The new sport of Angle Modulated Handball was created by Aung Min from Myanmar (formerly Burma) in 2020. It is handball played on a hexagon shape court with three goals, and with several balls.
The New A M Handball Game is basically a normal (Olympic, Team) handball game that follows international play. However there are certain system, method and rules (SMR) of Angle Modulate Sport Games (AMSG) added to make it a more exciting and enjoyable game.
It is played on a HexR Playground which is a 3-in-1 playing court in regular hexagonal shape. The HexR Playground constitutes of three identical Sectors, with a standard goal in each Sector. A M Handball is played with a set of balls ( 3-6 balls) which are placed variably on three Game Stations during play.
HexR Playground
The whole playground is in a regular hexagonal shape and is called 'HexR'Playground.
Three alternate sides are boundary goal lines (which include goal lines between goal posts and outer goal lines) and have a goal at equal distance from the two ends of each boundary goal line. Three other alternate sides are boundary side lines.
Three Sectors
The HexR Playground is divided into three equal Sectors by three sector lines.
- A sector line starts from the midpoint of a boundary side line and the three sector lines meet at the center point of the HexR Playground.
- A Sector area is defined by a boundary goal line, two half boundary side lines at each end of the boundary goal line and two relevant sector lines continuing from the two half boundary lines.
- The area of a Sector is approximately equal to half the area of a normal rectangular handball court.
- The goal at each Sector, on the boundary goal line, corresponds to the goal of an international court.
- In each Sector, the goal area and its goal area line (6-meter line), the 7-meter line, the free throw line (9-meter line), the goal keeper restraining line (4-meter line) correspond to those of an international court.
Designation of Goals and Sectors
- One goal is designated 'Blue Goal (BG)'and its Sector is called 'Blue Goal Sector (BGS)'.
- Another goal is designated 'Yellow Goal (YG)'and its Sector is called 'Yellow Goal Sector (YGS)'.
- The last goal is designated 'Green Goal(GG)'and its Sector is called 'Green Goal Sector (GGS)'.
- The Yellow Goal is on the left side and the Green Goal is on the right side of the Blue.
Game Stations
There is one Game Station for each goal, placed behind the goal and outside the HexR playground.
The Game Station at the Blue Goal is called the 'Original Station (OS)'.
The Game Station at the Yellow Goal is called the 'Interim Station (IS)'.
The Game Station at the Green Goal is called the 'Final Station (FS)'.
A Game Station may be a simple horizontal flat board with stands where a set of handballs are placed in their designated positions, or may be elaborated with sensors or electronic means to sense the identity of the balls.
The set of handballs are identified with serial numbers and distinct colors.
Similarly the designated positions for balls on the game station boards are identified with respective serial numbers and colors corresponding to the relevant balls, in ascending order of serial numbers from right to left, viewed from inside the court.
Legal Move
The A M Handball game is about moving a set of balls originally on the Original Station(OS), one at a time between the three Game Stations according to the system, method, rules and regulations SMR of AMSG, and by playing and scoring at the relevant Goals according to international Handball play, till the set of balls finally end up on the Final Station(FS).
A Legal Move is the move of a ball from a game station to another and starts from the move of the relevant ball according to SMR.
Legal Playground (LPG), Court
Any two Sectors combined constitutes the Legal Playground (LPG), or the playing court for the relevant Legal Move, with a goal at each boundary goal line.
The remaining (third) Sector is Dormant Sector (and its goal a Dormant Goal) for the relevant Legal Move which are out of play during a relevant legal move.
The Legal Playground corresponds to the international Handball Court.
There are three combinations of Legal Playgrounds or playing courts depending on the legal moves.
Actually a HexR Playground is a 3-in-1 Handball court.
- One Legal Playground (LPG) is a combination of Blue Goal Sector (BGS) and Yellow Goal Sector (YGS).
- Another Legal Playground (LPG) is a combination of Yellow Goal Sector (YGS) and Green Goal Sector (GGS).
