Netball Rules

Our rules, whilst based on Netball Australia’s rules in the main are varied slightly to take into context that most companies are playing socially in our comp – it is simply not first division stuff! However, there will be teams that want to be very competitive and that is always catered for – good, clean, fun spirited and safety are all elements of our comp.

TEAM COMPOSITION

Registrations – All teams must have filled out their Team Player List with all players, before the start of the competition. All players on this list are considered Registered Players. If new players join your team during the competition then their names must be added to this list via the online system or via the Sign On sheets at the grounds, otherwise they will not be allowed to play.
Substitutions – Multiple substitutions are permitted during half time.
Team Composition – Games are played with 7 players on the court. All mixed teams are only allowed a maximum of 3 males on the court at one time, with 1 in each third only. (ie. 1 male GD or GK, 1 male WD, WA or C and 1 male GS or GA). All women’s teams will comprise of 7 players of the same sex.

TIMING

Match Times – All lunchtime matches will be 2 x 13 minute halves, with a two-minute break in between. And all Evening matches will be 2 x 18 minute halves, with a two-minute break in between. The time goes by our watch – not yours.
On Time: Teams will be expected to start on time as per the draw. Please be ready to take the field on time, already signed in!! Late teams – are not acceptable. After the first 3 minutes of the game, if there are not 4 team members on the field, one goal will be awarded to the opposing team. For every 3 minutes late, a goal will be awarded up until 12 minutes where the team will be forfeited. If a team is late, this time will cut into the first half, ie if a team is 5 minutes late, the opposing team will be awarded 1 goal and the first half will only go for 9 minutes.

NOT ENOUGH PLAYERS?

Forfeit – If a team has to forfeit, then they must notify Anderson Events on 1300 132 921 by phone at least 24 hours prior to match start. The opposing team will receive 15 goals! On your third forfeit we will withdraw the team from the comp without any refund.
Short on players – If you are short on numbers from time to time you can take the field with a minimum of 4 registered team players (but you will be at a disadvantage!). If you have less than 4 registered team players, then you officially forfeit the match and you may play with players from another team in a Friendly match which WILL NOT count for points in the competition. However if you have 4 registered team players and want to use players from another team to make up your 7 players, and have the game count for points in the competition YOU MUST have the agreement of the Captain (or Captains representative) from the opposing team. The opposing team has the right to request you forfeit and play a friendly match.

POINTS

Points for the preliminary matches will be a follows:

WIN DRAW LOSS FORFEIT
3 points 2 points 1 point 0 points
Make sure you sign the scorecard at the end of the game as it shows you agree to the score.

FINALS

Only players who have played more than 3 games in the preliminary rounds will be eligible to play in the finals as per the sign in sheet.

The positioning of each team in the competition will be decided on the following:
– Number of points
– Point difference
– Most goals scored
– Most number of wins
– Least number of loses

In the case of drawn matches in the grand final, we go into overtime. 2 minutes each way will be played and at the end of this time period the team with the most goals wins the match. If at the end of the extra time period, the score is still drawn, the game will continue until one team leads by 2 goals. Then they will be declared the winning team.

