Netball Rules: A Complete Guide to the Game in New Zealand

Illustrated netball court showing the seven player positions from Goal Shooter to Goal Keeper beside a netball, with the title "Netball Rules: A Complete Guide to the Game in New Zealand" and key rules on seven players a side, the three-second rule and the 0.9 m defending distance.

Netball is one of New Zealand’s most widely played team sports, and its rules are what give the game its distinctive fast, non-contact and position-based character. This guide explains how netball is played in Aotearoa under the World Netball “Rules of the Game”, which Netball New Zealand follows: from footwork and the three-second rule to obstruction, contact and player positions. It also covers the 2024 international rule changes and the professional variations used in the domestic ANZ Premiership, so players, coaches, umpires and fans can all follow the game with confidence. If you are completely new to the sport, our guide on how to play netball covers the absolute basics first.

Key Points

  • Netball is a non-contact, position-based sport with seven players a side.
  • A player must pass or shoot within three seconds and cannot run with the ball.
  • When defending the ball-carrier, players must stand at least 0.9 m (3 ft) away.
  • Only the Goal Shooter and Goal Attack may score, and only from inside the goal circle.
  • Netball NZ follows World Netball’s rules, updated in 2024 (toss-up removed; new game-management sanctions).
  • The domestic ANZ Premiership adds professional variations such as the two-point “Super Shot”.

The core principles of netball

Netball is a seven-a-side game played on a rectangular court divided into three equal thirds. The aim is to shoot the ball through a ring set 3.05 metres (10 feet) above the ground, on a post with no backboard. Unlike basketball, players cannot dribble or run with the ball, and each of the seven positions is limited to specific areas of the court. The game rewards accurate passing, timing and spatial awareness rather than physical strength.

  • Match duration: four 15-minute quarters (60 minutes of play in total).
  • Team size: seven players on court (GS, GA, WA, C, WD, GD, GK).
  • Positional restrictions: players must stay within the thirds and circles allowed for their position.
  • Ball handling: a player must pass or shoot within three seconds of catching the ball.
  • Scoring: only the Goal Shooter (GS) and Goal Attack (GA) can score, and only from inside the goal circle.
Rule areaWhat it meansTypical infringement
PossessionThree seconds to release the ballHeld ball
MovementNo running; the landing foot cannot be re-groundedFootwork
SpaceStay 0.9 m (3 ft) from the ball-carrier when defendingObstruction
SafetyNo contact that interferes with an opponentContact

The three-second rule

Once a player gains possession, they have three seconds to pass the ball or take a shot. The rule keeps the ball moving and stops players from holding a position indefinitely. Failing to release the ball in time is a “held ball”, and possession is turned over to the opposing team with a free pass.

Footwork and movement

The footwork rule is the part of netball that new players find hardest. When a player catches the ball, the first foot to touch the ground becomes the “landing foot”. That foot can be pivoted on, but it cannot be lifted and re-grounded before the ball is released. If a player lands on both feet at the same time, they may choose which foot to treat as the landing foot.

  • Landing foot: the first foot to touch the ground when catching the ball.
  • Pivoting: turning on the ball of the landing foot while the other foot steps.
  • Stepping: the second foot can step, but the ball must be released before the landing foot is re-grounded.
  • Dragging or sliding the landing foot is an infringement.
ActionLegal?Explanation
PivotingYesAllowed on the grounded landing foot
SteppingYesMay step onto the other foot, but must pass before re-grounding the landing foot
JumpingYesMay jump off the landing foot, but must release the ball before landing again
DraggingNoSliding or dragging the landing foot is a footwork infringement

Common footwork errors

Most footwork calls come from small habits: taking an extra step on the catch, dragging the landing foot forward, or re-grounding it under pressure near the circle. Working on a controlled, balanced landing is the fastest way to reduce turnovers — our breakdown of common footwork errors looks at these in more detail.

