D.E.A.A. VOLLEYBALL Handbook DURHAM ELEMENTARY ATHLETIC ASSOCIATION. Updated: September i 1

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1 D.E.A.A. DURHAM ELEMENTARY ATHLETIC AOCIATION VOLLEYBALL Handbook Updated: eptember 2013 i 1

2 TABLE OF CONTENT Article Page 1. Duties of the Regional Convenor 3 2. Duties of the Area Convenor (checklist) 4 3. Awards / Age group restrictions 5 4. Junior Rule Exceptions 6 5. Tie Breaking Format 6 6. DEAA / OVA recent rule modifications 7 7. Volleyball skills and Progressions 7-12 (Ready position, passing, serving, spiking, blocking) 8. Volleyball game variations Volleyball rules (i) Ground Rules (Net and Ball) 13 (ii) Players, ubstitutes, Positions 14 (iii) Definition of Terms (iv) Playing the Ball 18 (v) coring (vi) Officials and Duties Tournament tandards (8 team - 16 team) Referee Payment 12. eeding Information heet/final 16 Tournament/ Warm Up and ervice Determination ALL DOCUMENTATION core heets, Line-Up Cards, Reimbursement Forms, Updates, Community Use Permits can be found at our website: DEAA Website: Go to ports and then click on Volleyball i 2

3 DUTIE OF THE REGIONAL CONVENOR 1. Check the progress of each area convenor to ensure selections are being made for the regional final. The final sixteen school teams will be divided into four pools of four teams, seeding will be based on the most recent exhibition games and tournament results. The convenor, will sent out the results to all of the 16 teams and their coaches AAP so the qualified teams may provide seeding feedback/ranking in the form of an to the regional convenor. Using Coach, Convenor and past Performance history the regional convenor will allocate teams to the pools as per the preset seeding format outlined in the weet 16 tournament draw. Every effort should be made to ensure the teams from the same area do not meet until the crossover round of 8. The top two teams from each pool will crossover and the winning team will advance to the final 4 Durham championships. 2. Establish the date, place and time of both the weet 16 tournament and the Regional Final tournament. Facility permits must be obtained from the Community Use of chools Office, through the Athletic Co-ordinator. upply wall charts, line-up cards and game sheets, as well as book referees. ubmit all Referee Payment Forms and Reimbursement Forms to the Athletic Co-ordinator to ensure referee payment and to be reimbursed for table food ($15.00 MAX per Table). If you desire press coverage contact the local media as soon as possible to ensure they can be booked. Contacts are listed on the DEAA Website Under DOCUMENT then MEDIA REQUET. Obtain awards from the 1 st Vice-President of D.E.A.A. 3. The convenor shall have final decision on all games except in the case of a protested game (handled by the D.E.A.A. executive). 4. The convenor shall provide for the assignment of officials of known and reliable ability in partnership with the Athletic Co-ordinator. All officials must be of high school level or beyond. 5. Mail or all pertinent information (dates and schedules), changes or additions to all coaches, D.E.A.A. President and D.E.A.A. school contacts. 6. ubmit a report to the D.E.A.A. executive and all schools and ecretary Heads, outlining the tournament results. Any strengths and weaknesses of the competition and any recommendations for future competition, including the results should be submitted to the DEAA President so it may be shared at the January AGM. This report should be sent no later than 2 weeks after the final competition. 7. To supply all equipment needed for the Regional Tournament competition: (a) quality leather balls (1 per court) (b) whistles (for each referee and umpire) (c) score sheets (d) 2 student/parent scorers for each court (e) wall charts to record game results and standings (f) nets set up at appropriate heights (g) floor tape for Junior courts (rope to adjust net heights) 8. Convenors are to ensure through the co-operation of all coaches and players that the facilities are left in the same state they were entered in. All Required Forms are Available at: Go to ports and then click on Volleyball i 3

4 Duties of the Area Convenor Area Convenor Checklist First time setting up an area tournament. Here s an easy to follow procedure to ensure your tournament runs smoothly. Find out and seed the number of teams involved in the tournament. et the tournament format following the volleyball handbook. Phone principals and school phys. ed. contacts to secure the use of gyms. Do this at least three weeks in advance. If you will be running past 6:00 p.m. ensure you have chool Permit Request ubmitted AND Approved by Community Use of chool. Forms are available from the website below. Arrange for officials at each site in partnership with the Athletic Co-ordinator. Fill out and ubmit OFFICIAL TIME HEET for each site to ensure referee payment, as well as ensure you provide each site with a REIMBUREMENT FORM so they may submit it to get reimbursed for table official food ($15.00 MAX per table). Each site must pay for the food first. Be sure you have received Area Pennants and Mini Pennants from the DEAA 1 st Vice-president. Organize scorekeepers and game sheets All core heets and Line Up Cards are available through the DEAA WEBITE Prepare win/loss wall charts for each site. Familiarize yourself with DEAA tie breaking formats (see handbook). Also ensure all coaches are aware of this prior to the tournament. Welcome teams and parents to the gym prior to the start of the event. Present awards at the conclusion of the tournament. After the tournament check the cleanliness of the site (changerooms too!). Forward the names of the schools advancing (include coaches names), as well as any feedback based on the level of play observed to the regional convenor. If you have further questions call your regional convenor for advice. Good luck! All Required Forms are Available at: Go to ports and then click on Volleyball i 4

