The terms and participation waiver every player agrees to when they register, version 2027-playoffs-6, for the 2027 Playoff Weekend, January 29–30, 2027, Orlando, Florida. The short version is first; the full text follows.
These terms are your agreement with American Spikers League, LLC for Playoff Weekend, Matchday 3 and the championship brackets, January 29–30, 2027, in Orlando.
These terms are between you and American Spikers League, LLC, an Idaho limited liability company that operates the Pro Roundnet League (the "League"). They cover every League event you register for on this site. Playoff Weekend, Matchday 3 and the championship brackets, is Friday January 29 and Saturday January 30, 2027, at North East Regional Park, 50945 US-27, Orlando, Florida. Official sources: proroundnet.com, the Championship page, and the League's published Rules & Policies and Player Handbook. If you are under 18, a parent or legal guardian must agree for you (section 14).
The prize pools grow with every squad that registers, $375 per Pro and Women's squad and $75 per Minor squad, $6,600 guaranteed, and the League announces the final pool before the event begins.
Three pools, Pro, Women, and Minor. The pool grows with registration: the League contributes $375 per Pro and Women's squad and $75 per Minor squad to that division's pool, with a guaranteed minimum of $6,600 across all pools. Places paid and amounts follow the prize table published on the Championship page. The League will announce the final prize pool before the event begins. The League may merge brackets or reallocate funds for competitive balance. Non-cash prizes (sponsorships, merchandise, event entries) are as announced.
You play for the club on your profile, from one eligible address, and the League can verify that address at any time.
You play for one club per season, the club on your profile, based on one eligible address: (a) your current residence; (b) a prior residence where you lived at least 30 consecutive days at any time since January 1, 2023; (c) an address tied to your past participation in an ASL Playoff or Youth Nationals event for that club; or (d) if you were away 18 months or more for military, church, or humanitarian service, your family home from before departure, with documentation. Your club is set by the League's geography rules, the club closest to your eligible address, with the choice and remote-area rules, and the international rule (you may choose the closest club in your own country), as published on the website. The League may verify residency at any time, before, during, or after an event, and may require proof you physically lived at the declared address for 30 consecutive days since January 1, 2023 (government-issued ID, lease, mortgage, or utility record). Failing to meet or verify these requirements can mean forfeiture of prizes, points, or titles; disqualification from current or future events; loss of eligibility for the player or squad; and referral to the League Board for discipline or suspension. Playing for a club that is not yours without an approved exception, or using false or misleading documents, is a residency violation. Prize-winning players must verify their registered address before payout, within 30 days of the League's request, or prize eligibility may be voided. Geography and boundary rules can change; the current version on the website controls.
Playing starts your eligibility clock: year two you are a restricted free agent, and leaving a club runs through the League's bidding process, only one player can leave a club in free agency.
A commitment contract binds you to your club for the season. Playing in the League starts your eligibility clock: the first league event you play, a matchday, a regional, or the playoffs, for any club, is your first year of eligibility. In your second year you are a restricted free agent. If you play at least one event in your second year, that fulfills your second year of eligibility, and if your current club has not signed or extended you, you then become an unrestricted free agent. Free agency is not a walk-away: only one player can leave a club during free agency, the player with the highest contract amount in the bidding ladder, and leaving happens only through the League's bidding process. No player has to have played a matchday to be playoff eligible; an owner may bring any player who is eligible under these terms and the published free agency rules. Division standards in the published rules still apply, for example, P1 and Play-In (PRO power pool) squads are built from players who have played in the League at least once (Regionals count), and players who sat out the season need approval for P1 or Play-In, with injury and service exceptions available. Men's PRO contracts are required; Minor contracts are optional; Women's contracts are not required. The Minor exception (first-time players playing Minor outside their closest club, Minor squads only: if the closest club is more than 60 miles away, no approval is needed; within 60 miles, it takes the closest club owner's approval, and the League's final call) and all other free agency mechanics follow the League's published Free Agency & Club Eligibility rules on the website. Those rules can change; check the website for the current version.
Squads register 7 or 8 players and must have 7 registered and paid. Injuries and short rosters follow the match-point penalty rules.
A club must field a PRO squad to enter Minor or Women's squads. Every squad registers seven or eight (7–8) players, and every squad must have at least seven (7) registered and paid players to compete. P1, P2, and M1 squads must have seven registered and paid players. An M2 squad may compete with six players with no point penalty, but its roster must still carry seven registered and paid players. A club's second Minor squad in M2 is the exception: it may register with six players, with no point penalty and no seventh roster spot required, so a club that brings a large turnout can field its second Minor team.
