Roundnet is played 2 vs 2 and is one of the latest sports on our roster.

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  1. Roundnet leagues
  2. League Rules

Roundnet leagues

Roundnet starts up again in the fall. Check back for league dates and times.

League rules


All teams are expected to have enough players to meet the minimum numbers at the start of the game time. Any team not meeting the minimum number of players 10 minutes past the official start of game time will be subject to a forfeit. A team may lend players to their opponent however, they must determine if the game will be a forfeit or an official game prior to playing.

The forfeit score will be recorded as 15-0 in points and 2-0 in games.

If any team forfeits two games during a season their status in the league will be under review and may be removed from the league without refund.

In this scenario a forfeit will be deemed as a team not showing up for a game and/or insufficient amount of communication CARL administration will review all forfeits for the betterment of the league.

If more than 48-hours notice is given prior to your game, the possibility of a rescheduled game on a future date may occur.

CARL administration will review any team with multiple occurrences and may remove a team from the league. Teams are required to have a minimum of two players to avoid a forfeit.

Teams are encouraged to work with the CARL administration if they are having issues fielding a full team on a regular basis.

Exception: if captains agree that a team can play with less than the minimum required the score will count and the game can be played. Furthermore, forfeit or non-forfeit needs to be agreed upon by the 10 minute mark if an agreement cannot be reached then the default stands.

Rosters and subs

A team may have a maximum of four players listed on their roster. Exceptions may be made upon review from CARL Administration.

A full team consists of two players on the court.

All teams are required to have a captain present at every game. If a team's listed captain is unable to be present; an acting captain must be assigned for the game.

All players must be listed on the team's official roster to be eligible to play in the league. Players must go to ActiveWaterloo to set up an account and add themselves to their team's roster.

A team may bring in extra players prior to the fourth week in the season as long as they have been put on the team's official roster.

Following the roster deadline CARL staff will do regular random roster checks.

Following the roster deadline a team may challenge any player on their opponent's roster during the game and must be done by the team's captain. Any challenge must be requested prior to the end of the game.

If a player is being challenged on a roster the following procedure will occur:

  • if a sub is present; the challenged player must take an immediate sub during the challenge. If not, the game will be paused to present identification and the challenged player may continue to play during the challenge
  • if the challenge was successful, the challenged player will be asked to leave immediately. If the game had continued with the challenged player playing the game and match will be forfeited
  • if the challenge is unsuccessful and the challenged player was forced to take a sub; the challenging team will forfeit the game. If the challenged player was not forced to tkae a sub, play will continue as normal

If a player's full name is not listed (i.e. John instead of John Smith) they will be deemed as ineligible.

Any ineligible player will be removed from the game immediately. Players are responsible for having valid ID at the game. If a player fails to have ID, they are considered to be ineligible and will be removed from the game.

Any ineligible player caught playing in a game will result with following:

  • the player being removed from the game
  • the team's captain being suspended for the next game
  • a second offence will result in a 3 game suspension for the captain
  • a third offence will result in a suspension to the captain for the remainder of the season

A team may use players from a previous game from that night and league however, they may only use players from within their division of play or lower. Teams may only use enough players to have a full line-up and two subs on the side.

Once a legitimately rostered player arrives at the game, a borrowed sub must discontinue play, unless the opponent agrees to have the player stay in the game. You may not use players from a previous game in playoffs.

Schedules and standings

CARL works to develop an equitable schedule for all participants ensuring each team has an average equal number of games and a fair distribution of time slots.

All schedules will be sent to each captain and posted on the CARL website a minimum of one week prior to the start of the season schedules are subject to change. CARL administration will give notice of changes as soon as possible.

Teams are expected to report scores and spirit ranking to the CARL associate following their game.

How teams are ranked:

  1. total points will be determined from a team's wins, losses and ties. Wins will be two points, ties will be one point and a loss will be worth zero points
  2. games won - the number of games won during a match
  3. point differential - a team's difference between points for and against

If there is still a tie in the standings:

  1. record head to head between the teams involved
  2. point differential between games involving the teams tied only
  3. spirit points for each team involved
  4. coin toss


Any team with an average spirit ranking of 3.5 or lower will not be eligible for playoffs.

To be eligible to participate in playoffs, a player must be on their team's official team roster.

All teams are guaranteed the same number of post-season games however, not all teams will receive the opportunity to play for the championship.

If a league has eight or more teams the top eight teams will play for the championship in a single elimination style playoff.

If a league has less than eight teams, the top four teams will play for the championship in a single elimination style playoff.

Losing teams will play consolation matches to finish the season.

Any team not part of the championship playoffs will receive consolation games that will equal the same number of games as all other teams.

CARL administration has the right to change the playoff format at any time to ensure the quality of the league.

Sportsmanship is an important part of playoffs. Any team displaying poor sportsmanship in playoffs will have their win reviewed and CARL administration has the right to overturn any win.

Poor sportsmanship by both teams in a playoff game may result in a loss by both teams.

Playoff games cannot end in a tie.

Game times

Players should arrive 10 minutes prior to the scheduled start time of their game. Staff may be transitioning the field at this time so warm ups should be done respectfully and in a safe manner.

The clock will begin at the scheduled start time of the game. Players are expected to begin their game on time, beginning late will not result in extra time added to the end of the game unless otherwise noted by the CARL associate.