Obstruction and the 0.9-metre rule

Defending in netball is about position, not physical intervention. A defender must be at least 0.9 metres (3 feet) away from the player with the ball, measured from the ball-carrier’s landing foot to the defender’s nearest foot. Inside that distance a defender may not extend their arms or move them away from the body to interfere with a pass or shot. Defending closer than 0.9 metres with arms up is called obstruction, and results in a penalty pass or penalty shot, with the offending player standing out of play beside the person taking the penalty.

  • Defending distance: 0.9 m (3 ft) from the ball-carrier’s landing foot.
  • Within 0.9 m: arms must stay by the side and the player may not attempt to intercept.
  • Obstruction can also apply to defending a player without the ball if arm movements are used to block.
  • Penalty: the offender stands out of play until the pass or shot is taken.
DistanceDefender’s actionUmpire’s call
More than 0.9 mArms up to defendPlay on
Less than 0.9 mArms up or outstretchedObstruction
Less than 0.9 mArms at the sidePlay on (if there is no interference)

Defending the shot

When defending a shooter, the Goal Defence (GD) or Goal Keeper (GK) uses distance and positioning to pressure the shot rather than blocking it. Even a small breach of the 0.9-metre rule during a shot gives away a penalty shot, which is a strong scoring chance for the attacking team.

Contact and player safety

Netball is officially a non-contact sport: no player may make contact with an opponent in a way that interferes with their play, including pushing, tripping, leaning on or holding. Some incidental contact is unavoidable in a fast game, and umpires only penalise contact that actually affects play. The 2024 rules placed extra emphasis on safety, particularly around head and neck contact, and gave clearer guidance on contact involving a player who is in the air or moving.

  • Penalty contact: interference that impedes an opponent’s movement or play.
  • Incidental contact: minor touches that do not affect the outcome of play.
  • Airborne players must be given space to land safely.
  • A player with a bleeding wound must leave the court until it is dealt with.
Contact typeDefinitionPenalty
Pushing / trippingMoving into an opponent’s path or unbalancing themPenalty pass or shot
LeaningUsing an opponent for support or balancePenalty pass or shot
Contacting the ball in another’s handsTouching the ball while an opponent holds itPenalty pass or shot
Simultaneous contactBoth players at fault at the same timePossession to the team that last held the ball

Landing space for airborne players

A key safety principle is that a player who is in the air must be allowed room to land. Moving into the landing path of an airborne opponent is treated as a serious contact offence, because it is a common cause of ankle and knee injuries.

Positions and court areas

Netball’s structure depends on each player being limited to certain parts of the court. Every player wears a bib showing their position, and can only enter the thirds and circles allowed for that role. For example, the Centre (C) may go anywhere except the two goal circles, while the Goal Keeper (GK) is confined to the defensive third and the goal circle. Entering an area not allowed for your position is an “offside” infringement. You can read more about each role in our guide to netball positions, and about the markings in our guide to netball court dimensions.

PositionAreas allowedMain role
GS – Goal ShooterAttacking third and goal circlePrimary scorer
GA – Goal AttackAttacking and centre thirds, and goal circleSecond scorer and feeder
WA – Wing AttackAttacking and centre thirds (not the circle)Feeds the shooters
C – CentreAll thirds, but neither goal circleLinks defence and attack
WD – Wing DefenceDefensive and centre thirds (not the circle)Midcourt defensive pressure
GD – Goal DefenceDefensive and centre thirds, and goal circleCircle defence and rebounds
GK – Goal KeeperDefensive third and goal circleMain circle defender

The “over a third” rule

The ball may not be thrown the full length of the court in one pass. It must be caught or touched by a player in each third it travels through. This forces teams to build play through the court and gives the defending team chances to intercept.

