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  • Game Length: 4 quarters - 6 minutes each

1 minute break at 1st quarter | 3 minute break at half time | 1 minute break at 3rd quarter

  • Players: A team consists of up to ten players. 

There are 5 playing positions in each team whose playing areas are the same as in Netball:

  • Goal Shooter (GS) Goal Attack (GA) Centre (C) Goal Defence (GD) Goal Keeper (GK) 
  • Points:
    • Shots from the INNER CIRCLE are worth ONE point
    • Shots from the OUTER CIRCLE are worth TWO points
    • Shots from the OUTSIDE THE GOAL CIRCLE are worth THREE points 
  • Winner of the Toss :
    • starts with the centre in the first and third quarters
    • has first choice of a quarter for its Power Play.
  • Each team has one quarter designated as a ‘power play quarter’. In a power play quarter, all goals scored by that team receive double goal points
  • All other centre passes are taken by the team that did not score the last goal.
  • During a team’s Power Play quarter all points scored are doubled.
  • Substitutions:
    • May be made at intervals or during play. There is no limit to the number that can be made and more than one substitution may be made at any time
    • A team must have at least four players on the court at any time
    • Before leaving the substitution box, the substitute tags (with hand) the player leaving the court
    • Players must observe the offside rule as they enter/leave the court

Court and Related Areas

  • Fast Five matches are played on a Netball court with an additional semicircle of radius 3.5 m (11.5 ft) marked inside the goal circle (centre at the mid-point of the outer edge of the goal line). The area inside this semi-circle is called the ‘inner circle’; the area between this semi-circle and the edge of the goal circle is called the ‘outer circle’.
  • A rectangular substitution box measuring 4 m by 1 m (13.1 ft by 3.28 ft) is marked on the floor adjacent to the court surround, opposite the centre third and beside each team bench. The longer sides are parallel to the side line and the outer edge is level with each transverse line.

Match Length

  • A match consists of four quarters each of 6 minutes playing duration, with an interval of 1 minute between the first-second and third-fourth quarters. The half-time interval is 3 minutes. Teams change ends each quarter.
  • Each team has one quarter designated as a ‘power play quarter’. In a power play quarter, all goals scored by that team receive double goal points. (iii) If a winner is required and the scores are tied at full-time, extra time is played as follows: (a) Play stops and players remain on the court (no change of ends) while the captains toss for the centre pass to restart play (b) Play immediately recommences for a period of 1 minute (c) If at the end of this period one team is leading, this team is declared the winner; if the scores are tied, play continues until the next goal is scored (d) Power play does not apply in extra time.

Captains

Before the match the captains toss for the first goal end, initial centre pass and choice of power play quarter.

  • The team winning the coin toss: (a) Chooses the goal end to commence the match (b) Takes the first centre pass in the first and third quarters (c) Has first choice of a power play quarter.
  • The team losing the coin toss: (a) Takes the first centre pass in the second and fourth quarters (b) Chooses a power play quarter not selected by the other team.

Players

  • A team consists of up to ten players. There are five playing positions in each team whose playing areas are the same as in Netball: Goal Shooter (GS), Goal Attack (GA), Centre (C), Goal Defence (GD), Goal Keeper (GK).
  • During play a team may not have more than five players on the court. If this occurs the umpire holds time and requires any additional player/s to leave the court. Sanction: Free pass where the ball was when time was held
  • A team must have at least four players on the court at any time (this may include a player in the process of entering the court as a substitute).

 Number of Players

  1. At the start of a quarter: when play is ready to start, a team must take the court if there are at least four players present (one must play as Centre). If four players are not present, a period of 30 seconds is allowed for additional player/s to arrive before the match is awarded to the opposing team.
  2. During play: if a team has fewer than four players on the court, the umpire holds time and requires a player to return to the court immediately Sanction: Free pass where the ball was when time was held
  3. If no player is available to take the court or if more than one position in a team is vacant due to suspension and/or ordering off, the umpires terminate play and award the match to the opposing team.

