach for the ball
but only one player touches it, one hit is counted.
If players collide, no fault is committed.
10.2.3 If there are simultaneous contacts by the two opponents over
the net and the ball remains in play the team receiving the ball is entitled
to another three hits. If such a ball goes "out", it is the
fault of the team on the opposite side.
If simultaneous contacts by the two opponents over the net lead to a "held
ball" it is NOT considered a fault.
10.3 ASSISTED HIT
Within the playing area, a player is not permitted to take support
from a teammate or any structure/object in order to reach the ball. However,
the player who is about to commit a fault (touch the net or interfere
with an opponent, etc.) may be stopped or held back by a teammate.
10.4 CHARACTERISTICS OF THE HIT
10.4.1 The ball may be played with any part of the body.
10.4.2 The ball must be hit, not caught or thrown. It can rebound in
any direction.
Exceptions:
In defensive action of a hard spiked ball. In this case, the ball can
be held momentarily overhand with the fingers.
If simultaneous contacts over the net by the two opponents lead to a "held
ball".
10.4.3 The ball may touch various parts of the body, only if
the contacts take place simultaneously.
Exceptions:
At blocking, consecutive contacts by one or more blockers are authorised
provided that the contacts occur during the one action
At the first hit of the team, unless it is played overhand using the fingers
(exception Rule 11.4.2a), the ball may contact various parts of the body
consecutively, provided that the contacts occur during one action.
10.5 FAULTS AT PLAYING THE BALL
10.5.1 FOUR HITS: a team hits the ball four times before returning
it.
10.5.2 ASSISTED HIT: a player takes support from a team-mate or any
structure or object in order to reach the ball within the playing area.
10.5.3 HELD BALL: a player does not hit the ball unless in defensive
action of a hard spiked ball or when simultaneous contacts by the two
opponents over the net lead to a momentary "held ball".
10.5.4 DOUBLE CONTACT: a player hits the ball twice in succession or
the ball contacts various parts of the body successively.
10.5.5 MIXED HIT FAULT: a female does not contact the ball when a team
uses more than one hit to return the ball over the net.
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RULE 11. BALL AT THE NET
11.1 BALL CROSSING THE NET
11.1.1 The ball sent to the opponent's court must go over the net
within the crossing space. The crossing space is the part of the vertical
plane of the net limited as follows:
below, by the top of the net.
at the sides, by the posts and their imaginary extensions.
above, by a ceiling or structure (if any).
11.1.2 A ball heading towards the opponent's side through the outside
of the crossing space is out when it completely crosses the vertical plane
of the net.
11.1.3 The ball is "out" when it crosses completely the lower
space under the net.
11.1.4 A player, however, may enter the opponents’ court in order to
play the ball before it crosses completely the lower space or outside
the crossing space.
11.2 BALL TOUCHING THE NET
While crossing the net, the ball may touch it at any time.
11.3 BALL IN THE NET
11.3.1 A ball played into the net may be recovered within the limits
of the teams three hits.
11.3.2 If the ball rips the mesh of the net or tears it down, the rally
is cancelled and replayed.
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RULE 12. PLAYER AT THE NET
Each team must play within its own court and playing
space. Due to safety reasons, the ball cannot be retrieved beyond the
free zone.
12.1 REACHING BEYOND THE NET
12.1.1 In blocking, a blocker may touch the ball beyond the net,
provided the player does not interfere with the opponent's play, before
or during the latter's attack-hit.
12.1.2 A player is permitted to pass their hands beyond the net after
the attack-hit, provided that the hit has been made within their own playing
space.
12.2 PENETRATION INTO THE OPPONENT'S SPACE,
COURT AND / OR FREE ZONE
A player may enter the opponent's space, court and / or free zone,
provided that this does not interfere with the opponent's play.
12.3 CONTACT WITH THE NET
12.3.1 It is forbidden to touch any part of the net (Exception:
Rule 12.3.4)
12.3.2 Once the player has hit the ball, the player may touch the posts,
ropes or any other object outside the total length of the net provided
that it does not interfere with play.
12.3.3 When the ball is driven into the net and causes it to touch an
opponent, no fault is committed.
12.3.4 Incidental contact of hair is not a fault.
12.4 PLAYER'S FAULTS AT THE NET
12.4.1 A player touches the ball or an opponent in the opponent's
space before or during the opponent's attack-hit.
