THE RULES OF KORFBALL
(valid as per 1 September 2020) – web section under construction
Korfball is a sport played by hand within a rectangular field of play whereby two mixed teams try to shoot a ball into the korf (basket) of the opposite team. The sport’s main characteristics encompass all-round skills, cooperative play, controlled physical contact, gender equality, players’ right to protected ball possession and scoring from 360° around the korf.
* The following rules are the normal rules used in adult matches, in particular, IKF Tournaments and Friendly International Matches. However, certain rules may be adapted to suit different competitions and local circumstances.
DEFINITION AND INTRODUCTION
Korfball is a sport played by hand within a rectangular field of play whereby two mixed teams try to shoot a ball into the korf (basket) of the opposite team. The sport’s main characteristics encompass all-round skills, cooperative play, controlled physical contact, gender equality, players’ right to protected ball possession and scoring from 360° around the korf.
The rules as published here are the normal rules used in adult matches, in particular, IKF Tournaments and Friendly International Matches. However, certain rules may be adapted to suit different competitions and local circumstances.
Whenever exceptions or recommendations where Competition Regulations (“CR”) may change or adapt the requirements of the main rules of korfball, it is described in “The Rules of Korfball – Recommendations for Competition Regulations”.
Within The Rules of Korfball various words and phrases are used that are integral to the rules. Definitions of these words and phrases are given in the glossary.
This document is organised with the following structure:
(i) description of the rule or regulation;
(ii) conditions to apply the rule;
(iii) examples of the rule application, if necessary.
The blue text under each rule is the guidance note to assist with the control of the game where:
(i) is described examples where the rule cannot be applied (if necessary);
(ii) more detailed explanations are given.
GLOSSARY
Whenever the word “he” is used it should be understood that this could be “she”.
Actually trying to block the ball:
The conscious use of the arms and/or hands in an admissible manner to prevent a ball being thrown or shot.
Arm’s length:
The length of the arm (of a defender) measured in each position (vertical, bent, whilst standing on the floor or having jumped up) to his opponent. This size is used (measured from the defender in his position to the breast of the attacker) as one of the four conditions to decide a shot must be defended.
Beating the Ball:
Movement of an arm quickly towards the ball in such a way that contact takes place with the ball before it has left the opponent’s hands.
Contact (controlled):
Admissible manner of contact between players leading to neither player gaining an advantage over the other.
Contact (uncontrolled):
Inadmissible manner of contact between players leading to one player gaining an unfair advantage over the other.
CR:
Whenever the Initials “CR” are used it should be understood that this could be “match regulation” or “competition regulations”.
He:
Whenever the word “he” is used it should be understood that this could be “he” or “she”.
Him:
Whenever the word “him” is used it should be understood that this could be “him” or “her”.
Hindering:
Admissible manner of impeding the throwing or catching of the ball by an opponent.
Holding off:
Admissible manner of use of the body during maintaining or occupying a position when the use of the body is made in such a manner that the opponent can prevent a collision.
Korf:
Basket.
Obstacle free zone:
The zone belonging to the playing area called “border area” (indoor at least 1 m; outdoor at least 2 m) where no obstacles (something which hinders; something which obstructs, holds back or causes problems) are allowed except for the benches and the people who are allowed to sit on them.
Passive Hindering:
Passive hindering is where the opponent prevents the ball from being brought quickly into play by standing within arms’ distance in front of the taker but not hindering the throw by any movement of the arms or body.
Pivot foot:
The standing foot which a player must keep in place whilst moving his other leg or turning around his body.
Playing in a dangerous manner:
Manner of playing which is dangerous to another player.
Protected ball possession:
Whenever a player has reasonable control of the ball by holding it with one or two hands or letting the ball rest on the palms on his hands or in his fingers, no opponent can take it away.
Scoring chance:
Shooting chance with a reasonable to great possibility to score. Shooting chance Chance to shoot from a free position.
1 FIELD
1.1 Playing area
The playing area shall be deemed to be the field of play together with its border area, the benches area, the substitution spots and the jury table (see diagram 1).
