Thursday, 31 July 2014
HANDBALL STEPS
How to Play Handball
Handball is an exciting and fast-paced team game that is popular in Europe, which combines the techniques of soccer and basketball to create unique and competitive game play. To play team handball, each team has to shoot, dribble, and pass a ball in order to score goals over the opposing team. To play singles or doubles handball, which is more popular in America, you have to score against your opponent with the help of one, two, three, or four walls. If you want to know how to play either version of the game, see Step 1 below to get started.
Part 1 of 2: Playing Team Handball
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Get familiar with the court.
In team handball, the court is 20 meters (65' 7") by 40 meters (131'
3") large. Here are some things you should know about the court:
- The court has a goal area line (also known as the crease), which is a 6-meter (19' 8") line where only the goalie is allowed to stand. The actual goal is 2 meters high and 3 meters wide. Players can only jump into the goal area if they release the ball before landing there.[1]
- A dashed semi-circle that is 9 meters from the goal marks the free-throw line.
- The line at half court is also known as the center line.
- Get familiar with the ball, too. Traditionally, handball is played with a 32-panel leather ball. For women, the ball is 54-56 cm wide and for men, it is 58-60 cm wide and a bit heavier than the women's' ball.
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Form a team. There can
be seven players on each team out on the court at any given time. One
player on each team is the goalie and the remaining six are the court
players. Each team can have a total of 12 players (in America) or 14
players (in England) dress and play during a game. The additional
players can substitute for the players on the court once the player they
are substituting leaves the court, just as in basketball, volleyball,
or other sports with substitutes. The non-goalie players' roles are
interchangeable during the game.
- Players wear uniforms that are numbered 1-20. Each team's players should wear shirts and shorts of the same color, while each goalie wears a different color to stand out from the other teammates.
- In official games, there are always two referees, one for the court and one for the goal. Their decisions are final.
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Understand the objective of the game.
Each team scores points by throwing the ball into the opposing team's
goal. The team that scores the most points wins the game. A game can end
in a tie unless you're playing a tournament, which needs a winner to be
named. If the game is tied after time runs out, then the teams play 2
5-minute periods of overtime.
- A team can score a goal after the entire ball crosses the goal line and falls inside the goal. You can score a goal from any type of throw, which means the goal-throw, free-throw, throw-in, or throw-off (more information about these throws appears below).
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Play for the correct length of time. A traditional handball game is played in 2 30-minute halves with a 10 minute break in between. Youth or tournament games are shorter, played in 2 15-minute or 20-minute halves instead.
- The time marked is the running time of the game. The only times the clock stops are for each team to have one time-out per half, and if there is an injury.
- At half-time, the teams switch benches.
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Understand what the field players can do. These players can touch the ball with all parts of their body above the knee (which means no kicking!). If they have the ball, they can only stay in place for three seconds (think of it as a traveling offense in basketball), and they can only move for three steps with the ball. If they do not follow these rules, the ball goes to the other team. The players must quickly decide whether to shoot the ball, dribble it, or pass it.
- A player can dribble the ball for as long as he wants, just as long as he keeps his hand on top of the ball. After dribbling, he still gets the usual three steps/three seconds rule. If he dribbles again, that's a "double dribbling" violation and the ball goes to the other team.
- Other offenses that a player can commit include carrying the ball into the crease (the goalie's area), setting an illegal screen, and charging.
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Understand the different types of throws. Here's what you need to know about the different throws in the game:[2]
-
The throw-off. The game starts with a throw-off. The throw-off
takes place in the center of the court. Here, the thrower has to touch
the middle line with one foot while all of the other players stay in
their own half. The team that wins the coin toss and wants to start with
the ball begins the throw off.
- After the whistle blows, the player with the ball in the center of the court passes the ball to a team-mate and play starts.
- Every time a goal is scored, the opposing team gets the ball for another throw-off. A throw-off also occurs after half-time.
- The throw-in. If the ball leaves play, then the team that didn't touch the ball last gets a throw-in.
- The free-throw. A free-throw is given after there's an interruption in play, and takes place wherever the play was interrupted. Play can be interrupted when one player is holding, pushing, hitting, tripping or hurting the other team's player and receives a penalty.
