For the last 14 years the
TVA rules have always basically been the Traditional AVP rules with some
local flair. Our goal is to
standardize the beach/sand rules throughout TEXAS for the benefit of the
players while still keeping some tradition in the outdoor game. The TVA rules committee
has agreed that Tournament rules should be basically NEW AVP rules with maybe
a little local variance. Although
some tournament divisions may use traditional rules, most divisions will use the New AVP/International
rules. The TVA rules committee
will continue to review recommended changes for our upcoming seasons. Recent rule
changes are: 1.
Tie-Breaker Procedure ·
Win-loss record ·
Head to head ·
Points “for” only among the teams that are tied ·
After initial tie is broken, go back to head to
head if remaining teams are still tied ·
LAST RESORT: Point differential among all teams
in the pool 2.
The Classification of a “JUNIOR” player/member ·
Anyone 18 years of age or younger at the date of
the Tournament. 3.
The use of NEW AVP/International rules for most divisions. International rules would consist of: ·
Short Court ·
Rally Scoring ·
Let serve 4.
TIE-BREAKER PROCEDURE To standardize pool play rules for TVA, the
following procedures will be used to determine the top teams in each pool: Advancing teams within a pool: ·
Win-loss record ·
Head to head ·
Points “for” only among the teams that are tied ·
After initial tie is broken, go back to head to
head if remaining teams are still tied ·
LAST RESORT: Point differential among all teams
in the pool Seeding out of pools: ·
Win-loss record ·
Overall point differential (taking all points won
and subtract all points lost) ·
Seed 1st place teams first ·
Seed 2nd place teams next 1. PLAYING AREA 1.1 DIMENSIONS 1.2 PLAYING SURFACE 1.3 LINES ON THE COURT 1.4 SERVICE ZONE 2. NET AND POSTS 2.1 HEIGHT OF THE NET 3. BALL 3.1 BALL 4. TEAMS 4.1 COMPOSITION 5. EQUIPMENT 5.1 APPROPRIATE CLOTHING 5.2 FORBIDDEN OBJECTS 6. RIGHTS AND
RESPONSIBILITIES 6.1 PLAYERS 6.2 PLAYER BEHAVIOR ·
Players must not persistently address officials
in regard to their decisions. ·
Players must not make derogatory remarks about or
to an official, opponents or spectators? Player must refrain from the use of
profanity. ·
Players must not commit acts with the intention
of influencing the referee’s decisions. ·
Players must refrain from intentionally trying to
distract an opponent who is playing or about to play the ball (i.e. shouting,
clapping, etc.). ·
Players should not take any action tending to
influence the referee’s judgment concerning ball handling. ·
Players may not commit any act, which, in the
opinion of the referee, delays the game unnecessarily. ·
Players must refrain from kicking or hitting the
ball out the area of play. ·
Players must not intentionally damage tournament
equipment. ·
Physical assault or intimidation of officials,
opponents or spectators by players is prohibited. 7. SCORING SYSTEM 7.1 Pool Play
Rally Scoring 5 Team pool
- 2 Game to 25 (total of 4
games – 100 points). 6 Team pools - 1 Game to 20 (total of 5 games – 100 points) 7 Team pools - 1 Game to 17 (total of 6 games –
100 points) Traditional Scoring 4 team Pool
- 2 Games to 11 (total of 6
games, 66 points). 5 Team pool
- 1 Games to 15 (total of 4
games – 60 points). 6 Team pools – 1 Game to 11 (total of 5 games – 55 points) 7 Team pools – 1 Game to 11 (total of 6 games – 66
points) 7.2 Double Elimination Tournament (matches dependent on # of teams and
days played_ Rally Scoring All matches will be best 2 out of 3 to 21, win by
2 in first two games, there will be a 23-point cap in the first two
games. If a 3rd game is
played that game will be to 7 points, win by 1 with a 9-point cap Traditional Scoring All matches will be 1 game to 15, win by 2,
17-point cap. *Note: In double elimination tournaments all
matches may vary depending on: ·
Number of teams ·
Number of days the tournament takes place ·
Winner’s side of bracket may also vary from loser’s side of bracket. In
general, the Winners side will play as close to official scoring as possible
whereas the loser’s side may play abbreviated matches. 7.3 Playoffs Traditional Scoring All matches will be 1 game to 15 – 17 point cap in
all playoff games except final. (No
Cap in final). If more than two
rounds of playoffs all rounds preceding the semi-final will be 1 game to 11
with 13 cap dependent on time. Rally Scoring All playoff games are 1 Game to 25 – 27-point cap
in all playoff games except final. 7.4 TO WIN A GAME ·
Win by 2, ·
Point cap is 2 points past point total in all games/matches except
final. ·
The tournament director may change game points or
caps. 7.5 TO WIN A RALLY ·
Whenever a team fails to serve or return the
ball, or commits any other fault, the opposing team wins the rally. ·
In traditional rules if the serving team
wins a rally, it scores a point and continues to serve. If the receiving team
wins a rally, it gains the right to serve, but does not score a point
(side-out). ·
In Rally scoring the team who wins the
rally scores the point. 7.6 DEFAULT AND INCOMPLETE TEAM 7.7 FORFEIT If any team forfeits after completing two matches
then each team that receives the forfeit will be awarded a “point average”
from the previous games that the forfeiting team played. If the forfeit team won all it’s previous
matches then the other teams will receive the win but will get a score of
“0”. This is to not punish the teams
that did well against the forfeiting teams and reward the teams that did
badly against the forfeiting team.
