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Handball (IHF) — Official Rules

Rules of the Game (Indoor Handball) · IHF · 2025

The IHF Rules of the Game for Indoor Handball, with provisions in force from 1 July 2025, including the approved amendments effective 1 July 2026 covered in a dedicated chapter.

⬇ Download official PDF Source: IHF

1. The Game and Scoring
2. The Playing Court
3. Goal, Goal Area and Ball
4. Playing Time, Final Signal and Time-Outs
5. Teams, Substitutions and the Empty Goal
6. The Goalkeeper
7. Playing the Ball and Passive Play
8. Fouls and Unsportsmanlike Conduct
9. Progressive Punishment (Warning, Suspension, Disqualification)
10. The 7-Metre Throw (Penalty)
11. Throws (Restarts)
12. Match Officials and Video Replay
13. Recent Amendments (2025 and 2026)

1. The Game and Scoring

1.1 Object of the Game

Indoor handball is played by two teams of 7 players each (6 court players and 1 goalkeeper) on a hard indoor court. The objective is to throw the ball into the opponents' goal while preventing them from doing the same. Players may use their hands, arms, head, torso, thighs and knees to play the ball, but not the parts below the knee (except a goalkeeper inside the goal area). The team that scores more goals wins.

1.2 Scoring a Goal

A goal is scored when the entire ball crosses the goal line inside the goal (between the goalposts and under the crossbar), provided the thrower or a team-mate committed no rule infringement before or during the throw. Each goal counts as one (1) point, regardless of how it is scored (open play, fast break, or a 7-metre throw). A goal stands even if a defender or the goalkeeper last touched the ball, including an own goal — except a goalkeeper deliberately throwing the ball into their own goal from a goalkeeper-throw, which is not valid.

1.3 Result, Draw and Tie-Breaking

The team that has scored more goals at the end of normal playing time wins. If both teams have scored the same number of goals, the match is a draw, which is the standard result in many competitions. Where a winner must be determined, the competition regulations apply: extra time is played first; if still tied, a second extra time; and if still tied, the winner is decided by a 7-metre throwing competition (shootout).

2. The Playing Court

2.1 Court Dimensions

The playing court is a rectangle 40 m long and 20 m wide, consisting of two goal areas and a playing area. The longer boundary lines are the side lines; the shorter ones are the goal lines (between the goalposts) and the outer goal lines (on either side of the goal). A safety zone of at least 1 m along the side lines and 2 m behind the goal lines should surround the court. All lines belong to the area they bound, and lines between two areas are 5 cm wide (the goal line between the goalposts is 8 cm wide).

2.2 Court Lines and Markings

Key markings, measured from the goal line:

  • Goal-area line (6-metre line): a continuous line marking the goal area; only the goalkeeper may stand inside it.
  • Free-throw line (9-metre line): a broken (dashed) line, drawn 3 m outside the goal-area line.
  • 7-metre line: a 1 m line directly in front of the goal for penalty throws.
  • Goalkeeper's restraining line (4-metre line): a 15 cm line marking how far the goalkeeper may advance during a 7-metre throw.
  • Centre line: connects the midpoints of the two side lines.
  • Substitution line: a section of the side line, 4.5 m on each side of the centre line, used for entering and leaving the court.

3. Goal, Goal Area and Ball

3.1 The Goal

A goal stands in the middle of each outer goal line. The goals are 2 m high and 3 m wide (inside measurements). The goalposts and crossbar have a square cross-section of 8 cm and are painted in two contrasting colours that stand out from the background. A net is attached so that a ball thrown into the goal stays inside.

3.2 The Goal Area

The goal area is the zone inside the 6-metre line. Only the goalkeeper may be inside it. A court player who enters the goal area is penalised: if an attacker enters with the ball, it is a goalkeeper-throw to the defending team; if a defender enters to gain an advantage, it is a 7-metre throw for the attackers. A court player who touches the ball while it is rolling or lying in the goal area is penalised, but a player may play a ball in the air above the goal area. A player may enter the goal area after playing the ball, provided this does not disadvantage an opponent.

3.3 The Ball

The ball is made of leather or synthetic material and must not be slippery (it may be treated with resin). The size depends on the age and gender of the players:

  • Size 3: circumference 58–60 cm, weight 425–475 g — men and male youth aged 16 and over.
  • Size 2: circumference 54–56 cm, weight 325–375 g — women, female youth aged 14 and over, and male youth aged 12–16.
  • Size 1: circumference 50–52 cm, weight 290–330 g — female youth aged 8–14 and male youth aged 8–12. Two balls must be available at each match; the ball quality is checked before the game.

