Some rules that explain the game
(Only for those who have never played indoor Handball)
Clarification: This is not a rulebook, the Handball Five rulebook will be published shortly, it is just a general description of the game for those who have no idea what indoor handball is. For those who know how to play indoor handball, in the introduction you will be able to see the main differences between Handball Five and the classic indoor handball.
Handball Five (Handball 5) is a team game in which two teams of five players each (4 out court players and 1 goalkeeper) pass a ball using their hands with the aim of throwing it into the goal of the opposing team. A standard match consists of four periods of 12 or 15 minutes, and the team that scores more goals wins. It is played on a court of 29 by 15 meters (94 by 50 ft), with a goal in the middle of each end. The goals are surrounded by a 6 meter (20 ft) zone where only the defending goalkeeper is allowed; goals must be scored by throwing the ball from outside the zone or while "diving" into it. The game is fast and high-scoring. Body contact is permitted for the defenders trying to stop the attackers from approaching the goal. No protective equipment is mandated, but players may wear soft protective bands, pads, and mouth guards. Rules Summary Two teams of five players (four court players plus one goalkeeper) take the court and attempt to score points by putting the game ball into the opposing team's goal. In handling the ball, players are subject to the following restrictions: After receiving the ball, players can pass, keep possession, or shoot the ball. Players are not allowed to touch the ball with their feet. The goalkeeper is the only player allowed to use their feet, but only within the goal area. If possessing the ball, players can only dribble the ball twice (only two bounces allowed and the dribble is similar to a basketball dribble), or can take up to three steps for up to three seconds at a time without dribbling. No attacking or defending players other than the defending goalkeeper are allowed to touch the floor of the goal area (within six meters of the goal). A shot or pass in the goal area is valid if completed before touching the floor. Goalkeepers are allowed outside the goal area, but are not allowed to cross the goal area boundary with the ball in their hands. The ball may not be passed back to the goalkeeper when they are positioned in the goal area. Notable scoring opportunities can occur when attacking players jump into the goal area. For example, an attacking player may catch a pass while launching toward the inside of the goal area, and then shoot or pass before touching the floor (like an alley-opp). Playing court Handball is played on a court 29 by 15 meters (94 by 50 ft) with a goal in the center of each end. The goals are surrounded by a near-semicircular area, called the zone or the crease, defined by a line six meters from the goal. Goals The goals are two meters high and three meters wide. They must be securely bolted either to the floor or the wall behind. The goal posts and the crossbar must be made out of the same material (e.g., wood or aluminum) and feature a quadratic cross section with sides of 8 cm (3 in). The three sides of the beams visible from the playing court must be painted alternatingly in two contrasting colors which both have to contrast against the background. The colors on both goals must be the same. Each goal must feature a net. This must be fastened in such a way that a ball thrown into the goal does not leave or pass the goal under normal circumstances. If necessary, a second net may be clasped to the back of the net on the inside. Crease The goals are surrounded by the crease, also called the zone. This area is delineated by a semicircle, with a radius of six meters measured from the center of the goal. Only the defending goalkeeper is allowed inside this zone. However, court players may catch and touch the ball in the air within it as long as the player starts their jump outside the zone and releases the ball before they land (landing inside the perimeter is allowed in this case as long as the ball has been released; similar to the rules for a three point shot in basketball). If a player without the ball contacts the ground inside the goal perimeter, or the line surrounding the perimeter, they must take the most direct path out of it. However, should a player cross the zone in an attempt to gain an advantage (e.g., better position) their team cedes the ball via a turnover. Similarly, violation of the zone by a defending player is penalized only if they do so in order to gain an advantage in defending. Duration Team timeout A standard match has four quarter of 8, 10, 12 or 15 minutes (depending on the type of tournament, age and level of the players) with a 10 minute halftime intermission and 2 minutes break at the end of the first and third quarter. At half-time, teams switch sides and benches. The referees may call timeout according to their sole discretion; typical reasons are injuries, suspensions, or court cleaning. Penalty throws should trigger a timeout only for lengthy delays, such as a change of the goalkeeper. Teams can call 2 two