- The referee throw. A referee throw is called for when the ball touches anything that is above the court after multiple rules are broken during simultaneous possession of the ball. In this situation, the referee stands at center court and throws the ball vertically, between two players of opposing teams, and they must jump and grab the ball or tap the ball to a member of their own teams. Other members of the team must be at least 3 meters away from the throw.
- The 7-meter throw. This throw is given when a foul destroys a clear chance to score, the goalie carries the ball back to his own area, a court player plays the ball to his own goalie, or a defensive player enters his own goal area. For this throw, all players have to be outside the free-throw line and the player who takes the throw has three seconds to shoot the ball.
- The goal-throw. This one is given when the ball rebounds off the goalie over the end line or if the ball is thrown over the end line by the team that is attacking. For this throw, the goalie throws the ball from his area and does not have to follow the three step/3 second rule.
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The throw-off. The game starts with a throw-off. The throw-off
takes place in the center of the court. Here, the thrower has to touch
the middle line with one foot while all of the other players stay in
their own half. The team that wins the coin toss and wants to start with
the ball begins the throw off.
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Know the rule violations. There are many ways to commit a rule violation. If one team commits a violation, then that means that the other team is awarded the ball, either as a throw-in, free-throw, or goalie-throw. Here are the different violations:[3]
- Passive play. This means keeping the ball within one team's possession without trying to attack or to score. This basically means stalling with the ball.
- Endangering an opponent with the ball.
- Pulling, hitting, or punching the ball of of the hands of an opponent.
- Making contact with the ball below the knee.
- Diving on the floor for a ball that is rolling or not moving.
- Outstretching your arms or legs to push, hold, obstruct, trip, or hit the opponent or to charge into a defensive player.
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Understand how progressive punishments work. These punishments occur when something that a player does warrants more than just a free-throw, such as any rule violations that are aimed at an opponent instead of the ball. Here are the stages of progressive punishments:[4]
- A warning/yellow card. Each player can only receive one warning for a rule violation, and each team can only receive a total of three warnings.
- A 2-minute suspension. This is given for serious and repeated rule violations, illegal substitution, and unsportsmanlike conduct. You do not need a warning first to get a 2-minute violation. For this violation, the player sits out for 2 minutes and is not replaced, so his team has to play one player short.
- Disqualification/red card. A player is given this as an equivalent of three suspensions that last 2 minutes each. After the first 2-minute suspension, the player can be replaced.
- Exclusion. The exclusion is given for assault and the player is excluded for the rest of the game. This is a serious offense and this player's team is at a huge disadvantage because it has to play one player short for the rest of the game.
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Improve your game. There are many tips and tricks that can help you excel as a handball player, but the most important thing you can do is just to keep playing. Here are some things you can work on as you improve your game:[5]
- To be a master handball player, you and your team should work on passing the ball to each other as much as you can. This is faster than dribbling and can get you to the goal more quickly.
- When you are defending, you can work on keeping your hands up so that you block shots as well as passing opportunities for the other team.
- When you're dribbling, work on using one hand to dribble while shielding the ball with your other hand to keep it safe from the opposing team.
- Most importantly, just keep practicing! The more you play, the better you'll be at handball.
Part 2 of 2: Playing Singles or Doubles Handball
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1Decide whether you are playing Chinese or American handball. Both of these games are played with a much smaller ball than team handball. Most official games are played with a "small ball," or an "ace ball," while street games are commonly played with a "big ball," which is about the size of a racquet ball.
- There are three versions of the game (four-wall, three-wall, and one-wall), and the game can either be played by two players, three players, or four players.
- Chinese is the easier of the two, in which the players bounce the ball against the ground once before it hits the wall, while in American, it doesn't bounce. If it doesn't make it in one bounce (Chinese), or if it bounces (American), it is the other player's turn to "serve".
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2Decide on your rules. An example would be whether you want DBA (Double bounce American, where if it bounces twice, you must hit it American, used in Chinese), or DBC (American only, when the ball bounces twice, hit it Chinese).
- You might want to rule out flagging, where the opponent is allowed to distract you but not interfere with the ball, or if you're on a team with someone, you might want team saves (where one person on the team hits the ball up, it bounces, then the other person hits it American).