Diagram 1 – Playing Area
1.2 Field of play
The dimensions of the field of play are 40 x 20 m, divided into two equal zones by a centre line parallel to the ends of the field (see diagram 1).
The free height must be at least 7 m and the floor has to be even, dust-free and non-slippery.
1.3 Boundary lines
The field of play shall be limited by the boundary lines consisting of the endlines, the sidelines and the centre line, marked out by clearly visible lines, 3.0 – 5.0 cm wide (see diagram 1).
The field of play can also be marked by tape, 3.0 – 5.0 cm wide, stuck to the floor.
1.4 Penalty spot
A line about 15.0 cm by 5.0 cm is marked in front of each post as seen from the centre of the field (see diagram 1, 2 & 3).
The edge of the spot furthest from the post must be 2.50 m from the front of the post.
1.5 Penalty area
An area marked on the field around each post, of 2.50 m, in all directions, from the penalty spot, the post and any point on the imaginary line between the spot and the post (see diagram 1 & 2).
This area may be marked by either a solid colour contrasting from the other lines and surface of the field or by lines fixed on the ground showing the limits of the area.
Diagram 2 – Penalty Area
1.6 Free pass area
A circle of 2.50 m radius measured from the centre of the penalty spot and at the edge of the penalty spot that is furthest from the post (see diagram 1 & 3).
This area may be marked by either a solid colour contrasting from the other lines and surface of the field or by lines fixed on the ground showing the limits of the area.
Diagram 3 – Free Pass Area
1.7 Border area
The border area is at least 1 m wide and surrounds the field of play. It must be kept free from obstacles (see diagram 1).
1.8 Bench area
Two benches shall be placed outside the border area, near one of the sidelines, one on each side of the jury table (see diagram 1).
1.9 Substitution spot
A rectangle 90 cm by 60 cm or a circle with 90 cm diameter marked on the floor outside the border area, between the end of each team bench and the jury table (see diagram 1).
2 MATERIAL
2.1 Posts
Posts with an external diameter of 4.5 – 8.0 cm are fixed perpendicularly in the ground in both zones at a point situated midway between the two sidelines and one-sixth of the length of the field of play from the endline (see diagram 1).
The posts should be round and can have squared ends to facilitate connection to the korf or the bases. It may consist of metal tubing or synthetic material. If synthetic material is to be used, the behaviour of this material must resemble that of metal tubing. When it is not possible to fix the post into the floor, the post may be fixed to a sufficiently heavy large metal base plate as long as it complies with the following requirements:
- it is completely flat;
- has a maximum thickness of 1.0 cm;
- the connection of the post must be such that the players cannot trip over it or be injured by it while passing or falling near it;
- cross-connections to the base are not permitted;
- an attempt must be made to maintain the stability of the post, e.g. fixing the base to the floor using tape.
2.2 Korfs
An IKF approved synthetic korf is fitted to each post. The korf must:
- be cylindrical without a bottom;
- Have its top edge at 3.50 m above the ground and parallel to it;
- be similar in a strong contrasting yellow colour;
- be facing the centre of the field.
The dimensions of the korf are:
- 23.5 – 25.0 cm high;
- 39.0 – 41.0 cm inner diameter on the top edge;
- 40.0 – 42.0 cm inner diameter on the bottom side;
- 2.0 – 3.0 cm top edge rim width.
The method of fixing the korfs to the post must satisfy the following conditions:
- no movement of the korf with respect to the post is permitted;
- the post must not protrude above the korf.
For more details see the IKF Korf Regulations.
2.3 Ball
Korfball is played with a round number 5 ball of a type that has been approved by the IKF. Its circumference should be 68.0 – 70.5 cm and the weight of the ball must be in the range 445 g to 475 g inclusive.
The ball must be inflated to the prescribed pressure indicated on it so that when it is dropped onto the playing surface from a height of about 1.80 m, measured from the bottom of the ball, it should rebound to a height of between 1.10 m and 1.30 m, measured to the top of the ball. The ball shall have a printed pattern of at least two colours. This pattern must be so symmetrical that the ball, whilst turning, does not lose the visual effect of being round.