5 AWARD 1. The area convenor will present the awards to the championship and runner-up teams at the completion of the area competition. 2. The regional convenor will receive the Durham Championship awards from the D.E.A.A. Vice- President prior to the competition date. Maximum number of T-shirts and crests supplied by D.E.A.A. for players are 12 (plus one for the coach). Teams with more members may purchase extras, at their own expense and time. 3. Area Awards A. Mini Pennants - Each player from the championship and runner-up team will receive a Mini Pennant (to a maximum of 12, plus 1 for the coach) B. Pennants- Each championship and runner-up team will receive a pennant. Regional Awards (Final 4 teams) A.. The two teams who are the Regional Finalists (3 rd and 4 th ) receive team awards (pennants). B. The Regional Runner-up Team will receive a large pennant for the team and also team awards. C. The Regional Championship Team will receive a large pennant for the team and also team awards. AGE GROUP RETRICTION Junior Teams (Grades 4-6) tudents must be in K-6 and under13 years of age as of December 31of the competition year. The only exception will be an accelerated student. Accelerated tudents - K-8 chools If a student has been accelerated and is in grade seven at age 11 (eleven) as of December 31 of the school year the student is eligible to play on the school's junior or intermediate team but not both. Intermediate Teams (Grades 7 & 8) tudents must be under 15 years of age as of December 31 of the Competition year. tudents must play in one division for each sport i.e., if an eleven year old plays on the junior volleyball team in an area or final meet he/she may not participate in the intermediate division competition. i 5

6 Rule exceptions: Junior Girls and Boys Volleyball 1) Underhand serve only will be used in all competitions. (idearm is permitted, but it is to be understood that ball contact, for the underhand and sidearm serves, is made below the elbow). Five serve maximum per rotational position (see rule 10). 2) The junior court will be reduced to an 8m x 16m surface area. 3) Net height will be set at 6'3" or 1.90m for Junior teams (boys/girls). 4) No libero will be used in junior competition. DEAA VOLLEYBALL - TIE BREAKING PROCEDURE Tie Breaking Procedure for Area Round Robin Pool Play 1 st & 2 nd Place Tie If top 2 teams are tied and they are split head to head following Area Pool Play, points for and against between the 2 teams involved will be used to determine the 1 st and 2 nd seed for the crossovers. 2 nd & 3 rd Place Tie If the 2 nd and 3 rd place teams are tied and split head to head following pool play a third tie breaking game will be played to 15 with NO CAP. (as no team will be eliminated from play based on points). 3 way tie for 1 st If 3 teams are tied for 1st place and are each 1-1 head to head, seed the teams based on points for and against (between the teams involved) 1, 2, and 3. The 1 st place team is the 1 seed, and Teams 2 and 3 play a tie breaking game to 15 NO CAP. Winner moves on as the 2 nd seed and the loser is eliminated from competition. Tie Breaking Procedures for Area Championship Games 2 Team Tie If 2 teams are tied and they are split head to head - a final 3 rd tie breaking game will be played to 15 with NO CAP. Area championships will not awarded based on points for and against. 3 Team Tie If 3 teams are tied for 1st place and are each 1-1 head to head, seed the teams based on points for and against (between the teams involved) 1, 2, and 3. Teams 2 and 3 play a tie breaking game to 15 No Cap. Winner moves on loser is eliminated. Winner plays the 1 seed in a tie breaking game to 15 (No Cap) to determine the Area Champion and Runner Up. Using this format, all Area Championships, will be decided on the court and not using points. Tie Breaking Procedures for Regional weet 16 Pool Play Regional Pool If 2 teams are tied for 1 st, and are split head to head following weet 16 Pool Play, a 3 rd 1 st and 2 nd Ties tie Breaking Game to 15 with NO CAP will be used to determine the 1 st and 2 nd place seeds. Point differential will not be used to break a tie as seeding is crucial moving forward. Regional Pool If 3 teams are tied for 1 st place and are each 1-1 head to head, seed the teams based on points 3 Way Tie for and against (between the teams involved) 1, 2, and 3. Teams 2 and 3 play a tie breaking game to 15 No Cap. Winner moves on loser is eliminated. Winner plays the 1 seed in a tie breaking game to 15 (No Cap) to determine the seeding out of Regional Pool Play i 6

7 O.V.A. Rules Modifications - The libero rule is NOT applicable at any level of DEAA play. - Any ball played Below the Waist (unintentionally or intentionally) is to be considered a Dead Ball - There will be TWO timeouts per game of 60 seconds each (except a third game where there will only be two timeouts of 30 seconds) - idearm serving is permitted at the junior level of play with the following provision: The hand must make contact with the ball below the elbow, and the elbow is below the shoulder. - If a player touches the net and I NOT part of the play, there will be NO net call. However, if a player touches the net (top or bottom) and I part of the play, a net call WILL BE made. We DO NOT currently observe the OVA s top tape only net call VOLLEYBALL KILL READY POITION feet slightly wider than shoulder width apart (one foot can be slightly ahead) toes should be turned into shift body weight forward knees slightly bent. hips tilted forward, back is straight arms in front of body skip stop when moving forward and backward to get in ready position finish inside out when moving from side to side remember it is ok to cross your feet when moving from side to side PROGREION move forward and skip stop into ready position move backwards and skip stop into ready position move forward, backward and from side to side and skip stop into ready position roll ball along floor to partner; partner moves from left to right and catches ball between feet using correct footwork OVERHAND PA (Volley) knees and hips slightly bent with the back straight (ready position) hands are held above the eyes about 4-6 inches off the forehead thumb and index finger form a diamond or triangle shape fingers spread wide (all fingers contact the ball) contact on the pads of the fingers (don't say finger tips) wrists are cocked extend the entire body just prior to contact with the ball i 7