- This also goes with self saves. You can have self saves for either team or by yourself). You could even call Kings (none of the rules; just hitting it. Don't forget about "slams", where you can hit it as hard as you can).
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3Play until you win. Usually, a player wins the game if he scores 7 points, but you can mix things up if you're playing a more casual game. Here are some other things to keep in mind as you're scoring the game:
- There is usually a set score for when there is a shutout (when the opponent has 0 points the entire time).
- The set score for shutouts when playing to 7 is 5. After the set score is decided, a player begins the game with a "volley" (throwing the ball either Chinese or American, depending on what you're playing).
- Now the other person must hit it. This decides who gets the ball first.
- The person that misses the ball after it bounces twice (once if playing Kings) will not serve first.
- The game continues in the same matter, only there is no volley; just serving.
HANDBALL
Handball
Handball player moves towards the goal prior to throwing the ball, while the goalkeeper waits to stop it.
|
|
| Highest governing body | IHF |
|---|---|
| First played | Late-19th century, Denmark |
| Characteristics | |
| Contact | Yes |
| Team members | 6 players and 1 goalie per side |
| Mixed gender | No |
| Type | Indoor |
| Equipment | Ball |
| Venue | Court |
| Presence | |
| Olympic | Part of Summer Olympic programme in 1936. Demonstrated at the 1952 Summer Olympics. Returned to the Summer Olympic programme since 1972. |
Modern handball is played on a court 40 by 20 meters (131 by 66 ft), with a goal in the center of each end. The goals are surrounded by a 6-meter zone where only the defending goalkeeper is allowed; the goals must be scored by throwing the ball from outside the zone or while "diving" into it. The sport is usually played indoors, but outdoor variants exist in the forms of field handball and Czech handball (which were more common in the past) and beach handball (also called sandball). The game is quite fast and includes body contact, as the defenders try to stop the attackers from approaching the goal. Goals are scored quite frequently; usually both teams score at least 20 goals each, and it is not uncommon for both teams to score more than 30 goals.
The game was codified at the end of the 19th century in northern Europe, chiefly in Scandinavia and Germany. The modern set of rules was published in 1917 in Germany, and had several revisions since. The first international games were played under these rules for men in 1925 and for women in 1930. Men's handball was first played at the 1936 Summer Olympics in Berlin as outdoors, and the next time at the 1972 Summer Olympics in Munich as indoors, and has been an Olympics sport since. Women's team handball was added at the 1976 Summer Olympics.
The International Handball Federation was formed in 1946, and as of 2013 has 174 member federations.[2] The sport is most popular in continental Europe, whose countries have won every single medal in men's world championships since 1938, and all women's titles until 2013, when Brazil broke the series. The game also enjoys popularity in Far East, north Africa and Brazil.
Origins and development
Public during a women's international handball game in Metz.
The team handball game of today was codified at the end of the 19th century in northern Europe—primarily in Denmark, Germany, Norway and Sweden. The first written set of team handball rules was published in 1906 by the Danish gym teacher, lieutenant and Olympic medalist Holger Nielsen from Ordrup grammar school north of Copenhagen. The modern set of rules was published on 29 October 1917 by Max Heiser, Karl Schelenz, and Erich Konigh from Germany. After 1919 these rules were improved by Karl Schelenz. The first international games were played under these rules, between Germany and Belgium for men in 1925 and between Germany and Austria for women in 1930.
In 1926, the Congress of the International Amateur Athletics Federation nominated a committee to draw up international rules for field handball. The International Amateur Handball Federation was formed in 1928, and the International Handball Federation was formed in 1946.
Men's field handball was played at the 1936 Summer Olympics in Berlin. During the next several decades, indoor handball flourished and evolved in the Scandinavian countries. The sport re-emerged onto the world stage as team handball for the 1972 Summer Olympics in Munich. Women's team handball was added at the 1976 Summer Olympics. Due to its popularity in the region, the Eastern European countries that refined the event became the dominant force in the sport when it was reintroduced.