For more details see the IKF Ball Regulations.
3 EQUIPMENT
3.1 Jury table
Is placed outside the border area near the same sideline as the bench areas and in front of the centre line (see diagram 1).
The shot clock, time display and score displays’ control panels are placed on the jury table.
3.2 Time clock
A time clock consists of a time display and a sound signal buzzer. It must be placed outside the border area or above the playing area in a spot clearly visible from the jury table, the bench area and spectators.
The sound signal shall be sufficiently powerful to be easily heard in the most adverse or noisy conditions.
3.3 Shot clock
Shot clocks should be placed outside the border area at a height of at least 0.90 m in a clearly visible spot near to the centre of both endlines (see diagram 1).
The sound signal shall be sufficiently powerful to be easily heard in the most adverse or noisy conditions.
3.4 Scoreboard
A scoreboard consists of a score display. It must be placed outside the border area or above the playing area in a spot clearly visible from the jury table, the bench area and spectators.
4 PERSONS
4.1 Players
The players of each team must:
- be dressed in numbered matching sports outfit sports outfit that is sufficiently different from that of the other team;
- use appropriate sports footwear;
- not wear any objects that might be considered dangerous, unless they are taped or fixed in a way that they are no longer dangerous;
- have closely cut and smooth fingernails.
Examples of dangerous objects include: rimless glasses, bracelets, necklaces, earrings, wristwatches and rings.
Because it is a mixed sport, slight differences between mens and womens clothes are allowed on the same team outfits as long as they look similar and the same colour.
4.2 Substitute players
The maximum number of substitute players is six. They must remain seated on the bench during the match except to warm up prior to substitution.
4.3 Captain
One player of each team is the captain.
They must be a player who starts the match and shall remain as captain of the team throughout the match. They can only give up this role if they no longer takes part in the match due to injury or red card. In this case one of the other players must be designated as the captain.
The captain wears a clearly visible band or tape in a contrasting colour to their shirt on the upper part of the arm (or on sleeveless shirts on top of one shoulder). They represent the team and is responsible for the proper conduct of his players. The captain has the right to draw the referee’s attention to anything they think desirable in the interest of the good progress of the match. Any approach must be made in a reasonable and correct manner in good faith and not too frequently. Misuse of this and/or criticism of the referee should be considered as misbehaviour (see 7.6).
In the absence of the team’s coach he takes on the additional tasks of the coach.
4.4 Coach and assistant coach
Each team shall be accompanied by one coach who must sit on the bench allocated to the team. He is permitted to leave his place on the bench in a manner that will not disturb others and whilst remaining outside the field of play, in order to:
- give instructions to the team’s players;
- request and/or use a time-out (see 5.8);
- request and execute a substitution (see 5.9).
Each team can also be accompanied by one assistant coach who must sit on the bench allocated to the team.
He is permitted to leave his place on the bench in a manner that will not disturb others and whilst remaining outside the field of play, in order to give instructions to his team’s players.
The assistant coach takes on the tasks of the coach only when the coach is no longer present.
At any given time during the match, only one of the coaches is permitted to leave the bench.
The coach and the assistant coach are expected to make themselves known to the referee before the start of the match.
Entering the field of play without the permission of the referee or misuse the right to leave their place in the bench should be considered as misbehaviour (see 7.6).
If they take part in the match as a player, they can no longer be considered, to be a coach or assistant coach and the rights as a coach lapse. If at any time there is no coach or assistant coach present the additional tasks named above go to the captain (see 4.3).
4.5 Other persons attached to the team
The maximum number of other persons attached to the team who are allowed to sit on the bench is four (4), in addition to the coach. They must all remain seated on the bench during the match, except the assistant coach and the one designated as team’s medical staff, which is allowed to leave the bench to examine/treat an injured player and can enter the field of play, only with the permission of the referee.
4.6 Referee
The control of the game is his and his alone. He must wear an outfit that is sufficiently different from the competing teams.
His tasks are:
a) to decide the suitability of the hall, field of play, material and equipment
Before the match, the referee ascertains that all conditions (according to 1, 2 & 3), satisfy the requirements and those conditions are maintained during the game. He must not tolerate untidiness in this respect.
