Spike Ball Rules

  1. No ID No Play, No Questions: No form of identification other than an official Youngstown State University ID will be accepted. You MUST have your ID to play. NO EXCEPTIONS WILL BE MADE FOR ANYONE FOR ANY REASON. If you do not have your ID for any reason, you need to go to Kilcawley Center and purchase a new one. 
  2. Game Time is Forfeit Time: Player check-in will begin 15 minutes before the scheduled game time. If a team does not have the needed amount of players to begin the game at the scheduled game time a forfeit will be issued. No Exception or excuses will be accepted for anyone or any reasons.
  3. Players Can Only Play for 1 Team: In any Youngstown State Intramural League participants are only permitted to play for one team per season.  If a player attempts to play for another team they will be suspended and the team that the player attempted to play for will immediately forfeit the scheduled game. Players are only permitted to play for the first team that they played for.
  4. Playoff Eligibility: Players must play in at least one regular season game in order to play in the playoffs.  Players can be added to a roster at any point in the regular season, but must play in at least one game prior to playoffs.
  5. The Officials Have Full Authority: While participating in a Youngstown State University Intramural Sports Program, YSU IM Officials will have full authority to call and make judgments according to their training. Any questioning of any official’s calls may result in an unsportsmanlike penalty. If a team deems it necessary to question a call of an official, the TEAM CAPTAIN ONLY, may address it to the Intramural Intern, or Intramural Supervisor present at the event. If questioning causes a disruption of game play, the Intramural Intern or Intramural Supervisor has all authority to end the game, and give the team causing the disruption a forfeit.  Any Intramural official or supervisor has the right to throw out any player from any game if it is deemed necessary from their training.
  6. All Games, All Weather: All games will be played during all weather conditions, unless otherwise informed of prior to game time, or until the Intramural Coordinator believes the playing conditions to be too severe to continue. Questions prior to game time can be answered at 330.941.3731
  7. Participants must be wearing athletic attire in order to participate in any intramural sport.  No open toed shoes, jeans, or cargo shorts will be permitted.  Any apparel or game equipment needed by players will be issued on a 1 ID basis. The ID will not be returned until the issued apparel or equipment has been turned back in.
  8. No Metal Spikes: No footwear with metal or metal-tipped spikes will be permitted for use during any Intramural event.
  9. Inappropriate Team Names: We will not accept team names that are deemed inappropriate by the Intramurals Staff. If you submit a team name that is not approved, you will be asked to come up with a new name. If you do not submit a new name, it will be changed for you.
  10. Two forfeits = removal from the league: If your team forfeits two times during the regular season, you will be removed from the league. The remainder of your games will be removed from the schedule and you will not be able to participate in post-season play.
  11. Forfeit Prevention: Each team in league play is permitted to use one forfeit prevention per season.  This involves using one official to play on their team in order to meet the minimum player requirements.  This is only permitted during the regular season and is only permitted if there are enough officials to officiate all games being played during that hour.
  12. Liability Waiver: All Participants must accept the terms of the liability waiver found on the participant’s IMLeagues profile. Failure to do so will make the participant ineligible for Intramural play. Participants must sign a separate wavier for each Intramural Sport that they play.
  13. There is a zero tolerance policy for fighting at any YSU Intramural event.  Anyone involved in a fight will be immediately ejected and will be reported to YSU’s Student Conduct Board.


Spikeball is a team sport played by two teams of two players. Opposing teams line up across from each other with the Spikeball net in the center of both teams. The ball is put in play with a service hit by the server from behind the service boundary into the net to an opposing player. Once the ball is served players can move anywhere they want. The object of the game is to hit the ball into the net so that the opposing team cannot return it. A team is allowed up to three touches to return the ball. The rally continues until the ball is not returned properly.


  • Games are played to 21. You must win by two points.
  • Teams will switch sides after one team reaches 11 points.
  • If the ball is not hit back into the net within 3 hits it is a point for the opposing team.
  • If the ball hits the ground, it is a point for the opposing team.
  • If the ball hits the rim or if the ball does not bounce off the net in a single bounce, it is a point for the opposing team.
  • It must clear the rim in order to be good.


  • he receiving team sets their position first. Server stands directly across from the receiving player.
  • The ball must be tossed up from the server’s hand before it is hit. It cannot be hit out of the server’s hand.
  • If the server does not like the toss, they need to let the ball drop to the ground. They will have one more opportunity to toss and serve the ball.
  • Server's feet must be behind the service line (at least 6 feet away from the net) when the ball is hit.
  • They can lean over the service line, but their feet may not cross the service line until after the ball is hit.
  • The server is allowed to take a pivot step or approach steps, but is not allowed to move laterally beyond a pivot.
  • Serves can be as hard or as soft as the server likes.
  • Serves must be below the receiver's raised hand.
  • If the ball can be hit by the receiver, it has to be played. If the ball is too high, the receiver must call “let” before their teammate touches the ball.
  • The serving team has one more try to serve. If the serving team cannot hit a legal serve on the second try, they lose the point.
  • If the ball contacts the rim at any time, it is a point for the other team and a change of possession.
  • After a server wins the point, they change positions with their teammate so they are directly across from the other member of the receiving team.
  • The four players serve in the same sequence throughout the match, changing the server each time a rally is won by the receiving team.

Contacting the Ball:

  • Hits must alternate between teammates.
  • The ball must be hit, not caught, lifted, or thrown. You cannot hit the ball with two hands (this includes putting both hands together while contacting the ball with your hands).
  • If the ball hits any part of the ground or rim it is no good. There are only “lets” on the serve. After the serve, if the ball does not hit the rim, play it regardless of how it bounces.
  • If teams cannot determine if the ball hit the rim, replay the point, no questions asked.
  • Once the ball hits the net, it must bounce off in a single bounce.
  • It must clear the rim in order to be good.


  • Defensive players must make an effort to get out of the offensive team’s way. If a member of the defensive team is in the way of a play on the ball, the player being blocked must call “hinder” and replay the point.
  • The offensive team must have a legitimate play on the ball to call “hinder.”
  • If a defensive player attempts to play a ball when it is not their turn, opposing team gets the point.
  • If a player hits a shot off the net then the ball hits their teammate, opposing team gets the point.
  • If a player hits a shot off the net then the ball hits him/her, opposing team gets the point.
  • If any player makes contact with the Spikeball set that moves the set or affects the trajectory of the ball, opposing team gets the point.
  • If any player makes contact with the Spikeball set, does not move the set or affect the trajectory of the ball, play on.