Section 5: Rules of Play
5.1 Match Duration
A standard match consists of two halves of 30 minutes each with a 10-minute halftime break (15 minutes at major tournaments). The clock is a running clock that only stops on referee signal (team timeouts, injuries, disciplinary actions). Following the amendment to IHF Rule 2 (comment) effective for the 2025/26 season, the match clock and venue scoreboard must display time as a single continuous upward count rather than resetting at the start of each period: 0–30 minutes for the first half, 30–60 minutes for the second half, 60–70 minutes for the first extra-time period, and 70–80 minutes for the second extra-time period. Venues whose scoreboard software could not yet support continuous display were granted a transitional exception for the 2025/26 season, with full compliance required from the 2026/27 season onward (IHF Rule 2, comment). If the match is tied in elimination rounds, extra time is played: two periods of 5 minutes with a 1-minute break. If still tied, a second extra-time period (2 x 5 minutes) follows. If still tied after the second extra-time period, a 7-metre throw shootout decides the result: each team nominates 5 throwers, and, under the amended procedure, the shootout ends immediately once a goal difference emerges after both teams have taken an equal number of throws, rather than requiring every nominated throw to be completed (IHF Rule 2, comment).
5.2 Ball Handling
- 3-second rule: A player holding the ball stationary may do so for a maximum of 3 seconds before passing, shooting, or dribbling (IHF Rule 7).
- 3-step rule: A player may take a maximum of 3 steps while holding the ball. After dribbling (bouncing the ball with one hand), the player may take another 3 steps (IHF Rule 7).
- Double dribble: Once a player has dribbled and picked up the ball, they may not dribble again. Doing so results in a turnover (free throw to the opposition) (IHF Rule 7).
- Kicking: Field players may not intentionally play the ball with any part of the leg below the knee. Goalkeepers within their 6 m area may use any body part, including feet and legs (IHF Rule 7).
5.3 Goal Area Rules
Only the goalkeeper may stand in or enter the 6 m goal area. A court player may jump into the goal area to shoot, provided the ball is released before the player lands inside the area (known as an "in-flight" or "diving" shot). If a court player enters the goal area without the ball to gain advantage, it is a free throw. If an offensive player enters to gain advantage while in possession, it is a turnover. If a defensive player enters the goal area to gain advantage, a 7 m throw is awarded (IHF Rule 6).
5.4 Throw-Off, Throw-In, and Restarts
- Throw-off: Taken from the centre of the court to start each half and after every goal. The throwing team's players must be in their own half; the opposing team must be at least 3 m away (IHF Rule 10).
- Throw-in: Awarded when the ball crosses the sideline. Taken from the point where the ball left the court, with one foot on the sideline (IHF Rule 10).
- Goalkeeper throw: Awarded when the ball crosses the outer goal line last touched by the goalkeeper or an attacking player. The goalkeeper restarts from inside the goal area (IHF Rule 10).
- Free throw: Awarded for most rule violations. Taken from the spot of the infraction (or the 9 m line if the violation occurred between the 6 m and 9 m lines). Opponents must be 3 m away (IHF Rule 10).
5.5 Passive Play
Teams must demonstrate a recognisable attempt to attack and score. If the referees judge a team is stalling, a passive play warning is signalled (forearm raised). After the warning, the attacking team is permitted approximately 6 passes to attempt a shot. If no shot is taken, the ball is turned over via free throw to the defending team. The warning is reset after any shot attempt, turnover, or free throw (IHF Rule 7).
5.6 Fast Break and Counter-Attack
The fast break (or counter-attack) is one of the most effective scoring methods in handball. After gaining possession — from a goalkeeper save, interception, or turnover — teams attempt to advance the ball quickly before the opposing defence can organise. The first wave (1-on-0 or 2-on-1 situations) occurs within seconds and produces high-percentage scoring chances. If the first wave is defended, a second wave with additional runners may follow. Teams that excel at fast-break transitions often outscore defensively-oriented opponents by 5–8 goals per match.
5.7 Offensive Formations and Tactics
Teams typically operate from one of several standard offensive formations against a set defence:
- 6-0 defence / standard attack: The most common setup where 3 backcourt players (left back, centre back, right back) attack from outside the 9 m line while 2 wings and 1 pivot work along the 6 m line.
- 7-vs-6 superiority play: Teams may substitute the goalkeeper for an additional court player, creating a 7-on-6 numerical advantage in attack. This is increasingly used in the final minutes when trailing, or even throughout the match as a tactical choice. The risk is an empty goal if the opposing team regains possession.
- Double pivot: Two line players operate along the 6 m line, creating more screening and passing options but reducing the number of long-range shooters.
5.8 Team Timeout
Each team is allowed three 1-minute team timeouts per match (maximum two per half). A team official places a green card on the officials' table to request a timeout, which is granted at the next interruption when that team has possession (IHF Rule 2).