Offensive play and Defensive play




Attacks are played with all field players on the side of the defenders. Depending on the speed of the attack, one distinguishes between three attack waves with a decreasing chance of success:
First Wave
First wave attacks are characterized by the absence of defending players around their goal perimeter. The chance of success is very high, as the throwing player is unhindered in his scoring attempt. Such attacks typically occur after an intercepted pass or a steal and if the defending team can switch fast to offense. The far left/far right will usually try to run the attack as they are not as tightly bound in the defense. On a turnover, they immediately sprint forward and receive the ball halfway to the other goal. Thus, these positions are commonly held by quick players.
Second Wave
If the first wave is not successful and some defending players gained their positions around the zone, the second wave comes into play: The remaining players advance with quick passes to locally outnumber the retreating defenders. If one player manages to step up to the perimeter or catches the ball at this spot he becomes unstoppable by legal defensive means. From this position the chance of success is naturally very high. Second wave attacks became much more important with the "fast throw-off" rule.
Third Wave
The time during which the second wave may be successful is very short, as then the defenders closed the gaps around the zone. In the third wave, the attackers use standardized attack patterns usually involving crossing and passing between the back court players who either try to pass the ball through a gap to their pivot, take a jumping shot from the backcourt at the goal, or lure the defense away from a wingman.
The third wave evolves into the normal offensive play when all defenders reach not only the zone but gain their accustomed positions. Some teams then substitute specialized offense players. However, this implies that these players must play in the defense should the opposing team be able to switch quickly to offense. The latter is another benefit for fast playing teams.
If the attacking team does not make sufficient progress (eventually releasing a shot on goal), the referees can call passive play holding one hand up in the air, signaling that the attacking team should release a shot soonow card or two minute penalty will mark the start of a new attack, causing the hand to be taken down, but a shot blocked by the defense or a normal free throw will not. If it were not for this rule, it would be easy for an attacking team to stall the game indefinitely, as it is difficult to intercept a pass without at the same time conceding dangerous openings towards the goal.

  

 Defensive play

The usual formations of the defense are 6-0, when all the defense players line up between the 6 meter and 9 meter lines to form a wall; the 5-1, when one of the players cruises outside the 9 meter perimeter, usually targeting the center forwards while the other 5 line up on the six meter line; and the lesser common 4-2 when there are two such defenders out front. Very fast teams will also try a 3-3 formation which is close to a switching man-to-man style. The formations vary greatly from country to country and reflect each country's style of play. 6-0 is sometimes known as "flat defense", and all other formations are usually called "offensive defense".

Formations of Handball




Players are typically referred to by the position they are playing. The positions are always denoted from the view of the respective goalkeeper, so that a defender on the right opposes an attacker on the left. However, not all of the following positions may be occupied depending on the formation or potential suspensions.
Offense
  • Left and right wingman. These typically excel at ball control and wide jumps from the outside of the goal perimeter to get into a better shooting angle at the goal. Teams usually try to occupy the left position with a right-handed player and vice versa.
  • Left and right backcourt. Goal attempts by these players are typically made by jumping high and shooting over the defenders. Thus, it is usually advantageous to have tall players for these positions.
  • Center backcourt. A player with experience is preferred on this position who acts as playmaker and the handball equivalent of a basketball point guard.
  • Pivot (left and right, if applicable). This player tends to intermingle with the defense, setting picks and attempting to disrupt the defense formation. This positions requires the least jumping skills but ball control and physical strength are an advantage.
Defense
  • Far left and far right. The opponents of the wingmen.
  • Half left and half right. The opponents of the left and right backcourts.
  • Back center (left and right). Opponent of the pivot.
  • Front center. Opponent of the center backcourt, may also be set against another specific backcourt player.

Penalties of Handball





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, or jumping into opponent) as well as contact from the side or from behind a player are all considered illegal and subject to penalty. Any infraction that prevents a clear scoring opportunity will result in a seven-meter penalty shot.
Typically the referee will give a warning yellow card for an illegal action, but if the contact was particularly dangerous the referee can forego the warning for an immediate two-minute suspension. A player can only get one warning before receiving a two minute suspension. One player is only permitted two 2-minute suspensions; third time he/she will be shown the red card.
A red card results in an ejection from the game and a two minute penalty for the team. A player may receive a red card directly for particularly rough penalties. For instance any contact from behind during a fast break is now being treated with a red card. A red carded player has to leave the playing area completely. A player who is disqualified may be substituted with another player after the two minute penalty is served. A Coach/Official can also be penalized progressively. Any coach/official who receives a 2-minute suspension will have to pull out one of his players for two minutes - note: the player is not the one punished and can be substituted in again, because the main penalty is the team playing with a man less than the other.
After having lost the ball during an attack, the ball has to be laid down quickly or else the player not following this rule will face a 2-minute suspension. Also gesticulating or verbally questioning the referee's order, as well as arguing with the officials decisions, will normally result in a 2-minute suspension. If it is done in a very provocative way, a player can be given a double 2-minute suspension if he/she does not walk straight off the field to the bench after being given a suspension, or if the referee deems the tempo deliberately slow. Illegal substitution, any substitution that does not take place in the specified substitution area or where the entering player enters before the exiting player exits is also punishable with a 2 minute suspension.

