Sandline Tulsa · House rules

Rules of the sand.

Simple enough to settle at the net. Clear enough to keep the day moving. Play hard, make honest calls, protect the people around you, and do not turn one point into a ten-minute argument.

Start here

The quick version.

  1. 01Up to three contacts to return the ball.
  2. 02A boundary line is in; the antenna is out.
  3. 03Do not block or attack a serve.
  4. 04Do not catch, carry, or throw the ball.
  5. 05Do not interfere across or under the net.
  6. 06Call your own touches and faults honestly.
  7. 07If nobody can agree, replay the point.
  8. 08People matter more than points.
01
Every format

Rules we share

Contacts and ball handling

A team may use up to 3 contacts before returning the ball. The same player may not make two consecutive contacts, except that a player who blocks may make the next contact.

Sandline house ruleA block does not count as one of the team's three contacts. The team still has three contacts after the block.

The ball may contact any part of the body. A clear catch, carry, or throw is a fault. Sandline does not call every imperfect hand contact; if the ball rebounds in one playing motion, keep playing. A competitive event may announce a stricter handling standard before play.

Volley for serve

Before the first game or match, the teams play one unscored volley for serve. Start with a playable neutral ball over the net. The team that wins the rally earns the first serve. In a best-of-three match, first serve alternates in each later set.

The server must be behind the end line when contacting the ball. A serve that touches the net and crosses between the antennas remains live. Teams maintain a serving order, and the next player in that order serves whenever the team wins the serve back.

A serve may be passed or set, but it may not be blocked or attacked directly back from above the net.

Net, lines, and interference

A ball touching any part of a boundary line is in. A ball touching an antenna, crossing outside an antenna, or landing completely outside the lines is out.

Players may cross under the net only when they do not interfere with an opponent. Contact that creates a collision risk, prevents an opponent from making a play, or affects the rally is a fault. Grabbing, pulling, or using the net for support is also a fault.

A blocker may reach across the net only after the opponent attacks the ball. Reaching across early and interfering with the opponent's play is a fault.

Calls and disagreements

Sandline games are self-officiated unless an organizer assigns an official. Call your own net touches, ball touches, and line faults. If the teams cannot quickly agree on a judgment call, replay the point. In organized play, the event organizer has the final say on rules, scoring, eligibility, and conduct.

Safety and weather

Stop play immediately for an injury or unsafe court condition. Give players room to land, do not intentionally play through another person's space, and report hazards in or around the court.

If thunder is heard or lightning is seen, play stops and everyone moves to a substantial building or hard-topped vehicle. Play may resume no sooner than 30 minutes after the last thunder or lightning.

Official updates appear in the Sandline app and may also be shared through GroupMe, email, text, or Instagram. The event status in Sandline is the final source.

Eligibility

Sandline events are for players age 18 and older. Participants must complete the current account, registration, and waiver steps required for an organized event before playing.

02
Flexible & social

Pickup rules

Pickup is the most flexible Sandline format. The goal is balanced games and plenty of touches—not technical-rule arguments.

Default4v4
Common targets11 · 15 · 21
Team rotations30–40 min
StandingsNone

Format and scoring

  • Team size may change with attendance, court count, or skill mix.
  • Teams are formed or balanced by the day's organizer.
  • Before the volley for serve, players agree on the target score and whether the game is win-by-two, first-to-target, or capped.
  • Common targets are 11, 15, and 21. Heat, sand temperature, attendance, and court time can change the choice.
  • Once the volley for serve begins, that game's format is set.

Calls, rotations, and arrival

Pickup uses the relaxed Sandline handling standard. Obvious catches, throws, net interference, and four contacts are faults. Marginal hand contacts are not a reason to stop every rally.

Extra players rotate in consistently so everyone receives reasonable court time and a turn in the service order. Late arrivals join the next available rotation rather than displacing a game already underway.

See upcoming pickup →
03
Pool to bracket

Tournament rules

The event page controls team size, registration mode, check-in, entry fee, prizes, and any announced format adjustment.

