Summer Fast5 Street Netball North Sydney [Wed] Rules

AT A GLANCE

  • Less use of the whistle, and less stoppages, keeping the game "fast"
  • Played in a half court style, with teams needing to go to activation line before scoring
  • Power Rounds for each team nominated at the beginning of the game
  • 3 point shots from outside of the goal area
  • Unlimited subs during a game
  • No set postitions on the court
  • All other regular netball rules apply
  1. THE OBJECT OF THE GAME Is to score more goals than the opposition. Goals are scored when a team member positioned in, or outside of the attacking shooting area shoots the ball through the goal ring.
  2. GAME DURATION 8-10 minute quarters with a 2-minute halftime. No clock stoppages will be made except under exceptional circumstances. Such circumstance will be at the sole discretion of the UR Event Host.
  3. COURT The game is played on a Tennis court 20x10m. There is one goal area, in a half court syle of playing area with an activation line. Street Netball is played on a tennis court, and includes a goal area, and an acvitation line/area. Goals can be shot by any attacking player from within the goal area, or outside. Only 2 attacking and defending players are allowed in the goal area at any one time. 
  4. TEAM There is to be 5 players on the court from each team, with two allowed in the goal square at any one time. There are no set positions or thirds, so players can move around as required, and pass the ball as long as they can.
    • There is  a maximum of 3 male players on the court, and no max number of females (all female teams are welcome to play). 
    • No more than one male player can play the the goal area. 
    • This league requires your team to have a minimum of four (4) players, including one Male or Female to start the game.
    • Please consider our Default, Forfeit, and Substitute Policy
  5. SUBSTITUTIONS Substitutions may be made at any time and there is no limit to the number that can be made. At all times, there must be five players on the court.
  6. STARTING PLAY There shall be a toss to start the game. The winning team starts with the ball in the activation area. The winning team has first choice of “power round”. 
  7. SCORING A GOAL Each team has to cross the activation line, before they become eligible to score. Once the ball crosses the traverse line it becomes their court, and they can score from within the goal square for 1 point, or outside the goal square for 3 points. Anyone can score, so pass the ball as often as you need, and shoot from anywhere you think you can make the shot. During a team’s Power Round quarter all goal points scored are doubled.
  8. CHANGE OF POSESSION
    • When possession of the ball is turned over the team in possession need to play the ball back over the activation line.
    • A team member must catch or land with the ball with both feet on the ground past the activation line before continuing to play the ball back towards the goal.
    • There will be no stop in play; the team having completed the crossing of the activation line immediately continues playing the ball.
    • If a defending player tips or deflects the ball it is not a turnover unless the other team gets possession.
  9. TURN OVERS OR SCORED GOALS Once a team scores a goal the opposing team starts with the ball behind the end goal line. They are required to take the ball down the court and across the traverse line before they can attempt to score themselves. This also applies to an intercept, as you can only score once you have crossed the traverse line and gained possession of the court.
  10. SANCTIONS There are two types of penalties in netball: 1. free pass 2. penalty pass.
    • Free Pass –  is awarded for infringements on the court involving one player. The pass is taken where the infringement occurred by any player who is allowed in the area. A free pass DOES NOT need to be re-activated by either team.The offending player does not have to stand beside the thrower taking the pass. If a free pass is awarded in the goal square, the shooter may only pass the ball – not shoot for goal.
    • Penalty Pass/Penalty Pass or Shot – A penalty pass is awarded for contact, intimidation and obstruction infringements. A penalty pass DOES NOT need to be re-activated by either team. The pass is taken where the infringer was standing, except if it places the non-defending team at a disadvantage. Any player 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. However, the player taking the penalty has the option to either pass the ball immediately, or to wait for the infringer to stand out of play. If a penalty is given in the goal square they are awarded a “penalty pass or shot”.
  11. STEPPING Once a player has landed with the ball, the first landed foot is called the grounded foot and must either stay on the ground or in the air until the ball is passed on. Re-grounding that same foot a second time while still in possession of the ball is a step which will result in a free pass to the opposition. A slight slide will be allowed in Street Netball. 
  12. PLAYING THE BALL Once the ball has been caught; the player must pass it or shoot for goal within three seconds.
  13. OBSTRUCTION A player with arms extended cannot defend a player with the ball closer than 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.
  14. CONTACT A player cannot accidentally or deliberately come into contact with another player in a way which impedes their play. For example, pushing, charging, tripping, throwing the body against an opponent or using the ball to push or contact an opponent. Players must not hold an opponent, nor keep their elbows against another player.
  15. PLAYING THE BALL (REPLAY) 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:
    • punch, roll, kick or fall on the ball;
    • gain or pass the ball in any way while lying, sitting or kneeling on the ground;
    • use the goal post as a way to regain balance or as a support while stopping the ball from going out of court.
  16. THROW IN When the ball goes out of court, the Event Host will try to see who made the last touch on the ball. In the circumstance when the Event Host does not see who touched the balls, players should make an honest call themselves. The throw in is then taken by a player from the opposing team close to where the ball went out of court. Standing close to the line from the outside of court, the player has three seconds to get the ball back in play.
  17. FOOTWORK
    • 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. A player may jump from the landing foot onto the other foot and jump again, providing they throw the ball before re-grounding either foot. NB. A player cannot drag or slide the landing foot, or hop on either foot.
    • Two-Foot Landing – If a player catches the ball and lands on both feed 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. They may jump from both feet onto either foot, or step and jump but must throw or shoot before re-grounding either foot.
  18. WINNING TEAM The winner is the team with the greater number of goals at the end of the game. A draw will be awarded if both teams have an equal amount of goals. Your Fun Points will affect your position on the standings. If two teams are matched on competition points, the team with the higher fun points rating will be favoured up the ladder.
  19. FAIRPLAY SYSTEM Each league night you will have an Event Host onsite, but these guys are not official referees. Urban Rec is a recreational league which practices a fair-play and fun-first policy, meaning you should be making your own calls on the game. The Event Host will be there to make the calls not made by individuals, keep time, and help guide the games within the game play rules. The Urban Rec Event Host has the final say on any issue that cannot be self-resolved.
  20. SPORTSMANSHIP All Urban Rec participants have read and agreed to the Urban Rec Code of Conduct. We also exercise a strict Disciplinary Policy. If you are seen to be rude in any way or not playing within the respect of the rules and Code of Conduct, you will be asked by the Urban Rec Staff to sub out of the game. If after returning to the game your attitude does not improve you will be asked to leave the venue, and an assessment will be made if you can play again. We do not tolerate idiots. Play fair.