8 PROGREION place ball on floor and place hands on ball in correct position raise ball above head self toss ball and move under ball using correct footwork and catch ball above head in correct position (remember to skip stop) volley to self in stationary position volley to self against wall bounce ball off wall and volley into basketball net volley to self as you walk towards net and back volley to self as you walk towards net and backwards from net volley to self as you sit down and stand up volley to self as you lie on your back (technique here is not correct) partner at net with ball; two hand underhand toss to partner away from net who moves forward, skip stops and catches ball above head same as above but this time partner away from net moves forward and volleys ball back to partner at net partner at net with ball; two hand underhand toss to partner who move backwards, skip stops and catches ball above head same as above but partner moves back, skip stops and volleys ball back to partner at net partner at net with ball; faces left or right; partner away from net uses correct footwork and moves in direction partner at net is facing; partner at net tosses the ball after partner away from net has moved; catch ball above head in correct position same drill as above only volley ball back to partner volley to self, volley to partner continually volley to self, volley to partner, touch ankles, knees, hips volley to self, volley to partner, jump and turn volley to self, volley to partner, sit down volley to self, look at partner who is holding up a number of fingers from1 to 5, tell your partner how many fingers they are holding and volley to your partner FOREARM PA (Bump) feet have already been established from the ready position the harder the ball the wider the feet (feet wider than the shoulders) remember there are different ways to hold the hands, but in all cases the thumbs are together (heels of hands also together) contact point is on the groove of both arms just above the bone in the wrist you are trying to provide a rebound angle action is initiated from the shoulders (like bunting a ball in baseball) slight swinging action the arms bring the ball to your partner i 8

9 PROGREION & DRILL bounce a balloon or nerf ball continuously off one arm bounce a balloon or nerf ball continuously off the other arm bounce a balloon or nerf ball continuously using alternating arms same drills as above only use a volleyball partner at net with volleyball; partner away from net about 3-5 feet on both knees (make sure knees are wider than hips); partner at net two hand underhand tosses ball to partner who forearm pass ball on one bounce back to partner at net same as above only pass is made directly back to partner at net without the bounce partner at net with ball; partner away from net about 3-5 feet on one knee; partner at net uses a two hand underhand toss to partner away from net who stands up as they make contact with the ball and passes ball back to partner partner at net two hand underhand tosses ball to partner away from net who is standing in correct position and passes ball back to partner partner at net two hand underhand tosses ball to partner who moves forward, skip stops and passes ball back to partner partner at net two hand underhand tosses ball to partner who moves backwards skip stops and passes ball back to partner partner at net faces left or right; partner away from net moves in correct position and passes ball back to partner partner at net volleys to self and volleys to partner away from net who forearm passes bail back to net two balls - roll one ball along the floor and forearm pass the other ball back and forth continuously UNDERHAND ERVE establish a target line through the toes, feet less than shoulder width apart foot opposite to the striking arm should be ahead ball is held in the finger tips belt high use either a fist or open hand to strike the ball (most players prefer a fist); if you use a fist remember to use the palm side of the fist the striking arm is moved forward in a pendulum action, the hand making contact with the ball below the elbow, elbow below the shoulder as you strike the ball step forward or shift your weight from back to front and open up your hips in the direction of your target strike the ball in the center to produce a float OVERHEAD ERVE establish a target line through the toes, feet less than shoulder width apart foot opposite to the striking arm should be ahead ball is held in the hand chest high with non striking hand under the ball (some players like to have the striking hand on top of the ball) if striking hand is not on the ball, have it drawn back bow and arrow fashion with the elbow high and cocked so that the hand is pointing up lift the ball straight up into the air (maybe a little in front) draw back the striking hand (if it was left on the ball) swing striking hand forward and strike the ball in the middle as hand swings forward shift weight from back to front foot and open up hips in direction of target i 9

10 PROGREION & DRILL partners stand on opposite sides of net on attack lines establish a target line through the toes either overhand or underhand toss (depending on type of serve) back and forth across net with partner (watch for correct shifting of weight) standing on attack lines serve back and forth to partner after success progressively move partners back until they are standing the base lines as athletes move back don't tell them to hit the ball harder, rather tell them to move their arm quicker serve at targets on the floor (can use suckers, muffins, juice boxes, money); if they hit the target it is theirs PIKING following is the footwork for a right handed hitter footwork is left onto two (skip stop) left foot should be slightly ahead both arms thrust above head while jumping non-hitting hand tracks ball hitting hand is drawn back with the elbow high (bow and arrow fashion) drop the tracking hand and swing forward with the hitting hand ball is contacted with an open hand, the fingers slightly spread palm of the hand strikes the ball first, followed by the fingers and a wrist snap finger tips should be the last thing to touch the ball PROGREION establish footwork first (left onto two) establish armswing second (hands above head, as you step onto left swing arms back, onto two feet) as above and add jump move to net and work on jump take a volleyball and move to spot so you can strike the ball using correct armswing so that ball will bounce off floor and then the wall (do not jump) move to net and self toss ball using correct armswing spike ball over the net (do not jump) partners standing on opposite sides of the net with a nerf ball; use correct approach and jump and throw ball over the net to partner coach/teacher stand on chair near wall and holds ball high in air in finger tips with elbow bent; athletes use correct approach, jump and spike ball from hand down to floor as above only move to net as above only add a short toss coach/teacher stands at net and tosses ball into air; athlete approaches jumps and catches ball above head as above only athlete spikes ball add a setter to the drill add targets to be hit i 10