Quick Facts

SportNetball (seven-a-side, non-contact)
World governing bodyWorld Netball
New Zealand bodyNetball New Zealand
Players on court7 per team
CourtRectangular, divided into three thirds
Goal post height3.05 m (10 ft), no backboard
Goal ring diameter380 mm (15 in)
BallSize 5
Match lengthFour 15-minute quarters (60 minutes)
Possession limit3 seconds
Defending distance0.9 m (3 ft) from the ball-carrier

The 2024 World Netball rule changes

World Netball updated its Rules of the Game with effect from 1 January 2024, and Netball New Zealand adopted the changes. The updates were designed to improve safety, simplify how umpires manage a match and keep play flowing. The main changes are set out below.

  • Toss-up removed: for simultaneous infringements, possession now goes to the team that had the ball immediately before play stopped.
  • Tactical changes: teams can now make a substitution or a position change immediately after a goal, in addition to changes at intervals or stoppages.
  • Goal after the whistle: a goal counts if the ball has left the shooter’s hands before the whistle is blown.
  • Contact and safety: the contact rule was rewritten with specific guidance on head and neck contact and on contact with airborne or moving players.
  • Short pass: rewritten so that every pass must give an opponent a genuine chance to intercept or deflect it.
  • Game management: cautions were removed in favour of a clearer set of sanctions (see below).
2024 changeBeforeAfter
Simultaneous infringementToss-up between two playersPossession to the team that last held the ball
SubstitutionsAt intervals or stoppages onlyAlso allowed immediately after a goal
Goal validityJudged on ball position at the whistleCounts if the ball has left the hands before the whistle
DisciplineIncluded a cautionWarning, two-minute suspension, ordering off

Game management and suspensions

The 2024 update replaced cautions with a graduated set of sanctions. An umpire will usually work through them in order unless the offence is serious: proactive advice, then advancing or escalating a penalty, then an official warning, then a two-minute suspension (the player takes no part in play for two minutes), and finally ordering off. Warnings, suspensions and orderings-off apply across both umpires, so a player already warned at one end can be suspended for infringing at the other.

Umpiring and running the game

Two umpires control a netball match, each responsible for one half of the court and the nearest sideline. They use standard hand signals so players, the bench and spectators can follow decisions, and the whistle starts and stops play. In New Zealand, Netball NZ runs an umpire pathway that lets officials progress from local club badges through to national and international awards.

SignalMeaningOutcome
T-shape with the handsHeld ballTurnover; free pass
Rotating handFootworkTurnover; free pass
PointingOffsideTurnover; free pass
Arm outstretchedPenalty pass or shotOffender stands out of play

Umpire pathways in New Zealand

Netball NZ provides a structured route for umpires, starting with the Centre Award for club netball and progressing through regional and national levels to the International Umpiring Award. This pathway helps keep officiating standards consistent across the game.

Restarting play: centre pass and goals

Every game begins with a centre pass, and teams then take the centre pass alternately regardless of who scored last. The Centre must have at least one foot inside the centre circle. When the whistle blows, the pass must be caught in the centre third. Play also restarts after a goal, and the ball is thrown in from the sideline when it goes out of court.

SituationProcedureResult
Start of the matchToss for choice of first centre pass or goal endGame begins
After a goalTeam that did not take the last centre passPlay restarts
Ball out of courtThrown in from the sideline where it crossedPlay continues
Simultaneous infringementPossession to the team that last held the ballPlay restarts

Professional variations: the ANZ Premiership

Grassroots and club netball in New Zealand follows the standard World Netball rules. The domestic professional league, the ANZ Premiership, adds a small number of innovations to increase the spectacle. For the 2025 season, which began on 10 May 2025 as part of a busy year for New Zealand sport (Wikipedia), four changes were introduced. These apply to the elite league only — they are not part of the international rules used at events such as the World Cup.

  • Two-point shot (“Super Shot”): during the final five minutes of each quarter, a goal scored from an outer zone — an arc beginning about 3.5 metres from the post — counts for two points instead of one.
  • Coach’s Box: the head coach may stand in a marked area in front of the team bench to communicate with players during play.
  • Team timeout: each team may call one timeout per half.
  • Live umpire audio: umpires wear microphones so their calls are broadcast to spectators.

