teamhandball
Team Handball
Eligibility
Intramurals are open to the University of Kentucky community as follows:
- Students – all students currently enrolled at UK and BCTC.
- Faculty and Staff – all regular UK and BCTC Faculty and Staff members. These faculty/staff members must be eligible for the UK faculty/staff “Blue/White Card.”
- Spouses of eligible students‚ faculty and staff – may participate in Co–Rec events only and must be on the same roster with their UK spouse.
Exceptions in Eligibility
- Former or current professionals in an event or related event are ineligible.
- Former college varsity players are ineligible for two full semesters following their last college contest played.
Identification
- Valid UK and BCTC IDs are required for check–in and participation at all UK Intramural events.
- Students – UK and BCTC students must present their valid UK or BCTC student photo ID.
- Faculty and Staff – must present their UK “Blue/White Card” and another form of photo ID such as a driver’s license. UK Medical Center personnel may present their Med Center photo ID. Bernard M. Johnson Center faculty/staff IDs may also be used for Intramural purposes.
General Information
- Game time is forfeit time. There will be a designated check–in period followed by the calling of teams to shoot. If a complete team is not present when their game is called‚ the team will forfeit.
- Divisions offered will include Women’s‚ Men’s and Co–Rec. Specific divisions (Fraternity A or B‚ Sorority A or B‚ Independent A or B‚ etc.) will depend upon interest.
- Athletic shoes only. No open–toed or marking shoes‚ boots‚ etc. allowed.
The Game
- Team Handball combines the elements of soccer‚ basketball‚ hockey‚ lacrosse and water polo. The objective of the game is to out–maneuver the opponent by passing the ball quickly and then throwing the ball past the defense and goalkeeper to score.
- Teams consist of 4 field players and a goalie. Teams must have at least 5 players to start and 4 players to finish a game. Field players will wear one color while their goalie will wear another color separate from the two teams and other goalie.
- Games consist of (2) 15–minute halves.The clock will run continuously except for official time outs and the single team time out allotted for each half. Team time outs will be one minute in length.
- The winner of a coin toss will take first possession followed by an alternate possession arrow in the event of tie–ups.Teams switch goals after half time.
- Overtime periods
- First Overtime – will be a 3–minute period.A coin toss will decide first possession followed by the possession arrow.Teams will defend the same goal as in the second half. No team time outs.
- Second Overtime – 5 players from each team will shoot alternating penalty shots. All players will shoot at the same goal. Winner of coin toss chooses between shooting order or the goal at which to shoot.
- Sudden Death Overtime – 5 players from each team will shoot alternating penalty shots. The first team scoring a goal wins. Winner of coin toss chooses between shooting order or the goal at which to shoot.
- Team roster limit is 12 players.
- Substitutions are made on the fly from the team bench area by the score table. Teammate must tag in to assure a clean‚ non–advantage entry.
- Players must dribble or pass to advance the ball up the court. Not dribbling will be a walking violation.
- A single player may not possess the ball for more than 5 total seconds at a time.
- A player may not pass to him/herself. Consecutive possessions by the same player may only occur after a missed or blocked shot or tipped ball by the defense.
- A team may not stall. After 5 passes in the offensive court‚ the team must attack the goal or lose possession.
- Field players may not purposely touch the ball below the knee. Goalies may use kick saves within the goalie arc. Outside of the goalie arc‚ the goalie is a regular field player.
- Do not dive for loose balls.
- A player may not use his/her body to obstruct opponents. Pushing‚ holding‚ or hitting is not permitted. This is a foul and will result in a turnover and throw–in by the opponent. Excessive roughness may lead to a 2–minute penalty or ejection.
- Throw–ins will be awarded on all non–shooting fouls and out of bounds situations. Throw–ins are taken immediately from the spot of the foul or out of bounds. The defending player must remain 5–feet away from the thrower. The throw must occur within 5–seconds of receiving the ball.
- Field players may not enter the goalie arc unless their momentum carries them into the area. If this happens‚ they must immediately leave the goalie arc once their momentum has stopped without playing the goalie.
- Field players can jump and shoot from completely outside of the goalie arc. If jumping into the goalie arc‚ the ball must be released before touching the ground and the offensive player must immediately leave the goalie arc if the shot is missed and play resumes.
- The Goalie…
- is not allowed to leave the goal arc with the ball. It must be passed out of the arc.
- is not allowed to touch the ball outside of the goal arc while he/she is inside the goal arc.
- may not receive a pass from a field player while in the goal area.
- does not have to dribble within the goalie arc. Outside of the arc‚ is a regular player and must dribble to advance the ball.
Fouls
- Regular Fouls result in a penalty shot if in the act of shooting‚ otherwise are taken out of bounds for a throw–in at the nearest spot.
- Technical Fouls result from excessively rough play such as excessive hitting‚ pushing‚ etc. A single conduct technical leads to a 2–minute power play for the offended team regardless of the number of goals scored. No penalty shot is awarded unless the technical occurred during the act of shooting.
- Other acts may lead to conduct technical fouls such as unsportsmanlike conduct or language‚ etc. These other acts are very much as in basketball.
- Wearing jewelry on the court‚ having too many players on the court‚ not checking into the game‚ etc. will result in a non–conduct technical foul that counts towards the player total of two per game for an ejection‚ but will not count towards the team’s total of 3 conduct technicals for a forfeit.
- Flagrant Fouls refer to an intent to injure another player through pushing‚ tripping‚ hitting‚ throwing elbows‚ etc. Continuous excessive roughness after fouls and warnings may be labeled as flagrant. Flagrant fouls result in an ejection for the offending player‚ a penalty shot for the offended player and a 5–minute power play for the offended team regardless of the number of goals scored.
- One non–conduct technical foul on a player is recorded on the score sheet and results in a loss of possession for the offending player’s team.
- One conduct technical on a player results in a 2–minute power play for the offended team.
- Two technicals on the same player‚ regardless of conduct or not‚ results in an automatic ejection and a 2–minute power play for the offended team.
- Three conduct technicals on a team results in forfeiture of the game.
campus recreation . university of kentucky . 177 johnson center . lexington‚ ky . 40506–0220 . (859) 257–3928 . fax (859) 257–6147




