Unless otherwise indicated in the gameplay rules for a sport, there is no maximum number of players allowed on a team’s roster provided all players have signed the Team Roster and Waiver Form. It is the responsibility of all team captains to ensure players are in compliance with this policy. Teams have up until the third week of the season to make changes to their roster. After the third week, rosters will be frozen. Roster changes that require additional T-Shirts will be subject to availability. All roster changes must be communicated to and approved by the league office.
To be eligible to participate in any SSL league, tournament, or social event, each player must be confirmed on his or her team’s roster and have agreed to the waiver. Team captains are responsible for ensuring that all members of their team have read and accepted the terms of the waiver policy. The waiver is included in the online registration process, including for those players invited to a team by a captain. The waiver can also be found by visiting your dashboard.
All SSL participants must be 21 years of age or older prior to their first scheduled game.
Players may only be on one roster for any given sport on a given night, regardless of if multiple divisions are offered. Violation of this rule may result in game forfeiture by both teams.
The SSL reserves the right to request a photo ID from any player at any time for any reason.
Teams that wish to challenge the eligibility of a player on their opponent’s roster must make that request with an SSL Official as early as possible. Only individual players may be challenged. Entire teams may not be challenged.
Playoff team players will automatically have their roster spots verified by an SSL Official.
SSL T-Shirts are your team’s uniforms. All players must wear the appropriate color uniform with the current SSL front logo to participate. Past season’s uniforms are not permitted, even if they are the correct color. Any player not wearing the appropriate uniform will be sidelined for that game.
The SSL T-Shirt must be worn on the outside of any clothing worn during play with all logos and designs in tact and clearly visible.
Players are permitted to modify their uniforms in any way provided they do not cover up or obscure any of the logos printed on the shirts and the resulting garment does not pose a threat to player safety.
Whenever possible, the SSL will separate programs into divisions based on playing experience, ability, and competitiveness. In the event multiple divisions are not possible, all players will be placed into a single division.
Division placement for all teams will be at the sole discretion of the SSL.
Any player, or team based on the majority of their players, that is determined to be in the incorrect division may, at any point during the season, be switched to the appropriate division at the discretion of the SSL.
Drones, model planes, and any other unmanned aircraft are not permitted at any SSL activity.
FINALE WEEK FOR LEAGUES:
In the final week of league play, the top teams will compete in a single-elimination playoff to determine the league champion. The playoff may be held on a day or at a venue other than the normal day and venue used for regular season games.
All other eligible teams in good standing with the league will be scheduled for a final game against a team similarly ranked in the final standings.
Championship and other participation prizes will be distributed at SSL discretion and include, but are not limited to, gift cards/vouchers to SSL partner establishments, league sponsor promotional items, and/or credits toward future SSL programs.
Prior to the start of the game, players and spectators should regularly check the SSL Rainoutline for venue status updates. Players and spectators can also sign up for automatic updates via email and/or text message. Details are available on the SSL website.
Once the game has started, gameday coordinators will work with facilities coordinators and SSL Operations personnel to monitor weather and playing conditions in order to determine if play will need to be suspended and/or games postponed.
In the event of inclement weather or any other event that causes games to be postponed, the SSL will make every effort to reschedule. In the event of multiple cancellations, the SSL reserves the option to shorten the regular season and/or the playoff schedule. Makeup games may be scheduled on weekdays other than those regularly scheduled. Makeup games may be scheduled at venues other than those regularly scheduled. Neither refunds nor pro-rated refunds will be given if the season is shortened due to inclement weather or due to actions taken by the venue.
If a team is short the minimum number of players to play a regulation game, the game will be ruled a forfeit.
In the case of an injured player, at the sole discretion of an SSL Official, a game may be continued if a team does not have the minimum number of players for a regulation game provided the team has a chance to win.
Teams forfeiting multiple games in a season are subject to removal from the league.
If the forfeiting team is short the minimum number of players to play an exhibition game, a $50 forfeit fine will be assessed.
This fine will be converted into either a gift card/voucher redeemable at a current SSL partner or a credit that can be used toward a future SSL program and distributed to the appropriate players of the offended team who showed up with no game to play.