The two-point shot in practice

The longer two-point shot needs a higher, more powerful shooting action, and it changes tactics late in a quarter: a team behind can attempt long-range goals to close a gap quickly, while the team in front must decide whether to defend the outer zone or protect the inner circle. The idea builds on the super shot first popularised in the Fast5 format.

Equipment and uniform standards

Competitive netball in New Zealand has clear equipment and uniform requirements, mostly for safety and identification. Netball-specific shoes give grip and ankle support for rapid changes of direction. Fingernails must be short and smooth, and jewellery must be removed, with narrow exceptions such as a wedding band or a medical alert bracelet, which must be taped. Players wear position bibs so umpires can identify each role at a glance. For a fuller rundown, see our guide to netball equipment.

  • Footwear: suitable sports shoes (no bare feet or non-athletic shoes).
  • Fingernails: short and smooth so they cannot scratch an opponent.
  • Jewellery: removed, other than a taped wedding band or medical alert bracelet.
  • Bibs: position initials (for example GS or GK) clearly visible front and back.
ItemStandardWhy it matters
Netball shoesNon-slip sole with ankle supportReduces ankle and knee injuries
FingernailsShort and smoothSafety for opponents
Position bibsClear initials, front and backIdentification for umpires
BallSize 5Consistency across matches

Variations of netball

Alongside the standard seven-a-side game, New Zealand plays several variations designed to suit different ages and settings. Fast5 is a shortened, higher-scoring format with five players a side; futureFERNS is the modified junior programme; and Walking Netball is a slower, low-impact version for older or returning players.

FormatPlayersKey differenceWho it suits
Standard netball7Full World Netball rulesClub and elite competition
Fast55Six-minute quarters, rolling subs, 1/2/3-point zones and a power-play quarterHigh-energy, spectator events
futureFERNSVaries by ageModified court, hoop and rules by year levelPrimary and intermediate juniors
Walking Netball7No running or jumpingOlder adults and rehabilitation

The Fast5 super shot

In Fast5, goals from the inner zone score one point, the middle zone two points and shots from outside the goal circle (with no foot on the ground in the circle) three points. Each team also nominates one “power play” quarter in which its goals are doubled. These ideas influenced the two-point shot later adopted by the ANZ Premiership.

A short history of netball’s rules in New Zealand

Netball arrived in New Zealand in 1906 as “women’s basketball”, a nine-a-side game played outdoors with baskets on posts. Over the following decades the game standardised: international seven-a-side rules were agreed in 1957 and applied in New Zealand from 1959. Since then the rules have continued to evolve through periodic World Netball updates, of which the 2024 changes are the most recent major revision. Netball’s non-contact nature has always set it apart from higher-contact football codes such as Australian rules football (Wikipedia), and that principle remains central to how the game is refereed today.

Frequently Asked Questions (FAQ)

How long can a player hold the ball in netball?

A player has three seconds to pass the ball or take a shot once they have caught it. Holding it longer is a “held ball”, and possession is turned over to the other team.

What is the 0.9-metre rule?

When defending the player with the ball, a defender must keep their nearest foot at least 0.9 metres (3 feet) from the ball-carrier’s landing foot. Defending closer than that with the arms raised is obstruction, which gives away a penalty pass or shot.

What were the main 2024 netball rule changes?

The toss-up was removed, teams can now make tactical changes straight after a goal, cautions were replaced by a warning / two-minute suspension / ordering-off system, and the contact and short-pass rules were rewritten. A goal also now counts if the ball has left the shooter’s hands before the whistle.

Can you score two points in New Zealand netball?

Only in the professional ANZ Premiership. During the final five minutes of each quarter, a shot from the outer zone (an arc beginning about 3.5 metres from the post) is worth two points. Club and international netball use one point per goal.

Can a netball player run with the ball?

No. A player must stop and establish a landing foot after catching the ball, and cannot run or dribble with it. Doing so is a footwork infringement and the ball is turned over.