• Clock stoppage in last 30sec of first half
• Mercy Rule
• 50 points or more at anytime in the 2nd half
• 30 points or more with 5 minutes or less left
• 20 points or more with 2 minutes or less left
EQUIPMENT – REQUIRED
A player must wear…
• a matching team shirt/jersey with numbers
• Permanent numbers – no tape
• only shoes with non-marking soles are permitted on the courts
EQUIPMENT – ILLEGAL
Players may not wear…
Bandanas or anything with a knot
headbands wider than 2”
illegal guards, casts, or braces
• hard casts may not be worn below the elbow
• hard and unyielding items may be worn on the upper arm or shoulder if
• knee and ankle braces are permitted but exposed hinges must be
Players discovered in the game with illegal equipment must
leave the game and remain out until the problem is fixed.
Technical foul may be called.
BEGINNING THE GAME
• Number of Players
• Maximum – 5
• Minimum – 4
• Male/female difference no greater than 1
• A game is made up of 2 halves
• Each half is 18 minutes in length
• The halftime intermission is 3 minutes long
• Each team receives 3 timeouts per GAME
• Timeouts may be used in either half
• Timeouts are a maximum of 1 minute in length
• Timeouts do not carry over to overtime
• If overtime, each team will get one timeout per all of overtime
• Teams may call timeouts in excess of the allotted number, and
they shall be granted at the penalty of a technical foul for each
• Only players on the court can call timeout
• The clock shall run for the first 17:30 of the first half and first 16
minutes of 2nd half unless stopped for:
• official’s timeout or
• charged team timeout or
• During the end of the halves clock will stop when an official
a held ball
Any other dead ball
50 points or more anytime in the 2nd half
30 points or more 5 minutes or less in 2nd half
20 points or more 2 minutes or less in 2nd half
OVERTIME (NONE UNTIL PLAYOFFS)
Teams play toward same baskets as 2nd half
Each team receives one timeout during overtime
• Running clock until last minute
Overtime period begins with jump ball
• If an official observes that a player:
• is bleeding,
• has blood on his/her uniform, or
• has an open wound,
that player must leave the game and correct the problem
before he/she may be permitted to return to the game.
• A team may take a timeout if they wish for the player to
remain in the game provided the problem is fixed within the
• “Any player who exhibits signs, symptoms or behaviors consistent
with a concussion (such as loss of consciousness, headache,
dizziness, confusion, or balance problems) shall be immediately
removed from the contest and shall not return to play until cleared
by an appropriate health-care professional."
3 PERSON TERMINOLOGY
Double Whistle Mechanics
L Official (Lead)
C Official (Center)
T Official (Trail)
Live Ball Communication
Communicating Last Second
• Don’t come up with prelim
• Aware of time, game, score, situations
• Do not overlook this important aspect of the game
• Know your partner’s name & tendencies
• Discuss switching, helping with press, displacement, &
– Make sure to have the shooter & not to grant TO until all communication
• Discuss situations (types of players & style of play)
Double whistles (foul vs. violation?)
• Talk about dealing with technical fouls
• Discuss last minute & clock responsibilities
• Basic rule reminders
• Is everyone checked in?
• Captains should be one addressing officials if there is an issue
• Captain is responsible for behavior of team, fans, and coach.
• All these people can cause a team to forfeit game.
• If a team receives 3 sportsmanship related technical fouls (nonteam technicals), the game is immediately ended and forfeited to
the opposing team.
• 2 technicals/player = ejection
• Bench and spectator conduct will be penalized
• Ejected participants must leave building
• Dunking/Hanging on the rim
BEGINNING THE GAME
• Jump Ball
• Begin game
• Begin overtime period
• Unless period begins with technical foul
• Neither jumper shall:
• touch the toss before it reaches its highest point
• leave the circle before the toss has been touched
• catch the jump ball
• touch the ball more than twice
• Alternating Possession
• Held ball during game
• To begin second half
• An alternating-possession throw-in shall occur when:
• a held-ball occurs
• the ball goes out-of-bounds having last been touched simultaneously by
• a simultaneous free throw violation occurs
• a live ball lodges between the backboard and ring or comes to rest on the
• opponents commit simultaneous goaltending or basket interference violations
• double personal or technical or simultaneous fouls occur and the point of
interruption is such that neither team is in control and no goal, infraction, nor
end of period is involved.