8. PREPARATION OF THE MATCH 8.1 COIN TOSS (or similar method i.e. odd/even, Roshambo) Before the first game and before each deciding
game, the referee conducts a coin toss in the presence of the team captains.
The winner of the coin toss chooses either: ·
To select to serve or receive service of the
first ball or ·
The side of the court on which to start the game.
The loser takes the remaining alternative and, for
the second game in a 2 out of 3 match, gets to select from the above choices. 8.2 If a third game is required the winner gets to
select from the above choices. 8.3 Any other alternate means may be used as long
as agreed to by both teams. 9. TEAM LINE-UP 9.1 SUBSTITUTIONS 10. STATES OF PLAY 10.1 BALL “IN PLAY” 10.2 BALL “OUT OF PLAY” 10.3 BALL “IN” (OR “IN BOUNDS”) 10.4 BALL “OUT” (OR “OUT OF BOUNDS”) ·
Its first contact with the ground is completely
outside the playing court, or it does not touch the boundary line. ·
It completely crosses the net outside the posts
or under the net after the attacking team’s third contact. ·
It touches an object out of play. ·
It passes over the imaginary extension of the
posts. ·
It the boundary line is accidentally moved, the
referee will decide whether the ball is in or out by judging where the line
should have been. 11. PLAYING FAULTS 11.1 DEFINITION ·
Any playing action contrary to the rules is a
fault. ·
If two or more faults are committed successively,
only the first one is counted, except when the first fault is the ball
contacting the ground and the second fault occurs during the continuation of
the play. If two or more faults are committed by two opponents
simultaneously, the rally is replayed. 12. PLAYING THE BALL 12.1 TEAM CONTACTS 12.2 SIMULTANEOUS CONTACTS ·
If two opponents simultaneously and
instantaneously contact the ball over the net, the ball remains in play and
the team receiving the ball is entitled to another three hits. If such a ball
lands out of bounds, it is the fault of the team on the opposite side of the
net from where the ball lands. ·
A joust occurs when players of opposing teams
cause the ball to come to rest above the net through simultaneous contact. A
joust is not a fault and play continues as if the contact was instantaneous. 12.3 ASSISTED HIT 12.4 CHARACTERISTICS OF CONTACT ·
A player may touch the ball with any part of the
body. ·
A player may have successive contacts with a hard
driven ball. ·
The ball must be contacted cleanly and not held
(including lifted, pushed, caught, carried or thrown). The ball cannot roll
or come to rest on any part of a player’s body. · An
exception is allowed during the defensive play of a hard-driven ball, which
is an attack-hit or blocked ball traveling at a high rate of speed (as judged
by the referee). In that case, the ball may be momentarily lifted or pushed,
providing that the attempt is one continuous motion. ·
A contact of the ball with two hands, using the
fingers to direct the ball, is a set. A player may set the ball in any
direction towards his/her team’s court, provided that the ball is contacted
simultaneously by both hands and does not visibly come to rest. ·
Rotation of the ball after the set may indicate a
held ball or multiple contacts during the set, but in itself is not a fault. · A
legal set directed towards a teammate that unintentionally crosses the net is
a fault and is either a point or side out in not perpendicular to the direction his/her shoulders are facing. · If the
ball is set into the opponent’s court, the player must contact the ball above
his/her shoulders and must direct the ball perpendicular to the direction
his/her shoulders are facing. · When contacting the ball with one hand, it
must be cleanly hit with the heel or palm of the hand (a “roll shot”), with
straight, locked fingertips (a “cobra”), knurled fingers (a “camel toe”) or
the back of the hand from the wrist to the knuckles. One-handed placement or
redirection of the ball with the fingers (a “dink” or “open hand tip”) is a
