Rules
These are the official Green Mountain Handball rules, as of May 26, 2024. Any changes in these rules will be maintained by the governing body of the Green Mountain Handball Association (GMHA) and will be added here on the GMHA web site.
Part 1. The Game
1.1 Definition. The game played at the GMHA’s home court at Leddy Park in Burlington, Vermont can be referred to as 3.5-wall handball. 3.5-wall handball may be played by two, three or four players. When played by two, it is called singles; when played by three, cutthroat and when played by four, doubles.
1.2 Description. Handball is a competitive game in which either hand or either fist may be used to hit the ball.
1.3 Objective. The objective is to win each rally by serving or returning the ball so the opponent is unable to keep the ball in play. A rally is won when one player is unable to return the opponent’s shot.
1.4 Points and outs. Points are scored by the serving side when it serves an ace (a serve which is untouched by the receiver’s hand) or wins a rally. When the serving side loses one rally in singles or two rallies in doubles, it loses the serve. Losing service is called an “out” or “side out”.
1.5 Game, match, tiebreaker. A match is won by the first side winning two games. The first two games of a match are decided by the first side to reach 15 points. In the event each side wins a game, a tiebreaker is played and decided by the first side to reach 11 points.
1.6.1 Win by two. At game point, the server may ask the receiver whether the receiver would would like to play to 15 (where there is no “win by two”), win by two, or (at 14-14) “5 straight”.
1.6.1 “5 Straight”. At 14-14, either player may propose a “5 Straight”, where a mini-game straight to 5 is spontaneously started from zero by the server at the time.
Part 2. Court, Lines, Zones
2.1 Court. Burlington’s Leddy Park 3.5-wall court is, for the most part, a regulation World Squash Federation/US Squash squash court comprised of a front wall, two side walls, and a back wall in two parts:
- Front Wall: 21’ wide and 15’ high
- Side Walls: 15’ high at their full height from the front wall, descending on an angle to a height of 7’ high at the rear of court
- Back walls: two section of rear wall measuring 3.5’ high and 9’ wide on each left and right side
- Back door: a void dividing the two rear walls with a gap of 3’
- Floor: The floor measures 21’ from sidewall to sidewall and 32’ from the front wall to the back wall.
Rule 2.2 Lines and Zones
2.2.A Floor.
- Short line. The short line runs from side wall to side wall 18’ feet from the front wall.
- Service zone aka service boxes. Boxes at front sides of left and right service areas measure 5 square feet
- Receiving zones. The 2 floor areas measuring 11.5’ wide from the sidewall to the half-court line, measuring 14’ deep behind the short line
- Receiving zone line. The line dividing the left and right receiving zones, running from the short line to the back door line
- Half-court line. The 14’ line separating left and right receiving zones running from the short line to the back wall
- Back door line. The blue painters tape that extends a back wall “line” across the back door opening
- Back door zone. The questionable area between the two back walls measuring
2.2.B Front wall.
- Cut line. The cutline runs horizontally across the front wall, 6’ feet from the floor
- The tin. The “tin” is the area of the front wall at the wall’s bottom measuring 19″ high, with a The top edge of the tin is beveled into the front wall.
2.2.C Misc.
- Playing zone. The playing zone is the floor area between the walls
- Wall corners. While technically obstructions, wall corners are considered in play. These questionable corners include
- the inside edge of the board running across the top of the back wall
- the wooden molding running vertically down from the top of the side wall to the back half-wall.
- Top of back wall. The top surface of the back wall is considered out of play and a ball striking the top surface is played as out.
- Open-air. There is no out of bounds and as long as a ball hit high in the air comes back into the playing zone, it is playable
Part 3. Ball.
A regulation ball at Leddy Park is any racquetball or one-wall handball agreed upon by both/all players. The most common racquetball is a blue Penn. Due to the bounce and speed of the traditional 4-wall handball, it is not considered viable for play on a court with a short back wall.
Part 4. Gloves.
- Gloves may be worn or not. If used, gloves must be kept dry and must not affect the ball. Gloves must be light in color on the usual hitting surfaces and made of a soft material or leather with wetness easily detected by visual inspection.
- Gloves must be full-fingered and the fingers may not be webbed, connected or removed. Any gloves which provide an unfair advantage are not allowed, and must be replaced at a player’s request.
