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Fast5 Rules

Fast 5 rules
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0% found this document useful (0 votes)
97 views2 pages

Fast5 Rules

Fast 5 rules
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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#Netfest

Netfest.com.au

Fast5
The NetFest Rules of Competition and INF Rules of Netball apply to all match situations not specifically mentioned in
these Fast5 Rules of Competition.

Court and related areas:


• Fast5 matches are played on a Netball court with an
• Player taking a penalty pass may;
additional semicircle of radius 2.5m marked inside the goal
– Take the penalty pass as indicated or
circle.
– Request to take the penalty pass where the infringer
• The area inside this semi-circle is called the ‘inner circle’.
was standing.
• The area between this semi-circle and the edge of the goal
• The scorers:
circle is called the ‘outer circle’.
– Record the goal points for each team as each goal is
*Refer to Figure 1 for court dimensions
scored.
– Indicate when a team is using its power play half
Match duration: through verbal confirmation.
• A match consists 2 x 6-minute halves with a 2-minute half
time break. Substitutions:
• Each team has one half designated as a ‘Power Play half’.
• Substitutions may be made during play (as well as during
In a Power Play half, all goals scored by that team receive
stoppages and intervals). There is no limit to the number
double goal points.
that can be made, and more than one substitution may be
made at any time. Play will not be held for a substitution to
Equipment: be made.
• Score sheets and match balls will be supplied by NetFest. • For a substitution during play:
• Bibs must be supplied by each team (outdoor netball – The substitute stands at the end of the team bench
competitions only). closest to the centre third
• Daily Registration at Venue: – Before entering the court, the substitute tags (with
– All teams must report to the Competition Office no hand) the player leaving the court
later than 30 minutes before their first match of the – Players must observe the offside rule as they enter/
day, to check in their team. leave the court and must not interfere with the
umpire’s movement during the substitution
– Sanction: Free pass where the ball was when the
Starting the match: interference or offside entry/exit occurred
• Before the match the centre players ‘rock, paper, scissors’. – A player leaving the court returns to the team bench.
The winning team chooses to either take the first centre
pass and selects goal end or selects which half of the match Scoring a goal:
they will play their ‘Power Play half’.
• All other centre passes are taken by the team that did not • A goal is scored when the ball is thrown or batted over and
score the last goal. completely through the ring by Goal Shooter or Goal Attack
• A team may not delay the centre pass in order to substitute from any point within the goal third (including the goal
its Centre. circle).
Penalty: Penalty pass taken in centre third by the transverse line • Each successful goal scores a number of goal points as
at the goal end of the non-infringing team – the whistle is blown specified below. The number of points is determined by the
to start play then the infringement is penalised. The substitute place from which the shot is taken.
Centre is cautioned and stands out of play for the penalty pass. – 3 goal points (super shot) – the player is not in contact
with the ground in the goal circle while shooting.
– 2 goal points – the player had contact with the ground
Game management: in the outer circle but is not in contact with the ground
• A team consists of up to ten players. There are five playing in the inner circle while shooting.
positions in each team: Goal Shooter (GS), Goal Attack – 1 goal point – the player had contact with the ground
(GA), Centre (C), Goal Defence (GD), Goal Keeper (GK) in the inner circle while shooting.
• During play a team may not have more than 5 players on • If, while shooting, a player is in contact across two circle
the court. If this occurs the umpire holds time and requires areas, the shot is deemed to have been made from the area
any additional player/s to leave the court. that scores the fewer number of goal points.
• Penalty: Free pass where the ball was when time was held • During a team’s power play quarter all goals score double
• A team must have at least 5 players on the court at any goal points.
time (this may include a player in the process of entering
the court as a substitute).
• Once the match has commenced a team is permitted
a minimum of 4 players on the court at the umpire’s
discretion.
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Umpires
• Hand Signals after a Goal is Scored. Keeping the game moving
*Refer to Figure 2 for hand signals At the start of each quarter and after each goal, play is started
by the lead umpire. This means:
Start of play • Sanctions should be taken in the correct court area close to
At the start of each quarter and after each goal, play is started where an infringement occurs. However, umpires should not
by the lead umpire. This means: be overly fussy about the position unless there is unfair gain
• At the start of each quarter, play is started by the umpire in involved.
whose direction play is expected to move • When a penalty pass is awarded from which a shot might
• After each successful goal, play is restarted by the umpire in be taken, the position (including the goal point area) should
whose half the goal was NOT scored be clearly indicated. The penalty pass is awarded where the
• After a stoppage, the umpires decide who restarts play non-infringing player was standing but on request may be
according to the position of the ball. moved to where the infringer was standing.

Figure 1: Court dimensions

Centre third

Goal third

Outer circle (2.5m - 4.9m)


15.25m

Inner circle (2.5m)

Centre circle (0.9m)

Court surround (3.05m)


30.5m

Figure 2: Umpire hand signals

One Goal Point Two Goal Points Three Goal Points


One arm raised vertically Both arms raised high in air Both arms raised high in
with hands close together air with arms wide apart

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