Dangerous obstacles in the hall or a very slippery floor are reasons to cancel the game.
The referee must be aware of his responsibility as regards to injuries and illnesses that the players might incur as a result of unfavourable conditions of the playing area. He can assume that the players are in good health.
b) to indicate the starting, stopping and restarting of the game
To start, stop or restart the game the referee blows his whistle.
He must start or restart the game as soon as the player taking the throw is ready and all the requirements (according to 7.3 d), 7.4 d) or 7.5 d)) are satisfied.
The referee must stop the game whenever:
- action must be taken owing to changed circumstances such as ground, material or equipment (according to 1, 2 & 3);
- a goal has been scored;
- an infringement must be punished;
- the end of each period occurs;
- an unfair advantage occurs (according to 4.6 e);
- a player is bleeding;
- misbehaviour or interference by the public occurs;
- both teams intentionally play passively in turns (see 6.9);
- it is not possible to continue the match owing to changes in the line-up (according to 5.1).
c) to enforce the rules
The referee punishes infringements of the rules unless he chooses to play on (according to 7.2).
He may punish any infringements of the rules at any time during the match, even when play has been stopped.
d) to use the official signals to clarify his decisions
As describe in the “Referee signals”.
After blowing his whistle for an infringement, the referee will normally first indicate whether it is a penalty, free pass or re-start and which was the non-offending team by signalling the direction. Following this, the signal for the type of infringement should be indicated.
e) to take action when one side obtains an unfair advantage from circumstances outside the game
After blowing his whistle to stop the game, the referee allows the players to get back to their position and gives the ball to the team that should have had ball possession.
Examples of unfair advantage are:
- the referee hinders a defender so that the attacker obtains a scoring chance;
- the defender falls as a result of an accidental collision between attacker and defender when neither player has committed a foul. In these cases, the referee stops the game and allows the defender to take up his position;
- a player is prevented from catching the ball because the public has crossed a boundary line. If, in the opinion of the referee, the player would normally have caught the ball, then the referee will give the ball to the player concerned.
f) to take action against misbehaviour
(according to 7.6).
This includes players, coaches, substitutes, other persons attached to the team and spectators.
g) to take action against interference by the public
When it appears necessary to him, he can let the public be warned, or he can cancel or terminate the match. In the case of interference by the spectators, the referee will ask the captain to have this stopped.
In the case of repetition, the referee may adjourn or terminate the match, as circumstances require.
h) check players for dangerous items
(according to 4.1).
4.7 Assistant referee
In each match there is one assistant referee who must wear an outfit with the same colour of the referee.
His duty it is to assist the referee in controlling the game. He shall carry a flag.
The assistant referee can bring the referee’s attention to:
- misconduct of players, coaches, substitute players and any other persons attached to the team;
- any foul taking place outside the view of the referee;
- a request of a coach concerning tasks listed in 4.4.
In cases of doubt the referee asks the opinion of the assistant referee regarding decisions to be taken on the field. On the advice of the assistant referee he may change his previous decision provided he has not re-started play.
4.8 Jury
The jury assists the referee in controlling the match protocol, rules and regulations. The jury instructs and supervises the shot clock operator, timekeeper and scorer during the match.
After a time-out or substitution request, when the play has stopped, the jury should make an audible signal to advise the referee and use a sign to indicate whether a time-out or substitution has been requested and by which team.
The signal may not be any sound that could be misinterpreted as the sound of the referee’s whistle.
In a situation not covered by the protocol, rules and regulations the jury may advise the referee, who will take the decision regarding this situation.
4.9 Timekeeper
The timekeeper is responsible for the playing time and operates the time clock, according to 5.2.
4.10 Shot clock operator
The shot clock operator is responsible for controlling the 25 seconds time-limit in the attack zone and operates the shot clock, according to 6.16.
4.11 Scorekeeper
The scorekeeper is responsible for the game score and operates the scoreboard, according to 5.4.
5 THE GAME
5.1 Teams
From each team four (4) men and four (4) women are declared as the starting team, of whom two (2) of each gender are placed in each zone. The other players are listed as substitutes.