- No foreign substance, tape, or rubber bands shall be used on the fingers or on the palms on the outside of the gloves. Metal or hard substances may not be worn under the glove if, in the opinion of the referee, such creates an unfair advantage.
Part 5. Eye protection.
Recognizing that protective eyewear cannot guarantee 100% safety from eye injuries resulting from playing handball, it is highly recommended that protective eye wear designed for court sports be properly worn at all times on the court.
Part 6. Player-officiating.
Before each match begins, it shall be the duty of the the players to inspect for:
- Playability. Check on adequacy of preparation of the handball court with respect to playability.
- Court hinders. Trash, weeds, feces, water puddles or any other court hinders should be addressed/removed from the court area before play.
- Scoring. Score should be announced by the serving player before each rally.
- Being an asshole. Being an asshole is not permitted and may result in being called an asshole and being asked to stay home.
- Spectators and kids. If a “non-seated” spectator or child interferes with a player in his attempt to play a ball, either physically or mentally, it is an out called against the host of the spectator/kid.
Part 7. Singles Service.
7.1 Serve. In singles, first service is determined by a simple contest won by the player who throws the ball from the service area to the wall closest to the cut line. The player hitting closest to the cut line serves first in the first game. The other player serves first in the second game. If a tiebreaker is necessary, the player who scored the higher total of points in the first two games serves first. If both players score an equal number of points in the first two games, another throwing contest will determine which player serves first.
7.2 Serving Place. The server must serve from any place in the service zone. No part of either foot may touch the floor beyond the outer edge of the service box. The server must remain in the service box until the served ball passes the short line from the wall. Violations are called “foot faults.”
7.3 Legal Serve. The serve is begun by bouncing the ball to the floor in the service box, and purposely struck by either hand or fist before the ball bounces twice so that it contacts the front wall first and on the rebound, from either the front or side wall, contacts the floor in the receiving zone, unless played by the receiver on the fly.
7.4 Alternating Service. While the server may chose the side from which they serve, it is most common for the service to alternate from side to side.
Part 8. Doubles Service.
8.1 Service order. At the beginning of each game in doubles, each side establishes its order of service, which must be followed throughout the game. Only the first server on the first serving team may serve the first time up. This player must continue to serve first throughout the game. When the game’s first server is put out on his/her initial serve, the side is out. Thereafter, both players on each side shall serve until an out for each occurs. It is not necessary for the server to alternate serves to the opponents.
8.2 Partner’s position. In doubles, the server’s partner must stand in the opposite service box and may not enter the playing zone until the served ball passes him. A violation is called a “foot fault.”
8.4 Fixed service. In doubles play, players will stay on their respective sides throughout the game, including for service.
Part 9. Defective Serves.
9.1 Defective serves. Defective serves are of XXX types and result in the following:
- Dead-ball serves. A dead-ball serve results in no penalty and the server is given another serve without canceling a prior defective serve or hinder fault. This occurs in the following situations:
• Court hinders. If a served ball takes an erratic bounce due to a court obstruction or wetness (including before the serve has become a legal serve) a court hinder is called and the serve is replayed.
• Broken ball. If the ball is determined to have broken before the serve has become a legal serve, an approved ball must be put into play and the serve shall be replayed.
• Wrong score announced. If it is determined the wrong score has been announced by the referee before the serve has become a legal serve the score shall be corrected and the serve shall be replayed. Any prior rallies shall not be affected.
• Moving on service. The server or his partner moves out of the way of a legally served ball from the wall, hinder may be called. This call, like any other hinder, is based on interference affecting the play. If there is initial interference, but the receiver still has time to get into good position, a hinder should not be called. - Fault serves. The following serves are fault serves, and any two that are hit before a legal serve is executed result in an out:
• Foot fault. The server begins the service motion with one or both feet touching the floor outside the service zone
• Service box. The server steps out of the service box before the served ball passes through the plane of the back edge of the short line from the wall.
• Short serve. Any serve that first hits the wall and on the rebound hits the floor in front of, or on, the short line on or between the side lines.
• Long serve. Any serve that first hits the wall and on the rebound hits the back wall, bounces on or beyond the back door line, or travels over the back wall on the receiving side of the court.
• Bounces. Any serve that is struck on less than, or more than, a single bounce in the service zone.