4. Playing Time, Final Signal and Time-Outs

4.1 Normal Playing Time

For teams of players aged 16 and above, the normal playing time is two halves of 30 minutes with a half-time break of normally 10 minutes. Youth playing times are 2 × 25 minutes (age 12–16) and 2 × 20 minutes (age 8–12). The clock runs continuously and is stopped only for time-outs. The teams change ends at half-time.

4.2 Extra Time and Shootout

If a winner must be determined and the score is tied after normal time, extra time is played after a 5-minute break. Extra time is two halves of 5 minutes with a 1-minute break between them (no break to change ends). If still tied, a second extra time is played after a 5-minute break, with the same format. If the match is still tied after the second extra time, the winner is decided by a 7-metre throwing competition in accordance with the competition rules.

4.3 Team Time-Out

Each team is entitled to three (3) team time-outs of 1 minute each per match (extra time excluded), but may be granted a maximum of two (2) per half of normal playing time. A team may request a time-out only when it is in possession of the ball or the ball is out of play. The clock stops for the duration of the time-out, players remain on or near their bench, and play resumes with a throw by the team that requested it.

4.4 Referee Time-Out and the Final Signal

The referees decide when the clock stops and restarts (referee time-out), e.g. for injuries, suspensions, or other interruptions. Each half ends automatically with the final signal from the public clock or the timekeeper. If an infringement occurs just before or simultaneously with the final signal, a resulting free throw or 7-metre throw is still taken after the signal: the thrower and all other players must be correctly positioned, only one pass-free throw is allowed, and the play ends once the ball leaves the thrower's hand or is touched by another player.

5. Teams, Substitutions and the Empty Goal

5.1 Team Composition

A team consists of up to 14 players for a match, of whom no more than 7 are on the court at the same time (6 court players and 1 goalkeeper); the rest are substitutes. In IHF competitions a roster of up to 16 players may be registered, with the additional players entered onto the scoresheet during the match. A team must take the court with at least 5 players. At least one player must be designated and marked as goalkeeper at any time the team plays with a goalkeeper.

5.2 Substitutions

Substitutions are unlimited and may be made at any time, without notifying the timekeeper or secretary, provided the player leaving the court has already crossed the side line at the team's own substitution line before the substitute enters. A wrong substitution (entering before the team-mate has left, entering outside the substitution area, or extra player on court) results in a 2-minute suspension for the offending player and a free throw to the opponents. An injured player who receives treatment on court must leave for three attacks (possessions) before returning, under the rule for medical interruptions.

5.3 Goalkeeper Substituted by a Court Player (Empty Goal / 7th Court Player)

A team may replace its goalkeeper with an extra court player to attack with 7 court players against 6, leaving the goal empty. The extra outfield player does not need to wear the goalkeeper's distinguishing shirt. If the team in possession with an empty goal plays the ball into its own empty goal, no goal is awarded; and throwing the ball over one's own outer goal line by such a team gives the opponents a free throw. The goalkeeper may return at any time through the substitution area.

6. The Goalkeeper

6.1 Goalkeeper Privileges in the Goal Area

Within the goal area, the goalkeeper may touch the ball with any part of the body (including the legs and feet) for defensive purposes, move with the ball without restriction by the rules that apply to court players, and leave the goal area without the ball to take part in general play (then bound by the court-player rules). The goalkeeper may not delay the execution of a goalkeeper-throw, take the ball out of the goal area while holding it, or re-enter the goal area from outside while controlling the ball.

6.2 Goalkeeper-Throw

A goalkeeper-throw is awarded when the goalkeeper has the ball under control in the goal area, when the ball crosses the outer goal line after last being touched by the goalkeeper or an attacking player, or when an attacker enters/touches the ball in the goal area. The goalkeeper takes it from within the goal area, over the goal-area line, without a whistle. Opponents must stay outside the goal-area line until the throw is taken.

7. Playing the Ball and Passive Play

7.1 How the Ball May Be Played

A player may throw, catch, stop, push or hit the ball using hands, arms, head, torso, thighs and knees. It is forbidden to touch the ball with a foot or the lower leg (except in defence of a clear shot, by a court player below the knee, which is penalised), to play the ball more than once after controlling it unless it touched the ground, another player or the goal between (no double dribble), or to dive on the ball or play it intentionally over the side line or one's own outer goal line.