If a registered player does not participate in the squad's first matchup of the event, the squad receives a 1 match-point penalty in every matchup for the remainder of the event. The League may grant exceptions in limited circumstances, genuine last-minute emergencies where the club had a valid 7-player roster and could not secure a replacement in time; exceptions are not granted to squads that simply failed to register or bring a seventh player.
Injuries and unavailable players: if a player is injured, unavailable, or unable to begin Match 1, that player may be removed from the lineup for the remainder of the matchup; if the removed player was ranked #6 or #7, the squad receives a match-point penalty at the conclusion of the matchup; if the player was ranked #1–#5, no penalty applies. If an injury occurs after the matchup has begun, normal replacement rules apply: any eligible replacement must satisfy all lineup and pair-score requirements, and a player who enters a matchup as an injury replacement may not be substituted out for the remainder of that matchup. If an injured #6 or #7 player is unavailable for the majority of the remaining matchup, the League Manager or Tournament Director may assess the match-point penalty, weighing the timing of the injury, the score, available replacements, how much of the matchup was missed, and the competitive impact. Clubs may temporarily call up a lower-division player for an injury; the lower-division squad may continue with six active players with no match-point penalty when the absence is due to an approved injury call-up, and the called-up player may return to their original squad if the injured player returns during the Matchday. After a squad completes its first match of the event, it may recruit new eligible players if all standard eligibility rules are met. Once Round 1 begins, rosters and rankings are locked for that match (removals excepted).
Match-point penalties: the current application of the match-point penalty, assessed after the match, only when the match ends in a tie, one match point for every two rounds played, is set out in the FAQ and the Player Handbook on the website, which control if anything here differs. Both captains are responsible for identifying an applicable penalty; the League Manager or Tournament Director makes the final ruling on a dispute.
Women's play is conference-based, you play for your conference's All-Conference squad, as it runs all season.
Women's play is conference-based, as it runs all season: women compete for their conference's All-Conference squad, built from the conference's clubs, under the structure published on the website. Women's group points come from Matchday 1 and Matchday 3, every Women's squad can reach the championship top eight seeded by Power Score, and Women's rosters follow the division rules and general participation standards, including the boundary rules in section 3 with League-approved exceptions as published.
Playoff results set next season's tiers: the bottom two P1 squads drop to P2, and the bottom two P2 squads drop to M1.
The League runs a merit-based tier structure, Pro (P1, P2), Minor (M1, M2 and below), and Women's, and Playoff Weekend results set next season's tiers, as published on the website. The bottom two P1 squads are relegated to P2 and the bottom two P2 squads to M1 for the following season; the relegated squads play a final placement match against each other that sets their starting spot at the top of their new division. Survival Brackets give remaining squads placement, podium, and relegation-protection matches, so every squad plays out for its final placing, final placings carry into next season’s tiers and seeding.
Three nets, three games a round, games to 21, played with the Titan set and the Atlas ball under the IRF / USA Roundnet ruleset.
ASL Squad Format: three pairs play simultaneously on three nets; each round is three games worth one match point each; squads alternate assigning players first; substitutions only between rounds; all scores recorded in official League software. Bracket play runs four rounds, and every squad plays out for its final placing. The League plays with the Spikeball Titan set and the Atlas ball, the same equipment used all season, under the current IRF / USA Roundnet ruleset and League equipment standards as announced. Two rules, stated plainly: (Serve) if a serve passes the receiver and then hits the server's partner, the point stands as an ace for the serving team.
(Hit) if a hit or spike passes the defender and then hits the hitter's own partner, the point goes to the non-hitting team.
(No-hit zone) under the IRF rules the League plays by, a player inside the no-hit zone may not body the ball out of the zone, if you are inside the no-hit zone and the ball contacts your body and lands outside the zone, the play is not legal. The Pro Roundnet League works with organizations across the world in an open, collaborative way to grow the sport of roundnet.
Full refund within 7 days of registering, 50% through day 21, 80% credit until a week before the event, and refunds are requested through the League, never by stopping payment.
The checkout price, after any discount code, is what you pay; it includes the 6% insurance & transaction fee, shown separately before you pay. Discount codes can be refused if expired, exhausted, or invalid for the event.
Soft Registration: the $0 option holds your registration 7 days; the 25%-down option locks your price with the balance due in full by December 15, 2026, unpaid balances cancel the registration, and the deposit is refundable only in the first 7 days.
