Heatwave for SickKids

Tournament House Rules

Play with respect. Compete with pride. Have a blast at Heatwave!

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1 Team Composition & Registration

  • 6 players on court at all times with a minimum of 2 females. No play with fewer than 6.
  • Players may play on ONE team only.
  • Only players who signed the HEATWAVE Release, Waiver & Indemnity before playing are eligible.

2 Team Captain

  • Communicate all rules to your team.
  • Represent your team with officials.
  • During 5-minute court change: complete Court Score Sheet and conduct coin toss.

Coin toss / Rock, Paper, Scissors

  • Use a coin toss or rock, paper, scissors.
  • Winner chooses serve, receive or side of court.
  • Loser takes the remaining option.

3 Player Responsibilities & Conduct

Recreational Division

  • No spiking or overhand serves
  • Self-officiated
  • Teams call their own faults
  • Replay point for disputed calls
  • Players keep score/time

Competitive Division

  • Spiking and overhand serves allowed
  • Player-officiated
  • Players keep score/time

Safety & Conduct

  • Stay hydrated and wear loose, appropriate clothing.
  • Keep courts free of hazards (no glass, garbage, bikes, unattended children or dogs, etc.).
  • Alcohol impairs judgment. Drink responsibly.
  • Be respectful, courteous, and play fair.
  • Accept officials’ decisions. No arguing.
  • Do not delay the game or tamper with equipment.

4 Officials & Disputes

  • Officials enforce rules, maintain courts/equipment, and officiate playoffs.
  • The Tournament Director has final authority on all disputes and unforeseen situations.
  • All Director decisions are final.

5 Substitutions, Rotation & Service

Substitutions

  • Continuous substitution allowed.
  • Subs enter through back-row serving position only.
  • Rotation-in: one substitute per rotation.

Rotation

  • Rotate one position clockwise when gaining serve.
  • Rotation is mandatory.
  • Players in correct serving order at time of serve.
  • After serve contact, players may position anywhere in their court.
  • Clear obstruction upon opponents’ request.

Service

  • Competitive: overhand serves allowed.
  • Recreational: overhand serves NOT allowed.
  • One service attempt only.
  • Net-cord serves are legal.
  • No limit on servers.

Service Receive

  • Competitive: players cannot volley a serve.
  • No holding, lifting, pushing, catching or carrying.
  • Cannot block or attack the serve above net height.

6 Playing the Ball

  • Maximum of 3 team contacts to return the ball.
  • Ball may contact any part of the body.
  • Ball must be cleanly hit (not caught or thrown).
  • Do not hold teammates or use structures to reach the ball.
  • Double contact is illegal except as allowed in serve reception rules.

7 Net Play & Blocking

Net Play

  • Ball must pass between antennas.
  • Player contact with the net is a fault unless caused by the ball or wind.
  • Follow-through beyond the net allowed only in your own space.

Blocking

  • Block counts as one team contact.
  • Any player may make the next contact after a block.
  • Consecutive blocker contacts count as one action.
  • Do not contact the ball beyond the net before opponent attack.

8 Attacking & Front/Back Row Rules

Back Row (Coed 6’s)

  • May attack behind the 3-metre line.
  • May bump or volley at net.
  • CANNOT block or spike at the net.

Attack Hit

  • Any action directing the ball toward opponent.

Recreational Division

  • Attack hit must arc upward.

Competitive Division

  • All directional volleys must be in line with shoulders (forward or backward).

Tips

  • ALLOWED: roll shot (heel/palm), cobra, flipper-style hits.
  • NOT ALLOWED: open-handed tips or finger redirection.

Spike (Competitive Only)

  • Downward forceful attack hit allowed anywhere on court (see Back Row rule).

9 Interruptions

Stray Ball

  • Rally is stopped.
  • Serving team re-serves.

Injury

  • Official stops play.
  • Substitution must be made within 15 seconds if possible.
  • If not possible: up to 5-minute injury timeout.
  • If player cannot continue after 5 minutes, that team forfeits the match, keeping points already earned.

10 Timeouts, Switches & Intervals

Court Switch (Optional)

  • Switch sides when total score from BOTH teams equals 7 or any multiple of 7 (e.g., 3:4, 13:1).

Timeouts

  • 2 timeouts per team per game.
  • 30 seconds each.
  • Must be called during dead ball.

Interval

  • 5 minutes between games for court changes.

11 Scoring & Default System

Scoring

  • Rally point scoring.
  • First to 25 points wins.
  • 15-minute matches. Finish current rally if time expires.
  • If tied game at end of time, next point wins.
  • Win = 1   Loss = 0
  • Point differential recorded (+/−).

Gradual Default (Incomplete Team)

0–5 min late
No penalty
5–10 min late
Opponent awarded +10 point lead
10+ min late
Match default

Other Defaults

  • Missing score sheet: All teams receive default loss.
  • Injury default: Opponent keeps points already earned.

Scoring Summary Examples

ScoreWinnerLoser
25:18+7−7
25:23+2−2
Default+10−10

Score Sheet

  • Captains complete one side and initial.
  • Late or missing sheet = default.

12 Playoff Format

  • Top seeded teams qualify (wins first, then point differential).
  • Single elimination.
  • Matches: first to 25 or 15-minute cap.
  • Tie-breakers:
    • Non-elimination tie: random draw.
    • Elimination tie: 15-point game.

13 Playoff Prizes

  • Only players who signed the waiver are eligible for prizes.
  • Medal allocation based on number of waiver signatures. Example: 6 signatures = 6 medals maximum.
  • Maximum per team: 1 Trophy (Champion) & up to 10 Medals (Champion & 2nd Place).
  • Unclaimed awards will be recycled.

Play fair. Have fun.
Stay safe. Stay hydrated.

Thank you for believing in SickKids.

Download the original rules PDF ↗
Coming
November 13, 2027

Heatwave for SickKids

NEW – Pickleball Corporate Team Challenge

COURT X

226 Wyecroft Road
Oakville, Ontario
Saturday, November 13, 2027

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Heatwave is healing the future. SickKids, the world’s number one children’s hospital.
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