2/3 BASKETBALL RULES

Rules & Regulations

November, 2024

Booster Clubs: Arcadia, Brier Creek, Churchland, Davis-Townsend, Fair Grove, Friendship, Hasty, Midway, Pilot, Reeds, South Davidson, Southwood/Southmont, Tyro, Wallburg and Welcome has adopted a ZERO TOLERANCE POLICY please convey this policy to all coaches and parents. We reserve the right to make any changes or adopt any ruling not written down at any time during the season.

1) 8 & under (2-3):Any player is eligible if he/she is not 9 years of age or older on or before August 31st of that playing year.

a) Players can only participate in one division and can only participate on one team.

b) Any player found to be participating in the wrong program will result in a forfeit of games ineligible players participated and could result in cancellation of the team from schedule. Rosters of each team will be available through your booster’s club representative along with birth certificates to verify eligibility of players.

2) Number of Players: Recommended number of players per roster is 8. However, there is no limit provided all of the players achieve the mandatory playing time. A team may start the game with only 4 players to avoid forfeit, any less is automatic forfeit. The opposing team has the option of playing four (4) or five (5) against a team with only four players. Any team that forfeits a game will have their boosters club responsible for payment of officials, clock keeper, scorekeeper and gym supervisor of that game.

3) Uniforms: Players must wear numbered jerseys of similar color to games. All Uniforms should be reversible with numbers corresponding with High School regulations. Referees should be able to correspond player’s numbers with one hand. (ex. No numbers can be used above 5. No team can carry 00 and 0).

4) Coaches: There will be a maximum of two coaches and one scorekeeper allowed on the team bench. Only one coach is allowed to stand during the game. Note: A team scorekeeper is not required. No coaches on the court.

5) Practices: Limited to 2 times per week, for 1 - 1.5 hours of duration each until regular season games begin, and then allowed 1 time per week, for 1 to 1.5 hours in duration unless a team has a bye. Violation of this will result in forfeit or removal from schedule.

6) Cancellations: If school is dismissed early or cancelled due to bad weather, practices and games may continue. Contact your booster club representative for confirmation. If any team does not show for a scheduled game, this will be considered a forfeit.

7) Game Time: Game time is game time. There is no grace period for any games. Can start up to 10 minutes early if enough players are present.

8) Home & Away: Home team will wear light colored jerseys. Away teams will wear dark colored jerseys. Home team bench area will be on the left hand side of the scorers table. Teams are to warm up on the opposite sides of their bench area.

9) Game Day Lineups: Coaches will need to print out a rosters form fill out and must be turned in to scorekeeper before game time. List players first and last name along with jersey number, List the starting five first.

10) Mandatory Playing Time - MPT: Each player must play nine (9) minutes per game. Three (3) consecutive minutes, three (3) times anytime during the game. The responsibility for players meeting MPT rule lies with the coach. NOT, the official scorekeeper. Coaches need to check with the official scorekeeper to verify that their players have met their playing MPT.

Example: Player one starts the game, coach subs in Player 2 for Player 1 before he/she plays their MPT of three (3) consecutive minutes. Player 1's playing time does not count if substituted before MPT of three (3) consecutive minutes played. Player 1's re-enters and minutes will start over until he/she plays the MPT of three (3) consecutive minutes. It's best to not sub until all players have their MPT recorded, once the MPT requirement is met you can sub, free substitution.

Exceptions To The Rule:

a) Disciplinary action being taken against a player who is disrupting the game and or team by their actions or for reasons determined by the referee.

b) A player becomes ill or injured during the game. (1) A player has missed 4 or more un-notified practices and the Basketball Director(s) have been made aware of the situation their playing time may be reduced to 1 quarter.

c) If a player arrives late: (1) After Tip Off they are required to play 1 quarter – 6 minutes

11) Substitutions: The clock will be stopped at or around the midpoint of each quarter to allow substitutions to enter the game. Coaches should have their players at the scores' table before the three (3) minute mark, ready to enter the game. Penalty: The violating team(s) will be charged with one of their four (4) timeouts if the referee(s) feel this is a continuing occurrence by holding up the flow of the game. Substitutions can only occur during a dead ball.

12) Coaches: The coach(s) may not cross the mid court line when the teams are on the same sidelines.

13) Referees: The referee may explain why he blew the whistle to the player(s) involved. All calls by the referee will be based on his/hers best judgement in regard to the flow of the game and of fairness to the players. Referee has final say on all calls. NO APPEALS.