The offended team, provided they are in good standing and do not owe any outstanding dues or fines to the league, can collect the forfeit fine gift card, voucher, or future credit from an SSL Coordinator during the final week of the season. If the fineable forfeit occurs in the last week of the season, the offended team will receive a credit for participation in a future SSL program.
Teams must participate in the final week of the season in order to collect any forfeit fine gift cards, vouchers, or future credits they are owed. If a team does not participate in the final week, any forfeit fine gift cards, vouchers, or future credits owed are forfeited.
Forfeit fines must be paid online within 72 hours. Unpaid forfeit fines may result in additional forfeits and/or suspension from the league. Teams with outstanding fines from past seasons will be barred from future registration in any SSL sport or event until they are paid in full.
Game forfeiture notice must be submitted via the SSL website by 5:00 PM on the preceding day (Friday for weekend games) in order to avoid the forfeit fine.
The minimum number of players required to play an officiated exhibition game is noted in the “Roster” section of each sport’s respective rules document.
We are all adults, and the SSL expects all participants and spectators to act like it. Unsportsmanlike behavior may result in disqualification. At the request of an SSL Official, disqualified players or spectators must leave the playing area.
Repeated or egregious unsportsmanlike behavior, including refusal to leave the playing area, will result in an extended suspension term.
Suspended players are not permitted to attend any current or future SSL leagues, tournaments, races, and social events until after having received written approval from SSL Player Services. Violation of this policy may result in a team forfeit and additional suspension.
LET’S KEEP IT SOCIAL:
You may hear this from an SSL Official if someone is on the verge of committing an act not in accordance with the spirit of our programs. It is simply a reminder for everyone to calm down, play the game, and keep it social!
TAKE A BREAK:
If a player is exhibiting overly aggressive or unsportsmanlike behavior or is otherwise posing an unnecessary risk to themselves or others, he or she may be directed to “take a break” by an SSL Official. This is designed to prevent a more serious violation of SSL policies that would result in disqualification.
OVERLY COMPETITIVE PLAYERS:
All SSL sports are intended to be recreational. Any player or team who is deemed to be excessively competitive and/or overly aggressive may be removed from competition at the discretion of any SSL Official or gameday coordinator.
Overly competitive actions include, but are not necessarily limited to:
- Running up the score
- Refusing to include teammates in gameplay
- Repeatedly targeting weaker players
- Aggressive shouting (even if it is to yourself or a teammate)
- Being too Physical
- Arguing with, or directing negative comments toward, other players
- Arguing with, or directing negative comments toward, SSL Officials
- Attempting to deceive SSL Officials
DYNASTIES AND COMPETITION:
Everyone loves a little competition, but one team dominating a league season after season can spoil the fun for everybody.
If a group of players has dominated multiple seasons, the SSL will have the option to, in its sole discretion, request those players to form two or more separate teams to promote parity in the league or withdraw their registration entirely. All subsequent registrations must then be approved by the SSL prior to registering.
Courts used for SSL Indoor Volleyball may vary in size, but in general measure approximately 29.5 feet wide and 59 feet long. Nets are approximately 7 feet 11 5/8 inches measured from the top of the tape at the center of the net to the floor.
The SSL will provide an official for each match. Arguing with officials will not be tolerated.
The ball is “in” when it touches the floor of the playing court including the boundary lines.
The ball remains playable if it contacts the ceiling or obstruction above the team’s playing area and remains in the team’s playing area.
A ball is “out” when:
– the part of the ball which contacts the floor is completely outside the boundary lines.
– it touches an object, wall, or curtain outside the court or a person out of play.
– it touches the rope, post, or net outside of the antenna or the antenna itself.
– it crosses the vertical plane of the net either partially or totally outside of the antenna.
– it crosses completely the lower space under the net.
– it touches the ceiling or obstruction above the team’s playing area and crosses the plane of the net into the opponent’s court.
– it touches the ceiling or obstruction above the opponent’s playing area after crossing the plane of the net.
The SSL will provide one game volleyball for each court. An alternate game ball may be used if agreed to by both team captains. Practice balls are not provided.
Athletic shoes with non-marking soles are required while on the court.
The maximum number of players on the court is six. The minimum number of players is four. The maximum number of males is three. The minimum number of females is two.