11 BLOCKING feet about shoulder width apart and at a 90 degree angle to the net (and the feet are parallel) knees slightly bent, hands held high and in front of the shoulders (middle players hands are held higher) upon jumping the player extends the hands above the net thumbs point towards the ceiling and the hands are held apart just narrower than the width of the ball tighten the abdominals and shrug the shoulders remember their are two kinds of blocks, attack and soft THREE ON THREE. VOLLEYBALL GAME AND VARIATION mini volleyball divide the court into two can play two on two if preferred make the rules to suit your needs (underhand serve only, no spiking, at least two contacts, one catch per side are just a few of the things you can do depending on the level or what you hope to achieve) KING OF THE COURT can be played three on three or three against six use the whole court (game is over after one rally) have a winners side winners side always receives serve if they win they remain on and losing team goes off and new three come on if you play three on six front line moves to winners side or off, back row moves up, and three new players come on to form the back row FREE BALL GAME game is played six on six there is no serve coach/teacher throws ball from the side to the team which losses the rally game is played to 30 both sides rotate when one team reaches 5, 10, 15, 20, 25, 30 BLIND VOLLEYBALL throw blankets over the net or use clothes pegs to cover nets all the way to the floor (blankets may be too heavy and sheets may have to be used) teams now play volleyball but they can't see the other team i 11

12 OTHER beach volleyball (two on two), or nine man volleyball use balloons, beach balls, bladders from basketballs, change height of net, etc. (anything you can think of to have fun) Volleyball Rules, Ground Rules, Net and Ball Rule 1 Court The court shall be what is painted on any particular gym floor. For area and regional tournaments, schools which have the best court with regard to size, lack of obstructions and distance from walls, will be used. For play at the junior level, the court size will be reduced to measure 8m x 16m. Rule 2 Boundary Lines The court shall be bounded by lines which should be at least 2 metres from walls or obstructions (wherever possible). The lines on the short sides of the courts are Aend lines@, and the long sides, Aside lines@. Rule 3 Centre Lines A line shall be drawn across the centre of the court. Rule 4 ervice Area The service area will be the entire back line (from sideline to sideline) Rule 5 Net/Antennae The net shall be the regulation volleyball net. Antennae do not have to be used in exhibition games but are essential for the referee at area/regional playdowns and area/regional finals. They should be lined up with the sidelines and firmly affixed to the net Rule 6 Net Height The net shall be tightly stretched by four corners between uprights which are entirely outside the court, and shall cross the court above the centre line. Junior Teams Intermediate Teams Girls= Heights 1.90m 6' 3" 2.08m 6' 10" Boys= Heights 1.90m 6' 3" 2.13m 7' 1" i 12

13 Players, ubstitutes, Positions Rule 7 Number of Players All teams shall be composed of at least 6 players. Maximum number of crests and t-shirts available for a team is 12, plus one for the coach. Rule 8 ubstitutes ubstitutions may be made for any player(s) on the team only when the ball is dead, and at the captain s or coach s request. Any player beginning a game of the match may be replaced by one substitute and may re-enter the same game. He may re-enter only in his original position in relation to the team s rotational order. No other player, however, except the original starter, may enter the game to take the place of an outgoing substitute. Boys and girls are allowed a maximum of 12 substitutions per game. The Libero Rules are no longer applicable to any level of DEAA play. Rule 9 Changing Positions Before the ball leaves the server s hand, each player shall be in his own area Player 3 must be ahead of 6 and between 4 and 2. Player 4 must be ahead of 5 and player 2 must be ahead of 1. Player 6 must be between 5 and 1. The position of the feet determine whether there is an overlap. witching may be done after the serve. Blocking may only be done by front court players. Rule 10 Junior ervice Rule In Junior volleyball only, there will be a maximum of 5 serves per rotational position to eliminate the possibility of one player serving and scoring most or all the teams points, and also to eliminate the possibility of a coach continually substituting two proficient servers with each other before each of them reach their 5 serve maximum. To make it clear, after 5 points have scored by one team as a result of 5 successful and consecutive serves, player position 2 rotates to position 1 and so forth. To make it clear, a player in position 2 must rotate to position 1 immediately following that players team scoring 5 consecutive points with the serve regardless if substitutions are made for the server before they reach their 5 serve maximum. i 13