The International Handball Federation organised the men's world championship in 1938 and every 4 (sometimes 3) years from World War II to 1995. Since the 1995 world championship in Iceland, the competition has been every two years. The women's world championship has been played since 1957. The IHF also organizes women's and men's junior world championships. By July 2009, the IHF listed 166 member federations - approximately 795,000 teams and 19 million players.
Rules
The rules are laid out in the IHF's set of rules.[3]Summary
Two teams of seven players (six field players plus one goalkeeper) take the field 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.
- If possessing the ball, players must dribble (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 metres 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.
Playing field
Handball is played on a court 40 by 20 metres (131 ft × 66 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. A dashed near-semicircular line nine metres from the goal marks the free-throw line. Each line on the court is part of the area it encompasses. This implies that the middle line belongs to both halves at the same time.Goals
Each goal has a rectangular clearance area of three meters in width and two meters in height. It 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 aluminium) and feature a quadratic cross section with sides of 8 cm (3 in). The three sides of the beams visible from the playing field 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 a such a way that a ball thrown into 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.
D-Zone
The goals are surrounded by the crease. This area is delineated by two quarter circles with a radius of six metres around the far corners of each goal post and a connecting line parallel to the goal line. Only the defending goalkeeper is allowed inside this zone. However, the court players may catch and touch the ball in the air within it as long as the player starts his jump outside the zone and releases the ball before he lands (landing inside the perimeter is allowed in this case as long as the ball has been released).If a player contacts the ground inside the goal perimeter, or the line surrounding the perimeter, he 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. Similarly, violation of the zone by a defending player is penalized only if they do so in order to gain an advantage in defending.
Substitution area
Outside of one long edge of the playing field to both sides of the middle line are the substitution areas for each team. The areas usually contain the benches as seating opportunities. Team officials, substitutes, and suspended players must wait within this area. The area always lies to the same side as the team's own goal. During half-time, substitution areas are swapped. Any player entering or leaving the play must cross the substitution line which is part of the side line and extends 4.5 meters from the middle line to the team's side.Duration
A standard match for all teams of 16 and older has two periods of 30 minutes with an interval of 10–15 minutes. At half-time, teams switch sides of the court as well as benches. For youths the length of the halves is reduced—25 minutes at ages 12 to 16, and 20 minutes at ages 8 to 12; though national federations of some countries may differ in their implementation from the official guidelines.If a decision must be reached in a particular match (e.g., in a tournament) and it ends in a draw after regular time, there are at maximum two overtimes of five minutes with a one-minute break each. Should these not decide the game either, the winning team is determined in a penalty shootout (best-of-five rounds; if still tied, extra rounds afterwards until won by one team).
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.
Each team may call one team timeout (TTO) per period which lasts one minute. This right may only be invoked by team in ball possession. To do so, the representative of the team lays a green card marked with a black T on the desk of the timekeeper. The timekeeper then immediately interrupts the game by sounding an acoustic signal and stops the time. As of 2012, rule changes allow three TTOs, and two of them can be used in either period of the game or overtime.
Referees
A handball match is led by two equal referees, namely the goal line referee and the court referee. Some national bodies allow games with only a single referee in special cases like illness on short notice. Should the referees disagree on any occasion, a decision is made on mutual agreement during a short timeout; or, 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".[4] Their judgements are final and can be appealed against only if not in compliance with the rules.The referees position themselves in such a way that the team players are confined between them. They stand diagonally aligned so that each can observe one side line. Depending on their positions, one is called field referee and the other goal referee. These positions automatically switch on ball turnover. They physically exchange their positions approximately every 10 minutes (long exchange), and change sides every five minutes (short exchange).
The IHF defines 18 hand signals for quick visual communication with players and officials. The signal for warning or disqualification is accompanied by a yellow or red card,[5] respectively. The referees also use whistle blows to indicate infractions or to restart the play.
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 in between the two substitutions areas.
Team players, substitutes, and officials
Each team consists of seven players on court and seven substitute players on the bench. One player on the court must be the designated goalkeeper, differing in his clothing from the rest of the field players. Substitution of players can be done in any number and at any time during game play. An exchange takes place over the substitution line. A prior notification of the referees is not necessary.Some national bodies, such as the Deutsche Handball Bund (DHB, "German Handball Federation"), allow substitution in junior teams only when in ball possession or during timeouts. This restriction is intended to prevent early specialization of players to offence or defence.