When one or both teams are incomplete, the game can only start, or be continued, if a line-up is possible that ensures that no zone has less than three players from each team and that these can be matched by gender (i.e. one female and two male players opposed by one male and two female players is not possible).
If in case of injury or player sent off with red card, the number of players with a direct opponent is less than the minimum required and substitutes were not immediately available, the referee can permit and even order a change in the line-up, to comply with the conditions mentioned above.
If it is possible to satisfy the conditions in more than one way, then the referee decides after taking the advice of both coaches. He must try to avoid unfair advantage to one of the two sides and keep the number of changes as few as possible.
If a team has not fielded a player, or he is missing for good reasons, (e.g. injury or because the opposing side did not field a full team), then it always has the right to bring this player in but this counts as one of the maximum number of substitutions allowed. When both sides are incomplete The Rules of Korfball 2020 12 then the captain of the away team must place his players in such a way that the number of players without a direct opponent is a minimum.
5.2 Playing time
A match is played in two (2) halves of 25 minutes of real playing time and each half is divided in two (2) equal periods by a technical time-out of a one (1) minute break.
The game clock starts every time:
- the referee blows his whistle for a throw off (see 5.7) at the start of each period of the game and after every goal for the team who has just conceded the goal;
- the referee blows his whistle to restart the game except for a penalty to be taken, no matter the reason why it was stopped;
- after a missed penalty – with the first touch of the ball by any player.
The game clock stops every time:
- time expires at the end of every period;
- the referee blows his whistle for any reason when the game is being played;
- a goal is scored for one of the teams.
When a game has ended in a draw a decision will be obtained by playing a ten (10) minutes golden goal period (see 5.3). The same conditions shall be applied as for the regular playing time.
5.3 Golden goal
When the game has ended in a draw, a decision is obtained by playing a golden goal period of ten minutes as described below:
- the game must re-start after a 1-minute break;
- the game re-starts with a throw off for the team who had the ball possession at the end of regular playing time;
- both teams must attack to the same korf as at the end of the regular playing time;
- same line-up must be maintained in the same zones as at the end of the regular playing time.
The match is finished immediately after one of the teams scores the first goal and the scoring team is declared the winner.
Substitutions are allowed any time according to 5.8.
When the buzzer sounds to the end of the regular playing time, if the ball is in the air or no player has reasonable control of the ball, the ball possession is given to the team who was the last to have controlled ball possession.
Infringements that occur immediately before the sound of the buzzer for the end of regular playing time shall be considered and the ball possession must be attributed to the non-offending team.
If there is no winning team at the end of the golden goal period, penalties shoot out takes place as described below:
- a toss is made immediately after the end of the golden goal period;
- the winner of the toss chooses if it takes the first penalty or not;
- until this moment substitutions are still allowed (according to 5.9);
- the coaches of both teams inform the Jury about the sequence of players who will take the penalties (only the players who were playing at the end of the golden goal period are eligible);
- series of penalties are taken using the “sudden death” system, where penalties are shot in the set sequence until one team has scored a goal more than the other has from the same number of penalty shots.
The team who scores more penalties is declared the winner.
After the coach hands over the sequence of players to the Jury, the players are obliged to take the penalty. If by any reason a player does not take the penalty in the set order, it is considered to be a missed shot.
During the penalty shots only the eligible players and match officials are permitted to remain on the field of play and all players, except the penalty taker, must remain behind the centre line.
5.4 Start of the game
The home team starts with the ball by a throw off (see 5.7) in the first half (in both periods) and chooses which korf it will attack. After half time break both teams change the ends where they attack, keeping the same line-up and the away team starts with the ball on the second half (in both periods).
5.5 Goals
A goal is scored when the ball has, from above, completely passed through the korf and it has not first been thrown from underneath, has passed through the korf and then had fallen back again through the korf.
It is also a goal if it is sure that the ball would have fallen completely through the korf but a defender prevented it to happen by tapping it back from underneath.
Every goal adds one point to the score and it is credited to the team attacking in the zone into which korf the ball has entered.