timeouts per game (up to one per half), which last one minute each. This right may only be invoked by the team in possession of the ball. The timekeeper then immediately interrupts the game by sounding an acoustic signal to stop the clock. Referees A handball match is adjudicated by one or two referees. Should the referees disagree on any occasion, a decision is made on mutual agreement during a short timeout; in case of punishments, the more severe of the two comes into effect. The referees are obliged to make their decisions "on the basis of their observations of facts". Their judgements are final and can be appealed against only if not in compliance with the rules. The referees are supported by a scorekeeper and a timekeeper who attend to formal things such as keeping track of goals and suspensions, or starting and stopping the clock, respectively. They also keep an eye on the benches and notify the referees on substitution errors. Their desk is located between the two substitution areas. Team players, substitutes, and officials Each team consists of five players on the court and substitute players on the bench. One player on the court must be the designated goalkeeper. Substitution of players can be done in any number and at any time during game play. A prior notification of the referees is not necessary. Court players Court players are allowed to touch the ball with any part of their bodies above and including the knee. As in several other team sports, a distinction is made between catching and dribbling. A player who is in possession of the ball may stand stationary for only three seconds, and may take only three steps. They must then either shoot, pass, or dribble the ball (only two dribbles allowed). Taking more than three steps at any time is considered travelling and results in a turnover. A player may dribble only twice (only 2 bounces of the ball on the ground) as long as during each dribble the hand contacts only the top of the ball. Therefore, carrying is completely prohibited, and results in a turnover. After the dribble is picked up, the player has the right to another three seconds or three steps. The ball must then be passed or shot, as further holding or dribbling will result in a double dribble turnover and a free throw for the other team. Other offensive infractions that result in a turnover include charging and setting an illegal screen. Carrying the ball into the six-meters zone results either in ball possession by the goalkeeper or turnover. Goalkeeper Only one player called a goalkeeper is allowed to move freely within the goal perimeter, although they may not cross the goal perimeter line while carrying or dribbling the ball. Within the zone, they are allowed to touch the ball with all parts of their bodies, including their feet, with a defensive aim (for other actions, they are subject to the same restrictions as the court players). The goalkeepers may participate in the normal play of their teammates in the attack. A regular court player may substitute for the goalkeeper if a team elects to use this scheme. If either goalkeeper deflects the ball over the outer goal line, their team stays in possession of the ball, in contrast to other sports like soccer. The goalkeeper resumes the play with a throw from within the zone ("goalkeeper throw"). In a penalty shot, throwing the ball against the head of a goalkeeper who is not moving risks a direct disqualification ("red card"). Outside of the crease, the goalkeeper is treated as an ordinary court player, and has to follow court players' rules; holding or tackling an opposition player outside the area risks a direct disqualification for the goalkeeper. The goalkeeper may not return to the area with the ball. Passing to one's own goalkeeper results in a turnover. If the goalkeeper leaves his goal to attack with his team and they lose the ball or there is a goal and the rival team makes a quick attack, any player can take the position of goalkeeper, as long as only one player enters into the crease designated as the goalkeeper. Team officials Each team is allowed to have a maximum of two team officials seated on the benches. An official is anybody who is neither player nor substitute. One official must be the designated representative who is usually the team manager. No official is allowed to enter the playing court without the permission of the referees. Ball A size III handball The ball is spherical and must be made either of leather or a synthetic material. It is not allowed to have a shiny or slippery surface. As the ball is intended to be operated by a single hand, its official sizes vary depending on age and gender of the participating teams. Size III: Men over 16 Size II: Women over 14, men over 12 Size I; Junior over 8 Awarded throws. The referees may award a special throw to a team. This usually happens after certain events such as scored goals, off-court balls, turnovers and timeouts. All of these special throws require the thrower to obtain a certain position, and pose restrictions on the positions of all other players. Sometimes the execution must wait for a whistle blow by the referee. Throw-off A throw-off takes place from the center of the court. The thrower