Field players
Field 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. Taking more than three steps at any time is considered travelling, and results in a turnover. A player may dribble as many times as they want (though, since passing is faster, it is the preferred method of attack), 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, setting an illegal screen, or carrying the ball into the six-meter zone.Goalkeeper
Only the goalkeepers are 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. The goalkeepers may participate in the normal play of their teammates. They may be substituted by a regular field player if their team elects to use this scheme in order to outnumber the defending players. This field player becomes the designated goalkeeper on the court; and must wear some vest or bib to be identified as such.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 association football. The goalkeeper resumes the play with a throw from within the zone ("goalkeeper throw"). Passing to one's own goalkeeper results in a turnover. Throwing the ball against the head of the goalkeeper when he is not moving is to be punished by disqualification ("red card").
Team officials
Each team is allowed to have a maximum of four 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. The representative may call a team timeout once every period and may address the scorekeeper, timekeeper, and referees. As of 2012, the representative may call a total of three team timeouts, with a maximum of two per period. Other officials typically include physicians or managers. Neither official is allowed to enter the playing court without the permission of the referees.Ball
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 | Class | Circumference (cm) | Weight (g) |
| III | Men and male over-16s | 59–60 | 425–475 |
|---|---|---|---|
| II | Women, male over-12s, and female over-14s | 54–56 | 325–375 |
| I | Over-8s | 50–52 | 290–330 |
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. A throw-off occurs at the beginning of each period and after the opposing team scores a goal. It must be cleared by the referees.
- Modern handball 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 leverage this rule to score easy goals before the opposition has time to form a stable defense line.
- Throw-in
- The team which did not touch the ball last is awarded a throw-in when the ball fully crosses the side line or touches the ceiling. If the ball crosses the outer goal line, a throw-in is awarded only if the defending field players touched the ball last. Execution requires the thrower to place one foot on the nearest outer line to the cause. All defending players must keep a distance of three meters. 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 D-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 places from the spot where the interruption was caused, as long as this spot is outside of the free-throw line of the opposing team. In the latter case, the throw is deferred to the nearest spot on the free-throw line. Free-throws are the equivalent to free-kicks in association football; however, making 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, however, is rarely feasible if the defending team has organised 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.
- 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 seven-meter line with only the defending goalkeeper between him and the goal. The goalkeeper must keep a distance of three meters, which is marked by a short tick on the floor. All other players must remain behind the free-throw line until execution. 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.
Penalties
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, hitting, tripping, and jumping into 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 forego the warning for an immediate two-minute suspension. A player can get only one warning before receiving a two-minute suspension. One player is only permitted two two-minute suspensions; after the third time, they will be shown the red card.
A red card results in an ejection from the game and a two-minute penalty for the 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. 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-minute penalty is served. A coach or official can also be penalized progressively. Any coach or official who receives a two-minute suspension will have to pull out one of their players for two minutes—note: the player is not the one punished, and can be substituted in again, as the penalty consists of the team playing with a one player less than the opposing team.
After having lost the ball during an attack, the ball has to be laid down quickly or else the player not following this rule will face a two-minute suspension. Also, gesticulating or verbally questioning the referee's order, as well as arguing with the officials' decisions, will normally result in a two-minute suspension. If this is done in a very provocative way, the player can be given a double two-minute suspension if they do not walk straight off the field to the bench after being given a suspension, or if the referee deems the tempo deliberately slow. Illegal substitution (that is, any substitution that does not take place in the specified substitution area, or where the entering player enters before the exiting player exits) is also punishable by a two-minute suspension.
Gameplay
| This section does not cite any references or sources. Please help improve this section by adding citations to reliable sources. Unsourced material may be challenged and removed. (January 2012) |
Formations
- Offence
- Left and right wingman. These typically are fast players who excel at ball control and wide jumps from the outside of the goal perimeter in order to get into a better shooting angle at the goal. Teams usually try to occupy the left position with a right-handed player and vice versa.
- 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.
- 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). This player tends to intermingle with the defence, setting picks and attempting to disrupt the defence's formation. This positions requires the least jumping skills; but ball control and physical strength are an advantage.