12.4.2 A player penetrates into the opponent's space, court and/or free
zone interfering with the latter's play.
12.4.3 A player touches the net.
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RULE 13. SERVICE
13.1 DEFINITION
The
service is the act of putting the ball into play by the serving player,
placed in the service zone, who hits the ball with one hand or arm.
13.2 THE FIRST
SERVICE IN A MATCH
The
first service in a match is executed by the team determined by the toss.
13.3 SERVICE
ORDER
13.3.1 After the first service in a match, the player
to serve is determined as follows;
when
the serving team wins the rally, the player who served serves again.
when
the receiving team wins the rally, it gains the right to serve and a player
(other than the previous server) is nominated to serve.
13.3.2 After the first service of each player on a
team has been made this service order must be maintained for the remainder
of the half.
13.4 AUTHORISATION
OF THE SERVICE
The
Referee authorises the service after having checked that the server is
in possession of the ball in the service zone and that the teams are ready
to play.
13.5
EXECUTION OF THE SERVICE
13.5.1 The server may move freely within the service
zone. At the moment of the service hit or take-off for a jump service,
the server must not touch the court (the end line included), or the ground
outside the zone. The foot may not go under the line. After the ball is
hit, the server may step or land outside the zone, or inside the court.
13.5.2 If the line moves because of the sand pushed
by the server, it is NOT considered a fault.
13.5.3 The server must hit the ball within 5 seconds
after the Referee's whistle for service.
13.5.4 A service executed before the Referee's whistle
for service is cancelled and repeated.
13.5.5 The ball shall be hit with 1 hand or any part
of the arm after being tossed or released and before it touches the playing
surface.
13.5.6 If the ball, after been tossed or released by
the server, lands without touching the player, or is caught by the server,
it is considered as a service.
13.5.7 No further service attempt will be permitted.
13.6
SCREENING
The
team-mates of the server must not prevent the opponents, through screening,
from seeing the server or the path of the ball. On the opponent's request
they must move sideways.
13.7 SERVING
FAULTS
The
following faults lead to a change of servers. The server;
violates
the service order
does
not execute the service properly.
13.8 SERVING
FAULTS AFTER HITTING THE BALL
After
the ball has been correctly hit, the service becomes a fault if the ball;
touches
a player of the serving team or fails to cross the vertical plane of the
net.
goes
"out".
RULE 14. ATTACK-HIT
14.1 DEFINITION
14.1.1 All actions to direct the ball towards the opponent,
except serving, are considered to be attack-hits.
14.1.2 An attack-hit is completed the moment the ball
completely crosses the vertical plane of the net or is touched by the
blocker.
14.1.3 Any player may carry out an attack hit at any
height, provided that the contact with the ball has been made within the
player’s own playing space (except Rule 14.2.4).
14.2 ATTACK-HIT
FAULTS
14.2.1 A player hits the ball within the playing space
of the opposing team.
14.2.2 A player hits the ball "out".
14.2.3 A player completes an attack-hit using an "open-handed
tip or dink" directing the ball with the finger tips.
14.2.4 A player completes an attack-hit on the opponent’s
service, when the ball is entirely above the top of the net.
14.2.5 In a 2-A-SIDE match, a player completes an attack-hit
using an overhand pass, which has a trajectory not perpendicular to the
line of the shoulders, except when setting a team-mate
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RULE 15. BLOCK
15.1 DEFINITION
Blocking
is the action of players close to the net to intercept the ball coming
from the opponent's court by reaching higher than the top of the net.
15.2 HITS
BY THE BLOCKER
The
first hit after the block may be hit by any player, including the one
who has touched the ball at the block.
15.3 BLOCK
WITHIN THE OPPONENT'S SPACE
In
blocking, the player may place their hands and arms beyond the net provided
their action does not interfere with the opponent's play. Thus, it is
not permitted to touch the ball beyond the net until the opponent has
executed an attack-hit.
15.4 BLOCKING
CONTACT
15.4.1 A blocking contact is counted as a team hit.
The blocking team will have only two more hits after a blocking contact.
15.4.2 Consecutive (quick and continuous) contacts
may occur by one or more blockers provided that the contacts are made
during one action. These are counted as only one team hit .