must touch the middle line with one foot, and all the other offensive players must stay in their half until the referee restarts the game. The defending players must keep a distance of at least three meters from the thrower until the ball leaves his hand. A throw-off occurs at the beginning of each period. Modern Handball Five introduced the "fast throw-off" concept, i.e., the play will be immediately restarted by the referees as soon as the executing team fulfills its requirements. Many teams will leverage this rule to score easy goals before the opposition has time to form a stable defensive line since after one goal, the other team can start the game from the goalie. Throw-in The team which did not touch the ball last is awarded a throw-in when the ball fully touches the outside of the court or touches the ceiling. If the ball crosses the outer goal line, a throw-in is awarded only if the defending court players touched the ball last. Execution does NOT requires the thrower to place one foot on the nearest outer line to where the ball went out of bounds. All defending players must keep a distance of three meters (9.8 ft). However, they are allowed to stand immediately outside their own goal area even when the distance is less than three meters. Goalkeeper-throw If the ball crosses the outer goal line without interference from the defending team or when deflected by the defending team's goalkeeper, or when the attacking team violates the 6 meter zone as described above, a goalkeeper-throw is awarded to the defending team. This is the most common turnover. The goalkeeper resumes the play with a throw from anywhere within the goal area. Free-throw A free-throw restarts the play after an interruption by the referees. It takes place from the spot where the interruption was caused. Free-throws are the equivalent to free-kicks in association football (soccer); however, conceding them is typically not seen as poor sportsmanship for the defending side, and in itself, they carry no major disadvantages. (In particular, being awarded a free throw while being on warning for passive play will not reset the warning, whereas a shot on goal will.) The thrower may take a direct attempt for a goal, which is rarely feasible if the defending team has organized a defense. However, if a free throw is awarded and the half or game ends, a direct throw at the goal is typically attempted, which occasionally goes in. A seven-meter throw A seven-meter throw is awarded when a clear chance of scoring is illegally prevented anywhere on the court by an opposing team player, official, or spectator. It is awarded also when the referees have interrupted a legitimate scoring chance for any reason. The thrower steps with one foot behind the 7-meter line with only the defending goalkeeper between him and the goal. The goalkeeper must keep a distance of 3 meters away. The thrower must await the whistle blow of the referee. A seven-meter throw is the equivalent to a penalty kick in association football; however, it is far more common and typically occurs several times in a single game. It is thus tactically similar to free throw percentage in basketball and teams will try to have their best seven meter throwers execute those throws. Penalties Yellow card shown in a handball match Penalties are given to players in progressive format for fouls that require more punishment than just a free-throw. Actions directed mainly at the opponent and not the ball (such as reaching around, holding, pushing, tripping, and jumping into an opponent) as well as contact from the side, from behind a player or impeding the opponent's counterattack are all considered illegal and are subject to penalty. Any infraction that prevents a clear scoring opportunity will result in a seven-meter penalty shot. Typically the referee will give a warning yellow card for an illegal action; but, if the contact was particularly dangerous, like striking the opponent in the head, neck, or throat, the referee can forgo the warning for an immediate two-attack suspension or red card. Players are warned once before given a yellow card; they risk being red-carded if they receive three two-attack suspensions. A red card results in an ejection from the game and a two-attack penalty for the opposing team. A player may receive a red card directly for particularly rough penalties. For instance, any contact from behind during a fast break is now being treated with a red card; as does any deliberate intent to injure opponents. A red-carded player has to leave the playing area completely. A player who is disqualified may be substituted with another player after the two-attack penalty is served. A coach or official can also be penalized progressively. Any coach or official who receives a two-attack suspension will have to pull out one of their players for two attack; however, the player is not the one punished, and can be substituted in again, as the penalty consists of the team playing with one fewer player than the opposing team. No team may have two fewer players due to sanctions. In the event that an infraction deserving of exclusion of a second player for two attack is commenced, the second player must be replaced and will