DEMYSTIFYING FAST5 NETBALL: RULES AND GAMEPLAY EXPLAINED
The NetFest Rules of Competition and INF Rules of Netball apply to all match situations not explicitly mentioned in these Fast5 Netball Rules of Competition.
COURT AND RELATED AREAS:
- Fast5 matches are played on a Netball court with an additional semi-circle of radius 2.5m marked inside the goal circle.
- 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.’
- The player taking a penalty pass may;
- Take the penalty pass as indicated or
- Request to take the penalty pass where the infringer was standing.
The scorers:
- Record the goal points for each team as each goal is scored.
- Indicate when a team is using its power play half through verbal confirmation.
Did You Know
Fast5 (originally called Fastnet) is a variation on the rules of netball designed to make games faster and more television-friendly. The World Netball Series promotes it to raise the sport’s profile and attract more spectators and greater sponsorship.
MATCH DURATION:
- A match consists of 2 x 6-minute halves with a 2-minute halftime break.
- Each team has one half designated as a ‘Power Play half.’ In a Power Play half, all goals scored by that team receive double goal points.
EQUIPMENT:
- NetFest will supply score sheets and match balls.
- Bibs must be supplied by each team (outdoor netball competitions only).
- Daily Registration at Venue:
- – All teams must report to the Competition Office no later than 30 minutes before their first match of the day to check in their team.
SUBSTITUTIONS:
• 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.
• For a substitution during play:
– The substitute stands at the end of the team bench closest to the center third
– Before entering the court, the substitute tags (with hand) the player leaving the court
– 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
– A player leaving the court returns to the team bench.
STARTING THE MATCH:
- Before the match, the centre players’ rock, paper, scissors.’ The winning team chooses to either take the first center pass and selects the goal end or selects which half of the match they will play their ‘Power Play half.’
- All other center passes are taken by the team that did not score the last goal.
- A team may not delay the center pass to substitute its Centre.
Penalty: Penalty pass taken in center third by the transverse line at the goal end of the non-infringing team – the whistle is blown to start to play then the infringement is penalized. The substitute Centre is cautioned and stands out of play for the penalty pass.
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 taken.
- 3 goal points (super shot) – the player is not in contact with the ground in the goal circle while shooting.
- 2 goal points – the player had contact with the ground in the outer circle but is not in contact with the ground in the inner circle while shooting.
- 1 goal point – the player had contact with the ground in the inner circle while shooting.
- If, while shooting, a player is in contact across two circle areas, the shot is deemed to have been made from the area that scores fewer goal points.
- During a team’s power play quarter, all goals score double goal points.
GAME MANAGEMENT:
- A team consists of up to ten players. There are five playing positions in each team: Goal Shooter (GS), Goal Attack (GA), Centre (C), Goal Defence (GD), and Goal Keeper (GK)
- During play, a team may not have more than 5 players on the court. If this occurs, the umpire holds time and requires any additional player/s to leave the court.
- Penalty: Free pass where the ball was when the time was held
- A team must have at least 5 players on the court at any time (this may include a player entering the court as a substitute).
- Once the match has commenced, a team is permitted a minimum of 4 players on the court at the umpire’s discretion.
- Hand Signals after a Goal is Scored.
Start of play
- At the start of each quarter and after each goal, play is started by the lead umpire. This means:
- At the start of each quarter, play is started by the umpire in whose direction play is expected to move.
- After each successful goal, play is restarted by the umpire in whose half the goal was NOT scored.
- After a stoppage, the umpires decide who restarts play according to the ball’s position.
Keeping the game moving
At the start of each quarter and after each goal, play is started by the lead umpire. This means:
- Sanctions should be taken in the correct court area close to where an infringement occurs. However, umpires should not be overly fussy about the position unless unfair gain is involved.
- When a penalty pass is awarded from which a shot might be taken, the position (including the goal point area) should be clearly indicated. The penalty pass is awarded where the non-infringing player was standing but, on request, may be moved to where the infringer was standing.
FAQS ABOUT FAST5 NETBALL RULES:
Fast5 netball is a modified version of netball that features shorter matches, fewer players, and different scoring zones.
A Fast5 netball match is only 24 minutes long, split into four six-minute quarters.
Each team has only five players on the court, compared with seven in regular netball. The positions are two shooters, two defenders, and one center.
There are three different scoring zones in Fast5 netball. Goals shot from outside the goal circle are worth three points, goals shot from inside the outer half of the goal circle are worth two points, and goals shot from inside the inner half of the goal circle are worth one point.
· A power play quarter, where each team can choose one quarter in which their goals are worth double points
· Rolling substitutions, where players can be substituted on and off the court at any time during the match.
· No toss-up for possession, where the umpire decides which team gets the ball after a held ball or simultaneous contact.
· No limit on playing the ball before it enters the goal circle, where players can pass or bounce the ball as many times as they want before shooting.