- Defence
- Far left and far right. The opponents of the wingmen.
- Half left and half right. The opponents of the left and right backcourts.
- Back center (left and right). Opponent of the pivot.
- Front center. Opponent of the center backcourt, may also be set against another specific backcourt player.
Offensive play
Attacks are played with all field players on the side of the defenders. Depending on the speed of the attack, one distinguishes between three attack waves with a decreasing chance of success:
Men's handball - a jump shot (Kiril Lazarov, world record-holder for the number of goals scored in one world championship) .
- First wave
- First wave attacks are characterised 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. The far left or far right will usually try to run the attack, as they are not as tightly bound in the defence. 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.[citation needed]
- 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 became much more important with the "fast throw-off" rule.[citation needed]
- Third wave
- The time during which the second wave may be successful is very short, as then the defenders closed 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, take a jumping shot from the backcourt at the goal, or lure the defense away from a wingman.[citation needed]
If the attacking team does not make sufficient progress (eventually releasing a shot on goal), the referees can call passive play (since about 1995, the referee gives a passive warning some time before the actual call by holding one hand up in the air, signalling 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. If it were not for this rule, it would be easy for an attacking team to stall the game indefinitely, as it is difficult to intercept a pass without at the same time conceding dangerous openings towards the goal.[citation needed]
Defensive play
The usual formations of the defense are 6–0, when all the defense players line up between the 6-meter and 9-meter lines to form a wall; the 5–1, when one of the players cruises outside the 9-meter perimeter, usually targeting the center forwards while the other 5 line up on the 6-meter line; and the less common 4–2 when there are two such defenders out front. Very fast teams will also try a 3–3 formation which is close to a switching man-to-man style. The formations vary greatly from country to country, and reflect each country's style of play. 6–0 is sometimes known as "flat defense", and all other formations are usually called "offensive defense".[citation needed]VOLLEYBALL STEPS
How to Play Volleyball
Are you looking for a sport that requires a positive team relationship, builds good communication skills, increases upper body strength and delivers an unlawful amount of fun? This article will teach you the basics of how to play volleyball. At the end, you'll be ready to set, serve and spike!
Part 1 of 4: Playing the Game
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1Choose your players. Ideally, you want at least 6 players for a competitive game. However, if you're playing with a group of friends, just keep the same number of players on each side.
- You should have 1 to 3 rows of players, with the first row closest to the net and the back row closest to the rear boundary of the court.
- The player in the back right corner will serve the ball. You can
rotate players around the court so that you will have a new server for
each service game.
- If you are rotating players out, rotate clockwise -- looking at the net, the player closest to it on the right side would rotate out, allowing for many players to play.
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Serve the ball from behind the line at the back of the court. The ball has to go over the net (but it can touch), and it has to land within the court for the serve to be good.
- The player on the right-hand side at the back of the court serves. Each player will only receive one service attempt per serve rotation.
- The ball is good even if it lands on a line.
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Return the ball if you're on the receiving team. Thus the rally has begun! A typical play will be bump, set, spike -- but as long as it goes over within three hits, it's good.
- Technically, technically, you can hit the ball with any part of your body so long as the ball does not come to a rest.[1]
- Players may go over the lines, but the ball may not. If a player on your team hits it out of bounds, you may run to retrieve it -- successfully so if it doesn't touch the ground.
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4Continue hitting the ball back and forth across the net until a fault happens. This could be because of any one of the following:
- The ball hits the ground.
- If the ball hits the ground on the side of the serving team, then the other team has the opportunity to serve.
- If the ball hits the ground on the side of the receiving team, then the serving team can serve again.
- The point is awarded to the team that did not allow the ball to hit the ground.
- The ball goes out of bounds. The team that hits the ball out of bounds loses the point.
- Someone touches the net. If a player on one team touches the net, then the opposing team picks up a point.
- Someone's foot goes under the net. When this happens, the opposing team receives the point.
- Someone hits the ball 2 consecutive times. Players can't strike the ball twice in a row.
- A team hits the ball 4 or more times without sending it over. 3 is the maximum.
- The ball hits the ground.
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5Serve the ball again. The team that won the last point gets to serve the ball. If you're rotating, rotate now.
