3.1. To Score a Point - Roundnet is played using rally scoring; points can be won by the serving or receiving team. A team scores a point when:
3.1.1. The opposing team fails to legally return the ball to the set.
3.1.2. The opposing team commits a point-loss infraction.
3.1.3. The opposing team’s server has two successive faults.
3.2. Replay - A point is replayed when:
3.2.1. Teams disagree on the legality of a hit.
3.2.2. Teams disagree on an infraction.
3.2.3. Certain types of hinders occur, see Chapter 6 for details.
3.2.4. There is outside interference (ie a player, ball, or other object from outside a match impedes on the game).
3.2.5. If a point is replayed after a legal serve is hit, the game resumes at the same score, player positions, and serving order. The server will start on their first serve. If a point is replayed because the teams cannot agree on the legality of the serve, the game resumes at the same score, player positions, and serving order, and fault count.
3.3. Rally - A rally is a sequence of playing actions between the moment the serve is hit to the moment the ball is out of play.
3.3.1 If the serving team wins a rally, they score a point and continue to serve.
3.3.2 If the receiving team wins a rally, they score a point and must serve next.
3.4. To Win a Game - A game is won by the team that first scores the designated number of points (typically 15 or 21).
3.4.1. Games must be won by two points unless otherwise specified. In the case of a 14-14 or 20-20 tie, play is continued until a 2 point lead is achieved (17-15 or 27-25).
3.4.2. Hard cap - according to the tournament director’s discretion, certain games can be given a hard cap, meaning if the score is tied at a given number, the next point wins. For example, in games with a hard cap at 25, if the score is 24 to 24, the game will be decided by the next point. Hard caps should be set before the games start.
3.5. To Win a Match - A match is won when a team wins the designated number of games (typically 2).
3.6. Forfeit - A team that is not able or refuses to play when summoned to do so may be subject to a forfeit loss at the tournament director's discretion.
3.7. Deciding Serve/Receive
3.7.1. One game – The winner of a coin flip or one game of Rock, Paper, Scissors (determined by the TD) gets to choose serve/receive or starting positions.
3.7.2. Two game matches – In bracket play, the team with the higher seed gets to choose serve/receive, starting positions, or defer in game one. If the higher seed defers their choice, the lower seed gets to choose serve/receive or starting positions in game one. The choice of serve/receive or starting positions will switch in the second game.
3.7.3. Three-game matches – If the match goes to a third game, there will be a coin flip or one game of Rock, Paper, Scissors and the winner is awarded the choice of serve/receive or starting positions in the third game.
3.8.1. The four players start set up in four positions around the set, 90 degrees apart. Teammates are located next to each other. All players must start with their entire body at least 6 feet from the set.
3.8.2. The established positions should be used for the duration of the match. Typically the positions are parallel and perpendicular to the orientation of the field. The positions will be indicated by a hash mark when possible.
3.8.3. At the start of a game, the serving team sets their positions first. The player set up on the right side is the one that will begin serving. Once the serving team is set, the receiving team positions their players.
3.8.4. The receiver is the player that is positioned 180 degrees across from the server. Once the server is set the receiver may adjust their position and is free to move anywhere without distance restrictions.
3.8.5. Only the designated receiver can field the serve.
3.8.6. The other two players may only move from their positions once the ball is hit by the server.
3.8.7. If the serving team wins the point, the server switches positions with their partner and serves to the other member of the opposing team.
3.8.8. After every 5 points players rotate one position counterclockwise to equalize conditions.
3.8.9. If a non-receiving or non-serving player takes a step before the ball is hit by the server, they lose the point. In the case where both non-receiving and non-serving player move before the ball is hit by the server, the team that moved first will lose the point. If the infractions happen simultaneously the point will be replayed.
3.9.1 60-second timeouts - Teams are allotted one 60-second timeout per game. The time-out may not be called during a point. The time-out may not be called between the 1st and 2nd serve with the exception of an injury time-out. The teams may not leave the court area and should have refreshments or equipment stored near the court before the match.
3.9.2 Injury timeouts - An injured player is given a maximum of 5-minutes recovery time one time a match. See 3.13.1 for details.
3.10. Time Between Points - Points should be played in succession without breaks. After the rally has finished the ball should be recovered immediately. Once the ball has been recovered and given to the server, they must set their position, announce the score, and hit their serve. After calling the score and a momentary pause (max 2 seconds; see 4.5.1), the server has 5 seconds to hit the ball. Delaying these actions will result in a delay of game warning. After receiving a delay of game warning, any additional infractions will be considered a fault.
3.11. Time Between Games - Players will be given 3 minutes between games. Players should remain near their court. Failure to be ready to start after the break will result in a delay of game warning at 3 minutes. If players aren’t set within the next minute, one point will be given to the opposing team. An additional point will be assessed for every minute teams are late.
3.12. Changing and Adjusting Equipment - In the case of a set or ball no longer being suitable for play, the game shall pause while a replacement is found. When replaced, the game resumes at the same score, player positions, and serving order and situation (ie 1st vs 2nd serve, # of timeouts remaining, penalties/warning still in effect, etc.) as before. If a net gets moved out of position or gets altered from its original state (ie a leg piece gets turned in, the net comes off a hook, etc.) it should be returned to its original position and state before players set for the next point.
3.13. Exceptional Interruptions
3.13.1. Injury - In the case of an injury, the game is stopped. Once the player begins to receive care (if provided), they have 5 minutes to return to play. If the player is not able to return to play before 5-minutes is up, the team must forfeit that game. If the player returns to play and is injured again, they must return to play in one-minute or be subject to forfeit. Any further injury stoppage during the game that lasts more than 15 seconds between points will cause the injured player to forfeit.
3.13.2. External interference - In the case of an external interference preventing the game to be played, the game shall pause. When the game can be resumed, the game continues at the same score, player positions, and serving order and situation (ie 1st vs 2nd serve, # of timeouts remaining, penalties/warning still in effect, etc.) as before.