Team Handball Tournament Rules
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1 Team Handball Tournament Rules I. Policy and Procedures A. For all Policy and Procedures, please refer to Columbia University s Intramural Handbook which can be found on perec.columbia.edu under Intramurals, Rules & Policies, as well as under Handbooks/Manuals on the Columbia University s imleagues.com website. All Intramural participants are responsible for knowing all of the Intramural Policy and Procedures. B. Leagues offered: a. Open-Recreational: a mixed gender league that is open for anyone to register and participate. This league is encouraged for teams not looking for gender-specific requirements. *No Co-Rec rules will apply.* C. All players must present a valid Columbia University identification (CUID) or Dodge Fitness Center identification (DFCID) to Intramural Staff in order to play. D. All games are played at the Dodge Physical Fitness Center. Teams must arrive ready to play no more than 5 minutes after the scheduled game time or a forfeit will be declared. II. Team Size A. Five (5) players constitute a full team. Four (4) players and one (1) goalie. B. You may start and finish the game with four (4) total players. III. Equipment A. Players must wear close-toed, athletic type shoes at all times. B. Players must wear athletic clothing such as shorts and sweatpants. Jeans and dress pants are not permitted. C. Pinnies will be provided. All players, except the goalie, must wear a pinnie unless the team has matching jerseys with legible numbers and the officials can differentiate between the teams. Players must wear a t-shirt underneath their pinnies. A player cannot just wear a pinnie. D. No hats, jewelry, or watches may be worn during a game. Any equipment that, in the official s judgment, would be injurious to the participants, would aid the individual who is wearing it, or is not within the spirit of the rules is illegal. Exceptions may be made for mandatory religious paraphernalia, at the discretion of the Columbia Intramurals Department. E. A ball will be provided. Indoor Soccer goals will be used as the team handball goals. IV. Time Factors & Substitutions A. The winner of the pre-game coin toss shall have the first choice of options: Choice of ends of the court or the kickoff. B. The game will consist of two (2) halves of 12 minutes running time. The clock will stop for all timeouts. It will be a running clock except in the last two (2) minutes of the 2nd half. REVISED
2 C. Mercy Rule: The game will be terminated and a winner declared if a team is losing by 10 points or more with 2 minutes or less remaining in the second half. The winning team must not play below their abilities in order to allow the losing team to catch-up. If a team is suspected of playing down, the Official and/or Supervisor may stop the game immediately. D. Each team is entitled to one 45-second time out per game. E. Only players on the court may call timeouts. F. Teams may substitute on the fly. Substitutions must take place within the substitution area. G. If the ball is released from the offensive player s hand before the buzzer goes off it will count as a goal if the shot is made. Even if the ball hits the court first, it will count as a goal. V. Basic Rules A. There are elements of Basketball and Soccer in the game. Players dribble, pass and shoot a ball into a goal. B. After gaining possession players may take a maximum of 3 steps with the ball or they can pass, shoot, or begin dribbling. Once their dribble is picked up, a player may take another 3 steps but afterwards they must release the ball by either shooting or passing. Players can establish a pivot foot but each step taken with the non-pivot foot counts as one of their 3 allowed. C. Players can move with the ball as long as they are dribbling, similar to basketball, but once the dribble is picked up it cannot be resumed (double dribble). D. Players may hold the ball for no longer than 5 seconds (after they stop dribbling). a. RESULT: Delay of game and loss of possession resulting in a throw-in at the nearest sideline. E. A player may not pass to themselves. Consecutive possessions by the same player may only occur after a missed or blocked shot or tipped ball by the defense. F. Field players may not purposely touch the ball below the knee. Goalies may use kick saves within the goal box. Outside the goalie box, the goalie is a regular field player. G. A throw-in is awarded to a team when the ball is knocked out of bounds (sideline) by the opposing team at the sideline nearest to the spot of last touch. Defending players must remain 3 feet away from the throw in. Both feet must be touching the ground during a throw in. H. A goal is scored when the entire ball has passed over the goal line between the goal post and under the crossbar. I. Each team can have at most one defender (stopper) who will be allowed inside the goal crease arc, but not inside the goalie box. If there are 2 defenders in the zone at one time, the offensive team will receive a penalty shot. J. A player may not pull, hit, or punch the ball out of the hands of an opponent. If a defensive player attempts to do so, a foul is called, and the offensive player will be granted a free throw. K. If a shot is made after a penalty call, the goal will count and the call will be declined. L. There is NO DIVING, SLIDING, HOLDING, HITTING, ROUGHING, PUSHING, HITTING THE BALL OUT OF THE HANDS OR FIGHTING. This is a non-contact sport. a. Anyone violating these rules will be accessed a yellow/red card depending the severity of the infraction. The first yellow card results in a two-minute penalty. A player s second yellow card results in a two-minute penalty and ejection from the game. A red card is an automatic ejection and that player s team must play down a player for two minutes. REVISED
3 M. An offensive player may not charge into a defensive player (basketball style). If they do, an offensive foul will be called and the defensive team will get a free throw from that spot. N. A defensive player may not impede an offensive player with their arms or legs, nor may they make contact with an offensive player. O. ONLY THE GOALIE CAN TAKE POSSESSION OF THE BALL INSIDE THE GOAL CREASE. The one defender in the goal crease can slap a shot when defending, but they can t take possession of the ball and pass it to a teammate. This will result in a free throw. P. If both teams grab a loose ball, it will count as a jump ball. Like in basketball, possession will be determined by an alternating possession arrow. VI. Penalty Throws A. A penalty throw is given when an offensive player is fouled flagrantly and/or an offensive scoring chance was prevented due to a defensive violation. B. A penalty throw will be taken from the free throw line, at the top of the goalie box. When taking a penalty throw, the thrower must keep both feet planted on the court and behind the free throw line until the ball has left the thrower's hand. C. Throwers must throw within three seconds after the referee's whistle. If the player does not throw the ball within the 3 seconds it will result in a turnover and the goalie will get the ball for a throw in. D. All other players must be behind the goal crease (3-point line) until the ball has left the throwers hand. E. When defending a penalty throw, the goalie may take any position on the goal line, but they must remain still until the ball has left the thrower s hand. F. The ball is "live" after the shot is taken and play continues unless a goal is scored. REVISED