15.4.3 These contacts may occur with any part of the
body.
15.5 BLOCKING
FAULTS
15.5.1 The blocker touches the ball which is entirely
in the opponent's space either before or simultaneously with the opponent's
attack-hit.
15.5.2 A player blocks the ball in the opponent's space
from outside the antennae or posts.
15.5.3 A player blocks the opponent's service.
15.5.4 The ball is sent "out" off the block.
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RULE 16. TIME-OUTS
No
time-outs are allowed during matches.
RULE 17. DELAYS
TO
THE MATCH
17.1 TYPES
OF DELAY
An
improper action of a team that defers resumption of the match is a delay
and includes, among others:
to
repeat an improper request during the match.
delaying
the match.
17.2 SANCTIONS
FOR DELAY
17.2.1 The first delay by a team in a match is sanctioned
with a DELAY WARNING.
17.2.2 The second and following delays of any type
by the same team in the match constitutes a fault and are sanctioned with
a DELAY PENALTY: loss of rally.
RULE 18. EXCEPTIONAL MATCH INTERRUPTIONS
18.1 INJURY
18.1.1 Should a serious accident occur while the ball
is in play, the Referee must stop the match immediately. The injured player
should be removed as soon as possible and the rally replayed.
18.1.2 If the injured player cannot continue and the
composition of players on court does not meet the specified regulations,
the team will be declared incomplete and forfeits the match.
18.2 EXTERNAL
INTERFERENCE
If
there is any external interference during the match, play has to be stopped
and the rally replayed.
18.3 PROLONGED
INTERRUPTION
If
unforeseen circumstances interrupt the match,
the Beach Volleyball Manager or Centre Manager shall decide the measures
to be taken.
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RULE
19. COURT SWITCHES AND
INTERVALS
19.1
COURT SWITCHES
19.1.1 After the first half the teams shall switch
court ends.
19.1.2 In the case of a "tiebreaker", there
shall be no switching of court ends after the toss has been conducted.
19.2
INTERVALS
The interval between each half lasts;
2-a-side:
1 minute,
4- & 6-a-side: 2 minutes.
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RULE 20. MISCONDUCT
Incorrect
conduct towards officials, opponents, their teammates or spectators is
classified in four categories according to the degree of the offence.
20.1 CATEGORIES
20.1.1 Unsportsmanlike Conduct: argumentation, intimidation,
time wasting etc.
20.1.2 Rude Conduct: acting contrary to good manners
or moral principles, expressing contempt.
20.1.3 Offensive Conduct: defamatory or insulting words
or gestures.
20.1.4 Aggression: physical attack or intended aggression.
20.2 SANCTIONS
Depending
on the degree of the incorrect conduct, according to the judgement of
the Referee, Referee's Coordinator, Beach Volleyball Manager or Centre
Manager, the sanctions to be applied are (they must be recorded on an
incident report form):
20.2.1 MISCONDUCT WARNING - For unsportsmanlike conduct,
no penalty is given but the team member concerned is warned against repetition
in the match.
20.2.2 MISCONDUCT PENALTY - For rude conduct, the team
is penalised with the loss of the last rally.
20.2.3
EXPULSION - repeated rude conduct is sanctioned
by expulsion. The team member who is sanctioned with expulsion must leave
the playing area.
20.2.4
DISQUALIFICATION - For offensive conduct and
aggression, the player must leave the playing area and face disciplinary
action to be decided by the Beach Volleyball Manager or Centre Manager.
20.3
SANCTION SCALE
The
repetition of misconduct by the same player in the same match is sanctioned
progressively as shown in the sanction scale. Disqualification due to
offensive conduct or aggression does not require a prior sanction
|
CATEGORIES
|
TIMES
|
SANCTION
|
CARDS SHOWN
|
CONSEQUENCE
|
|
UNSPORTS-
MANLIKE
|
1st
|
WARNING
|
YELLOW
|
NO
PENALTY
|
|
CONDUCT
|
2nd
|
PENALTY
|
RED
|
LOSS
OF RALLY
|
|
|
3rd
|
EXPULSION
|
BOTH
JOINTLY
|
EXPULSION
|
|
RUDE
|
1st
|
PENALTY
|
RED
|
LOSS
OF RALLY
|
|
CONDUCT
|
2nd
|
EXPULSION
|
BOTH
JOINTLY
|
EXPULSION
|
|
OFFENSIVE
|
1st
|
PENALTY
|
RED
|
LOSS
OF RALLY
|
|
CONDUCT
|
2nd
|
EXPULSION
|
BOTH
JOINTLY
|
EXPULSION
|
|
AGGRESSION
|
1st
|
DISQUALIFICATION
|
BOTH
SEPARATELY
|
EXPULSION
&
DISCIPLINARY
ACTION
|
20.4
MISCONDUCT BETWEEN HALVES
Any
misconduct occurring before the match or between halves is sanctioned
according the sanction scale and sanctions apply in the following half.