- The third Legal Playground (LPG) is a combination of Green Goal Sector (GGS) and Blue Goal Sector (BGS).
Designation of Two Goals in a LPG
In any one legal playground LPG, the goal from which game station the ball for the relevant legal move is taken is called the 'Start Goal'.
The other goal is called the 'Legal Goal'where a team, called the Lead Team (LTm), will shoot for a goal.
The 'Start Goal'is also called the 'Provisional Goal'where the opposite team, called the Competitor Team (CTm), will shoot for a goal after stealing the ball from the Lead Team (LTm).
Alternating Goals & LPGs
One of the three legal playgrounds (LPG) will be the playing court for a particular legal move and the three LPGs will alternate as playing courts relevant to legal moves (of SMR).
The three goals (BG, YG, GG) of the HexR Playground will alternate as the Provisional Goal-cum-Start Goal and the Legal Goal in a LPG relevant to legal moves.
The Provisional Goal-cum-Start Goal and the Legal Goal are called Target Goals in a LPG.
Teams
- Two teams corresponding to teams in international play compete in a match.
- The team that starts a legal move with the ball from the game station of the start goal is called the Lead Team (LTm) for that particular legal move.
- At the start of the match and overtime if any, the Lead Team is chosen by the toss of a coin by the referee in charge of the start goal.
- At the start of any other legal moves the Lead Team is the team that conceded the goal at the previous legal move.
- The opposite team is called the 'Competitor Team (CTm)' for the duration of the first legal move.
- At the start of any other legal moves the Competitor Team is the team that scored the goal at the previous legal move.
- The Lead Team attacks the Legal Goal and defends the Provisional-cum-Start Goal.
- The Competitor Team attacks the Provisional-cum-Start Goal after stealing the ball from the Lead Team, and defends the Legal Goal.
- The playing positions and the specific areas of the court where the players are allowed to play follow international practice for a handball game.
Teams Scoring Goals
For a Legal Move, the ball taken from the Game Station of the Provisional Goal-cum-Start Goal must finally end at the Game Station of the Legal Goal after a goal is scored at anyone of the two target goals.
If the Lead Team scored at the Legal Goal, the ball is placed by a referee at its legal position on the Game Station of the Legal Goal after the score.
If the Competitor Team scored at the Provisional-cum-Start Goal, the ball is taken by a referee after the score and passed to the referee of the Legal Goal to place the ball at its legal position on the Game Station of the Legal Goal.
A M Handballs
A M Handballs are simply international standard handballs in sets.
A M handballs are identified with serial numbers and distinct colors for easy visual identification.
A set of 3 balls will give 7 legal moves or goals combined for the two teams'score, 4 balls gives 15 goals, 5 balls gives 31 goals and so on, when played according to AMSG.
Number of Balls vs Legal Moves (Goals)
Numberof Balls Number of Legal Moves (LM)
In a Set (Goals)
2 3
3 7
4 15
5 31
6 63
Moving A M Handballs
The set of balls at the start of the game is placed on a horizontal plane at the Original Station (OS) of the Start Goal (Blue Goal in this case) in ascending order of serial numbers from the right to the left (viewed from inside the court), at their designated positions.
The balls are moved one at a time from one game station to another by playing the international handball game and placed at their designated positions on the legal game station after a goal is scored at one of the two target goals for a LPG.
The ball moved to a game station must be smaller in serial number than that of the balls (if any) already on the receiving game station.
The game ends when the entire set of balls are moved on to the Final Station(FS) and in their designated positions in ascending 'order of serial numbers from the right to the left.
The moves must follow AmkRINGS Algorithm to achieve the minimum number of moves possible.
Equipment
Rules and requirements for equipment follow international practice. Players must follow standards of attire and equipment and follow safety rules and practice.
Additional equipment includes a lead time clock, used during indication of goal ends, which has loud and distinct sound. Electronic display means may also be used.
Three game stations on which the set of balls is placed on horizontal plane in ascending order from the right to the left is added.
