Competitive
- 2-player teams play a game, match, and/or tournament against an opposing team.
- In competition, 2 player teams face off in a 21 point duel to see who is crowned king. Team must win by 2.
- Depending on the amount of time available each match can be a best of 1, 3, 5, or 7 game series. In Tournament Play, it is better to have the first round of games as a 1 or 3 game series, then up the games per match as the rounds advance.
- The offensive line of scrimmage is the line that must not be crossed by an offensive player's waist until the ball is served. The line runs parallel to the line formed by the back of their tables. The line can be drawn on the floor of the game space or straight tape can be placed in order to prevent confusion.
- The defensive line of scrimmage prevents the defensive players from getting too close to the opposing team before the ball is live. The line is located parallel to the line formed by the front side of the defenders' tables. The line can be drawn on the floor of the game area or straight tape can be placed on the floor in order to prevent confusion.
- To begin, the players start out by choosing which player will "rock, paper, scissors, SHOOT!" for the first possession. The team that wins chooses the side they want to start on and whether they want to serve first. Teams select which player serves first.
- The player who serves first will continue for 5 consecutive serves, then the other team chooses their serving player for the next 5. Serving continues to switch from team to team every 5 serves and players alternate the serving responsibility until game point is reached. At game point, players will have the option to choose their strongest server.
- When a team reaches game point (20 points) the losing team will serve until a tie. If a tie happens, the team that reached game point first would then serve. At game point, teams can choose their best server and can opt out of alternating every 5 serves. Once a team leads by 2 points after game point, they have won the game (competitive).
- At game point, the losing team serves and they are allowed one fault per play. By allowing one fault per play, teams who are behind can force fast serves on their first attempt without risking a total game loss on one serve.
- If a player is past their line of scrimmage when the ball is served, the play should be stopped. Officials should allow 1 reminder and replay the point. But after the first reminder, if scrimmage violation occurs, a point is rewarded to the opposing team and there is no replay of that point (competitive).
- If a player flagrantly interferes with another player's movement as they are attempting a shot at the ball, the regulator can call a foul. The play is ended and the fouled team is awarded a point (competitive). Contact allowed is equivalent to basketball. Players are allowed to guard and block-out, but not maliciously. If any player has any form of misconduct during a Hantis match: pushing, punching, fighting, hair pulling, intentional kicking, or any physical or verbal act deemed harmful by the regulator, the team can be immediately disqualified and the other team wins the match.
- If a player flagrantly moves any table from its resting position during play, the regulator can call "dead ball" because of the interference and the other team receives a point (competitive).