Skip to main content area Skip to institutional navigation Skip to sub-navigation
soccerred

Rules

Basketball
Rules of the Game

 ELIGIBILITY

  • All players must check-in with the score table and be on a valid roster before they are allowed to play.
  • A player may only play for ONE team, regardless if it they are in separate leagues.
  • Teams may add players to their roster up until the end of their second game of the season.
    • However, that player must not have played for another team during the same season.
  • Players may not “jump” leagues or teams. Failure to observe this rule will result in a forfeit.

NUMBER OF PLAYERS

  • A regulation team consists of 5 players.
  • A team must start with 4 players present.
  • A team can play with 2 or 3 players only if others have been injured or have fouled out and the referees feel the team playing with less than five still has a chance to win.
  • A team reduced to 3 players by player ejections will automatically forfeit.

CO-ED RULES

  • Teams must have at least TWO members of the under-represented sex on the floor at all times.
    • In the event that the game begins with 4 players, there must be 2 members of each sex on the floor.
  • Men playing in the co-ed league are NOT allowed to shoot in the lane.
    • You are allowed to jump from outside the lane and land in the paint.

TIME REGULATIONS

  • All games will consist of two 20 minute halves.
  • The clock will run except for the final two minutes of each half, and for all team and officials’ timeouts.
    • During the last two minutes of the second half, the clock will stop on all dead balls.
    • Dead balls are constituted as any time a foul, violation, and timeouts occur, but not after made baskets.
  • Half times will be five minutes long.
  • Games will begin with a jump ball and thereafter the alternating possession rule shall apply.
  • All overtimes will be 5 minutes in length with a running clock, except for the last minute in which the clock will stop on dead balls.
    • There will be a maximum of three overtimes.
    • If the score is still tied after three overtimes, a rock, paper, scissor match will occur at half court to determine a winner.
  • Each team is allowed 2 sixty-second time outs per half.
    • Time outs do not carry over if they are not used in their designated half.
    • During each overtimes, the teams will be granted a subsequent time out.

FORFIETS

  • A forfeit will be assessed when a team fails to be present with the required number of players at 10 minutes past a scheduled game time.
  • Forfeits are “one and done” meaning, once a forfeit occurs your team will be removed from the season and/or tournament.

SUBSTITUTIONS

  • Substitutions are to be made on dead balls only.
  • All substitutes must report to the score table and make notice they wish to enter at the next dead ball and then sit on the floor as to not obstruct the view of the scorekeeper.
  • The scorekeeper will sound the horn and the officials will recognize the substitutes and beckon them on to the court.
  • Players going on to the court without being beckoned by the official are subject to a technical foul.

FUNDAMENTAL VIOLATIONS, FOULS, AND PENALTIES

  • 10-second Backcourt: a player must have both feet and the ball completely across the mid-court line before the count stops. The count will only stop if the defending team gains control of the ball or a defensive foul is called. A deflection does not stop the count. If the ball goes out-of-bounds, a new 10- second count will begin.
  • 5-second Frontcourt: applies only in the frontcourt to players holding or dribbling the ball whose defender has established a closely guarded position at least 6 feet from the player with the ball. The count shall stop when a player losses control of the ball, or if the defender concedes their guarding position.
  • Jump Ball: a referee will call a held ball when both players have hands on the ball and neither can gain sole possession without "undue roughness". The ball will be awarded based on the initial jump ball and the alternating possession arrow.
  • Throw-in: after a made basket, the thrower may run the baseline. On any designated spot throw-in, the thrower has a spot approximately 3 feet wide and as deep as the court permits to make their throw-in. They may take steps to the left or right as long as one foot remains on or over the spot, and may step back as far as the court permits. On all throw-ins, the player has five seconds to release the ball. The defense may not break the plane of the line, if so they will receive a warning and then a technical foul on all subsequent violations. If the defense breaks the play and touches the ball before it is released it is a technical foul. If the defense breaks the plane and touches the player before the ball is released it is an intentional foul.
  • Free Throws: all free throw situations are to be shot as normal 1 and 1, 1 shot, 2 shots or 3 shots. There are no sex restrictions of lining up to rebound free throws. Defensive players must fill the bottom two spaces and they may take the third lane space. The offensive players may fill the second lane spaces on both sides. The offense may not have more than two players rebounding. Players may move down the lane toward the basket if the spaces are not filled. The other three players must remain behind the 3-point line above the free throw line extended. All players may move once the ball has touched the rim.
  • Each individual is allowed 5 fouls before disqualification from the game.
    • Shooting Fouls: a player who is in the act of shooting will be rewarded with two or three free throws unless the basket is successful and then they will receive one free throw. Shooting fouls include hack, hold, push, block, etc.
    • Non-shooting Fouls: a player who is fouled while not in the act of shooting will be rewarded with a team foul. The fouled player will shoot 1 and 1 on the 7th, 8th, and 9th team fouls and 2 shots on every foul thereafter each half. Non-shooting fouls include hold, push, block, hand-check, illegal screen, etc.
    • Team Control Fouls: when a team who is in control of the ball, dribbling, holding, or shooting commits a foul it is team control foul. Never shoot free throws. Team control fouls include charging, lowering the shoulder, pushing off, illegal screens, and swinging elbows. Remember, there is no team control during a throw-in, jump ball, when the ball is in flight during a try or tap for goal or during a rebound. When a player intentionally swings the elbows in a dangerous manner and makes contact a technical foul shall be called. Intentionally swinging the elbows without contact will result in a violation.
    • Technical Fouls: called at the referee’s discretion and in all situations of unsportman-like conduct or excessive foul language. A technical foul awards the opposing team the ball out of bounds. A player obtaining two technical foul in a single game will result in an ejection.
    • Flagrant Fouls: when any of the above fouls are intentional or technical refer to the previously outlined policies for procedure. When any of the above fouls are flagrant, (dangerous or malicious fouls with no attempt to play the ball or with excessive contact) the player should be ejected immediately.
  • Any ejections will result in that player’s loss of eligibility for their next two games and a second ejection will result in suspension from pay for the rest of the sport’s season.