GAINESVILLE THREE-WALL HANDBALL RULES
By Jim Stephens
June 8, 2000

Preface.

Coach Tim Scott's 1971 modification of the United States Handball Association (USHA) official Rulebook (see Three-Wall Rules) to cover three-wall play was intended to supply formal rules that could be applied even in refereed three-wall tournaments in the U.S.  The Gainesville Three-wall rules, called GVHB Rules, cover much of the same ground Coach Scott did, but are modified to reflect the relaxed and highly recreational nature of play that is enjoyed on the campus of the University of Florida.
 

Part 1. Starting the game.

Rule 1.1. Games- GVHB play is mostly doubles, but sometimes cutthroat (3), or occasionally singles (2). Therefore, these rules apply mainly to team play.  While people are waiting to play, games should be played to 15 points.

Rule 1.2. Team selection- A player's turn to play is based on the following Five major factors: a) First Arrival (FA); b) Winners (W);  c) Two-in-a-row rule (TIR); d) played fewer games (FG), and Waiting Player Rule (WP). 

Rule 1.3. In general, a winning player stays in unless:  a) he has played two games in a row (TIR), or b) another player has played fewer games (FG).

Game 1. The first two players arriving constitute Team A, the next two Team B.  However, any foursome may agree to a different arrangement of partners if there are mitigating circumstances (MC) ( such as a desire to have a more competitive game, or a father who might wish to play with his son, etc.). In all subsequent games, all of the major factors are used to determine court-time, but the last tie-breaker is always the FA Rule. Waiting players (WP) go in next.  These are the common scenarios that usually occur at the conclusion of any game.

    a) Only one player is waiting- Any winning player is allowed to play next game unless someone is waiting, or he has played two-in-a-row, or has played more games than another player (waiting or playing).  Again, ties are broken by the FA Rule. Usually, the Waiting Player will join First-Arrival (FA) member of  losing team and they play the Winning Team.

    b) Only two players are waiting- they are a team and play Winning Team from Previous Game (unless none of the violations apply, such as TIR or FG) .

    c) Three players are waiting- all 3 play in next Game. They are joined by one player from the  winning team who is not in violation of the other rules mentioned (TIR or FG), and is FA.

    d) Eight players- A "round-robin" is played with Winners and Losers playing each other for the second game and the teams that have not played play the third game.

    Note: After several games and various players come and go, these rules on "who plays next" may get so confusing that teams and partners are selected on the basis of mutual agreement.


Part 2. Playing the game - service

Rule 2.2. Service order- Order of serve is determined by tossing the ball to the front-wall. The rebound closest to the back-line determines which team serves first. Only the first server may serve to start the game. Thereafter, both team members serve in turn ( same order). Failure to serve in the correct order constitutes a loss of that person’s serve.

Rule 2.3. Service positions- Server should begin and end serve without stepping over the service line or the short line. However, foot-faults are usually not called in GVHB.

Rule 2.4. Touched serve- If the served ball hits the partner who is either in the service box or standing outside court touching the side wall, it is played as a hinder. If the ball otherwise strikes the server or their partner, it is loss of serve.

Rule 2.5. Short Serve- If the served ball does not completely clear the short-line. It is a short serve. It is the responsibility of the serving team to make this call.  If there is any doubt by any player, the ball is served again.  If there has already been one short serve, the server only has one chance left to serve in bounds.

Rule 2.6. Long serve- Any served ball that hits the front wall and touches the floor on the rear boundry line or beyond.

It is the responsibility of the receiving team to make this call.  If there is any doubt by any player, the ball is served again.  If there has already been one short serve, the server only has one chance left to serve in bounds.  If the ball is called "long" before or just as it is struck on the fly by his partner, the ball is considered to be a "Long Serve", regardless of the outcome of the return. However, if the serve is called "long" but is in bounds, then the ball is played as a good serve.

Rule 2.7. Out-side serve- Any served ball that touches the floor on or outside the side lines.    If there is any doubt, the ball is played as a hinder.

Rule 2.8. Non-front serve- After the server has struck the ball, it must hit the front wall first.  After that it may touch the side walls before landing in bounds.  It may strike the top of the front wall or bevel and still be considered in play as long as it does not hit anything that is off the court like the fence or top of the side walls.