Playing Rules:

14) Goals: Basketball goal will be at a height of nine (9) feet. Free throw distance will be ten (10’) feet from the backboard.

15) Ball: A 28.5’’ "LEATHER" basketball will be used. Referee will choose a ball from either team if not supplied by the gym.

16) Game Time: Games will consist of four (4) six (6) minute quarters.

17) Halftime & Quarters: There will be a five (5) minute halftime with only a one (1) minute break between quarters.

18) Game Clock: The clock will run continuously except for shooting fouls and timeouts until the last 2 minutes of each half. Then the Clock will be stopped for every whistle and for any injured player or when the referee deems necessary to clear up any problems.

a) Mercy Rule: - if a team is up by 20 or more points the clock will run continuously (even during free throws), except time outs and injuries. If the score differential drops to below 20 points, the clock will run to normal clock rules.

19) Starting the Game: Jump ball to begin the game and to start any overtime periods. Alternating possessions afterwards for period breaks and held balls.

20) Timeouts: Four (4) full timeouts per game. You will receive one (1) additional time out for each overtime period.

21) Free Throw Line: Free throws will be shot from the designated foul line. Free throw distance will be ten (10’) feet from the backboard.

22) Shooting Free Throws: Players will line up in the top three spots on the key. During the Free Throw Attempts no player shall enter the lane until the ball leaves players hands. The free throw shooter cannot cross the free throw line until the ball hits the rim.

23) Overtime Periods: No game can end in a tie. Two (2) minute periods for any overtime periods. If still tied after two overtime periods, players will shoot free throws.(Refer to the halftime free throw rules).

24) Lane Violations: Normal three (3) second lane violations will be called. Only using the regulation fifteen (15ft) foot free throw line. (Lane violations do not start until the advancing of the ball past the hash mark has occurred)

25) Back Court Violations: Regular back court violations will be called.

26) Fouls: Five fouls on one player will result in disqualification. Overtime periods is an extension of the forth (4th) quarter where individual and team fouls are carried over into overtime period. On the teams 6th foul per each quarter, 2 free throws will be awarded on the 6th and each subsequent foul for that quarter. This will restart each quarter.

27) Team Fouls: Technical fouls for illegal defense are added to team fouls. "NOT" a player foul.

28) Halftime Free Throws: All players will take a free throw at the start of the 2nd half at their 2nd half goal. Each made free throw will count one (1) point on the scoreboard. (A player making his/her first shot will not shoot again unless all players on their team make their free throw attempt and that team has fewer players than the opposing team.) If one team has fewer players than the other, the coach, with fewer players, can choose a player who missed their first free throw to shoot again. A player cannot take more than two shots per game. Both teams will get an equal number of shots.

29) Walking and Dribbling: Walking and Double Dribbling will be fully enforced.

30) Advancing the Ball: The Offensive Team must advance the ball, pass half court in 10 seconds and then pass the timeline "hash mark" within 5 seconds. The timeline is defined as the five foot (5ft) "hash marks" located before the mid court line noted by tape. The "no press" rule is in effect. The defense must release after possession is established until the offense passes the time line unless an immediate fast break is attempted and at that time the defense may defend the fast break at any point on the court (official's discretion).

31) Pressing: Only allowed to full court press in the last two (2) minutes of the Fourth (4th) Quarter.

32) Illegal defense: A team may have one (1) defensive player above the timeline "hash mark" until the offensive team passes the timeline. A violation of this rule will result in one warning per half, and then on the second offense a technical team foul will be awarded to the defensive team, with one free throw and a free inbound at half-court for the offensive team.

Exception: if in the 4th quarter you have illegal defense – there is no warning – a technical team foul will be awarded to the defensive team, with one free throw and a free inbound at half-court for the offensive team

a) Once the offense crosses the timeline "hash mark" then all players can cross timeline "hash mark".

b) Any foul that results from a defensive player coming out of the defensive zone to block the shot will result in a shooting foul (if in the act) plus the technical foul if this is on or after their second (2nd) warning or anytime in the fourth (4th) period.

c) No pressing by the defense unless the offense tries to run a fast break. If a team is ahead by 10 or more at any time they must remain in the hash area instead of the half court area.

d) When getting a rebound, if the team (player) holds the ball, the defense shall be sent down the court by the referee based on his judgment. If a Backcourt press violation occurs, play can be stopped by the referee and the defense sent down the court before play is resumed. Ball may be in-bounded but is not necessary every time.