14 Definition of Terms Rule 11 Time-Outs Two time-outs of 60 seconds each per team per game may be allowed. Time-out may be requested any time the ball is dead. Players stay on the court, coaches are off court. Request for third time-out will produce a warning, and then awarding of a point or a side out for delaying of the game if it continues. In a 15 point game two timeouts of 30 seconds are used. Rule 12 Dead Ball After point, side out, or any other decision temporarily suspending play. Any ball played by a body part below the waist shall be considered a dead ball. Rule 13 Out of Bounds When the ball touches any object or surface (except the net) or the floor outside the court. A ball touching any part of the boundary line is good. Note: Except for not being allowed to cross the centre line, a player may go outside of his court to play a ball. Rule 14 Delaying the Game Any player, coach, or manager committing any act which, in the opinion of the referee, tends to slow down the game unnecessarily shall be considered as delaying the game. Results in a side out in favour of the opposing team. Rule 15 ide Out Is the awarding of the ball to the other team to serve after the serving team has failed to make a legal serve or to legally return the ball to the opposing team=s court, in the event it has been volleyed back and forth. Rule 16 piker A player (other than in the act of serving) who is in the act of attempting to hit the ball into the opponent=s court in a hard-driven manner, from a height above the net. The spike may be done with an open or closed hand as long as it is not carried. Rule 17 ervice Determination / Volleyball Warm-Ups To determine ervice: The participating team captains will be called for a coin flip prior to the warm up to determine service order and side preference. The coin flip "winner" has the option to choose erve OR Receive erve. If they choose erve they get 1st ball and will hit at the net 1st, and the opponent may choose their side preference. If they choose to Receive erve they have side preference their opponent will serve 1st, and hit at the net 1st. During all Junior and Intermediate Volleyball Area and Regional Championship play, warm-ups will follow a "plit Warm-Up" format. Where by, in the 1st 3 minutes one team uses the net to hit while the other team warms up behind them, in the 2nd 3 minutes the teams will switch, followed by a 2 minute common serve component. i 14

15 Rule18 Lining Up At the beginning of each game, the six players from each team will line up on their back line. On the referee=s whistle, the players move on to the court or change ends, moving counter-clockwise around the court. At the end of the match, the teams in single file, shall meet at the net and shake hands. Rule 19 erve 1. The putting of the ball in play, by the player from the service area, by batting or hitting it over the net with one hand (open or closed, underhand, overhand or sidearm). Juniors must serve underhand Note: sidearm is permitted with the understanding that the hand makes contact below the elbow and the elbow below the shoulder) - No overhand serving is permitted. 2. Net serve is legal (the ball hits the net on a serve and lands on the opponents side of the court) for both junior and intermediate play. 3. The ball must be hit, not thrown. Don t call for serving out of the hand. 4. At the instant the ball is hit, the player must be behind and between the lines designating the service area but may enter the court immediately after the ball has been hit. 5. If the server throws the ball into the air but lets it fall to the ground that shall be considered a side out. A point is awarded to the other team as is possession of the ball. Eight seconds is allotted to serve the ball. A ball tossed and touched or caught is an illegal serve. 6. ervice - 8 second rule - don=t call unless it=s aimed at delaying the game - continuous serving rule: no maximum number of serves 7. After a team has lost its serve, the team receiving the ball for service shall immediately rotate one position. There shall be a definite system of rotation as follows: Note: Teams must rotate after every side out, including the initial serve by the receiving team. 8. Illegal ervice - side out shall be called: when a served ball passes over the net outside the side-lines, or touches any teammate or object before touching an opponent s court. i 15

16 9. If a player serves out of turn, side out shall be declared and any points made on his service shall not be counted. The players of the team at fault must immediately resume their correct positions. 10. The service is to be taken only after the referee signals (whistle and hand sign). If a premature play is made, the offending team or player will not be penalized, but the service is to be taken over again. (One warning only!) Rule 20 Changing Courts Teams shall change courts at the end of each game. hould each team win a game, the teams shall change courts after the scoring of eight points in the third game (that ends at 15 points) by one team. Players must occupy the same positions as they occupied on the other court. Rule 21 Rule 22 Playing the Ball Ball may be hit with any part of the body above and including the waist. The ball can contact any number of parts of the body down to the waist, providing the contacts are simultaneous and the ball is not held, but hit and rebounds. Any overhand hit made by two hands held together is illegal (i.e. two-handed punch ball is not allowed). However, for defensive purposes, this type of contact will be allowed. Ball Touching the Net and Going Over When the ball touches the net or hits into the net in the course of play, including the serve, it is considered good and play continues. Rule 23 Recover from the Net A ball may be recovered from the net, providing the player avoids touching the net. Rule 24 Rule 25 Number of Passes Each team is allowed a maximum of 3 successive contacts with the ball. The hits must be brief and simultaneous. Held Ball the Lift When the ball comes to rest momentarily in the hands or arms of a player, it is considered as being held. The ball must be cleanly hit. cooping, lifting, pushing, directing or carrying shall be considered as holding. Contact with hands behind head, volleying below the shoulders and directing the ball shall be called a lift.. Any underhand hit must be made with a closed hand. Rearward ball movement is allowed on the first contact over the net or a driven ball. Rule 26 Double Hit A player contacting the ball more than once with whatever part of the body, without any other player having touched it between these contacts will be considered as having committed a double hit. However, a double hit will not be called on the first contact of i 16