fault. 13. BALL AT THE NET 13.1 BALL CROSSING THE NET 13.2 BALL TOUCHING THE NET 13.3 BALL IN THE NET 13.4 BALL TOUCHING THE POSTS 14. PLAYER AT THE NET 14.1 REACHING BEYOND THE NET ·
While blocking, a player may touch the ball
beyond the net, provided they do not interfere with the opponent’s play,
before or during the attack-hit. ·
A player is permitted to pass his/her hand(s)
beyond the net after an attack-hit, provided that the contact was made within
his/her team’s playing space. ·
Within the limits of the three-team contacts, a
player may contact a ball that has crossed the net below the net (or outside
the posts) in an attempt to recover a ball that has not been contacted by the
opponents. The recovered ball must cross the net below the net (or outside
the posts). 14.2 PENETRATION INTO OPPONENT’S PLAYING AREA ·
Players may partially or completely cross the
centerline below the net or outside the poles, before, during or after a
legal play of the ball, provided that this does not interfere with the
opponent’s play. Incidental contact with an opponent is ignored, unless such
contact interferes with the opponent's opportunity to play the ball. While
opposing players are not required to avoid the ball or the player, they
cannot intentionally interfere with any legal attempt to play the ball on
their court. ·
If a player crosses the centerline and interferes
with an opponent during the continuation of a play, it is a fault. ·
14.3 CONTACT WITH THE NET OR POSTS ·
It is a fault for a player or a player’s clothing
to touch any part of the net. Exceptions are: ·
Incidental contact of the net by a player’s hair ·
If a player’s hat, visor or glasses fall off
during play and then contacts the net ·
When a ball is driven into the net and causes the
net to touch a player, no fault is committed. Once a player has contacted 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. 15. SERVICE 15.1 DEFINITION 15.2 SERVICE ORDER ·
If the serving team wins the rally or a replay is
directed, the player who served the previous rally serves again. If the
serving team loses the rally, the next server on the receiving team serves
the ball. ·
If a player is discovered serving out of order,
after the ball is dead, that player continues to serve with no loss of points.
The opposing team remains in their service order, but the offending team will
reverse their original order of service to ensure that no player will serve
three consecutive terms of service. Excessive misuse of this privilege is
un-sportsman like conduct. 15.3 AUTHORIZATION OF
SERVICE 15.4 EXECUTION OF SERVICE
15.5 SERVICE ATTEMPT 15.6 SCREENING 16. ATTACK-HIT 16.1 DEFINITION 16.2 ATTACK-HIT FAULTS 17. BLOCK 17.1 DEFINITION 17.2 HITS BY THE BLOCKER 17.3 BLOCK WITHIN THE OPPONENT’S SPACE 17.4 BLOCKING CONTACT There are no restrictions on which players may
participate in a block. 18. TIME-OUTS 18.1 DEFINITION ·
A time-out is a regular game interruption. It
lasts for 1 minute. Each team is entitled to a maximum of two time-outs per
game. Successive time-outs may be requested without resumption of the game. ·
Injury time out is 5 minutes. 19. DELAYS TO THE GAME 19.1 DEFINITION ·
Prolonging time-outs, after having been
instructed to resume the game; ·
Repeating an improper request in the same game 19.2 SANCTIONS FOR DELAYS 20. EXCEPTIONAL GAME INTERRUPTIONS 20.1 INJURY 20.2 EXTERNAL INTERFERENCE 21. COURT SWITCHES 21.1 COURT SWITCHES Court switches are team exchanges of playing
courts which occur at specified times during a game: ·
25-point games, when the total number of points
is a multiple of 8 ·
21-point games, when the total number of points
is a multiple of 7 ·
15-point games, when the total number of points
is a multiple of 5 ·
11-point games, when the total number of points
is a multiple of four. ·
7-point games, when the total number of points is
a multiple of two 22. MISCONDUCT 22.1 CATEGORIES
·
22.2 SANCTIONS
22.3 SANCTION SCALE 22.4 MISCONDUCT BEFORE AND BETWEEN GAMES 23. REFEREEING 23.1 PROCEDURES
24.