Cancelling a paid registration: within 7 days of registering, a full refund of everything paid; days 8–21, 50% of the registration price refunded (the fee is not); after day 21 until 7 days before the event, an account credit of 80% of the registration price; inside 7 days of the event, no refund or credit. Credits have no cash value and can't be transferred.
If the League cancels the event or your place in it, everything you paid is refunded, except when the cause is weather, the venue cancelling on the League, or another unforeseen situation outside the League's control: then the League refunds the money it collected minus costs it cannot recover, split in proportion to what each player paid. The League is never responsible for your trip costs, flights, hotels, food, or anything else.
Stop payments & chargebacks: by registering, you agree to the refund policy in this section. If you believe you are owed a refund, ask us first, email the League office (preferred) or call, and we will process your request under this policy. Do not stop payment on the charge, and do not dispute it with your bank or card company, instead of going through the League. When a payment is stopped or disputed that way, our bank charges the League fees for the dispute; if you do it, you agree to repay the League those bank fees, even if you have cancelled your registration, and even if a refund is otherwise due, because the charge was disputed outside the refund process you agreed to here.
Transfers: you may transfer a paid registration to another player who has an account, their own registration for the same event (a Soft Registration counts), and has agreed to these terms. The payment moves with the transfer, the League does not refund you; settle between yourselves. A transferred registration can't be transferred again and no longer counts toward your squad.
Roundnet is physical. You play at your own risk, and you release the League and the venue if you are hurt.
Roundnet is fast and physical: players dive, jump, and collide with each other, the net, and the ground, outdoors in heat, cold, wind, rain, and uneven terrain. Injuries, including broken bones, joint and head injuries, heat illness, and in rare cases permanent disability or death, can happen even when everyone follows the rules. By registering, you confirm you understand these risks and choose to take part anyway; you certify you are physically and mentally fit to compete, that no doctor has told you not to, and that you are responsible for your own conditioning, hydration, and recovery. You will stop playing and tell a League official if you feel unwell or hurt, and withdraw if you observe unsafe conditions. To the fullest extent the law allows, you assume all risks of injury, illness, paralysis, or death from taking part in or traveling to or from a League event, and you release, for yourself and your heirs, assigns, personal representatives, and next of kin, the League, American Spikers League, LLC, its owners, officers, staff, volunteers, officials, sponsors, the event venue and its operators, hosts, affiliates, and the participating clubs and club owners from claims for injury, illness, death, or property loss or damage arising from your participation or travel, including claims that a released party was careless. This release does not cover harm caused on purpose or by gross negligence, or any right the law does not allow to be waived; if part of it is unenforceable, the rest stands. There may not be medical personnel at League events; the League provides no medical screening or insurance, and you accept full responsibility for medical risks and the cost of any care or transport. You permit League staff and emergency responders to arrange first aid and emergency care if you cannot ask for it, and to share your emergency contact details with them. Keep a real, reachable emergency contact on your profile.
Play fair and represent your club well. Formal warnings come from the Tournament Director, or from both captains together, and they follow you through the event.
Play fair, respect the rules and officials, and treat players, fans, volunteers, and venue staff with respect. Harassment, discrimination, threats, violence, cheating, rule manipulation, and unsafe play are prohibited, as are illegal drugs, performance-enhancing substances, underage alcohol, and playing under the influence. Follow the venue's rules. Do not publicly disparage the League or your club; take disputes privately to League or club leadership. Represent your club's sponsors properly, wear only approved uniforms and gear unless the League approves otherwise; the League may restrict match or media participation if sponsor policies are violated.
Official warnings are issued only by a Tournament Director, or jointly by the two captains of the match. An observer does not issue formal warnings, an observer may caution a player that conduct could draw a warning, and reports the conduct to the Tournament Director as a witness; the Tournament Director decides. Warnings are recorded against a player and follow the player through the event, resetting when the event ends, under the Player Handbook's Warnings & Discipline ladder: a first warning is recorded; a second warning during an active game awards the opposing squad a point; a third warning ejects the player from the current match (their spot cannot be replaced until the next match, and unplayed games in the match are forfeited); a fourth warning ejects the player from the tournament (their spot cannot be replaced, unplayed games are forfeited, and their name is removed from the squad roster after that match, the removal is flagged for League staff to process). Squad warnings accumulate too: at a squad's eighth cumulative warning, and every warning after, the squad forfeits a match point as the Handbook provides. Any consequence that affects a point or a starting point is applied only on the Tournament Director's confirmation. The League may immediately suspend or remove anyone whose conduct endangers others, is serious misconduct, or harms League integrity; those decisions are not appealable during the event. Discipline can include warnings, suspension, forfeiture of matches or prizes, fines, and removal, all at the League's discretion. If the League removes you for breaking League rules, you are not automatically entitled to a refund; the League may, at its discretion, refund some or all of what you paid. Spectators and guests: attending a League event is a license the League can revoke, spectators and guests are held to the same standards of conduct, and the League may remove any spectator or guest who violates them.