If one team is short the minimum number of players by game time, that team will automatically forfeit the first set only. If that team is still short the minimum number of players 15 minutes after the originally scheduled game time, the match will be ruled a forfeit.
The minimum number of players to play an officiated exhibition game, and avoid the forfeit fine, is three.
Teams lose the ability to challenge a player’s eligibility after the first set, except in the case of a late-arriving player.
Teams playing with fewer than six players must declare and maintain a consistent formation throughout each set (e.g. 3 front row players and 2 back row players). A player may not participate as both a front row and back row player during a point (e.g. may not serve and then participate in blocking/attacking at the net).
When a team has gained the right to serve, its players shall rotate one position clockwise.
Substitutions can only be made during a rotation and to replace the player next to serve, except in the case of an injury.
Substitutions to replace injured players are permitted at any time.
Matches are best of three. Teams will switch serve and side after the first set. Except for playoff matches, all three sets will be played even if the first two sets are won by the same team.
Prior to the first set, both teams will meet with the referee to discuss ground rules and decide serve and side with a game of rock, paper, scissors. The winning team will choose serve or side to begin the first set and, if needed, the deciding third set. The other team will have the remaining option.
A set, with the exception of the deciding third set, is won by the team which first scores 21 points with a minimum lead of two points or the team which first scores 25 points.
In the case of a 1-1 tie, the deciding third set is won by the team which first scores 15 points with a minimum lead of two points or the team which first scores 17 points.
If the third set will not affect the match outcome, the Referee may reduce the point value goal if match time is running short.
Rally scoring rules shall apply to all sets. A point is scored by successfully grounding the ball on the opponent’s court, when the opponent commits a fault, or when the opponent receives a penalty.
Each team is entitled to a single thirty-second time-out per set. Time-outs do not carry over.
The team is entitled to a maximum of three hits for returning the ball.
A player may not hit the ball two times consecutively.
The ball may touch any part of the body.
The ball must be hit, not caught and/or thrown.
A block does not count as a hit.
The first hit after the block may be executed by any player, including one who touched the ball during the block.
PLAY AT THE NET:
The ball may touch the net, including the service.
A blocker may touch the ball beyond the net, provided that this does not interfere with the play before or during the opponent’s attack hit.
Contact with the net is permitted provided it does not interfere with the play.
Contact with the opponent’s court with a foot is permitted, provided that some part of the penetrating foot remains either in contact with or directly above the center line.
When the ball is driven into the net and causes it to touch an opponent, no fault is committed.
If the serving team wins a rally, it scores a point and continues to serve. If the receiving team wins a rally, it scores a point and gains the right to serve.
Jump serves are not permitted.
Blocking the opponent’s service is not permitted.
Attacking the opponent’s service while the ball is completely above the height of the net is not permitted. The contact, however, is only declared a fault if it completely crosses the vertical plane of the net or is legally contacted by an opponent.
At the moment of service, the server may not step on or across the endline. A reasonable allowance may be given, at the referee’s discretion, on courts with tight spaces.
Hit Out – A player hits or blocks the ball out.
Catch – The ball is caught and/or thrown or does not rebound from hit.
Double Contact – A player hits the ball twice or the ball contacts various parts of the player’s body in succession.
Four Hits – A team hits the ball four times before returning it.
Back Row Attack – A back-row player completes an attack hit or block from the front row area.
Service Attack – A player completes an attack hit on the opponent’s service.
Service Block – A player completes a block hit on the opponent’s service in the front row area.
Service Fault – A player improperly executes the service.
Net Interference – A player contacts the net and interferes with the play. A player places a hand near the net in the path of a ball to intentionally deflect the natural rebound of a ball that has been passed into the net by the opponent.
Interference Beyond the Net – A player contacts the ball beyond the net prior to an opponent’s attack hit.
Penetration Under the Net – A player enters the opponent’s playing space under the net and interferes with the play.
A player’s foot enters the opponent’s playing space completely beyond the center line.
Any rules not specifically mentioned here follow USAV guidelines on adult indoor volleyball play.
Teams earn three points for a win, one point for a tie, and zero points for a loss. Teams are ranked in order based on the following criteria:
– Total Standings Points
– Head to Head
– Total Sets Allowed
– Total Set Differential