7.2 Steps Rule (Three Steps)

A player holding the ball may take a maximum of 3 steps. A step is counted when a player standing with both feet on the floor lifts and replaces one foot, or moves one foot and brings the other to it. Receiving or catching the ball while airborne and then placing one or both feet on the floor at the same time is not counted as a step, so the player may still take three steps after landing. Exceeding the steps without bouncing the ball is a travelling violation, penalised by a free throw to the opponents.

7.3 Holding and Three-Second Rule

A player may hold the ball for a maximum of 3 seconds, even while it lies on the floor. After this, or after taking three steps, the player must pass, shoot or dribble. A player may bounce the ball once and catch it again, or dribble repeatedly with one hand; once the ball is caught in one or both hands it must be played within 3 seconds or 3 steps. Holding the ball longer than 3 seconds or restarting a dribble after catching it is penalised by a free throw to the opponents.

7.4 Passive Play

It is not permitted to keep the ball in the team's possession without making any recognisable attempt to attack or to take a shot — this is passive play. When the referees recognise a tendency to passive play, they show the forewarning (raised-arm) signal, giving the attacking team the chance to change its attack. After the signal, the team is allowed a maximum of 6 passes to attempt a shot on goal; if no shot is taken, the referees whistle for passive play and award a free throw to the defending team.

8. Fouls and Unsportsmanlike Conduct

8.1 Permitted and Prohibited Actions Towards an Opponent

A defender may use the body to obstruct an opponent and use a bent arm to maintain contact and control the opponent. It is prohibited to pull or hit the ball out of an opponent's hands; to block or push with arms, hands or legs; to hold, push or run into an opponent (charging); to disturb or endanger an opponent with or without the ball. Such fouls are penalised by a free throw or, if they spoil a clear chance, a 7-metre throw, and may carry progressive personal punishment.

8.2 Offences Carrying Sanctions and Unsportsmanlike Conduct

Offences that affect the opponent's body (not just the ball), foul with high intensity, or are directed mainly at the opponent rather than the ball, must be sanctioned progressively. Unsportsmanlike conduct (e.g. protesting, provocation, deliberate delaying, faking/simulation of a foul) and gross unsportsmanlike conduct (insults, throwing the ball away after a whistle, severe provocation) carry escalating punishments. Simulation (faking a foul) identified by referees or video is punished as unsportsmanlike conduct.

9. Progressive Punishment (Warning, Suspension, Disqualification)

9.1 Warning (Yellow Card)

The warning is the punishment for fouls that must be sanctioned and for minor unsportsmanlike conduct. It is shown with a yellow card. A player may receive only one warning, and a team's players may receive a maximum of 3 warnings in total (one of which may go to a team official); after that, the next punishable offence must be at least a 2-minute suspension. The warning is a guide to escalation, not a free pass.

9.2 Two-Minute Suspension

A 2-minute suspension removes a player from the game for 2 minutes of playing time, during which the team plays short one player (the player may not be substituted). It is given for serious or repeated fouls, unsportsmanlike conduct after a warning, illegal substitution, and similar offences. The suspended player may take part again after 2 minutes. A team may have several players suspended at once, reducing its court players accordingly.

9.3 Disqualification (Red Card)

A disqualification is shown with a red card and ends the player's or official's participation for the rest of the match. It is given for serious offences, dangerous play, gross unsportsmanlike conduct, and automatically after a player's third 2-minute suspension. A disqualified player must leave the court and bench; the team plays short one player for 2 minutes, after which it may bring on a replacement to restore its strength (the disqualified player is not replaced).

9.4 Disqualification with Report (Blue Card)

For especially serious offences — assault, very dangerous actions, or particularly gross unsportsmanlike conduct — the referees show a red card followed by a blue card and submit a written report. The blue card means the disqualification (a red card) plus referral to the responsible authority for further sanction (e.g. suspension for future matches). It does not change the on-court consequence (team short one player for 2 minutes) but escalates the disciplinary process beyond the match.

10. The 7-Metre Throw (Penalty)

10.1 When a 7-Metre Throw Is Awarded

A 7-metre throw is awarded when a clear chance of scoring is illegally destroyed anywhere on the court (by a player or official, or by an outside intervention such as a spectator), when the whistle sounds during a clear scoring chance, or when a defender enters their own goal area to gain an advantage against an attacker with the ball. It is the most severe restart and effectively a penalty shot directly against the goalkeeper.