• The A/P throw-in shall occur at the spot nearest where the ball
• Field goals made by females = +1 point
• Female Free throws are awarded for point values
• Shooting fouls = # of shots if basket was made
• 1and 1 = 1 and bonus and bonus
• 2 shot bonus = 3 shots
• No rules requiring guarding or court locations
• Ball will be women’s unless both teams agree to use men’s
A player is disqualified if he/she receives:
• 5 fouls (personal & technical)
• 2 technical fouls
• 1 flagrant foul
• 1and 1: 7 team fouls
• 2 shots: 10 team fouls
• (no free throws on team control fouls)
• Ten-second backcourt
• Intentionally kicking the ball
• Striking the ball with a fist
• Dribble a second time after
his/her dribble has ended,
unless he/she has lost control
• Causing the ball to enter the
basket from below
• Three-seconds in the key
• a try for goal
• Five-second closely guarded
• a bat by an opponent
• Palming the ball
• a pass or fumble which has
touched, or been touched by, an
• Excessively swing arms or
• Ball must be released to dribble before pivot foot is lifted
• Ball must be released on pass or shot before pivot is returned to ground
• Player on ground
• Can slide in attempt to gain possession
• Can roll ¼ turn
• Cannot attempt to stand
• Standing player may not touch ground with any part of body other than hand or
• Shooter’s Hop
• Spin Move/ Step Through
PENALTIES FOR THROW-IN VIOLATIONS
For throw-in boundary plane violation by opponents of the thrower:
• If this occurs, and the defensive player contacts the ball in the thrower’s hand,
it is a technical foul charged to the player and a delay of game warning.
• If this occurs, and the defensive player contacts the thrower, it is an intentional
foul charged to the player and a delay of game warning.
• Running the end line privileges are not lost if this violation occurs on the end
GOALTENDING VS. BASKET INTERFERENCE
• Four elements must be present for GT/BI to occur:
Downward flight (GT only)
Entire ball must be above the level of the basket
Chance to go in
• If the ball or basket (including the rim, net, and flange) is
touched while the ball is within the cylinder, it is BI.
• NOTE: If a free throw is blocked, it is GT plus a technical foul
on the player who blocked the ball.
If committed by the Offense
disallow the points and grant
possession to the defensive team
If committed by the Defense
Award the points
LEGAL GUARDING POSITION
Legally placing the body in the path of an offensive opponent.
• Legally get to the spot first.
• BOTH feet must be on the playing court.
• The front of the guard’s body must be facing the opponent.
LEGAL GUARDING POSITION
• The guard may be moving in any direction except toward the
opponent when contact occurs.
• The guard does not have to have a foot or feet on the floor to
• He/she may be in the air when contact occurs and still maintain a legal
• The guard may raise hands or jump within his/her vertical plane.
• Do not penalize verticality. The defender can go straight up when they have
obtained legal guarding position.
• The guard doesn’t have to continue to face the opponent.
• The guard may turn or duck to absorb contact.
A screener may not:
• when outside an opponent’s visual field, set a screen closer than a normal step from an
• when screening a stationary opponent from the front or side, make contact with an
opponent. A screen may be set just short of contact
• A screener shall not:
• when screening a moving opponent, take a position so close to
the opponent that the opponent cannot avoid contact by stopping
or changing direction. The speed of the player being screened
must be taken into account when position is established.
• move to maintain a previously established position unless he/she
moves in the same direction and path of the opponent. If
opponents are moving in the same direction and path, the player
being screened is responsible for contact if the screener slows up
or stops and contact occurs.
Only applies to a foul by the defense.
Interval of time begins when the habitual throwing movement for a shot starts.
The interval ends when the ball is in flight
If the foul occurs during a tap, the interval begins with the touching of the ball and ends when
the ball is in flight.
FREQUENTLY MISUNDERSTOOD RULES
• Top, side and bottom of backboard are not out of bounds
• Must pass completely over top, hit back or support
• Over the back
• Untouched inbounds pass
• Back court violations
• 3 points establish front court
• Timeout ball placement
Violations are delayed dead ball
First violation is enforced
Offensive violation=no shot
Defensive violation=extra shot if missed (delayed)
Player/Team Control = No shots
Players can enter lane when shot hits rim