The League can photograph and film you at events and use it to promote the League. Keep a clean, forward-facing photo on your profile.
Participation grants the League and its partners full rights to photograph and record you at League events and to use those images, your voice, your name, your club, your division, and the player photo you upload in broadcasts, streams, websites, social media, promotion, and sponsor materials, in any format, forever, without compensation. Event media is League property.
Your player photo: every player must keep a current, clear photo on their profile, professional and forward-facing, a head-and-shoulders shot with nothing silly in the frame, no action shots, preferably no hat, and wearing a shirt. The League may require a replacement photo that doesn't meet this standard. Your public player page shows only your name, club, division, and League photo, never your birth date, contact details, emergency contact, or payment history; you may ask the League office to remove you from a public page without affecting your registration. Everything you give us must be true and kept current, including your date of birth; register only yourself. If you change clubs, the League or your club owner records the transfer, and it applies to your registration as well as your profile. We use your information to run events and your account, contact you about your events, show your club's owners the details listed on the Field Visibility page, and work with the League's partners and service providers as needed to operate the League and its events. Registering for an event means you receive the emails and texts about that event, schedules, changes, and everything you need to play, and those event communications are not optional while you are registered. Marketing emails are separate: you can unsubscribe from marketing at any time, and unsubscribing never stops your event communications. Any pay or incentive between a club and a player is a private arrangement between them; the League does not offer, oversee, or guarantee it.
Weather can move, delay, or cancel play. Cancellation refunds follow section 9, your travel costs are always your own, and money disputes go to mediation first.
The League may change an event's schedule, format, divisions, or venue, and may shorten, delay, move, or cancel play for weather, safety, low entries, or events outside its control. Expect to play in light rain and variable temperatures; lightning or unsafe conditions may delay or modify schedules. Cancellation refunds follow section 9; the League is never responsible for your travel, lodging, meals, or other trip costs, and no refunds or credits are given for travel disruptions. Comply with officials' rulings; all match and disciplinary decisions are final. Rules may be adjusted for fairness or safety and will be posted online. The League is not liable for schedule changes or unmet expectations. Your gear and personal property are your own responsibility, the League and the venue are not responsible for personal property that is lost, stolen, or damaged at an event. Formal grievances must be in writing within 7 days of the incident, with supporting details; the League responds within 14 days, and decisions are final unless reconsidered by League leadership. Money disputes, including disputes about a payment, go to mediation first: before either side takes a money dispute to court, the League and the player will try to resolve it through mediation.
A player under 18 needs a parent or guardian's agreement. Idaho law governs these terms.
A player under 18 may register only with a parent or legal guardian's knowledge and consent. The parent or guardian must read these terms, agree to them for the player and for themselves, and give their full name at registration. Every under-18 registration is flagged for League staff review. The parent or guardian accepts sections 10 through 13 for the minor and agrees to the release in section 10 for themselves and the minor, as far as the law allows. Idaho law governs these terms. If a court finds part of them unenforceable, the rest still applies. The League may update these terms for future registrations; the version you agreed to is stored with your registration. These terms are the whole agreement between you and the League about taking part in League events.
The key questions for this page. The full league FAQ, all 287 answers, lives on one page.
The PRO Roundnet League is a national club-based roundnet league featuring P1, P2, M1, M2, and Women's divisions. Clubs compete throughout the season for standings, playoff qualification, promotion, relegation, and championships. The league is built to create long-term club identity, structured competition, regional growth, and advancement pathways from beginner levels to the highest level of play. The season includes three official matchdays followed by championship playoffs in Orlando, Florida.
The season includes three primary matchdays:
League standings use a group point system:
Seeding runs off the Power Score, which weighs a squad’s group points per match together with the strength of its results, beating strong squads counts for more than running up wins over weak ones. The Power Score sets the seeding and the Slot Choice order for the Championship and Promotion Brackets, and helps decide their final spots from the Play-In Schedule. The first Power Scores publish November 9.