The game clock may be used for nonstop full time running game clock. There is no timing limit of the match and no timing stoppages.
Game Officials
- For a 'Basic Game'two referees, two scorekeepers and a timekeeper.
- For a 'Premier (Advance) Game'three referees, two scorekeepers and a timekeeper.
- For a Premier Game, the referees and the scorekeepers draw lots before the start of the match to determine the sectors and the designated teams (Lead Team or Competitor Team) they will be responsible respectively throughout the game.
Game Duration
There is no fixed time for a game: a game starts with the first legal move from the Original Station of the Blue Goal and ends with the completion of the last legal move when the entire set of balls is moved to the Final Station (Green Goal).
Due to the system of the AMSG game the number of legal moves is always an odd number for a normal game.
There are two halves in a game; the first half game has odd number of legal moves, one less than the second half game. This is due to the system.
Half game interval between the two half games.
Interval before overtime play, if any.
Overtime or Penalty Shootout may be played to decide the winner in case of a draw after normal full time.
Starting a Game
Before the game starts, the referees and the scorekeepers will draw lots to determine the Sectors (for referees) and designated Teams (for scorekeepers) they will be respectively responsible throughout the game, for an advance game.
The referee in charge of the start goal will toss a coin to determine which team will be the lead team for the first legal move of the game, in the presence of both team captains.
The team that becomes the lead team for the first legal move starts the game with the first legal ball from the game station of the Start Goal (Blue Goal in this case).
Basic Game
Basic Game (Play Mode C) is for beginners or for very young players, and can be used for training to play a Premier Game also.
In a Basic Game, at the start of any legal move after a goal, the scorekeepers will indicate for the Legal Move No., the Start Goal and the Legal Goal (manually with the aid of prepared material or using an electrical/ electronic devices).
Premier Game
In a Premier or Advance Game (Play Mode B) the teams (their assigned players AP) have to indicate the Start Goal and the Legal Goal at the start of a legal move within a limited time, called Lead Time (LT).
The teams select an assigned player (AP) each to take the responsibility for indication of relevant goals.
If an assigned player make an incorrect indication of the concerned goal or fail to indicate within lead time, the team incurs a penalty and half goal is minus from the team's score.
At the start of a legal move, after the two APs of the two teams made indications of the Start Goal and the Legal Goal within the Lead Time (LT), the relevant
scorekeepers responsible for designated teams (Lead Team and Competitor Team) shall make correct or incorrect signals to the relevant referees.
The scorekeepers make use of official aids (prepared material or an electrical/electronic device) to check the Start Goal and the Legal Goal of a particular Legal Move, to inform the referees.
The referees and the scorekeepers have duties and responsibilities to manage the indication process according to the rules and regulations of AMSG.
The referees and the scorekeepers hand signals as described in SMR, AMSG.
The Lead Time clock is controlled by the time keeper, who starts the lead time clock immediately after a goal is scored or after a referee signal for incorrect indication.
The lead time normally is 4-6 seconds depending on the officials of the event.
A M BEACH HANDBALL GAME
Since the A M Handball game will require a new type of hexagonal playground that would mean more space and more cost for the stadium, etc., it is recommended that initially the A M Handball game should be tried on beaches or open grounds, to reduce cost.
Equipment Required: Rules and requirements for equipment follow international practice. Players must follow standards of attire and equipment and follow safety rules and practice.
- A M Handballs are simply international standard handballs in sets.
- A M handballs are identified with serial numbers and distinct colors for easy visual identification.
- Additional equipment includes a lead time clock, used during indication of goal ends, which has loud and distinct sound. Electronic display means may also be used.
- Three game stations on which the set of balls is placed on horizontal plane in ascending order from the right to the left is added.
- The game clock may be used for nonstop full time running game clock. There is no timing limit of the match and no timing stoppages.
Note
Related Pages
- See our large list of other New Sports
- How to Submit a New Sport
- Complete list of unusual sports

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