BASIC NETBALL RULES

  1. Offside. You must stay in your designated area.
  2. Stepping. You cannot step with the ball,
  3. One-Foot Landing. When a player lands on one foot they may step with the other foot, lift the landing foot, but must throw the ball before re-grounding the lifted foot. They may use the landing foot as a pivoting foot, stepping in any direction with the other foot as many times as they wish. Once the pivoting foot is lifted they must pass or shoot before re-grounding this foot.
  4. Two-Foot Landing. If a player catches the ball and lands on both feet simultaneously, they may step in any direction with one foot, lift the other foot but must throw or shoot before re-grounding this foot. They may pivot on one foot, stepping in any direction with the other foot as often as they wish. Once the pivot foot is lifted they must throw the ball before re-grounding this foot.
  5. Replay of the Ball. A player who has possession of the ball may not bounce the ball and re-gain possession of the ball (replay it). If a player does not catch the ball cleanly, it may be allowed to bounce once to gain possession or batted or bounced to another team mate. After throwing the ball, a player cannot play it again until it is touched by another player, or rebounds off the goal post. A player cannot gain or pass the ball in any way while lying, sitting or kneeling on the ground or use the goal post as a way to regain balance or as a support while stopping the ball from going out of court.
  6. Held Ball. A player must pass the ball or shoot for goal within three seconds of receiving the ball.
  7. Over a Third. The ball cannot be thrown over a complete third without being touched by a player in that third. If it does, a penalty is awarded to the other team and the pass must be taken back from the third where the throw left from.
  8. Defending. You must stay 3 feet away from the player with the ball when defending.
  9. Contact. There is no contact between players. Players must not hold an opponent, nor keep their elbows against another player. A player with arms extended cannot defend a player with the ball, closer than 0.9m (3 feet). This distance is measured from the first landed foot of the attacking player to the nearer foot of the defending player. A player may stand closer to an opponent without the ball provided their arms are not extended, but a player may not use intimidating actions against an opponent with or without the ball. If the attacking player lessens the distance in their throwing or shooting action, then the defending player is not considered to be obstructing because it was the attacking player and not the defending player who shortened the distance.
  10. Short Pass. There must always be room for a third player to move in between the hands of the thrower and those of the receiver when passing. Passes that do not have this room are called short passes.
  11. Penalties. There are five types of penalties in netball:
    (a) Free pass. A free pass is awarded for infringements on the court involving one player.
    (b) Penalty Pass. A penalty pass is awarded for contact, intimidation and obstruction infringements. The pass is taken where the infringer was standing. Any player who is allowed in the area can take the pass. The penalised player must stand “out of play”. That is, beside and away from the player taking the pass and make no attempt to take part in play.
    (c) Penalty Pass or Shot, If a penalty is given to a Goal Attack or Goal Shooter in the goal circle they are awarded a “penalty pass or shot
    (d) Throw In. When the ball goes out of court it is thrown-in by an opponent of the team in the court that was last to touch it. The player taking the throw-in should place one or both feet behind the point where the ball crossed the line and make sure all other players are on the court before throwing the ball
    (e) Toss Up. A toss up is used to put the ball in play in situations such as, simultaneous contact by opposing players or if the umpire cannot decide who last touched the ball out of court. The two players stand 0.9m (3 feet) apart, facing each other and their own goal end. Their arms should be straight with hands by their sides. Once in position, they must not move until the umpire has tossed it up from just below shoulder height of the shorter player, and blown the whistle

Playing Positions

Goal Keeper (GK): The main task of the Goal Keeper is to defend the goal third to prevent the ball from making it to the goal circle, and to stop a goal being scored. Their opponent is the Goal Shooter. It is important for the Goal Keeper to be aware of what is happening out in front of them. This will allow them to read the attacking team’s movements and anticipate any interceptions, thus creating turnovers.
Tasks of the GK:
• Close “one on one” defence of the goal shooter
• Work closely with the Goal Defence in the goal circle
• Defend the shot for goal
• Rebound missed goals and pass the ball down the court
• Take throw-ins from the goal line and sideline.
• Make attacking moves to take the ball down to the transverse line.
• Take free pass / penalty pass in the goal third

Goal Defence (GD): The main task of the Goal Defence is to defend the attacking moves of their opponent, the Goal Attack, to prevent a goal being scored. The Goal Defence also needs to have good attacking skills, which are important for getting the ball out of the defence third, and assisting the team in attack. It is important for the Goal Defence to be aware of what is happening out in front of them. This will allow them to read the attacking team’s movements and anticipate any interceptions, thus creating turnovers.
Tasks of the GD:
• Close “one on one” defence of the Goal Attack.
• Work closely with the Goal Keeper in the goal circle.
• Defend the shot for goal.
• Rebound missed shots and pass the ball down the court.
• Make attacking moves to take the ball down to the team’s goal third.
• Take appropriate throw-ins / free pass / penalty pass in the centre third.