serve his sanction at the end of the first sanction of two attack. After referees award the ball to the opponents for whatever reason, the player currently in possession of the ball has to lay it down quickly, or risk a two-minute suspension. Also, gesticulating or verbally questioning the referee's order, as well as arguing with the officials' decisions, will normally risk a yellow card. If the suspended player protests further, does not walk straight off the court to the bench, or if the referee deems the tempo deliberately slow, that player risks a double yellow card. Illegal substitution (outside of the dedicated area, or if the replacement player enters too early) is prohibited; if they do, they risk a yellow card. Offense Left and right backcourt: Goal attempts by these players are typically made by jumping high and shooting over the defenders. Thus, it is usually advantageous to have tall players with a powerful shot for these positions. Teams usually try to occupy the left position with a right-handed player and vice versa. Centre backcourt: A player with experience is preferred on this position who acts as playmaker and the handball equivalent of a basketball point guard. Pivot (left and right, if applicable), also commonly called "line player". This player tends to intermingle with the defense, setting picks and attempting to disrupt the defense’s formation. This position requires the least jumping skills, but ball control and physical strength are advantages. Sometimes, the offense uses formations with two pivot players. Defense There are many variations in defensive formations. Usually, they are described as n:m formations, where n is the number of players defending at the goal line and m the number of players defending more offensive. (e.g. 3+1 or 4:0), Offensive play Attacks are played with all court players in the attacking half of the court. Depending on the speed of the attack, one distinguishes between three attack waves with a decreasing chance of success: First wave First wave attacks are characterized by the absence of defending players around their goal perimeter. The chance of success is very high, as the throwing player is unhindered in his scoring attempt. Such attacks typically occur after an intercepted pass or a steal, and if the defending team can switch fast to offence, like a fastbreak in basketball. The far left or far right will usually try to run the attack, as they are not as tightly bound in the defense. On a turnover, they immediately sprint forward and receive the ball halfway to the other goal. Thus, these positions are commonly held by quick players. Second wave If the first wave is not successful and some defending players have gained their positions around the zone, the second wave comes into play: the remaining players advance with quick passes to locally outnumber the retreating defenders. If one player manages to step up to the perimeter or catches the ball at this spot, he becomes unstoppable by legal defensive means. From this position, the chance of success is naturally very high. Second wave attacks become much more important with the "fast throw-off" rule. Third wave The time during which the second wave may be successful is very short, as then the defenders can close the gaps around the zone. In the third wave, the attackers use standardized attack patterns usually involving crossing and passing between the back court players who either try to pass the ball through a gap to their pivot or take a jumping shot from the backcourt at the goal. The third wave evolves into the normal offensive play when all defenders not only reach the zone, but gain their accustomed positions. Some teams then substitute specialized offensive players. However, this implies that these players must play in the defense should the opposing team be able to switch quickly to offense. The latter is another benefit for fast playing teams. If the attacking team does not make sufficient progress (such as releasing a shot on goal), the referees can call passive play (the referee gives an advance warning by holding one hand high, signaling that the attacking team should release a shot soon), turning control over to the other team. A shot on goal or an infringement leading to a yellow card or two-minute penalty will mark the start of a new attack, causing the hand to be taken down; but a shot blocked by the defense or a normal free throw will not. This rule prevents an attacking team from stalling the game indefinitely, as it is difficult to intercept a pass without at the same time conceding dangerous openings towards the goal. Defensive play The usual formations of the defense are 4–0, when all the defensive players are just in front of the line of the 6-meters (20 ft); the 3–1, when one of the players cruises outside the 9-meters (30 ft) perimeter, usually targeting the center forwards while the other 3 line up just in front of the 6-meter (20 ft) line; and the less common 2–2 when there are two such defenders out front. The formations vary greatly from country to country, and reflect each country's style of play. 4–0 is sometimes known as "flat defense", and all other formations are usually called "offensive defense". |