Beginner Umpiring in Netball
Getting started as a netball umpire: what to wear, pre-match checks, the toss, who controls which half, making a call, and the calls to learn first.
Before the match, check the court, posts and balls, and check players' uniforms, jewellery, nails and hair. The two umpires toss for ends, and each then controls one half of the court and one side line for the whole match. Make each call by blowing, stating the infringement, signalling and showing where the sanction is taken — and learn footwork, held ball, contact, obstruction and offside first.
Starting out as a netball umpire can feel like a lot to take in. This page covers the practical side — what to check, where to stand, how to make a call — using the 2024 World Netball rules, which set out an umpire's duties in detail (Rule 4).
What umpires do
Two umpires control the match according to the rules, and decide any matter the rules don't cover. They work co-operatively and may appeal to each other for decisions. Most matches also have scorers and timekeepers, whose jobs are set out separately (Rule 5).
What to wear and bring
The rules require umpires to wear clothing that is distinct from both teams' playing uniforms, and suitable sports footwear (Rule 4.2). You'll also need a whistle. Check with your league or association for anything else they ask umpires to bring.
Before the match
Both umpires must check, before the start (Rule 4.3):
- the field of play, goalposts and all match balls meet the rules; and
- the players, before they go on court.
The player checks cover what they must wear and what they mustn't (Rules 3.9 and 3.12):
- registered playing uniform, with their position initials (GS, GA and so on) clearly visible above the waist, front and back;
- suitable sports footwear that isn't spiked;
- no body piercings, including earrings, and nothing else that could endanger themselves or others;
- any other adornment, and any medical device, securely covered with tape and/or padding;
- fingernails short and smooth;
- hair tied back — for example in a ponytail, plait or braids — and free of any adornment.
Umpires keep these requirements in place throughout the match. A player who stops meeting them during play is penalised as a late player.
The toss
After the captains have told the umpires the result of their toss (for goal end or first centre pass), the umpires toss for goal end. The umpire who wins takes the side line nearer the official bench and the goal end to the right when facing the court; the other umpire takes the opposite side line and goal line. Each umpire keeps the same half of the court for the whole match (Rule 4.5).
Who controls what
- Your half. Each umpire controls and gives decisions for one half of the court, including its goal line (Rule 4.8). The court is divided across the middle, from side line to side line.
- Your side line. Each umpire makes all the throw-in decisions on one side line — including infringements by the player taking the throw-in or anyone defending them (Rule 4.11).
- Handing back. If a sanction is awarded in your co-umpire's half, they resume control once it has been set (Rule 4.12).
- Holding time. Either umpire may hold time for an injury, illness, blood, an emergency or foul play (Rule 4.13).
Where to stand
Umpires move along the side line and behind the goal line to watch play and make decisions — ideally staying off the court during play (Rule 4.9). If the ball hits you or you get in the way of the players while you're on court, play only stops if a team has been unfairly disadvantaged (Rule 4.10). See umpire positioning for where to be in each phase of play.
Making a call
Every decision follows the same sequence (Rule 4.7): blow the whistle, state the infringement, use the hand signal, and indicate where the sanction is taken. Learn it as one movement. See whistle technique, hand signals and umpiring terminology.
Remember advantage: if stopping play would disadvantage the team that didn't infringe, call and signal advantage and let play continue.
The calls to learn first
Rather than trying to catch everything at once, get confident with a handful of core rules first:
- footwork — the landing foot and what you can do with it;
- held ball — three seconds to pass or shoot;
- contact and obstruction — the 0.9m rule and physical interference;
- offside — players in areas their position doesn't allow.
Then build out to the restarts — free pass, penalty pass, throw-in — and the centre pass.
Confidence
New umpires often hesitate over close calls. A clear, confident decision — whistle, call, signal — is easier for players to accept and act on than a delayed or uncertain one, and confidence grows with every match. Your co-umpire is there to help: the rules expect the two of you to work together.
Training and accreditation
This site explains the rules and the principles behind umpiring, but it isn't a substitute for formal umpire training and accreditation through your national netball association. That's the proper route to developing as an umpire, including progressing to higher levels of competition.
Sources
All information on this page is given to the best of our knowledge at the time of writing (October 2026), after referring to the official sources below.
- World Netball: Rules of Netball, 2024 edition — Rule 3 (team: players' uniform and adornments), Rule 4 (match officials) and Rule 5 (technical officials).
Common mistakes
- Skipping the pre-match player checks, then having to deal with jewellery or long nails mid-match.
- Following the ball onto the court instead of moving along the side line and behind the goal line.
- Blowing and signalling without saying what the infringement was.
- Hesitating over a clear call because it's close to the line.