5 on 5 Basketball

Intramural Sports Basketball Rules Current National Federation of State High School Association rules will apply with mo...

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Intramural Sports Basketball Rules Current National Federation of State High School Association rules will apply with modifications or exceptions as indicated in this document. Rule 1: The Court Play will be on a regulation basketball court (50’ x 74’) as indicated by the black boundary lines and three-point line. Rule 2: Equipment A. All players are the wear numbered jerseys between 0 and 99, inclusive. Players will not be permitted to tape numbers on jerseys. While the number should be displayed on the front and back of the jersey, it is only required on one side. Teams may borrow up to 12 jerseys from Intramural Sports. B. Basketballs 1. Men’s – A men’s regulation basketball will be the official ball, and will be provided by Intramural Sports. 2. Women’s – A women’s regulation basketball will be the official ball, and will be provided by Intramural Sports. 3. Co-Rec – A women’s regulation basketball will be the official ball, and will be provided by Intramural Sports. 4. Grad/fac/staff – A men’s regulation ball will be the official ball, and will be provided by Intramural Sports. 5. An alternative ball may be used, provided: i. Both teams agree to its use; and ii. The ball is a regulation women’s or men’s basketball 6. In all cases, once a ball has been declared the official game ball, it shall be used throughout the game, unless it becomes unusable. The referee shall have sole discretion to judge the playability of the game ball. C. All participants must wear shoes during games. Shoes must be canvas- or soft leather-topped and have nonmarking rubber soles. D. It is prohibited for a player to wear equipment which would be considered dangerous to one’s self or to another player. Examples of this type of equipment include, but are not limited to: 1. Hard casts. 2. Jewelry. Note: Medical alert bracelets and necklaces, and religious medallions, are not considered jewelry, but must be secured to the body with tape to be worn. In all cases, the officials may deem any article illegal equipment if they feel it poses a hazard to either the player or his/her opponents. 3. Hard or unyielding items to control hair. 4. Any headwear, with the exception of headbands Rule 3: Players and Substitutes A. Number of players: 1. Men’s and Women’s – five players, with a minimum of four players needed to begin a game. Once a game has begun, a team may continue with a few as one player if the referee believes that team has an opportunity to win the game. Otherwise, a forfeit will be declared. 2. Co-Rec – five players, with a minimum of four players needed to begin a game. As in men’s and women’s play, once a game has begun, a team may continue with as few a one player. i. When five players are utilized, teams must play with a ratio of females to males of 3-2 or 2-3. ii. When four players are utilized, a 2-2 gender ratio must be on the court iii. When three players are utilized, at least one player of each gender must be on the court iv. When two players are utilized, there are no restrictions on the gender of the participants v. There are no recognized coaches in intramural play. B. Substitutions 1. A substitute who desires to enter will report to the scorer’s table.

2. During multiple free throw situations, substitutions may be made only before the final attempt in the sequence or after the final attempt has been successfully converted.

3. Substitutes shall not enter the court until the on-court officials beckon them on the floor. The scorer’s horn does not give substitutes permission to enter.

Rule 4: The Game A. Teams must be ready to play at game time. See the Intramural Sports handbook for game forfeiture procedures. B. The game and each overtime period will be started by a jump ball in the center circle. C. In all other jump ball situations, teams will alternate taking the ball out-of-bounds at the spot nearest to where the held-ball situation occurred. D. Games will consist of two 20-minute halves, with a five-minute intermission between them. E. The clock shall run continuously in the 1st and 2nd half except during: 1. Any timeout (officials or team) 2. Any whistle during the last two minutes of the second half F. The clock shall not stop on any made basket at any time during the game. G. Each team is allowed three time-outs, each up to one minute in duration, per game. 1. No more than two time-outs may carry over to the 2nd half 2. Only players on the court may request a time-out. 3. A player’s visual or oral request for a time-out during a live ball will be granted when: i. The player’s team is in possession of the ball, or ii. A player who is in-bounds leaves the floor to save a ball from going out-of-bounds, as long as the player is able to demonstrate clear control of the ball prior to making the request. 4. A player’s visual or oral request for a time-out during a dead ball will be granted unless the ball is in possession of a player on the opposing team, and that payer is positioned out-of-bounds to attempt a throw-in. 5. Time-outs in excess of the number permitted will be granted at the cost of a technical foul, which will be assessed to the bench of the team calling the time-out. H. A player who is injured, bleeding, or who has an excessive amount of blood on his/her uniform shall be prohibited from participating in the game until appropriate treatment can be administered. If medical care or treatment is administered in a reasonable length of time, the individual will not have to leave the game. Note: A time-out can be used to allow a player to remain in the game. I. Dunking is legal in ALL Leagues. Rule 5: Free Throw A. After the ball is placed at the disposal of the free-thrower: 1. The thrower will shoot within ten seconds, and in such a way that the ball enters the basket or touches the rim before the free throw ends. 2. The thrower will not purposely fake a try. 3. During a free throw, all players will move up one marked lane space, leaving the two spaces closest to the end line vacant. The defense must occupy both lane spaces above the spaces closest to the end line. 4. A player not occupying a lane space must be behind the three-point line and free-throw line extended. 5. A player, other than the free thrower, who does not occupy a marked lane space, may not have either foot beyond the vertical plane of the free-throw line extended and the three-point line which is farther from the basket until the ball touches the ring or backboard or until the free throw ends. 6. A player occupying a marked lane space may not break the vertical plane of the outside edge of any lane boundary until the ball is released. Rule 6: Violations and Penalties A. Free throw violations: 1. If the first or only violation is by the free thrower or a teammate, the ball becomes dead immediately, no point can be scored, and no substitute throw is awarded. If the free-thrower is entitled to another try, it shall be