Your PRO Score is a career rating from 1 to 10 that follows you from event to event. It's built from every counted net you've played in the league, and it looks at your game from several angles:
One guardrail keeps it honest. A small number of nets can't inflate a score: until you've built a real body of work, your score is pulled toward the middle of the pack. Past that, there is no ceiling and no shortcut: the top of the ladder sits wherever the best careers in the league take it, and the biggest wins of a career, the games your profile keeps as your career-defining games, are the ones that move it most.
One number, your whole career, that's the PRO Score. Read it as a résumé, not a prediction: it records what your career has proven, and it grows season over season. Its single-match cousin is PER, which grades one match at a time using the same ideas.
PER, Player Efficiency Rating, is your form this season: one grade for the whole season, on a scale of 1 to 99 where 50 is the average for your competition, the field you actually play against. A 60 in Minor and a 60 in P1 are both strong seasons, graded against different fields.
Every match starts at 50, league average. Finish above 50 and the day went well: you won your nets, and how much you won by, how many points you scored, and how strong the pair across the net was all push the number up toward 99. Finish below 50 and the day went the other way, with the same factors pulling you down toward 1.
Four things grade every match:
One matchday gets its own number: your Matchday Grade is the same grading applied to a single matchday, with nothing blended in, so a great day shows in full. Your season PER blends every matchday together, and it treats a small sample honestly: a PER built on very few nets is pulled toward the average until the body of work behind it is real. Partners share the grade, too: every net grades the pair, so your number reflects the partners you played those nets with.
PER is computed fresh for every match, then rolls up into a Matchday Grade for the day and a PER for the season, so a great month shows up right away. Only official match nets that were fully recorded count: pickup games, partial records, and forfeits never move it.
Because the two numbers do different jobs. A Matchday Grade grades one day on its own: play great that day and the grade says so, in full. Your season PER blends every matchday together, and it pulls a small sample toward the average, so a season built on a modest number of nets lands closer to 50 than the days that made it.
Say your Matchday Grades are 72 and 84, on a light schedule: the blend can print as a season PER in the 60s, below both days. Nothing was taken away; the season number is simply asking for more proof, and stacking more nets at that level pulls the PER up toward the days that built it.
The same blending is why one huge day on a handful of nets does not print at face value: a grade of 80 over 4 nets can land as a PER in the 50s, while the same 80 across 40 nets prints around 70. Volume is what turns a great day into a great season number.
Say your pair wins a net 15-8, twice in the same day.
That is the design working exactly as intended. The pair across the net sets the bar, so their PRO Scores decide how high your grade can reach. Beating up on a weaker field tops out in the high 80s; to see the 90s, you have to beat the best pairs in the league, and beat them well. Two identical scorelines, two very different tests, two honest grades.
PER grades every match on the same four things, so the path up is the play itself:
And the mirror image: the same four things pull a below-average day down, so the fastest fix is usually the simplest one. Win the next net.
PRO Score is career proof, so it rewards what a career is made of: strong competition, repeated over time.
One quiet season does not erase a strong career, and one hot month cannot create one. Read the number as a résumé, not a prediction of your next match. That is the point: when a PRO Score says a player is proven, it is because they have proven it, over and over.
Because the two numbers answer different questions. PER is current form: it is graded fresh for every match, so one great weekend moves it right away. PRO Score is career proof: it is built from every counted net you have ever played in the league, so the same weekend is one chapter in a long book, and the number moves like it.
Watch PER for how you are playing now, and PRO Score for what your career has proven.
For the Pro ballot, a player needs a Pro-division PER of 40 or better and at least 6 counted Pro nets. Only P1 and P2 nets count toward the 6, and the PER that counts is the Pro-division line, not a combined one. Every player who clears the bar is on the ballot, whether they attended both matchdays or just one, and their card shows which. Playing any division counts toward the matchdays you attended, and coaching a matchday counts as attending it.
The Women's ballot asks for at least one match this season, in any division, with no PER minimum. Every player in a club is on that club's MVP ballot. The full ballot, with the voting rules, lives on the All-Star page.
Season leaderboards ask for a body of work: a player shows on them once they have played in at least two of the league's last three events. For 2026 those events are the January Playoffs, Matchday 1 and Matchday 2, so last year's playoffs plus one matchday this season counts. One matchday on its own does not. Under that bar a player's numbers still count: they live on the player's card and profile, and a season PER built on very few nets is pulled toward the average while the sample is small. Once the events stack up, the player takes their place on the boards and the PER stands on its own.
Divisions create balanced competition at every skill level while providing a clear pathway for advancement. The structure helps: