Rules

Our aim is make NitroNetball fun and enjoyable for everyone, right from simple registration and ease of organising your teams through to turning up and playing. If you have any questions, just get in touch!

Frequently Asked Questions

  1. For 5-a-side games, each team may have up to 8 players per game with only 5 allowed on the pitch at one time. You can have a larger squad and rotate players each week. You will need a minimum of 3 players to start the game.
  2. For 6-a-side games, each team may have up to 10 players per game with only 6 allowed on the pitch at one time. You can have a larger squad and rotate players each week. You will need a minimum of 4 players to start the game.
  3. A 6-a-side team may have up to 3 males on the court at any one time. Each male must be in a different area on the court (e.g. Defence, Centre, Attack).
  4. All players must be registered on the team list via the NitroNetball Website.
  5. If a team is short, or if a player is running late, the team is to notify the referee and opposition team that a fill-in player is being used. The fill-in player should be of equal skill to the division. It is both captains’ responsibly to agree on the fill-in player being used. Once a team’s regular player arrives, the fill-in player must discontinue playing.
  6. Minimum age is 15 years in our senior leagues. With explicit consent from parents/caregivers, players aged 14 years may play at our discretion.
  7. Any issue with player eligibility must be handled before or during the match. As soon as you notice an issue, notify the referee and the venue manager and/or team captains can resolve the issue immediately. It is very difficult to overturn a result once a game has finished.

5-a-side (Ladies)

These rules apply to NitroNetball’s 5-a-side competitions, including leagues and tournaments. If you have any questions, feel free to get in touch. On the most part, our 5-a-side gameplay rules are the same as regulation 7-a-side rules.

GENERAL

  1. NitroNetball’s 5-a-side leagues are Ladies only.
  2. If a team can’t make a fixture, they must contact their Centre Manager at least 24 hours before the scheduled fixture. Failure to do so, or if the Centre Manager does not receive your notification, your team will forfeit the fixture 10-0 and a potential fine for the game fee if we are unable to find a replacement for the opposition.
  3. All players must be loaded into our database prior to playing.
    See Player Eligibility above
  4. Player Positions
    Attackers ( A ) are allowed in their attacking third and the centre third.
    Centres ( C ) are allowed in each third, but are not allowed in either of the circles.
    Defenders ( D ) are allowed in their defensive third and the centre third.

GAMEPLAY

  1. First Centre pass is decided by a coin toss. The winner decides whether to take first centre pass OR decides which way they shoot first. If the winning team choose to take the first centre pass, the losing team will decide which way to shoot.
  2. The game starts and ends on the umpire’s whistle.
  3. The first centre of each quarter will be taken from the centre circle, and these will alternate from quarter to quarter.
  4. After a goal is scored, the opposition will take a ‘starting pass’ from the top of their defensive circle to restart play. The ‘starting pass’ may only be received in the first third; if a player receives the pass outside of this third, the opposition are awarded a free pass.
  5. A player may not walk with the ball. If a player receives the ball, they must keep their landing foot grounded, whilst being allowed to step or pivot with the other. If a footwork foul occurs, the opposition are awarded a free pass.
  6. A player can hold the ball for 4 seconds before release. If a player exceeds this time limit, the opposition get a free pass.
  7. Repossession occurs when a player has control of the ball, releases it, and regains possession. If this rule is violated, the umpire will award the opposition a free pass.
  8. Opposition players must be 1m away from the player with the ball.
  9. Contact against the opposition will not be tolerated. If gentle contact occurs, the umpire will award a penalty pass or shot to the opposing team, and the violating player will stand next to the player whilst the pass or shot is taken. If aggressive contact occurs, the same process will be administered, and it is at the umpire’s discretion whether further action will be taken, including: a warning, or being asked to leave the court.
  10. A player with or without the ball is deemed offside if they step outside of their designated playing zones. If this occurs, the umpire will award the opposition with a free pass. If a player is on the line but not over the line, they are not deemed offside.
  11. A player may not throw the ball from one end third to the other. If this is violated, the umpire will award the opposition with a free pass from the point where the ball was released.
  12. All fouls that are of undetermined responsibility to the umpire will be decided by a toss-up. Both players involved must stand 1metre apart with their hands by their sides until the umpire releases the ball.
  13. Substitutions are allowed to be made at any time (e.g. Roll On- Roll Off). However, the umpire must be aware, and must have stopped the game before any substitutions can be made. When a substitution is made, all existing rules are to be kept, including a maximum of three males and one male in each area of the court. If an injury occurs during the game, a substitution will be granted at the umpire’s call. All remaining players are not allowed to enter the court unless a substitution is being made. There is no limit to the number of substitutions allowed.
  14. One point is awarded if one team score a goal inside the circle. If a goal is scored from outside of the circle, then the team is awarded two points.