- If your team has the ball, it's common for the rows to back up a bit. The idea here is to get ready for an attack. If you don't have the ball, move forward. The idea instead here is to make the attack.
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6Continue playing until you reach a threshold. You can decide how many points you will allow for each game. For instance, you can start a new game when a team earns 15 points.
- Recent rules state that regulation games go to 25 points, with the third game (in a set of three) going to 15.[2]
- A standard match is three games long. Each team should switch sides at the start of a new game.
- A game must be won by two points. 25-26 will not cut it; it must be 25-27. Because of this, close games can go on much longer.
Part 2 of 4: Learning the Shots
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1Learn the basic stance. When you're not serving, it's common to take on a basic volleyball stance. Your feet should be placed slightly wider than your shoulders, your weight should be forward on your toes, and your knees bent. Make sure your arms are free and in front of you.
- Unlike the opinions of many, volleyball is an intense sport. During a match, players can go the equivalent of a couple of miles in distance.[2]
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2Practice your serve. A basic serve gets the ball over the net and into the other court to start the rally. This can be done anywhere behind the serve line. A serve that immediately scores a point (only touches the server's hands) is referred to as an "Ace."
- More experienced players can try an overhand serve:
- Toss the ball in front of you.
- Make a fist and raise your dominant hand in the air. Bend your elbow to bring your hand closer to your shoulder.
- Straighten your elbow and strike the ball with the outside of your fist.
- Less experienced players can serve underhanded.
- Toss the ball into the air in front of you (it's illegal to hold it).
- Make a fist and pull your dominant hand down and to the side. Your elbow should be slightly bent, and your thumb should be stretched across your fingers.
- Strike the ball at waist level using the front side of your fist.
The ball should hit your fist against your bent thumb and index finger.
- More experienced players can try an overhand serve:
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"Bump"
the ball. This is the most commonly used shot for returning a serve.
Ideally, you would "pass" it to the setter on the team. The bump is the
first in a 3-move play.
- Make a fist with your left hand. Then, wrap your right hand around your left fist. Both thumbs should be flat against the top of your hands with your thumbnail facing upward.
- Rotate your elbows until the flat side of your forearm is facing upward. Your arms should be straight out in front of you at a slightly downward angle, and your elbows should be locked.
- Move so that the ball is directly in front of you. Stand with your feet shoulder width apart and wait until the ball is at the same level as your waist.
- Allow the ball to strike your forearms about 2 to 6" (5 to 15 cm) above your wrists. Use a shrugging motion to propel the ball upward and angle your forearms in the direction that you want the ball to go.
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4Practice setting. Typically, you will not set the ball on the return of serve. Instead, you will use the set to get the ball into the air so that another player can bump it or spike it.
- Hold your hands in the air and make a triangle window you can see through. Place your feet shoulder width apart, and bend your legs slightly.[3]
- Hit the ball with your fingertips when the ball reaches eye level. Push upward with your legs as your strike the ball.
- If you slap it with the palm of your hand, in a real game, that will be called out for "lifting," like you actually caught the ball and just lifted it back up.
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5Know how to spike. This is also known as the "attack."
- Approach the ball and lift your dominant hand. Your hand should be curved into the shape of the ball, and your elbow should be bent.
- Jump up and strike the ball with your palm. Reach as high as you can for maximum power. The ball should travel over the net but sharply downward so that it is difficult for the other team to return.
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6Be ready to block. For the (three) players at the net, this is used to stop an attack, or spike. There are two types of blocks:
- An offensive block aims to keep the ball on the opponent's side of the court. The timing must be exactly right to jump up, predict the trajectory of the ball, and slam it back onto the opponent's side. Ideally, it sends the ball straight to the floor.
- A defensive, or soft, block is used just to stop the power behind the ball to make it easier to send back. The ball hits the blocker's palm, rolls along their fingertips (losing power) and is received by another player.
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Dig. This is mainly a term for a dive -- a spectacular play where the player saves the ball right before it hits the ground. It involves a great level of reflex and agility.
- In diving, players land on their chests with their arms stretched out. It is very important to do this safely as injury is likely if done wrong. Seasoned players employ a rolling technique to minimize the risk of injury.