 Match and Technical Officials

  • The umpires work together to cover the court and to control the match (refer to Fast Five Guidelines for Umpires).
  • The scorers:
  1. Record the goal points for each team as each goal is scored
  2. Indicate when a team is using its power play quarter by standing a power play card (uniquely colour-coded for each team) on the official bench for the duration of the relevant quarter)
  3. Indicate when extra time is being played by displaying a visual signal at the official bench.

Sanctions

  • A penalty pass is taken where the infringer is standing unless this disadvantages the non-infringing team Rule 7.1.1 (i) (b)]. If a disadvantage occurs, the penalty pass is awarded where the non-infringing player is standing.
  • A disadvantage occurs: (a) Through the court: if the non-infringing player is standing closer to the team’s goal end (b) In and around the goal circle: if the non-infringing player is standing in a higher goal points area.
  • The player taking the penalty pass may: (a) Take the penalty pass as indicated or (b) Request to take the penalty pass where the infringer was standing.

Centre Pass

  • The initial centre pass in each quarter is taken as specified [Rule F3].
  • All other centre passes are taken by the team that did not score the last goal.
  • A team may not delay the centre pass in order to substitute its Centre. Sanction: Penalty pass taken in centre third by the transverse line at the goal end of the non-infringing team – the whistle is blown to start play then the infringement is penalised. The substitute Centre is cautioned and stands out of play for the penalty pass

Substitutions

(i) Substitutions may be made during play (as well as during stoppages and intervals). There is no limit to the number that can be made and more than one substitution may be made at any time. Play will not be held for a substitution to be made. (ii) For a substitution during play:

(a) The substitute stands wholly inside the team’s substitution box to indicate a substitution is to be made

(b) Before leaving the substitution box, the substitute tags (with hand) the player leaving the court

(c) Players must observe the offside rule as they enter/leave the court and must not interfere with the umpire’s movement during the substitution Sanction: Free pass where the ball was when the interference or offside entry/exit occurred

(d) A player leaving the court returns to the team bench.

Scoring a Goal

  • A goal is scored when the ball is thrown or batted over and completely through the ring by Goal Shooter or Goal Attack from any point within the goal third (including the goal circle).
  • Each successful goal scores a number of goal points as specified below. The number of points is determined by the place from which the shot is made and includes contact with the ground by the player during the catching and holding of the ball prior to the shot.
  • If a player lands simultaneously across a circle boundary the shot is deemed to have been made from the circle area that scores the fewer number of goal points. (iv) During a team’s power play quarter all goals score double goal points.

 Game Management

  • The INF Rules of Netball [Rule 13] apply except that the length of a suspension is 1 minute of play.
  • In addition, the following applies: An objective of Fast Five is for the attacking team to progress play to its goal end in order to attempt to score a goal. Play that does not meet this objective (e.g. passing the ball simply to use up time) is considered to be ‘not in the spirit of the Game’. In such a case:
  1. The umpire calls ‘use it’ and points to the goal end of the team concerned as a signal that the team must immediately progress the ball towards its goal end in order to attempt to score a goal
  2. If the player fails to immediately carry out the umpire’s instruction the player is penalised Sanction: Penalty pass awarded just outside the goal circle of the non-infringing team and the player is cautioned
  3. This signal remains in effect while the team has possession or until a shot at goal has been attempted.

 Umpire Hand Signals

In addition to the umpire hand signals specified for the INF Rules of Netball [Rule 14] the following hand signals are used. In Fast Five it is desirable that voice communication is kept to a minimum and used only when clarification is needed.

  • One goal point One arm raised vertically
  • Two goal points Both arms raised high in air with hands close together
  • Three goal points Both arms raised high in air with arms wide apart

 

 

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About us

Netball 4 All have been running competitions since 2005, and we have enjoyed many games and seasons.  We encourage both ladies and men to come and play, whether you are a beginner or a seasoned player as we can have up to 4 divisions for each competition.

The many types of players that we have include:

  • Beginners who wish to learn how to play netball at our free clinics
  • Players who have not played for years, and want to come back and play netball again
  • Players who have moved to Sydney and want to both play netball and meet friends 
  • People who want to get fit and meet like-minded people
  • Players who don't want to train, or wear a uniform
  • Experienced Players who just love playing netball throughout the year

 Netball4all is an approved supplier for the Active Kids Voucher.

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