Pool1 set to 21
BracketBest of 3
Standard cap25
Deciding cap19

Registration and rosters

  • Players must be registered, checked in, and eligible before playing.
  • Free-agent teams are created by Sandline after registration closes.
  • Premade teams must have the event's posted number of players before pool play is generated.
  • Substitutes require organizer approval before the team's first match and must complete the required account and waiver steps.
  • After the first match, the roster is locked except for an organizer-approved injury replacement.

A 4v4 team that cannot field at least three players forfeits the official result. The teams may still use the court for a friendly game if the schedule allows.

Pool play

Pool matches are one set to 21 using rally scoring. Win by two, capped at 25. At 2424, the next point wins. Every pool match must have a winner.

  1. 1Match wins
  2. 2Head-to-head when exactly two teams are tied on wins
  3. 3Point differential
  4. 4Total points scored
  5. 5Team name as a stable display fallback

For a tie involving three or more teams, head-to-head is skipped and point differential is used.

Bracket play

Bracket matches are best of three. Sets one and two are played to 21, win by two, capped at 25. A deciding third set is played to 15, win by two, capped at 19. The third-place match may be played or omitted at the organizer's discretion.

Timing, refunds, and weather

Teams should be ready when called. A team that is not ready within 10 minutes may forfeit. Report scores immediately; the organizer's ruling is final for bracket advancement.

Withdraw at least 48 hours before the event for a full refund. Inside that window, Sandline may provide future-event credit instead. If Sandline cancels the tournament, players may choose a full refund or credit.

Explore Sandline tournaments →
04
Season play

League rules

The league page controls whether teams play 2v2, 3v3, 4v4, or 6v6, along with the venue, schedule, fee, and team count.

Roster max6 players
MatchBest of 3
Typical slot45 min
Late grace10 min

Rosters and minimum players

Only rostered players may play in an official match unless the organizer approves a substitute before the first serve. Additions may be approved during the season if roster space remains, but players are not removed after the league becomes active. A player may appear on only one team in the same league.

2v22 to start
3v32 to start
4v43 to start
6v64 to start

A team may play short if it meets the minimum. Falling below it creates a forfeit, although the teams may still play for fun during their court time.

Pregame, lateness, and forfeits

Arrive early enough to warm up off court. Use the shared volley-for-serve rule; the team that loses the volley chooses its starting side. A team more than 10 minutes late, or unable to meet its minimum, forfeits the match.

Sandline house ruleA league forfeit is recorded 2–0 with set scores of 21–0 and 21–0.

Match scoring

League matches are best of three using rally scoring. Sets one and two are played to 21, win by two, capped at 25. The deciding third set is played to 15, win by two, capped at 19. At the cap, the next point wins even without a two-point margin.

Match slots are normally 45 minutes. Keep warmups brief. If shortened scoring is required, the organizer announces the alternate target before the match begins.

Standings and playoffs

  1. 1Match wins
  2. 2Set differential
  3. 3Head-to-head when exactly two teams remain tied
  4. 4Total sets won
  5. 5Team name for stable display; an organizer draw may set playoff order if every result remains equal

Playoff seeds use the final regular-season standings. A canceled match has no effect unless it is rescheduled or recorded as a forfeit.

05
Rule zero

Protect the run

Competitive is good. Personal, hateful, dangerous, or retaliatory is not.

Conduct standard

Friendly trash talk is fine when everyone involved is enjoying it. Personal abuse, threats, harassment, repeated profanity directed at another person, dangerous play, or disrespect toward organizers is not.

Hate speech, discriminatory language, fighting, shoving, intentional aggression, or retaliation may result in immediate removal and suspension. This applies to players and spectators.

An organizer may issue a warning, award a point or forfeit, remove a participant, or suspend participation based on severity and history. Serious behavior does not require a warning first. Removal for unsafe or inappropriate conduct does not qualify for a refund.

Sandline house rules · v132 · Updated July 2026