17 any return of ball including a serve. (ee Rule 29, Blocking) Rule 27 Ball Played by Two Teammates When two players of the same team contact the ball simultaneously, this is considered as two hits (except in a block). Neither player can make the next play. Rule 28 Double Fault When two opponents commit a fault simultaneously, the referee will direct a play-over. Rule 29 Blocking or spiking a serve is illegal. The ball must enter the opponent s court. a) Blocking is an action of attempting to stop the ball coming from the opponent s side, near and above the height of the net, with any part of the player s body above the waist. b) Any player participating in a block in which the ball is contacted, shall have the right to make a second contact. uch a second contact, however, shall count as the first of three hits allowed the team. c) Hands of the blocker(s) may reach over the net, however, the blocker(s) shall not contact the ball over the opponent s court until after the completion of the opponent s action which directs the ball towards their adversaries side. d) Blocking can be performed by any or all front line players, but a back row player (1, 6 or 5) cannot block. Rule 30 Net Driven Into Player If the ball is driven into the net with such a force as to cause the net to contact a member of the opponent s team, such a contact shall not be considered as a fault on the part of the latter. Play continues. Rule 31 Hands Passing Over Net a) During the Block - Touching the ball over the net, in the opponent s court before the opponent s action to send the ball towards the opposite side is made, shall constitute a fault. b) After the pike - Passing of hands over the net after a spike is permitted. Rule 32 Back Row Players A back row player may attack the ball i.e. above the height of the net providing the player is in the back 2/3 of the court or the take-off from the floor was in the back 2/3 of the court, behind the attack line (which is 2-3 metres from the net). Rule 33 Crossing the Centre Line Crossing the vertical plane of the net with any part of the body, with the purpose of interference or distraction of the opponent, while the ball is in play, constitutes a fault. Either foot, or both feet, may be in the opponent s court, providing some part of each is still touching the line or above the vertical plane of the centre line. Body parts going i 17

18 beyond the centre line but not touching the opponent s court is allowed. coring Rule Points are scored on each serve (rally point). If any player on the serving team commits a fault (i.e. breaks one of the preceding rules), there is a side out. If any player on the receiving team commits a fault, there is a point awarded to the serving team. Unsportsmanlike conduct by players or coaches shall be considered a fault. 2. A match shall consist of the best 2 out of 3 games in playoffs and two games in all pool play. 3. A game is won by the team first obtaining 25 points, but when the score is tied 24-24, the winning team must have a 2 point advantage. (cap at 27) 4. Tie breaking games will be played to 15 with NO point cap. 5. In the third game of a playoff match the game will be played to 15 with no cap. 6. Decisions of officials as to matter of fact are final. Decisions as to rule interpretations may be called to the attention of the referee only by the coach or playing captain. Officials and Duties Rule 35 The officials shall be a referee, scorer or scorers, and two linesmen. 1. Referee The referee shall be the superior official of the game. He shall decide when the ball is in play, when it is dead, when a point has been made, and when it is a side out. He shall have the power to make decisions on any question not specifically covered in the rules and to overrule the decisions of the other officials when, in his opinion, they have made an error. If it is possible, he should station himself on a platform at one end of the net in a position that will give him an equally clear view of both courts. The referee shall clearly signal point when each play is finished. 2. corers The scorers shall keep score in a way most convenient to them, but it is suggested that some device that would make the score visible to the players and spectators would be best. 3. Linesmen There shall be two linesmen who shall station themselves outside and near the corners of the court where they can each watch one end line and one side line. The linesmen shall indicate to the referee whether the ball was in or out of the court. They may also inform the referee of any service fault, and if any played ball crosses the net outside the side lines. 4. Refereeing uggestions a) Blow the whistle to stop play. b) Give the proper signal and hold the signal for a few seconds. c) Indicate point or side out. i 18

19 d) Hold that signal. 5. Referee s Equipment a) A good whistle b) A sound knowledge of the rules c) Confidence to make calls decisively d) Practice e) An elastic band to help in awarding a point or side out f) Consistency 6. Game Procedures a) Call captains together for coin toss - choice of serve or side - have players benches opposite the referee b) tart game by - i) 6 starters to back of court facing each other ii) signal them in to the court to take up their starting positions iii) signal to serve c) At the end of first game, court players go to back of court, and referee will signal change of courts. There is a two minute break between games. Tournament tandards for D.E.A.A. Volleyball Note: Please refer to the Ground Rules and Net and Ball sections regarding court and net height for area and regional tournaments as well as the tie breaking procedure. Length of Games: 1. In round robin play two games will be played to 25, no cap. 2. In a two out of three match, i.e. CROOVER and CHAMPIONHIP GAME, the 1 st 2 games will be played with a cap of 27. In a third game of any final, the third game will be played to 15 with no cap. 3. Tie-breaking games will be played to 15 with NO CAP. i 19

20 Tournaments For ALL Tournament formats: Please keep in mind that you are trying to ensure that your top 3-4 seeds are spread across the 3-4 pools such that you will have the top 4 teams in your area advancing to the semi-finals 8 Teams Preliminary round robin: 2 pools of four teams. 2 game matches, 1 point per win. Playoffs: top two teams in each pool advance and crossover. Crossover: A1 vs B2, B1 vs A2, winners play for area championship. All playoffs are 2 out of 3 matches with the third game played to 15 points, no cap. Format: A1 vs A2 A3 vs A4 A1 vs A3 A2 vs A4 A1 vs A4 A2 vs A3 B1 vs B2 B3 vs B4 B1 vs B3 B2 vs B4 B1 vs B4 B2 vs B3 9 Teams Preliminary Round Robin: 3 pools of 3 teams. 2 game matches, 1 point per win. 3 pools of three should be used to improve upon pace of play and time demands on the facility. Top two teams in each pool advance Crossover: A1 vs. B2 = D, B1 vs. C2 = E, C1 vs. A2 = F Winning Teams advance to the playoffs Playoffs: Format Play a three team round robin with the winning teams D,E,F D vs E, D vs F, E vs F ~Two game matches only~ Team with the most points is the champion ~ For any ties refer to the DEAA tie-breaking formula POOL A POOL B POOL C A1 vs A2 B1 vs B2 C1 vs C2 A2 vs A3 B2 vs B3 C2 vs C3 A1 vs A3 B1 vs B3 C1 vs C3 i 20

