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.
The quick version.
These calls keep almost every Sandline rally moving.
- 01Up to three contacts to return the ball.
- 02A boundary line is in; the antenna is out.
- 03Do not block or attack a serve.
- 04Do not catch, carry, or throw the ball.
- 05Do not interfere across or under the net.
- 06Call your own touches and faults honestly.
- 07If nobody can agree, replay the point.
- 08People matter more than points.
Pickup rules
Pickup is the most flexible Sandline format. The goal is balanced games and plenty of touches—not technical-rule arguments.
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.
Tournament rules
The event page controls team size, registration mode, check-in, entry fee, prizes, and any announced format adjustment.
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 24–24, the next point wins. Every pool match must have a winner.
- 1Match wins
- 2Head-to-head when exactly two teams are tied on wins
- 3Point differential
- 4Total points scored
- 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.
League rules
The league page controls whether teams play 2v2, 3v3, 4v4, or 6v6, along with the venue, schedule, fee, and team count.
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.
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.
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
- 1Match wins
- 2Set differential
- 3Head-to-head when exactly two teams remain tied
- 4Total sets won
- 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.
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