Matches will be a total of 25 minutes in length allowing for a best two out of three format for all matches.

The first match will end with a whistle blast from the CARL Associate, and the second match will end with a buzzer. 

Players are encouraged to continue to rally following the whistle and buzzer as the point will count towards the finale score. 

In the regular season matches may end in a tie. 

Game format

All matches will be a best of three games format.

The first two games will be rally point scoring points scored from all infractions whether serving or not, to a hard cap of 15 points.

The third game will be rally point scoring to a hard cap of 11 points.

Points can be scored in the following ways:

  • opposing team fails to legally return ball to set
  • opposing team commits an infraction
  • opposing team fails to hit legal serve or commits a double fault

A total of six points must be scored in the third game for the score to be counted, otherwise it should be recorded as a tie.

Points should be replayed if teams cannot agree on the legality of the hit, an infraction or if a hinder occurs.

Teams are encouraged to use their full time of play whether a winner has been determined or not.


The four players will start the game set up around the set approximately 90 degrees apart. Teammates will be located next to each other.

The server/serving team sets their position(s) first and declares which player will start serving.

Once the serving team has set their positions the receiving team will set their position.

The serving team may set up anywhere around the set.

The receiver is the player positioned 180 degrees across from the server once the server is set the receiver may adjust their position with no distance restrictions.

The other two players may only move from their positions once the ball has been served.

If the non-serving or non-receiving player takes a step before the ball is served they will lose the point.

If the serving team wins the point the server switches position with their teammate to serve to the other member of the opposing team.


Players are required to serve at least 6 feet from the set a measuring line will be provided to gauge distance.

All parts of the player's body and the ball must be behind the 6 foot service line when the ball is struck.

Before serving the player must set their feet and must maintain a pivot foot with one point of contact. Players may not do a jump serve.

When serving, the ball must be tossed from the server's hand and may not travel higher than their extended arm.

The ball must be struck and can be hit with any amount of force there is no limit to the angle of the serve.

If the server commits a service fault (defined in faults sections) they may have one more attempt to commit a legal serve.

If the server commits a fault either player from the receiving team has until the ball is hit for a second time to make the call. Players may choose to play through a fault.

A player continues to serve for their team until a loss of point.

The serve must be alternated through teammates.

The serve reception must be alternated through teammates.

Service faults

The server fails to announce the score prior to serving.

The ball is not tossed before being struck.

The ball is struck from closer than six feet from the set if the server lifts their one foot it must

make contact with the ground at least six feet from the set before further movement.

The server does not maintain one point of contact with their pivot foot.

The ball lands on the net and rolls into the rim and up.

The ball is tossed higher than the player's extended arm.

The ball is tossed and not struck dropping, catching or swinging and missing a toss all count as a fault.

The ball hits the net near the rim without making contact with the rim causing a change in trajectory exception when it hits the net near rim on same side as contact.

Receiving and playing the ball

The ball is in play until any of the following occur:

  • the ball hits the ground
  • a serving fault occurs and is called by the receiving team
  • an infraction occurs and is called

The ball must be received by the identified receiver.

Teams will have a maximum of three hits to return to the ball to the net. The hits must be alternated between teammates.

Player may use any part of their body to return/hit the ball.

The ball must be struck it cannot be caught, carried or thrown.

A player may not hit the ball with two hands exception at the first hit of the team on possession the ball may hit two body parts consecutively as long as they occur in one action.

A player may not hit the ball twice consecutively exception at the first hit of the team on possession the ball may touch various parts of the body as long as the contact is simultaneous.

If teammates touch the ball simultaneously it is counted as two hits. Either teammate may take the next hit.

If during a rally the ball hits the net near the rim but does not make contact with the rim and changes trajectory it is a legal hit. This is different than the service rule.

If during a rally the ball hits the net and then rolls into the rim and then off the net it is a legal hit. This is different than the serve rule.

Once the ball comes off the netting the non-hitting team may play the ball, they may not play the ball while it is in contact with the net.

If a ball or player from another game enters the playing area the play will stop and the point will be replayed.

General infractions

All infractions will result in a point for the opposing team.

Four hits taking more than three hits to return the ball to the net.

Non-strike ball is carried, caught or thrown.

Two handed hit a player hits the ball with two hands exception on first hit as noted earlier.

Double contact a player hits the ball twice in succession or ball hits various body parts in succession exception on first hit as noted earlier.

A defensive player attempts to play the ball out of turn.

An offensive player hits a ball off the net which hits either his teammate or themselves.

Making contact with the set any player making contact with the set during a rally results in a point for the opposing team.

Net Infractions:

  • the ball makes contact with the set directly
  • the ball bounces on the net multiple times or bounces and hits the set on way down
  • the ball has a prolonged roll on the net


A hinder is a situation where a player's position effect's their opponent's ability to properly/safely make a play on the ball.

Defending players must make an effort to not hinder their opponent during a rally.

If the hinder is avoidable and the offensive player had a strong play on the ball the offensive team will be awarded a point. Example: the hitter is contacted by a defensive player during the act of swinging in close proximity to the net.

If the hinder was unavoidable and the offensive player had a strong play on the ball the point will be replayed. Example: a close range shot pops up and goes directly to the defending team causing them to be in the way of the offensive player.