6-a-side (Mixed)

These rules apply to NitroNetball’s 6-a-side competitions, including leagues and tournaments. If you have any questions, feel free to get in touch. On the most part, our 6-a-side gameplay rules are the same as regulation 6-a-side rules.

GENERAL

  1. NitroNetball’s 6-a-side leagues are Mixed.
  2. If a team can’t make a fixture, they must contact their Centre Manager at least 24 hours before the scheduled fixture. Failure to do so, or if the Centre Manager does not receive your notification, your team will forfeit the fixture 10-0 and a potential fine for the game fee if we are unable to find a replacement for the opposition.
  3. All players must be loaded into our database prior to playing.
    See Player Eligibility above
  4. Player Positions
    Attackers ( A ) are allowed in their attacking third and the centre third.
    Centres ( C ) are allowed in each third, but are not allowed in either of the circles.
    Defenders ( D ) are allowed in their defensive third and the centre third.

GAMEPLAY

  1. First Centre pass is decided by a coin toss. The winner decides whether to take first centre pass OR decides which way they shoot first. If the winning team choose to take the first centre pass, the losing team will decide which way to shoot first.
  2. The game starts and ends on the umpire’s whistle.
  3. The first centre of each quarter will be taken from the centre circle, and these will alternate from quarter to quarter.
  4. After a goal is scored, the opposition will take a ‘starting pass’ from the top of their defensive circle to restart play. The ‘starting pass’ may only be received in the first third- if a player receives the pass outside of this third, the opposition are awarded a free pass.
  5. A player may not walk with the ball. If a player receives the ball, they must keep their landing foot grounded, whilst being allowed to step or pivot with the other. If a footwork foul occurs, the opposition are awarded a free pass.
  6. A player can hold the ball for 3 seconds before release. If a player exceeds this time limit, the opposition get a free pass.
  7. Repossession occurs when a player has control of the ball, releases it, and regains possession. If this rule is violated, the umpire will award the opposition a free pass.
  8. Opposition players must be 1m away from the player with the ball.
  9. Contact against the opposition will not be tolerated. If gentle contact occurs, the umpire will award a penalty pass or shot to the opposing team, and the violating player will stand next to the player whilst the pass or shot is taken. If aggressive contact occurs, the same process will be administered, and it is at the umpire’s discretion whether further action will be taken, including: a warning, or being asked to leave the court.
  10. A player with or without the ball is deemed offside if they step outside of their designated playing zones. If this occurs, the umpire will award the opposition with a free pass. If a player is on the line but not over the line, they are not deemed offside.
  11. A player may not throw the ball from one end the third to another. If this is violated, the umpire will award the opposition with a free pass from the point where the ball was released.
  12. All fouls that are of undetermined responsibility to the umpire will be decided by a toss-up. Both players involved must stand 1metre apart with their hands by their sides until the umpire releases the ball.
  13. Substitutions are allowed to be made at any time (e.g. roll-on, roll-off). However, the umpire must be aware, and must have stopped the game before any substitutions can be made. When a substitution is made, all existing rules are to be kept, including a maximum of three males and one male in each area of the court. If an injury occurs during the game, a substitution will be granted at the umpire’s call. All remaining players are not allowed to enter the court unless a substitution is being made. There is no limit to the number of substitutions allowed.
  14. One point is awarded if one team score a goal inside the circle. If a goal is scored from outside of the circle, then the team is awarded two points.
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