RULE 21. REFEREES AND PROCEDURES
21.1 COMPOSITION
The
refereeing staff for a match is composed of the following officials; (a)
Referee, (b) Referee's Coordinator, (c) Beach Volleyball Manager or Competition
Coordinator.
21.2 PROCEDURES
21.2.1 The Referee gives the signal for the service
that begins the rally, provided that they are sure that a fault has been
committed and they have identified its nature, the Referee signals the
end of the rally.
21.2.2 The Referee may blow the whistle during an interruption
of play to indicate that they authorise or reject a team captain's request.
21.2.3 Immediately after the Referee blows the whistle
to signal the end of the rally, they have to indicate with the official
hand signals:
the
team to serve,
the
nature of the fault,
the
player at fault (if required).
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RULE 22. REFEREE
22.1 AUTHORITY
22.1.1 The Referee directs the match from the start
until the end. The Referee has authority over all members of the teams.
During the match their decisions are final.
22.1.2 The Referee has the power to decide any matter
involving the match, including those not provided for in the rules (to
be overseen by the Referee's Coordinator or Beach Volleyball Manager or
Competition Coordinator).
22.1.3 The Referee shall not permit any discussion
about their decisions. However, at the request of the team captain, the
22.1.4 Referee will give an explanation on the application
or interpretation of the rules upon which they have based their
decision.
22.1.5 The Referee is responsible for determining before
and during the match whether the playing area and the conditions meet
playing requirements.
22.2 RESPONSIBILITIES
22.2.1 Prior to the match, the Referee; inspects
the condition of the playing area, the ball and other equipment, performs
the toss with the team captains,inspects
teams to ensure uniforms and team composition meet specified rule regulations.
During
the match the Referee is authorised;
to
sanction misconduct and delays,
to
decide upon all actions.
During
the match the Referee keeps the scoresheet and;
records
the points scored and ensures that the scoreboard indicates the right
score,
records
the half- and full-time scores on the scoresheet,
records
any penalties, delays or misconduct.
At
the end of the match, the Referee;
records
the final result,
obtains
the signatures of both team captains,
records
any player awards, and
signs
the scoresheet.
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of Contents.
SECTION
3
Management Procedures
OZSPORTS
MEMBERSHIP
Ozsports membership is charged per player and is valid until 30th June.
Every player in your team must be a member by their third game. This
entitles you to play at any Ozsports Centre, in any sport, in any number
of teams. Each non-member playing their fourth will incur a 5 Point
penalty against your team, after that they will not be eligible to
take the court.
GAME
FEES
All game fees must be paid ten minutes before the start of your game.
The game fee is a team fee and must be paid in full regardless of how
many players take the court. Any team who does not arrive on time will
be penalised one goal every minute or part thereof. After 10 minutes,
the match will be awarded to your opposition.
BOND
The bond is a game fee in advance and is payable with your nomination
form. Providing you play all scheduled games with no short payments,
your bond will be refunded at the end of the season (or you may wish to
use it as your last game fee). If your team renominates for the following
season your bond will be automatically rolled over when you hand in your
nomination form. However, should you forfeit a game through the season,
you will lose your bond and another bond fee will be payable before your
next game. This includes all finals.
ELIGIBILITY
FOR FINALS
To qualify for semi-finals ,you must play in 1/3 of your teams matches
(ie. 5 games in a fifteen week season) with at least one of those games
played on or before Round 9. CAPTAINS … it is your responsibility to
tick off players each week on the registration card.
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of Contents.
©
OZSPORTS ARENAS 1996.
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