REFEREE 24.1 AUTHORITY Players not completing their refereeing
assignments will be reported to all other tournament directors. Players not
completing their refereeing assignments may lose their right to play in all
TVA events. *NOTE: Hey you would stay
if you won, so stay and REF when you loose. 25. TOURNAMENT DIRECTOR 25.1 AUTHORITY ·
The tournament director has the authority to
alter rules and make decisions not covered in the rules. ·
If the tournament director does alter the rules,
the tournament director must advise the participants of those changes prior
to the start of the event if possible. ·
The tournament director has absolute authority
over players, game officials and spectators, on and off the court at a
tournament, where the maintenance of order is concerned, and may impose
disciplinary measures as needed. ·
The tournament director has the authority to make
any necessary decisions regarding entries and seeding. ·
The tournament director may change the format of
the tournament if, in his opinion, conditions warrant it (i.e. loser’s games
played to 11 point because of limited daylight). ·
The tournament director has the authority to
settle any and all disputes. ·
The tournament director is the sole authority
that determines if weather conditions warrant a suspension or cancellation of
play. ·
The tournament director is the final authority in
determining if courts are safe and playable. ·
The tournament director shall assign the players
to referee matches. Normally seeded players with a bye or next up on court
will be assigned to start refereeing. After the first round, losers have the
responsibilities to referee the following match. 26. VARIATIONS ON DOUBLES RULES FOR TRIPLES, FOUR
AND SIX PERSON TEAMS: 26.1 PLAYING AREA COURT LINES 26.2 TEAM COMPOSITION ·
Triples: 3 players on the court per team, no more
than 4 on the roster ·
Four-person: 4 players on the court per team, no
more than 6 on the roster ·
Six-person: 6 players on the court per team, no
more than 8 on the roster ·
All competitions must involve teams with the
required numbers of players. Teams with fewer than the required number of
players must forfeit. ·
Mixed teams are composed of male and female
players competing on a men’s height net and ·
Mixed teams must contain equal numbers of males
and females on each team, except in triples (where there must be at least one
of each) or if otherwise specified. ·
Mixed teams are composed of male and female
players competing on a men’s height net and ·
Mixed teams must contain equal numbers of males
and females on each team. ·
Reverse Mixed teams compete on a women’s height
net. ·
26.3 TEAM SUBSTITUTIONS ·
Unlimited substitutions are allowed as long as
one player does not occupy more than one position in the service order during
a single game. ·
If a player becomes injured and no legal
substitute is available for that position in the service order, a player on
the roster not playing at the time of the injury may enter the game as an
exceptional substitution for the injured player. This substitute may not be
replaced for the remainder of the game unless he/she also becomes injured. If
no team members are available to make a legal or exceptional substitution, an
injury time-out may be granted in accordance with rule 21:1.2. 26.4 PLAYERS’ POSITIONS ·
Players are free to position themselves anywhere
within their court. There are no positional faults. ·
In 4’s only the server may not attack the ball
above the 10’ line. ·
In triples any player may attack the ball but
there must be a serving order. ·
26.5 BLOCKING ·
(Reverse Coed) Male players may not participate
in a block. ·
When a ball is blocked back into an attacking
player, the attacker is not considered to be a blocker. Therefore, that
contact counts as the first of the team’s three hits. ·
(6’s) Back row players may participate in a block
but male players coming up to block still cannot attack the ball. 26.6 ATTACK HIT DEFINED 27. VARIATIONS ON DOUBLES
RULES FOR King Of Beach (KOB). 27.1 NEW RULES
(RALLY SCORING/LET SERVE/SHORT COURT) WILL BE USED FOR GENERAL RULES. 27.2 POOLS: 4 team pools ·
Pools will consist of 4 players per pool (when at all possible, if
not possible). ·
Each player will play with every other player. (This gives all players a total of 3 games
per pool.) ·
The top 2 players will be based on win's first, total point differential
2nd. ·
The top 2 players will move to the next pool of 4 until the final 4
players meet for a final pool. ·
All games will be to 21/No Freeze. 27.3 More than 4 Players per
pool: If 4
players is not possible then every player will not get a chance to play with
all players or all playing combinations.
5 player pools will play this format:
·
The matches will be (1) 1-2 vs. 3-4, (2) 1-5 vs 2-3,
(3) 1-4 vs 2-5, (4) x-4 vs 3-5. ·
Since 3,4,5 has already sit a game and 1,2 have played 3 games;
players 1 and 2 will (paper/rock/scissors) for the final match. ·
Since this player has already played 3 matches and his 4th
match effects all the other involved the player who plays the 4th
match has the option of throwing out his 3rd match (3rd
game only) for his 4th match.
·
Since what player you are important players will drawl # from 1 - 5
for placement in pool. 27.4 Tie Breaker: How well you play throughout the day can determine a winner if there
is a tie in the later rounds. ·
In the 2nd round or greater and if there is a tie in win
percentage and point differential then the first tie breaker is 1.
Win percentage in all previous rounds. 2.
Point differential in all previous rounds The
tournament director can adjust these rules dependant on # of teams and time
but has to post them in a timely manner (before tournament, or announcement
before the next round, not in the middle of a round). Other methods can be used to get the pools
down to 4 player pools like bye's for seeded players etc. but again have to
be announced preferably before the tournament begins. |
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