10.2 Execution of the 7-Metre Throw

The throw is taken within 3 seconds of the referee's whistle. The thrower stands behind the 7-metre line with one foot in contact behind it and may not touch or cross the line until the ball has left the hand. All other players stand outside the free-throw (9-metre) line until the throw is taken. The goalkeeper must stay behind the 4-metre line until the ball leaves the thrower's hand. A goal may be scored directly; if missed, play continues from the rebound.

11. Throws (Restarts)

11.1 Throw-Off

The match begins with a throw-off by the team that wins the coin toss and chooses the ball; the other team chooses ends (or vice versa). A throw-off is also taken after each goal (by the team that conceded) and at the start of the second half. It is taken from the centre of the court in any direction; from 1 July 2025, the ball and the thrower must be completely inside the throw-off area and a foot in contact with the centre line, and team-mates must be in their own half (opponents at least 3 m away) until the whistle. A goal may be scored directly from a throw-off.

11.2 Throw-In

A throw-in is awarded to the opponents when the whole ball crosses a side line, or when it crosses a team's own outer goal line after last being touched by a court player of the defending team (other than the goalkeeper). It is taken from the point where the ball crossed the side line, with one foot on the side line and no whistle required. A goal may be scored directly from a throw-in.

11.3 Free Throw

A free throw restarts play after most rule infringements (e.g. fouls, travelling, double dribble, passive play, wrong substitution). It is taken from the spot where the offence occurred, without a whistle in normal cases. If the offence took place between the goal-area line and the free-throw line, the throw is taken from the nearest point on the 9-metre line. Attackers must not be inside the 9-metre line, and defenders must keep 3 m from the thrower (or stand on their own goal-area line) until the ball is released.

11.4 Goalkeeper-Throw and Corner Throw

A goalkeeper-throw restarts play when the ball leaves over the outer goal line after last touched by the goalkeeper or an attacker, or when the goalkeeper controls the ball in the goal area (see Article 6.2). A corner throw is awarded to the attacking team when the ball crosses the outer goal line after last being touched by a defending court player or the defending goalkeeper (other than a saved shot). It is taken from the corner on the side where the ball went out, with one foot on the corner, and a goal may be scored directly.

12. Match Officials and Video Replay

12.1 Referees and Officials' Team

A match is controlled by two referees of equal authority (the court referee and the goal-line referee, who switch positions as play moves), supported by a timekeeper and a scorekeeper (and, in IHF/EHF competitions, a delegate). The referees supervise the conduct of the players from arrival to departure, take all decisions on facts of the game, and may interrupt or stop the match. Each team is allowed up to 4 team officials (designated A, B, C, D), one of whom is the responsible official; officials may not be replaced during the game.

12.2 Video Replay (Instant Replay)

Where a competition has approved it, video replay may be used to verify specific situations: whether a goal was valid, whether the ball crossed a boundary line, identifying the correct player or punishment, and incidents in the final 30 seconds of a half. Replay may be initiated by the referees or recommended by the delegate; misuse or repeated unfounded requests can be penalised. The use of video replay remains subject to the competition authority, so it is not available in all matches.

13. Recent Amendments (2025 and 2026)

13.1 Amendments in Force from 1 July 2025

The following amendments are in force from 1 July 2025:

  • Goalkeeper head-hit (Rules 8:8d/8:8e): a shot that hits the goalkeeper's head during a 7-metre throw or a free throw taken after the final signal — and a defender's head in the same situation — is now punished with a 2-minute suspension instead of a disqualification (red card).
  • Throw-off execution (Rule 10:3b): the ball and the thrower must be completely inside the throw-off area, clarifying when the referee may signal execution.
  • Steps definition (Rule 7:3): receiving the ball while airborne and then putting one or both feet down simultaneously is not counted as a step.
  • Ball touched out of bounds (Rule 7:10): touching the ball while any body part is on the floor outside the court gives a free throw to the opponents.

13.2 Amendment in Force from 1 July 2026 (Electronic Team Time-Out Request)

Effective 1 July 2026, a team may request its team time-out by pressing a buzzer (button) on an electronic device connected to the official scoreboard system, instead of using the green card. Once the buzzer is pushed, the time is stopped immediately and the team time-out begins automatically, indicated by an audible signal. This streamlines the request and removes the need to hand a green card to the timekeeper. The on-court rules of the time-out (3 per match, maximum 2 per half, 1 minute, requestable only while in possession or with the ball out of play) are unchanged.

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