Part 3 of 4: Employing Strategy
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1Have designated setters. Setting is a definite skill and maintains the offensive for the team. They must be able to operate in tandem with the hitters and place the ball exactly where it needs to be for the attacker to strike the ball effectively.
- They must be swift and agile in addition to having technical accuracy when it comes to launching the ball. With a bad set, the ball is going nowhere.
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2Use a "libero." If you're getting up there in skill, using a libero may be a strategy your team wants to employ. This is not counted as a substitution -- this player wears a different color and is not allowed to serve.
- This player receives the attack or serve and must have cat-like reflexes. They are a "defensive specialist." They usually replace the middle blocker or center. If you have a player that is great at receiving attacks, put 'em in as the libero.
- That literally means "free," as in they're free to do pretty much anything.
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3Employ middle, opposite and outside hitters. Each designation of hitter has their strong points. Look at your team and see who falls into what category:
- Middle hitters must perform fast attacks and be decent blockers. They are playing offense and defense constantly.
- Opposite hitters (or right-side hitters) are a back-up setter and primarily work on defense. They must provide a good block at all times.
- Outside hitters should be the most consistent hitter on the team as that's generally where all the serves go. They are also often employed if a first pass goes astray from the middle.
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4Substitute players. Though some leagues will allow unlimited substitutions, international rules say that you can have a maximum of 6 (not including the libero).[2]
- You can also pull in a serving specialist or a defensive specialist (not the same thing has a libero) if your team is lacking in serving or defense skills.
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5Consider different formations. We'll be assuming you're working with 6 players here. If you're not, adapt your number of players and their skills to other various formations. However, with six, there are generally three to choose from (the numbers refer to positions, not to number of players):
- 4-2 formation. This has four hitters and two setters. Generally speaking, the setters position themselves on the right; they are the two front attackers. This is generally only used in beginner's play.
- 6-2 formation. This is where a player comes up from the back and acts as a setter. The front row is all poised to attack. All players will be hitters at some point or another. This formation is not used often.
- 5-1 formation. This has only one player as a setter, regardless of where they are positioned in the rotation. Obviously then, there are sometimes 2 and sometimes 3 attackers in the front row. The setter can then change up their strategy as they rotate and even just dump the ball lightly over the net at times. It's very setter-centric!
Part 4 of 4: Setting Up Your Own Game
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1Purchase a volleyball. The best volleyballs are made of leather or synthetic leather. Also, the ball should have an inner bladder made of rubber.
- For indoor volleyball, choose a ball that is well-pressurized. Also, look for a ball that is a light uniform color.
- For outdoor or beach volleyball, choose a brightly colored volleyball that will be easy to see in the sunlight.
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2Buy a net. Make sure that the supports for your net are made of galvanized metal or treated wood. Also, consider padding the poles to protect the players.
- An official net measures 32 feet (9.75 m) long and 39" (1 m) wide. For men, it comes in at 7 ft 11 5/8 in (2.43 M) high and for women, it tops out at 7 ft 4 1/8 in (2.24 m).[1]
- If you're playing outdoors, dig a hole at least 3' (about 1 m) deep for the poles. If you want your court to be permanent, pour concrete into the holes before you install the poles.
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3Measure your court. An official volleyball court is 29 feet 6" (9 m) wide and 59 feet (18 m) long.
- Use spray paint or bright nylon tape to mark the boundaries of your court. The lines should be approximately 2" (5 cm) wide. Alternatively, you can use the line markers that came with the net that you purchased.
- Your court should face north and south as opposed to east and west. This orientation ensures that no team is ever looking directly into the sun.
- If you're playing an informal game, you can simply mark the boundaries with some shoes or any other items that you have laying around. Don't worry about exact measurements; the point is to have fun while you're playing.
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4Gather your friends. Now that you have all the necessary equipment, get a group together! Volleyball can be played with two people, but it's more fun with a dozen or so. Take the number that you have and figure out your formation -- how will you rotate (if you rotate at all) and account for skill?
- If you have an odd number, you can either have the odd man out rotate sides, join the weaker team, or rotate one individual acting as a referee or scorekeeper. Or they could be the designated Libero and pop around at will!
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