4 VII. Indirect Throws & Throw-Ins A. Indirect free throws and throw-ins necessitate that a goal may be scored only after the ball has touched one player of either team after the ball is thrown. B. A throw in is considered an indirect throw. C. Offense begins play at the start of each half and after every goal with a throw off. D. At time of throw off, each team must be lined up on their own side of the centerline. E. Throw-ins take place on the sideline at the centerline. F. The offensive team has 5 seconds to throw or pass the ball in. G. If the ball goes out of bounds behind the goal or hits the basketball backboard/basket, and the goalie (or offensive player) was the last to touch the ball, the restart will be an AUTOMATIC goalie throw-in. If any person on the defensive team is the last to touch the ball before it goes out of bounds behind the goal or hits the basketball backboard/basket, the restart will be an offensive throw-in from the sideline at center court. VIII. Free Throws A. An indirect free throw is given for all other fouls and infringements of the rules. After the referee has blown the whistle to restart play (when necessary), the free throw is taken from the place the violation occurred. B. The defense must remain 3 feet away. C. The thrower must have one foot continuously in contact with the court and must make a throw or pass within 5 seconds. IX. Shooting A. The shooter may not enter the goal crease (3-point line) unless their momentum carries them past the goal crease after shooting. If this happens, they must immediately leave the goal crease area once their momentum has stopped. B. When shooting, the ball must be released before touching the ground beyond the goal crease. C. If a rebound is gained by the offensive team, and is scored while an offensive player is within the goal crease, the goal does not count and the goalie will receive possession of the ball. X. Goalie Rules A. The goalie is allowed to leave the goal box with the ball. Once the goalie has left the goal crease, they are held responsible to all the rules the other 4 players have. B. The goalie may not receive a pass from a field player while in the goal box. Passing to one s own goalie will result in a turnover. C. A ball blocked by the goalie can be retrieved by either team, given that neither team retrieves the ball within the goal crease area. REVISED
5 D. A ball going behind the goal is an AUTOMATIC goalie throw-in unless the defense touched it last. E. Only the goalie can take possession of the ball inside the goal crease. The 1 defender in the goal crease can slap a shot, but they can t grab the ball and pass it. XI. Overtime (Playoffs Only) A. If a game ends in a tie, a single 5-minute running clock sudden death period shall be played. A coin toss will determine possession for the overtime throw-off. B. If the game remains tied after the sudden victory period, a shoot-out will occur: a. Each team will select 4 players to throw the penalty shots, these players do not need to have been in the game when time runs out. b. The goalkeeper must have played keeper during the game and be in the game when time runs out. c. When defending a penalty throw, the goalie may take any position on the goal line, but they must remain still until the ball has left the thrower s hand. d. The team scoring on the greatest number of these throws shall be declared the winner. C. If the game is STILL tied after the first shootout: a. Each team will select 4 DIFFERENT players, if possible, than the first four who have already thrown. b. This will be a sudden-victory situation, wherein if one team scores and the other team does not score, the game is ended without more throws being taken. c. A player may NOT throw twice until all eligible players have thrown once. d. If game is still tied - repeat sudden-victory shootout XII. Special Intramural Rules A. A yellow / red card system will be used. B. 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. C. YELOW CARD: a. A player will receive a yellow card for misconduct must sit out for two minutes of playing time. The entire two minutes of playing time must be served regardless of the developments on the field. The player serving the penalty period cannot be substituted, therefore their team will play short-handed. The official will note the time of the infraction and release the penalized player when the penalty period has expired. b. A second yellow card, which equals a Red Card, issued to an individual during a single game results in an ejection from the game. Two successive games in which a single player receives yellow cards will disqualify that player from the next game. A two-minute power play will be awarded to the other team. The entire two minutes of playing time must be served regardless of the developments on the field. The player serving the penalty period cannot be substituted; REVISED
6 therefore their team will play short-handed. The official will note the time of the infraction and allow a substitution when the penalty period has expired. D. RED CARD: a. A red card will be given to a player by the official or supervisor for severe misconduct (dangerous play, fighting, verbal or physical abuse of an official or supervisor) and results in an immediate ejection. A two-minute power play will be awarded to the other team. The entire two minutes of playing time must be served regardless of the developments on the field. The player serving the penalty period cannot be substituted; therefore their team will play shorthanded. The official will note the time of the infraction and allow a substitution when the penalty period has expired. An incident report will be completed. Upon review by the Director and Coordinator of Intramurals, the player may be suspended, the length of which will be determined during a required meeting between the offending player and the director or coordinator. E. Three yellow cards, one red card and two yellows, or two red cards will disqualify that player for the rest of the season. Only the captain or designated captain can approach officials or activity supervisors during or after the game. Columbia University Intramurals 334 Dodge Fitness Center perec.columbia.edu (212) REVISED
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