• Two consecutive hinder serves. Two consecutive hinder serves result in a fault. - Out serves. Any of the following results in an out:
• Missed serve. Any attempt to hit the ball that results in a total miss, or in the ball touching any part of the server’s body other than the hitting hand.
• Non-front serve. Any served ball that does not strike the front wall first.
• Touched serve. Any served ball on the rebound from the wall that touches the server, or touches the server’s partner.
• Outside serve. Any serve falling outside the receiving box line that runs (from the service line
• Two faults. Two consecutive fault serves.
• Crotch serve. Any serve that hits the crotch of the wall and the floor shall be considered to have hit the floor first.
• Out-of-order serve. If the player designated as the first server serves out of order, a side out will be called.
Part 10. Return of Serve.
10.1 Receiving position. The receiver or receivers must stand behind the service line and to the side opposite of the servier until the ball from the wall passes the short line.
10.2 Fly return. In making a fly return, the receiver may hit the ball anytime after it passes completely through the plane of the back edge of the short line and no part of his/her body may extend on or over the plane of the back edge of the short line until after contacting the ball. A violation results in a point for the server. After contacting the ball, the receiver and his/her partner may step on or over the short line without penalty.
10.3 Legal return. After the ball is legally served, one of the players on the receiving side must strike the ball either on the fly or after the first bounce, and before the ball touches the floor a second time, to return the ball to the front wall and make it rebound into the playing zone.
• A returned ball may not touch the floor before touching the wall.
• A returned ball may touch a side wall before front wall
Failure to make a legal return results in a point for the server.
Part 11. Changes of serve.
A server continues serving until he/she or his/her side makes an out. When the server or the side loses the serve, they become the receiver or receiving side, and the receiving side becomes the serving side; and so alternately in all subsequent services of the game. Outs are made by:
A. Out serve. The server makes an out serve.
B. Fault serves. The server makes two fault serves before executing a legal serve
C. Hits partner. The server hits his/her partner with an attempted return.
D. Return failure. The server fails to keep the ball in play by returning it
E. Avoidable hinder. The server or his/her partner commits an avoidable hinder
F. Second out. In doubles, the side is retired when both partners have been put out, except on the first serve of the game
Part 12. Rally.
A rally is defined as when the ball is legally returned and kept in play after a legal serve is executed. Play during rallies must be in accord with the following rules:
- One hand. Only the front or back of one hand may be used at any one time to strike the ball. A player, using two hands together in contact with each other when the ball is struck is an out.
- Wrist ball. The use of any other part of the body to return the ball, including the wrist or arm above the player’s hand, is a violation, even though the wrist or arm may be covered by a glove.
- One touch. In attempting returns, the ball may be touched only once by one player. In doubles, both partners may swing at the ball, but only one may actually strike it.
- Failure to return. Any of the following constitutes a failure to make a legal return during the rally:
1.) The ball bounces on the floor twice before being hit.
2.) After contact, the ball fails to reach the wall and rebound into playing zone.
3.) The ball goes off a player’s hand out of the court area.
4.) A ball that obviously did not have the velocity or direction to be returned legally strikes another player on the court.
5.) In doubles, a ball struck by one player hits that player’s partner.
6.) Committing an avoidable hinder. - Effect of failure to return. Each violation results in an out or point.
- Return attempts.
1.) Singles. If a player swings at but misses the ball in play, the player may repeat attempts to return the ball until it touches the floor the second time.
2.) Doubles. Both players on a side are entitled to attempt to return the ball. If one player swings at but misses the ball, both he/she and his/her partner may make further attempts to return the ball until it touches the floor the second time.
3.) Hinders. In singles or doubles, if a player swings at but misses the ball in play, and, in his/her or his/her partner’s continuing attempt to play the ball before it touches the floor a second time, an opponent commits unavoidable interference, a hinder is called. - Touching the ball. Any touching of a ball before it touches the floor the second time by a player other than the one making a return is a point or out against the offending player.
- Out ball. Any ball in play, after the service, striking outside the field of play, is an out or point.
- Replays. Whenever a rally is replayed for any reason, the server is awarded two serves.
Part 13. Dead-ball Hinders.
Dead-ball hinders should be called when interference affects the play..
1.) Court hinders. If, after the ball has been legally served, an erratic bounce is caused by a court obstruction or irregularity, a court hinder should be called. If the ball obviously would not have reached the wall on the fly, the player who hit the shot will lose the rally. If the ball had any chance of reaching the front wall, or if there is any doubt, a dead-ball hinder will be called.