Rule 2.9. Serving manner- The server must come to a complete stop in the service zone before beginning the serve.  The server should look back to see that the receivers are ready for the serve and announce the score. The ball is bounced once in the zone and struck before it falls back to the floor. The server may catch the ball before striking it as many times as desired.

Rule 2.10. Screened serves- Any served ball passing so close to either server that the receiver's view is obstructed may be called a screen hinder. If the served ball goes between the serving partner's back and the wall, it is an automatic screen hinder and play must stop.

Straddled ball serves are automatic screen hinders and must be re-served.

Rule 2.11.Alternating receivers- While it is not necessary to alternate receivers of the serve under USHA rules, in GVHA rules it is considered the sporting thing to do.

Rule 2.13. Receivers position- receivers must stand behind the restraining line (at least five feet behind the short-line) until the ball is served. Then the ball must cross the short-line before it may be struck.
 

Part 3. Rallies and general play

Rule 3.1. Ball/ hand contact- Use only the gloved portion of a single hand. As long as some part of the hand-glove contacts the ball, some skin contact with the ball is allowed under GVHB.

Rule 3.2. Ball hits players- any ball hitting a player but which obviously lacks the necessary velocity to reach the front wall is considered a failure to return the ball. If there is a question, play it over.

A ball hitting one's own team-mate on its way to the front-wall constitutes an out or point for the opposition. However, a ball hitting your opponent upon its rebound from the front-wall is an out or point for the hitter unless the ball is clearly beyond the reach of the team trying to play it.


Part 4. Playing the game- Hinders

Rule 4.1. Honor hinder calls- Under our GVHB rules, a hinder call is honored without further explanation or debate. WE MUST RESPECT THIS RULE TO AVOID INJURY AND ARGUMENTS, REGARDLESS OF THE PLAYER WHO CALLED IT.

Rule 4.2. Court-blemish hinders- Any ball taking an erratic bounce due to a crack in the floor or other court blemish is just the receivers tough luck!

Rule 4.3. Play stoppage hinders- Play should be stopped immediately and time-out called when any sort of out-side interference is detected. This includes such things as broken ball, on-court foreign objects (like the Preacher's coins), another ball, dog, outside player, visitor, car wreck, or other similar unexpected disturbances. Then the "point" should be replayed. Note: A fallen player does not constitute play stoppage, unless that player is injured and requires assistance. However, loss of glasses or shoes is considered hazardous and is reason to stop play at that point, unless it had absolutely nothing to do with the rally.

Rule 4.4. Back-swing hinder- If contact is made during a player's back-swing, he should stop his swing and call "hinder." If he continues his swing, he still may call for a hinder.

Rule 4.5. Forward-swing hinder- if contact is made with a defender during the forward swing at the ball, the player may ask for a hinder if he thinks the contact affected his result.  The struck player may call one if he is injured by the blow..

Rule 4.6. Screen hinder- Any ball rebounding from the front-wall so close to the defender that it obstructs a clear view of the ball.

Rule 4.7. Straddle ball hinder- this is automatic only on the serve. It may be called by a player who thinks the straddle prevented a fair chance to return the ball.

Rule 4.8. Safety hinder- a player may hold up his swing to avoid what he thinks is a safety hazard to his opponent. This includes hitting his opponent with the hand-swing, ball, or running into him. Our GVHB group is especially considerate of this call to avoid any injuries.

Rule 4.9. In-front kill-shot hinders- USHA states that " When a player attempts a kill-shot directly in front of himself and his position interferes with his opponents attempt to retrieve the ball, the benefit of the doubt as to whether the ball was retrievable should be given to the defensive player." In other words, a roll-out is almost mandatory to avoid a hinder call here.

Rule 4.10. Avoidable hinders- Under GVHB rules, all avoidable hinders are treated as normal hinders. Any player who repeatedly hinders his opponents on purpose draws the ire of his peers and greatly depreciates the value of the game to us all. Some of these violations are as follow: failure to move, blocking, moving into path of ball, pushing to get into position, stroke distraction (not allowing the opponent to use his preferred hand-shot), and distracting a player. Talking to a team-mate is allowed only when it is your team's ball.