1. The basics: net, gear and the objective
Roundnet — almost everyone calls it by the brand name Spikeball — is the rare sport you can explain in one breath: it's a bit like volleyball played around a small circular trampoline on the ground, with no sides and no fixed positions. Four players, one net, one ball, and a lot of diving.
The net and gear
The net is a taut, springy circle roughly a metre in diameter and ankle-to-shin height, sitting flat on the ground in the middle of the players. The ball is a small, firm, slightly squishy plastic ball about the size of a grapefruit. That's the entire kit — no court markings, no posts, no boundaries beyond "don't get in the way". The official tournament-grade set has a tighter, more consistent rebound than budget garden versions, which matters once players start hitting hard.
The objective and how a game works
Players form two teams of two and stand around the net. One team serves the ball off the net to a receiver on the other team. From there, the receiving team gets up to three touches to get the ball back down onto the net — and crucially, there are no sides: once the serve is away, anyone can move anywhere around the net to play the ball or get out of the way. A rally continues, back and forth, until one team fails to return the ball cleanly onto the net. The serving order alternates and players rotate serve through the game. The aim is simply to win more rallies than the other pair before the game's target score.
2. Scoring, concretely
Roundnet uses straightforward rally scoring: a point is awarded on every rally, no matter which team served. Win the rally, win the point — there's no "you can only score on your own serve" complication from old-school volleyball.
The standard target is 21 points, win by 2. Reach 21 with at least a two-point cushion and you've won the game; at 20–20 you play on until someone leads by two (20–22, 21–23, and so on). Many clubs cap social games lower — first to 11 or 15 — to keep more pairs cycling through the nets in an evening, but the win-by-two rule usually stays.
You win a rally when the opposing team fails to legally return the ball onto the net within their three touches. In practice, a point ends when a team:
- Lets the ball hit the ground;
- Uses a fourth touch, or the same player touches it twice in a row;
- Hits the ball into the rim (the hard edge of the net frame) — that's an immediate loss of rally;
- Sends the ball into a pocket — when it hits where the net meets the rim and rolls oddly or double-bounces — which also ends the rally;
- Hits the ball off the net and it doesn't bounce up cleanly (it rolls along or stays down).
Serves have their own faults: a serve that hits the rim, pops up too high (above a set "pocket" reach in formal play), or misses the net is a fault, and most rule sets allow one re-serve before the point is lost. The serving team scores by winning the rally just like any other — so a strong serve is a genuine weapon, not just a way to start play.
3. Rules people get wrong
Roundnet's rules are simple, but a handful of them trip up almost everyone in their first few sessions. Settle these out loud before a club night and you'll save a lot of "well, where I played…" arguments.
- Thinking you have sides. After the serve there are no positions and no territory — players circle the net freely. Newcomers plant themselves and watch winners sail past.
- Forgetting the rim is a fault. Hitting the metal rim, not the net, loses you the rally instantly. It's the most common "but it went over!" dispute.
- Double-touches by one player. Your team gets up to three touches, but the same player can't touch it twice in a row. One person can't dig, set and spike on their own.
- Hindrance and the right to the ball. Because everyone shares the space, you must give your opponents a fair chance to play the ball. Deliberately blocking their path is a hindrance and the point is usually replayed (or awarded against the offender). New players collide constantly until this clicks.
- Pocket calls. A ball that catches the soft join between net and rim and dribbles or double-hits is a "pocket" and ends the rally — it isn't a fluke point you get to keep. Agree how strictly you'll call pockets on a social night.
- Re-serves. Most rule sets give one let-style re-serve on a faulty serve; a second fault loses the point. Decide whether your club plays one-serve or two before anyone steps up.
5. League formats for individuals
Once you've got regulars, ongoing competition gives people something to climb between social nights. Roundnet is usually played as fixed pairs in formal competition, but most club competition is built around individuals who want a personal ranking — so here are the formats that work, and how to handle the doubles wrinkle.
Ladders
A ranked list where players (or fixed pairs) challenge those a rung or two above and swap places on a win. It's low-maintenance, runs continuously, and suits a club where people drop in irregularly — you play when you can and the ladder just keeps ticking. For an individuals' ladder, the simplest fix for the doubles problem is to rank individuals but record results from drawn pairs, crediting both winners.
Box leagues
Players are sorted into small "boxes" of four to six of similar standard. Within each box everyone plays everyone over a few weeks (a mini round robin), then the top one or two are promoted and the bottom relegated for the next cycle. Box leagues are the workhorse of racket-club competition for good reason: they guarantee close, competitive games, they're easy to run in fixed periods, and they scale to any number of players. They translate cleanly to roundnet if you run them as individuals who draw partners, or as fixed pairs treated as one entry.
Round robins and knockouts
For a one-off club tournament or a season finale, a round robin group stage gives everyone guaranteed games and a fair table, while a knockout bracket delivers drama and a clean champion. The classic combination is both: round-robin groups to seed, then a knockout between the top finishers. Knockouts alone are brutal for beginners — one bad game and you're done — so for a mixed club, group-then-knockout is kinder and keeps people on the nets longer.
6. How ClubLono runs spikeball
Everything above is doable with a whiteboard and a patient organiser. ClubLono's job is to make it the app's problem instead of yours, so you can play.
For a spikeball club, ClubLono runs sessions on the format the sport wants out of the box: a round robin with points scoring to 21, win by 2 — the spikeball defaults straight from the sport's configuration, no setup required. Players join the rotation from their phones, the app draws and re-draws balanced pairings, you tap in each game's result, and the standings and points tables update automatically. No spreadsheet, no "who's played who?", no maths at the end of the night.
The free tier covers everything a single club needs for its weekly sessions: roster, the queue, round-robin matching, scoring and standings, chat and capacity — £0/month, no time limit, no feature cliff. Leagues are a Premium feature: ladders, box leagues and ongoing seasons live on the Premium tier (£19.99/month or £199.99/year, with a 14-day free trial on either), which also drops the platform fee on any paid sessions from 5% to 1% and unlocks multi-club hosting, kiosk mode for a venue tablet and cross-club stats. If your club only ever runs social round-robin nights, you never need to pay a penny; the moment you want a running ladder or box league to keep your regulars climbing, Premium is where it lives.
Set up your spikeball club in five minutes
Free for a single club, no card required. Roster, sessions, payments, chat and queue — all in one place.
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4. Running a social session
For a normal club night with more players than nets, the format's only job is to keep everyone playing and feeling fairly matched. Roundnet makes this easy because games are short and the two-on-two structure lets you reshuffle partners freely.
The recommended format: round robin
A round robin is the sane default and the one ClubLono recommends for spikeball: every pair plays every other pair a short game, points-for and points-against are tallied, and you finish with a clear table. It guarantees everyone the same amount of time on the net regardless of form, which is exactly what a mixed-ability social night needs — nobody's knocked out early and sent home after one game. With four pairs you'll get through a full round robin comfortably in an evening; with more, split into groups of three or four pairs and run parallel mini-tables.
Sensible alternatives
Rotation and fair matchmaking
However you format it, two things keep a session feeling fair: a visible rotation so nobody's stuck spectating, and balanced pairings so games stay competitive. Re-drawing partners between rounds spreads ability around far better than letting friends stick together all night. If you'd rather not do the maths in your head, a rating that nudges balanced pairings each round does it for you — which is exactly what club software is for.