If you don’t already know, roundnet is a game that can be played anywhere. All you need is a Zero Bounds set and 4 players (for the full competitive game).
- What do you need to play Roundnet: The full game is played 2v2, and the game starts with each player stood in a cross formation opposite one another
- To start the game the server (S) from team 1 hits the ball onto the net towards the receiver (R) on team 2
- You have 3 touches (like volleyball) to get the ball onto the net
- There are “ZERO BOUNDaries” and it's a 360 degree game, so you can hit the ball in any direction!




-The ball should be 30.5cm in circumference (12 inches) pumped to a at “soft touch” around 1PSI. (Your ball will come ready set at the correct pressure).
-The net needs to be tensioned consistently around the whole net. When you drop a ball from around 1m high in the centre of the net, the ball should bounce up approximately 40-50cm.
-To play roundnet, the court needs to be set to allow for adequate space, minimising the chance of collisions with other nearby games being played. The designated space to play should be a minimum of 8m x 8m, although as previously specified, there are no boundaries and therefore no shot is ‘out of bounds’. To mark out the court lines, create a centre mark, and then mark a circle measuring 45cm out from the centre mark (this is to place the net). Then mark another circle 2.5m from the centre mark (this will be your service line). This is approximately 2m from the net. (The current rules are written in imperial measurements, and these are metric conversions that we feel are easier to use, and will perhaps be used in the other countries adopting metric measures).
-Once the server strikes the ball onto the net, players can move anywhere.
-When the ball is struck onto the net, possession changes to the opposing team.
-Each team has up to 3 touches per possession (see “new rules being trialled” to read more on this).
-Touches must alternate between teammates. Consecutive touches by one player is not allowed, apart from when defending in the service area (see “new rules being trialled” to read more on this).
-The ball must be struck cleanly, not caught, guided or thrown.
-Players may use any individual part of their body to hit the ball, but may not hit the ball with two hands, even if placed together (like in volleyball).
- After the serve, any bounce off of the net (including any unusual bounce, such as a pocket) that does not contact the rim is legal.
-A shot which lands on the net, but rolls into the rim and then off the net (known as a roll-up) is legal and treated the same as a pocket, not a direct rim hit. Which means the rally continues.
-The bottom line in this self-officiated sport, is that if teams cannot determine the legality of a hit, you replay the point.
-Roundnet is played using rally scoring, meaning points can be won by the serving or receiving team.
-There are many different formats that can be played during competition (e.g. 1 game or best of 3), and games are typically played to 11, 15, or 21. In tournament play, the tournament host specifies the format and scoring system.
-Games must be won by two clear points unless otherwise specified by the tournament host.
-The rally ends and a point is awarded when:
The ball contacts the ground or is not returned onto the net within the specified amount of touches
-The receiving team sets their position first. The server stands 180 degrees across the designated receiver (who is the only player allowed to field the serve).
-Serves may be struck with any amount of force; short serves are allowed.
-The server is allowed a first and second serve. If they incur two faults, the receiving team wins the point and service switches to the opposing team.
Violation of ANY of the following rules is a fault:
The serves may not step into the service area until the ball makes contact with the net.
The server must toss the ball at least 4 inches from their hand before striking.
If the server tosses the ball, he/she must hit it. Dropping, catching, or swinging at and missing a toss all count as a fault.
The ball must not hit a pocket that makes the ball change direction (more on this in the full rules)
The ball must hit the net and not the rim (rim hits or roll ups are not legal on a serve).
-All players must begin the point outside of the service line.
-Once the server is in position, the serve receiver may stand at any desired distance from the net.
-Service needs to alternate between players, so determine a serving order which alternates between players from the two teams (e.g. Player A follows player 1, Player B follows player 2).
-To equalize the possible effects caused by sun or wind, rotate starting positions 90 degrees anti-clockwise every 5 points.
-Player safety is paramount, so check the playing area, and warm up before starting play.
-Defending players must make an effort not to impede the offending team's possession. Defending players must make efforts to allow direct access to the ball.
-If an offender collides with a defender, or a defender's position prevents a markable offensive play on the ball, the infracted player may call "hinder" to force a replay of the point.
This makes it easier for both the server and receiver to know they are getting a fair serve.
It is hard to tell if a server has moved their foot when striking the ball. Asking the server to maintain contact help identify any violations
Really trying to understand the term ‘pocket’ in this self officiating sport
As defensive touches are hard points to play, this will create more opportunities to gain points.
This is an area 0.44m from the rim that players are not allowed to enter. It makes rallies longer and more exciting.