The goal shall not be allowed when:
- there was an infringement committed by the attacking team before the ball has gone through the korf;
- the ball has fallen through the korf following a throw from the defence zone of the attacking team or directly from a throw off, free pass, or re-start;
- the ball had left the hands of a shooting attacker after the whistle or signal for the end of any period of the game.
The team scoring the most goals wins the match.
When the score of both teams is equal after regular playing time a golden goal period must be played to find the winner.
5.6 Zone changes and changes of ends
Each time two goals have been scored the players change their zones and with this, the roles of the players change. Attackers become defenders and defenders become attackers.
There is no change of roles at half time, merely a change of ends.
5.7 Throw off
The throw off is taken by an attacker from a point inside his zone no more than 2m from the centre of the field with the same stipulations as for a re-start (see 7.3).
A throw off takes place:
- at the start of each period of the match;
- after every goal by the team who has just conceded the goal.
5.8 Time-out
The time-out is a one-minute break in the game, requested by one team’s coach.
Each team has the right to request two time-outs per match.
Procedure
- The coach requests a time-out to the jury, at any time;
- At the next stop of the game by the referee, the timekeeper makes an audible signal to notify the referee that a time-out has been requested;
- The referee authorises it by doing the time-out signal (see referee signals);
- After 50 seconds the referee blows his whistle to indicate that both teams have to retake their positions. The game should be restarted within 60 seconds of the start of the time-out;
- After the time-out, the match is restarted on the spot and in the manner that would have been restarted if no time-out had occurred.
If the referee is not aware of the buzzer and whistles too fast to restart the match, then the playing time will not restart and the timekeeper shall continue to sound the buzzer until the referee stops the match again. After the time-out, the match is restarted on the spot and in the manner that has restarted on the first time.
Treatment of an injured player on the field of play should be completed before a time-out can be given.
A time-out must be completed by the game restarting before any new time-out can be given.
During a time-out the coach and his team shall stay on, or in the immediate vicinity of, the bench allocated to his team.
5.9 Substitutions of players
Substitutions of players are only allowed during an interruption of the game.
A maximum of eight (8) substitutions are allowed per team.
Procedure
- The substitute player must be ready in the substitution spot (see 1.9);
- The coach requests the substitution to the jury;
- At the next stop of the game by the referee the timekeeper makes an audible signal to notify the referee a substitution has been requested;
- The referee authorises it by doing the substitution signal (see referee signals);
- After the substitution, the match is restarted on the spot and in the manner that would have been restarted if no substitution had occurred.
If the referee is not aware of the buzzer and whistles too fast to restart the match, then the playing time will not restart and the timekeeper shall continue to sound the buzzer until the referee stops the match again. After the substitution, the match is restarted on the spot and in the manner that has restarted on the first time.
When being substituted, a player may not return into the other zone at the same time. The game must have restarted before he becomes eligible again to be used as a substitute.
A player sent off by the referee must be replaced by a substitute. The change shall be considered to be one of the maximum number of changes allowed. Furthermore, if the player sent off is not immediately replaced then the team shall still be deemed to have used one of the maximum number of substitutions referred to above and, in addition, the team may not have any more substitutions until such a replacement is made.
If the maximum permitted number of substitutions has already been reached, then a player who has been sent off, or injured players who can no longer take part in the match, may still be replaced with the permission of the referee.
A player being replaced must leave the field of play before the substitute player may enter.
A player that has been substituted must sit on the bench.
Failure to inform the referee of a substitution shall be deemed as misbehaviour.
5.10 Treatment of injured players
An injured player is allowed to be assessed/treated for a period of one minute starting when the medical attendant reaches the local. If after one minute the player is deemed not to be fit to immediately continue then, provided the injury is such that it is safe to move the player, he should be immediately removed from the field and be substituted.
During the treatment of an injury, players must remain in their zones and the coaches must act according to 4.4.
In the case of a bleeding player, the player must leave the field of play immediately and may not return until the bleeding has stopped, the wound has been covered and the blood has been removed.
6 INFRINGEMENTS OF THE RULES
During the game it is prohibited: