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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.

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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.
T
he 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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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 h
alf 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.

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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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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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© OZSPORTS ARENAS 1996.

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