21 10 Teams: Preliminary Round Robin 2 pools of 3 teams, 1 pool 4 teams. 2 game matches, 1 point per win. Crossover: A1 vs. B2 = D, B1 vs. C2 = E, C1 vs. A2 = F Winning Teams advance to the playoffs Playoffs: Play a three team round robin with the winning teams D,E,F D vs E, D vs F, E vs F ~Two game matches only Team with the most points is the champion ~ For any ties refer to the DEAA tie-breaking formula ~ 12 matches, plus 3 crossover matches, plus 3 playoff matches: Total 15 matches Format: POOL A POOL B POOL C 1 vs 2 2 vs 3 1 vs 3 1 vs 2 2 vs 3 1 vs 3 1 vs 2 3 vs 4 1 vs 3 2 vs 4 1 vs 4 2 vs 3 NOTE: The rationale for the 3 pools instead of 2 pools of 5 is: 1. Time - It takes a long time to play pools of 5 2. itting - A lot of time for athletes is spent sitting 3. EEDING - If it is seeded properly the right teams will come out of the area. 4. The Areas Championships are not designed to create games for teams. 11 Teams: Preliminary round robin: 3 pools, one of three and two of four teams. 2 game matches, 1 point per win. Crossovers: The top two teams from each pool advance and crossover to play other pools. All crossovers are 2 out of 3 matches, the third game played to 15, no cap. A1 vs. B2 = D, B1 vs. C2 = E, C1 vs. A2 = F Playoffs: Winners D, E and F play a round robin format as follows to determine champion and runner-up: D vs E, D vs F, E vs F ~Two game matches only~ Team with the most points is the champion ~ For any ties refer to the DEAA tie-breaking formula ~15 matches, plus 3 crossover matches, plus 3 playoff matches: 21 total matches i 21

22 Format: Three Team Pool A 1 vs 2 1 vs 3 2 vs 3 12 Teams: Four Team Pool B 1 vs 2 3 vs 4 1 vs 3 2 vs 4 1 vs 4 2 vs 3 Four Team Pool C 1 vs 2 3 vs 4 1 vs 3 2 vs 4 1 vs 4 2 vs 3 Preliminary Round Robin: 3 pools of four teams. 2 game matches, 1 point per win. Crossovers: The top two teams from each pool advance and crossover to play other pools. All crossovers are 2 out of 3 matches, the third game played to 15, no cap. A1 vs. B2 = D, B1 vs. C2 = E, C1 vs. A2 = F Playoffs: Winners D, E and F play a round robin format as follows to determine champion and runner-up: D vs E, D vs F, E vs F ~ Two game matches only ~ Team with the most points is the champion ~ For any ties refer to the DEAA tie-breaking formula~ 12 Team Format: - For each of the 3 Pools 1 vs 2 3 vs 4 1 vs 3 2 vs 4 1 vs 4 2 vs 3 18 matches, plus 3 crossover matches, plus 3 playoff matches: 24 total matches Note: 4 pools of three could be used (two pools of three at two sites or four pools at four sites). However, the above method is preferred due to the increased number of games for each team involved. Alternate Format: POOL A POOL B POOL C POOL D A1 vs A2 B1 vs B2 C1 vs C2 D1 vs D2 A2 vs A3 B2 vs B3 C2 vs C3 D2 vs D3 A1 vs A3 B1 vs B3 C1 vs C3 D1 vs D3 i 22

23 Crossovers: Playoffs: the top two teams in each pool advance A1vs.B2=E, B1vs.A2=F, C1vs.D2=G, D1vs.C2=H Winners advance to the area semi-finals E vs.h and F vs.g. The winners in semi=s will play in the finals for area champion and runner-up. All crossover and playoffs will be best two out of three games with the third game played to 15 points, no cap. 13 Team Tourney Preliminary round robin: 1 pool of four teams and 3 pools of three teams. 2 game matches, 1 point per win. Crossovers: The top two teams from each pool advance and crossover to play other pools. All crossovers are 2 out of 3 matches, the third game played to 15, no cap. A1 vs. B2 = D, B1 vs. A2 = E, C1 vs. D2 = F, D1 vs C2 = G Playoffs: Winners D, E, F, and G play an elimination semi final format as follows to determine who advances to the final Area Championship Match: D vs G, E vs F Format Winners play for the Championship (2 out 3 match 1 st 2 games capped at 27 the 3 rd, if necessary, plays to 15, no cap) ~ For any ties refer to the DEAA tie-breaking formula Four TeamPool A A1 vs A2 A3 vs A4 A1 vs A3 A2 vs A4 A1 vs A4 A2 vs A3 Three Team Pool B B1 vs B2 B2 vs B3 B1 vs B3 Three Team Pool C C1 vs C2 C2 vs C3 C1 vs C3 Three Team Pool D D1 vs D2 D2 vs D3 D1 vs D3 i 23

