Communication. Eligibility. Teams. Defaults. Game Times

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Communication Eligibility Teams The draw for the first week s games will be sent to team captains and all composite players as soon as possible after registration. The draw for the remainder of round robin games will be sent to team captains and all composite players after the first round. Results, tables, draws and league reminders will then be sent to team captains and all composite players on a weekly basis, as well as posted on the releveant league facebook event page. Players must have played two games during pool play to be eligible to play during finals rounds. The exception to this is if both teams agree that a fill-in player can be used; in this case, the fill in player can play and the result of the game will stand. Participants can play for multiple teams throughout the different leagues but are only allowed to play in ONE team in any given league. Exceptions may be granted in special circumstances. Only 7 players per team are allowed on the court at any one time. For each team only 3 males are allowed on court at any one time, with the following position restrictions; 1 male in GS or GA 1 male in WD, C or WA and 1 male in GK or GD Teams must have a minimum of 5 players to start or they will forfeit the game. Teams are allowed as many substitute players as they want. Defaults Game Times It is expected that teams are able to play every week; defaults should be avoided where at all possible and noshows will not be tolerated. In the case of a default, a 20-0 score will be awarded to the non-defaulting team. Any team who does not turn up to their match without providing at least a day s notice, will receive one warning and repeat offenders will be removed from the league without a refund. Games consist of two 13 minute halves with a 2 minute half time break. Due to the tight nature of bookings, games will start at the scheduled time whether teams are ready or not. If a team is more than 5 minutes late then they will receive 2 penalty goals against them. If a team is more than 8 minutes late then they will default the game.

Misconduct Warm Up Clothing Leagues are designed to be social and enjoyable for all participants. Players and teams must compete and conduct themselves in the spirit of fair play. Aggressive play, violent misconduct and foul language will not be tolerated. Any incidents of this nature will be dealt with seriously, on a case by case basis. Potential consequences include the withdrawal of specific players or a whole team from games/the league, without a refund. Any players who are intoxicated will not be allowed to play and will be asked to leave the facility. If you have any concerns relating to any behaviour or incidents that occur during the leagues, please contact the League Manager. Players are responsible for ensuring they are sufficiently warmed up and physically prepared to participate in sporting activity. It is recommended that a warm-up involves some light cardio and stretching to help prevent the chance of injury. Bibs are provided. Suitable sports shoes and clothing must be worn (no bare feet). No sharp or dangling jewellery is to be worn and finger nails must be cut. Umpires have the right to remove players who do not adhere to these rules. VSL Netball rules are outlined below. Please note these are subject to change.

Games are played under normal outdoor netball rules (these are outlined below). The court area is marked with yellow tape for the outside lines and black tape for the inside lines. Netball court showing starting positions for a centre pass Playing positions & court areas Position Responsibilities Court area allowed GS To score goals and to work in and around the circle with the GA 1 & 2 GA To feed and work with GS and to score goals 1, 2 & 3 WA To feed the circle players giving them shooting opportunities 2 & 3 C To take the centre pass and to link the defence and the attack 2, 3 & 4 WD To look for interceptions and to prevent the WA from feeding the circle 3 & 4 GD To win the ball and reduce the effectiveness of the GA 3, 4 & 5 GK To work with the GD and to prevent the GS from scoring goals 4 & 5 Playing the game Centre passes are taken alternately by the centre of each team - after each goal is scored and at the start of each half. Each team endeavours to pass the ball down to their goal circle and score goals. The team with the most goals at the end of the playing time wins the game. Centre pass Before the whistle, all players must start in the goal thirds except the two centres. The centre with the ball must be fully within the centre circle and must obey the footwork rule after the whistle has been blown. The opposing centre stands anywhere within the centre third and is free to move. After the whistle, the centre pass must be caught or touched by a player standing in or landing wholly within the centre third. Scoring a goal Only GS or GA can score they must be completely within the goal circle when the ball is received in order to shoot for goal. A goal is scored when the ball passes through the hoop.

Minor infringements - free pass Breaking the following rules will result in a free pass being awarded to the opposing team. When a free pass is awarded to a team it may be taken by any player from that team allowed in that area, as soon as they are in position. A player may not shoot from a free pass in the goal circle. Offside Player moving out of their own area, with or without ball (on a line counts as within either area). Breaking at the centre pass A player moving into the centre third before the whistle is blown for the centre pass. Playing the ball A player who has caught the ball must play it or shoot for goal within three seconds. A player may bounce or bat the ball once to gain control. Once released, the ball must next be touched by another player. A player on the ground must stand up before playing ball. Over a third The ball may not be thrown over a complete third without being touched or caught by a player. Footwork Having caught the ball, a player may land or stand on: One foot while the landing foot remains grounded, the second foot may be moved any number of times, pivoting on the landing foot. Once the landing foot is lifted, it must not be re-grounded until the ball is released. Two feet (simultaneously) once one foot is moved, the other is considered to be the landing foot, as above. Hopping or dragging the landing foot is not allowed. Major infringements - penalty pass Breaking the following rules will result in a penalty pass or pass/shot being awarded to the opposing team. A penalty pass (or penalty pass/ penalty shot if in the goal circle) is awarded where the infringement occurred. The offending player must stand out of play beside the thrower until the pass or shot has been taken. Any opposing player allowed in that area may take the penalty. Obstruction Player with ball: the nearer foot of the defender must be 0.9m (3ft) feet from the landing foot of the player with the ball, or the spot where the first foot had landed if one has been lifted. The defender may jump to intercept or defend the ball from this 0.9m (3ft) feet distance Player without ball: the defender may be close, but not touching, providing that no effort is made to intercept or defend the ball and there is no interference with the opponents throwing or shooting action. Arms must be in a natural position, not outstretched, and no other part of the body or legs may be used to hamper an opponent. A standing player is not required to move to allow an opponent a free run, but dangerous play must be discouraged, e.g. Moving into the landing space of a player already in the air or stepping late into the path of a moving player.

Contact No player may contact an opponent, either accidentally or deliberately, in such a way that interferes with the play of that opponent or causes contact to occur. Out of court - throw in A throw in is awarded to the opposing team of the player who last had contact with the ball or who received the ball whilst in contact with anything outside the court. The ball is out of court when it contacts anything outside the court area (except the goalpost). The ball is returned into play by a throw-in taken from a point outside the court where the ball crossed the line. The player stands with foot close to the line, and the ball must be thrown onto the court within three seconds. Toss up This is administered for all simultaneous infringements. The two players stand facing each other at their own shooting ends with hands by their sides and the umpire flicks the ball upwards not more than 600mm (2ft) in the air as the whistle is blown. Substitutions Teams are allowed as many substitutes as they want with no limit as to how many changes they make. Substitutions must be made during a stoppage in play. Injuries In the case of an injury, umpires may be required to stop play. Injured players can be substituted and basic First Aid support will be provided. Play will continue from where it was originally stopped. Given the tight nature of bookings, the timer will continue during the stoppage and extra time will not be added on.