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.