Full-court. Dual-hoop. Competition anywhere.
Building the Next College Sport
Fast rallies. Strategic scoring. Instant rivalries.
Vertical attacks, full-court movement, and dual-hoop scoring create constant clip moments.
Rec center, turf, sand, grass — set up in minutes and run tournaments with minimal space.
2v2 format makes it competitive, social, and perfect for clubs, intramurals, and events.
Court, Teams & Positions
RallyHoops is played with 2 teams of 2 players each. Each team designates a Server and a Partner.
Place the two RallyHoops units 25 feet post-to-post for official play. Each player starts behind the hoop's post on their side.
Teammates stand on a diagonal from each other — one near each post. Server and Partner are opposite each other across the court.
The Server rotates clockwise after each rally. Teams alternate serves.
Flip a coin to determine who serves first.
Starting & sustaining play
A rally begins when the Server serves the ball to their Partner. The Server must serve from behind the post/base line.
After receiving the serve, the Partner may (A) score directly by tapping/spiking the ball into one or both hoops for fewer points, or (B) set the ball back to the Server for a higher-value scoring play.
Players must tap or hit the ball. They may not palm, cuff, carry, throw, or catch the ball at any time during a rally.
Each team may contact the ball up to 3 times per rally, including the serve.
The Partner must be the first teammate to touch the ball after the serve — no exceptions.
Live Rally: Once in play, either the Server or Partner may attempt to score by striking the ball into either hoop. If the Partner misses, the Server may score off the ricochet — as long as the ball hasn't hit the ground or an out-of-bounds object.
End of Rally: A rally ends when the ball scores, hits the ground, a team commits an infraction, or the ball contacts an out-of-bounds object. After each rally, teammates alternate roles following the clockwise rotation.
Point values by role
To score, a player must tap the ball into the hoop(s). Catching or throwing the ball is never a legal shot. "Both Hoops" means the ball passes through one hoop and then the other in the same continuous play.
Stopping scores & closing out games
A Defender must start behind the back edge of the base/post on their side until the Server serves.
A Defensive Play begins after the Server serves the ball to the Partner. The Defender may then chase the Server and attempt to stop the scoring attempt.
Each player is allowed 2 Defensive Plays per game. A play is counted each time a Defender crosses behind the post. Fakes that do not cross do not count.
The Defender may only contact the ball. Contacting a player or any part of the unit (posts, rim, net, base) = rally resets + Defender loses one Defensive Play.
If the Defender cleanly blocks or alters the shot and the offensive team fails to score, no points are awarded and the rally ends.
Target Score: Games are played to exactly 21 points. If a team's score goes over 21, their score resets to 16 points (the Bust Rule). When a team first reaches 21, the losing team may still attempt Redemption Shots before the win is confirmed.
Infractions & the comeback mechanic
If any infraction below occurs, the offending team forfeits the rally — no points are awarded to either side.
The Server cannot serve the ball directly into a hoop — except during Redemption Shots.
A team contacts the ball more than 3 times during a rally.
The same player hits the ball twice in a row.
Anyone other than the Partner is first to touch the ball after the serve.
A player contacts any part of the RallyHoops unit during a rally.
Palming, cuffing, carrying, throwing, or catching the ball.
The ball hits the ground, an out-of-bounds object, or a spectator before scoring.
Redemption Shots: Each player on the losing team gets one shot, taken from behind the post toward the opposite unit. A made shot resets the winning team to 16, makes the shooter the new Server, and closes out the hoop(s) scored on. The game ends when all shots are missed or all hoops are closed out.
Higher reward for the aggressor
Fast points for smart placement
Teams confirm roster + waiver, get court assignment, and warm up.
Short games to seed the bracket. Keep it moving and create rivalries.
Single elimination (or double, if time). Winners advance, hype builds.
Championship match. Redemption Shots make every final a potential comeback story.
We'll help you run a clean event: format, rules, signage, and content support. You bring the players — we bring the sport.
Fill this out and we'll reach out within 48 hours with everything you need to launch your first RallyHoops season.
"It's like volleyball pace with basketball scoring. The rallies get intense fast."
"Set up was quick and everyone understood it within a couple points. Great event game."
"Dual hoops are genius. The 'through both' shot turns into an instant crowd moment."