Referees of Handball







A handball match is led by two equal referees, namely the goal line referee and the court referee. Some national bodies allow games with only a single referee in special cases like illness on short notice. Should the referees disagree on any occasion, a decision is made on mutual agreement during a short timeout, or, in case of punishments, the more severe of the two comes into effect. The referees are obliged to make their decisions "on the basis of their observations of facts". Their judgements are final and can only be appealed against if not in compliance with the rules.

The referees position themselves in such a way that the team players are confined between them. They stand diagonally aligned so that each can observe one side line. Depending on their positions one is called field referee and the other goal referee. These positions automatically switch on ball turnover. They physically exchange their positions approximately every 10 minutes (long exchange) and change sides every 5 minutes (short exchange).
The IHF defines 18 hand signals for quick visual communication with players and officials. The signal for warning or disqualification is accompanied by a yellow or red card, respectively. The referees also use whistle blows to indicate infractions or restart the play.
The referees are supported by a scorekeeper and a timekeeper who attend to formal things like keeping track of goals and suspensions or starting and stopping the clock, respectively. They also have an eye on the benches and notify the referees on substitution errors. Their desk is located in between both substitutions areas.

Team timeout and ball







A standard match for all teams of 16 and older has two periods of 30 minutes with a 15 minute half-time. Teams switch sides of the court at halftime, as well as benches. For youths the length of the halves is reduced - 25 minutes at ages 12 to 16 and 20 minutes at ages 8 to 12, though national federations of some countries may differ in their implementation from the official guidelines.
If a decision must be reached in a particular match (e.g. in a tournament) and it ends in a draw after regular time, there are at maximum two overtimes of 2 x 5 minutes with a 1 minute break each. Should these not decide the game either, the winning team is determined in a penalty shootout (best-of-5 rounds; if still tied, extra rounds afterwards until won by one team).
The referees may call timeout according to their sole discretion; typical reasons are injuries, suspensions or court cleaning. Penalty throws should only trigger a timeout for lengthy delays as a change of the goalkeeper.
Each team may call one team timeout (TTO) per period which lasts one minute. This right may only be invoked by team in ball possession. To do so, the representative of the team lays a green card marked with a black "T" on the desk of the timekeeper. The timekeeper then immediately interrupts the game by sounding an acoustic signal and stops the time.


 Ball

The ball is spherical and must either be made of leather or a synthetic material. It is not allowed to have a shiny or slippery surface. As it is intended to be operated by a single hand, the official sizes vary depending on age and gender of the participating teams.
Size
Used by
Circumference (in cm)
Weight (in g)
III
Men and male youth older than 16
58–60
425–475
II
Women, male youth older than 12 and female youth older than 14
54–56
325–375
I
Youth older than 8
50–52
290–330
Though not officially regulated, the ball is usually resinated. The resin improves the ability of the players to manipulate the ball with a single hand like spinning trick shots. Some indoor arenas prohibit the usage of resin since many products leave sticky stains on the floor.

Rules of Handball









Every game has some rules. The handball playing field is similar to an indoor soccer field. Two teams of seven players (six field players plus one goalkeeper) take the field and attempt to score points by putting the game ball into the opposing team's goal. In handling the ball, players are subject to the following restrictions:
  • After receiving the ball, players can only hold the ball for three seconds before passing, dribbling (similar to a basketball dribble), or shooting.
  • After receiving the ball, players can take up to three steps without dribbling. If players dribble, they may take an additional three steps.
  • Players that stop dribbling have three seconds to pass or shoot. They may take three additional steps during this time.
  • No players other than the defending goalkeeper are allowed within the goal line (within 6 meters of the goal). Goalkeepers are allowed outside this line.

 Playing field

Handball is played on a court 40 by 20 metres (130 × 66 ft), with a goal in the center of each end. The goals are surrounded by a near-semicircular area, called the zone or the crease, defined by a line six meters from the goal. A dashed near-semicircular line nine meters from the goal marks the free-throw line. Each line on the court is part of the area it encompasses. This implies that the middle line belongs to both halves at the same time.

 Goals

Each goal has a rectangular clearance area of three meters in the width and two meters in the height. It must be securely bolted either to the floor or the wall behind.
The goal posts and the crossbar must be made out of the same material (e.g. wood or aluminium) and feature a quadratic cross section with a side of 8 cm (3 in). The three sides of the beams visible from the playing field must be painted alternatingly in two contrasting colors which both have to contrast against the background. The colors on both goals must be the same.
Each goal must feature a net. This must be fastened in such a way that a ball thrown into does not leave or pass the goal under normal circumstances. If necessary, a second net may be clasped to the back of the net on the inside.

 D-Zone

The goals are surrounded by the crease. This area is delimited by two quarter circles with a radius of six meters around the far corners of each goal post and a connecting line parallel to the goal line. Only the defending goalkeeper is allowed inside this zone. However, the court players may catch and touch the ball in the air within it as long as the player starts his jump outside the zone and releases the ball before he lands (landing inside the perimeter is allowed in this case).
If a player contacts the ground inside the goal perimeter he must take the most direct path out of it. However, should a player cross the zone in an attempt to gain an advantage (e.g. better position) his team cedes the ball. Similarly, violation of the zone by a defending player is only penalized if he does so to gain an advantage in defending.

 Substitution area

Outside of one long edge of the playing field to both sides of the middle line are the substitution areas for each team. The areas usually contain the benches as seating opportunities. Team officials, substitutes and suspended players must wait within this area. The area always lies to the same side as the team's own goal. During half-time substitution areas are swapped. Any player entering or leaving the play must cross the substitution line which is part of the side line and extends 4.5 meters from the middle line to the team's side.