Netball Rules Fast 5


  • Less use of the whistle, and less stoppages, keeping the game "fast"
  • GK and GS can use 2 thirds of the court. GA & GD can use all of the court and their goal circle, but not the oppositions goal circle
  • Power Rounds for each team nominated at the beginning of the game
  • 3 point shots from outside of the circle
  • Unlimited subs during a game
  • 5 on the court, and ability for players to use more of 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 circle shoots the ball through the goal ring. Netball is played on a rectangular court, which is divided into areas called thirds. There are two goal thirds and between them is the centre third. The centre circle is in the middle of the centre third and this is where play begins. At the end of each goal third is a `goal circle’, which is actually a semi-circle around the goal hoop. Goals can be shot by a player within the goal circle, or GS or GA may choose to take the shot from outside of the circle for extra points. The teams have a goal post each and can only score by shooting the ball through their own hoop. Each player is allowed in only a certain area of the court and the lines on the court are part of the playing area.
  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 Netball court. The area inside the semi-circle is the Inner Circle. The area outside the semi-circle is the Outer Circle.
  4. TEAM There shall be five (5) playing positions in each team whose playing areas shall be the same as in Netball: Goal Shooter (GS), Goal Attack (GA), Centre (C), Goal Defence (GD), and Goal Keeper (GK).
    • There must be a minimum of two (2) Females, and Males in the game always
    • No more than one male player can play in GS & GA, or GK & GD.
    • This league requires your team to have a minimum of four (4) players, including one Male or Female to start the game, one of whom must play center
    • 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. Both the substitute and the player leaving the Court shall observe the Offside Rule when leaving or entering the Court.
  6. STARTING PLAY Play is started with a pass from the centre circle – this is called the centre pass. There is a centre pass at the beginning of each quarter and half, and after each goal is scored. The person making the centre pass must stand in the centre circle. The opposing centre can stand anywhere in the centre third but all other players must stay in the goal thirds (behind the middle third lines) until the Event Host blows the whistle to start play. Before the start of the game the Captains shall toss for choice of goal end and Power Play quarter. All other Centre Passes shall be taken by the team that did not score the last goal.
    • The team winning the coin toss shall:
      • Choose goal end for the start of play
      • Take the first Centre Pass in the first and third quarters
      • Have first choice of a Power Play quarter
    • The team losing the coin toss shall:
      • Take the first Centre Pass in the second and fourth quarters
      • Choose a Power Play quarter not selected by the other team
  7. SCORING A GOAL A goal is scored when the ball is thrown or batted over and completely through the ring by GS, GA, or C from any point within the Goal Third including the Goal Circle. Each successful goal will score a number of goal points as specified below:
    • 3 goal points: the shot (known as a Super Shot) is deemed to have been made from outside the Goal Circle – this means the player who takes the shot shall not have any contact with the ground inside the Goal Circle during the catching of the ball or whilst holding it; takes the shot shall not have any contact with the ground inside the Inner Circle during the catching of the ball or whilst holding it. GA, GS, and C positions may take ‘super shots’.
    • 1 goal point: the shot is deemed to have been made from the Inner Circle.If a player lands simultaneously across a circle boundary the shot is deemed to have been made from the circle which scores the fewer number of goal points.
    • Power Play: During a team’s Power Play quarter all goal points scored are doubled.
  8. 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. The offending player does not have to stand beside the thrower taking the pass. If a free pass is awarded in the goal circle, 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. The pass is taken where the infringer was standing, except if it places the non-defending team at a disadvantage. 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. This includes directing play, until the ball has left the throwers hands. 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 to a Goal Attack or Goal Shooter in the goal circle they are awarded a “penalty pass or shot”.
  9. OFFSIDE Each player is allowed in only a certain area of the court. If a player steps into an area or any part of their body touches the ground in an area their playing position is not allowed to go, will be ruled offside.
    • GS, GK – Can play in their two thirds, and their goal circle
    • GD, GA – Can play in all three thirds, and their goal circle, but not the oppositions goal circle
    • C – Can play the entire court, but not go into either goal circles
  10. 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. Similarly, a hop, slide or drag of the grounded foot is not permitted.
  11. PLAYING THE BALL Once the ball has been caught; the player must pass it or shoot for goal within three seconds.
  12. OBSTRUCTION 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.
  13. 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.
  14. 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.
  15. OVER A THIRD The ball cannot be thrown over a complete third without being touched by a player in that third. The pass is taken from the third where the player gained possession. It does not matter if they step into an adjacent third to throw. A free pass is taken where the ball crossed the second transverse line.
  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.
    • 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. The winning team receives 3 points, 1 point each for drawn game and no points for a loss. 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.