Wing Defence (WD): The main task of the Wing Defence is to defend the attacking moves of their opponent, the Wing Attack, at the centre pass, around the goal circle and throughout the centre and goal thirds. They should be ready at all times to pick up any tips or deflections created by the circle defenders and they also need to play a supporting backup role for the attackers down court.
Tasks of the WD:
• Close “one to one” defence of the Wing Attack
• Force errors, close off space and intercept passes
• Make attacking moves to take the ball down to the team’s goal third
• Take appropriate throw-ins/free pass/ penalty pass in the centre

Centre (C): The centre is the link player from the defence third to the goal third and plays an important role in both attack and defence. They are allowed to move over the whole court, except the goal circles.
Tasks of the C:
• Deliver the centre pass
• Make strong attacking moves, combining with the WA to deliver the ball to the shooters
• Closely defend opposition centre player
• Combine with the wing defence to create pressure on the opposition at centre passes.

Wing Attack (WA): The main task of the Wing Attack is to deliver the ball to the Goal Shooter/Attack using a variety of attacking moves. They are allowed to move in the attacking goal third and the centre third, but not in the goal circle.
Tasks of the WA:
Obtain the centre pass
• Work with the C, GA and GS on attacking strategies
• Take throw-ins / free pass/ penalty pass in the goal third
• Feeding the circle

Goal Attack (GA): The Goal Attack shares the goal shooting responsibilities with the Goal Shooter, and is allowed to move within the goal third and centre third. The Goal Attack must also work closely with the WA on the centre pass to gain possession and feed the ball to the GS.
Tasks of the GA:
• Work with the C and WA to bring the ball through the centre third and goal third into the circle.
• Rebound missed shots.

Goal Shooter (GS): The main task of the Goal Shooter is to score goals. They are allowed within the goal third.
Tasks of the GS:
• Shoot goals (not if the ball goes up and doesn’t hit the ring, they cannot reclaim the ball – this is reply.
• Rebound missed shots
• Move clearly/dodge the defenders in the circle.

FOULS, MISCONDUCT & SAFETY

Safety – Player safety is our number one priority. We ask to tone down tackling in our competitions.
Fouls and Misconduct – decided by Umpire – no arguments! Warning: 1 verbal warning from umpire or 2 min sin bin where player can be substituted. Any further action, player will be sent off. Umpire have the right to send a player from the field for the following actions:
– Swearing at the official, team-mate or opponent
– Dangerous play that could/will cause an injury to another player
– Unsportsmanlike conduct (e.g., throwing a ball away, taunting players)
– Aggressive or violent behavior
From time to time players may become rude, aggressive or dangerous and this is behaviour which is not tolerated. The umpire may decide to caution the players; separate those on the court or sin bin them for a period of time. If the players are involved in a serious physical altercation then the players name must be recorded and Anderson Events must be advised. All Team Captains are responsible for disciplining their team members and you should always speak to the Team Captain first about the player behaviour if they are available. The referee may also penalise the team captain for the teams’ behaviour.

Injuries & Blood Bin Time

Anderson Events operates under an injury policy where the clock never stops, so we keep the games running to time so teams playing after you are not disadvantaged; and that as we are a social league, that player safety and enjoyment of the game are primary concerns. This is reflected in our injury policy whereby if an injury occurs and a player leaves the field then another player can sub in and players may change positions, as long as the opposition also has the opportunity to change positions in response to this. Players leaving the field due to blood are at the referee’s discretion. Play may be halted at the agreement of both teams, but no time is to be recovered. If the game has progressed beyond half- time and a major injury occurs, then the score line at that time will stand. If not, then it will be at the discretion of Anderson Events whether the match will be replayed.