2.) Ball hits opponent. When a returned ball touches an opponent on the fly before hitting the wall, and the shot obviously would not have been fair, the player who was hit by the shot will be awarded the rally. If there is any doubt, a dead ball hinder shall be called.
3.) Body contact. If body contact occurs and if contact distracted or prevented a player from being able to make a reasonable return, a hinder will be called. Except for the offensive player stopping play during his/her back-swing, physical contact is not an automatic hinder.
4.) Moving on service. If the server or his/her partner moves out of the way of a legally served ball.
5.) Back-swing hinder. A player may not stop play, except on physical contact during his/her backswing. He/she may immediately say “Contact” if he/she wants a contact hinder. If he/she elects to hit the ball, no contact call will be permitted. The defensive player may not stop play if contact occurs during his/her opponent’s back-swing.
6.) Safety holdup. Any player about to execute a return who believes he/she will strike his/her opponent with his/her hand, arm, or ball may immediately stop play and request a dead-ball hinder.
7.) Other interference. Any other unavoidable interference that prevents a player from having a fair chance to see or return the ball.
- Standing still. If a player attempting to play a ball is interfered with by an opponent, who, after his side has played the ball, was perfectly still in front of or aside the player, it is NOT a hinder. This “legal” hinder is the essence of the one-wall game. However, if a player of the side that has just hit the ball stands perfectly still, but his opponent moves back into him in trying to play the ball, not necessarily making contact, and is thus kept from having a fair chance to play the ball, it is a hinder. It is the duty of the player farther from the wall to get out of the way.
- Being moved into the ball. If a player on the side that has just hit the ball is moved or pushed unintentionally into the ball, or prevented from getting out of the way of a ball, by an opponent trying to play the ball, it is a dead ball hinder.
- Doubles. Both players on a side are entitled to a fair and unobstructed chance at the ball. Either one could have been entitled to a hinder even though it naturally would be his/her partner’s ball and even though the partner may have attempted to play the ball and has already missed (not touched) it.
- Effect. A hinder call stops the play and usually voids any situation that follows, such as the ball hitting a player who stopped playing because of the call. However, if, in the opinion of the referee, his/her call was not responsible for the player being hit by the ball, the referee may overrule the hinder call and declare either a point or out. Whenever a dead-ball hinder is called, the rally is replayed and any previous fault on the server is voided.
Rule 14. Avoidable hinders.
An avoidable hinder results in an out or a point, depending on whether the offender was serving or receiving. Player intent has no bearing on an avoidable call. An avoidable hinder should be called only when a hinder could have been avoided with reasonable effort. A player moving as late as possible to avoid being hit by the ball is not creating an avoidable hinder. Avoidable hinders, which should not be confused with “legal” hinders, are called when:
A. Failure to move. A player does not move sufficiently to allow his/her opponent his/her shot.
B. Blocking. A player moves into a position that effects a block or crowds his/her opponent about to return the ball; or, in doubles, one partner creates a hinder by moving in front of an opponent as his/her partner is returning the ball. This call is just the opposite of the “failure to move” avoidable hinder. When a player “creates” a hinder by his/her movement, it is also avoidable. Sometimes a player, in the effort to get into a better court position, will cause contact with an opponent who is about to hit the ball, or a player will move in so close to an opponent who is hitting the ball as to cause a possibility of body contact. In either case, an avoidable hinder should be called. It is also an avoidable hinder if one player, just as his/her partner is hitting the ball, moves directly in front of an opponent creating a hinder, not to be confused with a “legal “ hinder.
C. Moving into ball. A player moves into the path of and is struck by the ball just played by his/her opponent.
D. Pushing. A player forcibly pushes an opponent during a rally.
E. View obstruction. Moving across an opponent’s line of vision just before he/she strikes the ball. Generally, this type of avoidable hinder occurs after a player has hit the ball and finds himself/herself out of position. In the effort to move into a better court position, he/she crosses the eventual path of the ball just before the ball reaches the opponent, thereby obstructing the opponent’s view of the ball.
F. Distraction. Any avoidable distraction or intimidation that would interfere with the offensive player or team.
G. Stroke interference. Any positioning that would not allow the opponent to use a normal stroke. This especially applies to a player moving in too close and being hit by, or restricting the follow-through of, the player hitting the ball.