24 14 Team, 15 Team, and 16 Team Tournaments Preliminary round robin: Format 4 pools of 3 to 4 teams depending on the number of teams. 2 game matches, 1 point per win. Crossovers: The top two teams from each pool advance and crossover to play other pools. All crossovers are 2 out of 3 matches, the third game played to 15, no cap. A1 vs. B2 = D, B1 vs. A2 = E, C1 vs. D2 = F D1 vs C2 =G Playoffs: Winners D, E, F, and G play an elimination semi final format as follows to determine who advance to the final Area Championship Match: D vs G, E vs F Winners play for the Championship (2 out 3 match 1 st 2 games capped at 27 the 3 rd, if necessary, plays to 15, no cap) ~ For any ties refer to the DEAA tie-breaking formula 14 Team Tournament Four Team Three Team Four Team Three Team Pool A Pool B Pool C Pool D A1 vs A2 B1 vs B2 C1 vs C2 D1 vs D2 A3 vs A4 B2 vs B3 C3 vs C4 D2 vs D3 A1 vs A3 B1 vs B3 C1 vs C3 D1 vs D3 A2 vs A4 C2 vs C4 A1 vs A4 C1 vs C4 A2 vs A3 C2 vs C3 Ensure you have your top 4 seeds spread across the 4 pools and the pools are seeded appropriately such that you will have the top 4 teams in your area advancing to the semi-finals Please Note: For a 15 Team Tournament, add one additional team to either Pools B or D and follow the game play format of pools A and C. Please Note: For a 16 Team Tournament, run 4 Pools of 4 Teams. The template for this tournament is exactly the same as the Regional Draw found on pages 26 and 27. The draw includes EEDING as well. Referee Payment: Have your referees fill out one of the referee payment forms as per the number of games they have refereed. Ensure that they have filled out the address section of the form as payment will be mailed to them. In addition, make sure that the form is signed either by the overall convenor or the site convenor and submitted to the Athletic Coordinator. To obtain a Referee Payment Form, core heets, Line Up Cards, and Reimbursement Forms, Please go to the DEAA Website at: i 24

25 The Following sheet will be used by convenors to seed for the top 16 teams in the Region. VOLLEYBALL REULT / RANKING INFORMATION HEET 2010 Team: Coach: AREA A AREA B AREA C AREA D AREA E AREA F AREA G AREA H From the above list give your ranking of the top 16 teams Additional thoughts, reasons for where you think your team should be ranked (e.g. tournament results, strength of area) i 25

26 Regional Playoff Format weet 16 and Beyond weet 16 ROUND ROBIN Pool Play Pool A Pool B Pool C Pool D Playing times stay the same as per the DEAA handbook and are approximate - 1 st place stays and 2 nd place travels - Ties are broken using the handbook format Elite 8 - Crossover (Best 2 out of 3 Match WARM-UP BEFORE EACH MATCH) A1 vs B2 B1 vs C2 C1 vs D2 D1 vs C2 = AA = BB =CC =DD Final 4 - emi Finals (Best 2 out of 3 Match WARM-UP BEFORE EACH MATCH) AA vs DD and BB vs CC = EE = FF The Finals (Best 2 out of 3 Match WARM-UP BEFORE EACH MATCH) Winner EE vs Winner FF = DURHAM CHAMPION!!!! i 26

27 Playing chedule weet 16 Tournament Approximate Playing Times POOL A POOL B POOL C POOL D 2:00 1 vs vs vs vs. 13 2:40 7 vs. 9 8 vs vs vs. 12 3:20 1 vs. 9 2 vs vs vs. 12 4:00 7 vs vs vs vs. 13 4:40 1 vs. 7 2 vs. 8 3 vs. 5 4 vs. 6 5:20 9 vs vs vs vs. 13 Four pools round robin play - each match will consist of two games NO CAP. All pool play games are 2 sets (25 pts capped at 27) minute warm up for your 1 st match only...no ball warm-up after your first match Top two teams in each pool advance to a quarter-final crossover round that will be played that night. Quarter-finals will be a best two out of three match with the winner advancing to the final four semi-finals another night. 1 st two games will be capped at 27. If necessary, a 3 rd game will be played to 15pts NO CAP. Ties will be broken using the DEAA tie-breaking formula. Volleyball Warm-Ups During all Junior and Intermediate Volleyball Area and Regional Championship play, warm-ups will follow a "plit Warm-Up" format. Where by, in the 1st 3 minutes one team uses the net to hit while the other team warms up behind them, in the 2nd 3 minutes the teams will switch, followed by a 2 minute common serve component. Area and Regional Championships - Round Robin Games The plit Warm-Up will be applied for each team's 1st match ONLY, however it may be applied to additional games at the convenors discretion where the schedule permits. Area and Regional Championships - emi Finals, Crossovers and Championships The plit Warm-Up will be applied prior to all Crossover games, emi-finals and Championship Games. This format is not mandatory during friendly exhibition or invitational matches, however it is encouraged such that our athletes are prepared and familiar for Championship play. ervice Determination To determine ervice: The participating team captains will be called for a coin flip prior to the warm up to determine service order and side preference. The coin flip "winner" has the option to choose erve OR Receive erve. If they choose erve they get 1st ball and will hit at the net 1st, and the opponent may choose their side preference. If they choose to Receive erve they have side preference their opponent will serve 1st, and hit at the net 1st. i 27

28 i 28

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