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attempted; otherwise, the ball shall be awarded to the opponents (unless the foul shots were attempted because of a flagrant, technical, or intentional foul). 2. If the violation is by the free-thrower’s opponent only: i. If the try is successful, the violation is ignored. ii. If the try in unsuccessful, the ball becomes dead when the free throw ends, and a substitute free throw shall be attempted. 3. If there is a simultaneous violation by each team, the ball becomes dead and no point can be scored. If the free-thrower is entitled to another try, it shall be attempted; if not, play shall be resumed by the team entitled to the alternating-possession arrow. 4. If there is a violation first by the free-thrower’s opponent, followed by the free thrower or a teammate: i. If both offenders are in a marked lane space, the second violation is ignored ii. If the second violation is by the free thrower, or a teammate not occupying a marked lane space, the violations are penalized as if they are simultaneous. iii. If a violation by the free thrower follows disconcertion by an opponent, a substitute free throw is awarded. iv. If a fake by an opponent causes a teammate of the free thrower to violate, only the fake is penalized. Throw-in violations: 1. Leaving the designated 3-foot throw-in spot. 2. Consuming more than five seconds from the time the throw-in starts to release the ball. 3. Throwing the ball so that it enters the basket before touching anyone, strikes the back of the backboard or supports, or passes over the backboard. 4. Touching it in the court before it has touched another player. 5. Breaking the vertical plane of the inside edge of the boundary line while defending against a throw-in (violating team is given a delay-of-game warning on the first violation. Further violations result in a technical foul assessed to the offending player). Kicking the ball 1. Kicking the ball includes any contact of the ball with any part of the leg or foot, including above the knee 2. Kicking the ball is a violation only when it is an intentional act. A player shall not remain in the free-throw lane area while his/her team is in control of the ball in the frontcourt for more than three seconds. The three-second count is not terminated during an interrupted dribble. A team shall not be in continuous team control of a ball in its backcourt for ten consecutive seconds. Jump ball: 1. Neither jumper shall: i. Tap the tossed ball before it reaches its highest point. ii. Leave the jumping circle until the ball has been tapped. iii. Touch the ball more than twice. iv. Catch the ball until the jump ball ends by being touched by one of the other eight non-jumpers, or by touching the floor, the basket, or the backboard, or by the ball becoming dead. 2. Non-jumpers shall not: i. Move onto the circle or change positions around the circle until the ball has left the official’s hand(s). ii. Have either foot break the plane of the restraining circle until the ball has been tapped. Traveling – Running with the ball (traveling) is moving a foot or feet in any direction in excess of prescribed limits while holding the ball: 1. A player who catches the ball with both feet on the ground may pivot, using either foot as the pivot foot. 2. A player who catches the ball while moving or dribbling may stop and establish a pivot as follows: i. If both feet are off the floor and the player lands: 1) Simultaneously on both feet, either foot may be the pivot; 2) On one foot followed by the other, the first foot to touch is the pivot; 3) On one foot, the player may jump off that foot and simultaneously land on both; neither foot can be a pivot in this case. ii. If one foot is on the floor:

1) It is the pivot when the other foot touches in a step; 2) The player may jump off the foot and simultaneously land on both; neither foot can be a pivot in this case. 3. After a player has come to a stop, he/she may lift either foot, but if he/she lifts his/her pivot foot or jumps to pass or throw for a goal, the ball must leave his/her hand before the pivot foot again touches the floor. 4. A player who receives the ball without dribbling may start a dribble by releasing the ball before lifting his/her pivot foot. 5. When obtaining a loose ball on the floor: i. A player may slide or roll on the floor because of momentum. ii. Once a player’s momentum/sliding has stopped, he/she may not roll on the floor to gain an advantage. A player may, however, sit up without violating. iii. A player may not go to a knee or stand without first initiating a dribble. iv. It is traveling for a player to fall to the floor after being airborne to catch a pass or control a rebound. H. A player may not be the first to touch the ball in his/her backcourt if the ball came from the frontcourt while his/her team was in control and the player or a teammate caused the ball to go to the backcourt. I. Basket interference and goaltending: 1. A player will not touch the ball, basket or net when the ball is on or within the cylinder which extends vertically with the rim as its bottom base. 2. A player will not touch the ball during a field goal try while it is in its downward flight entirely above the basket ring level and has the possibility of entering the basket in flight, or touch a free throw attempt. J. Closely-guarded: 1. A player in control is closely guarded when his/her opponent establishes a legal guarding position within six feet. 2. A player shall not hold or dribble the ball in the frontcourt while closely guarded for five consecutive seconds. A new count shall start whenever a dribble begins or ends. K. Inbounds/out-of-bounds 1. A player is out-of-bounds when he/she touches the inside edge of the boundary line or any object other than a player on or outside a boundary. 2. The location of a player in the air is that from which the player last touched the floor. 3. The ball is out-of-bounds when it: i. Touches a player who is out-of-bounds. ii. Touches any other person, the floor, or any object on or outside a boundary. iii. Touches the back of the backboard, the ceiling, overhead equipment, or backboard supports. iv. Passes over the backboard from any direction. Rule 7: Administration of Fouls A. Five personal fouls disqualify a player. B. If a common foul is committed (no shot was being attempted by the offended player, and the foul is not intentional, flagrant, or technical, the ball is taken out at the designated spot nearest the infraction, unless: 1. The foul is a player- or team-control foul 2. The offending team has committed its seventh, eight, or ninth team foul – the offended player shoots oneand-one; or 3. The offending team has committed its tenth or greater foul – the offended player takes two foul shots. C. If a shot was being attempted by the offended player: 1. And the try is good – the basket counts, and the offended player takes one foul shot. 2. And the try is not good – the offended player takes one foul shot for every point that would have been scored had the try been successful. D. Player-control foul – a common foul committed by a player while he/she is in control of the ball or by an airborne shooter. No score can be counted, and the ball is awarded to the offended team at the designated spot nearest the infraction.

E. Team-control foul – a common foul committed by a member of the team in control of the ball. No score can be recorded, and the ball is awarded to the offended team at the designated spot nearest the infraction.

F. Intentional person foul – a foul that: 1. Neutralizes an opponent’s obvious advantageous position, regardless of the severity of the act; or 2. Causes excessive contact with an opponent, even if the offending player was making a play on the ball. G. Flagrant personal foul – a personal foul of a violent or savage nature. It involves, but is not limited to violent H. I.

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contact such as striking, kicking, and kneeing. Any player committing a flagrant personal foul will be ejected from the game After an intentional or flagrant personal foul, the offended player will take two foul shots, and the offended team will be awarded the ball at the division line, opposite the table. A technical foul is: 1. Any foul by a nonplayer. 2. Any noncontact foul by a player. 3. Any intentional or flagrant contact foul while the ball is dead, except a foul by an airborne shooter. Any player receiving two technical fouls in one game will be ejected from that game. All unsporting and contact technical fouls count towards a player’s five fouls for disqualification and toward team fouls in reaching the bonus (the following list is non-exhaustive): 1. Disrespectfully addressing or contacting an official, or gesturing in such a manner as to indicate resentment. 2. Using profanity or vulgarity; taunting, baiting, or ridiculing another player; pointing a finger at or making obscene gestures toward another player. 3. Purposely obstructing an opponent’s vision by waving or placing a hand(s) near his/her eyes. 4. Climbing on or lifting a teammate to secure greater height. 5. Knowingly attempting a free throw to which he/she is not entitled. 6. Faking being fouled. 7. Inciting undesirable crowd reaction. 8. Intentionally or flagrantly contacting an opponent when the ball is dead. 9. Excessively swinging elbows or arms, even though there is not contact with an opponent, after the team has been warned. 10. Delaying the game. 11. Slapping or striking of the backboard by a defensive player that causes the backboard or rim to vibrate while the ball is in flight during a try or tap, unless a bona fide attempt to block the try or tap is being made. 12. Grasp either basket before, during (dead ball), or after a game. Including hanging on the rim for an excessive duration of time after a dunk, except to prevent injury Administrative or bench technical fouls do not count towards a player’s five fouls for disqualification or toward team fouls in reaching the bonus: 1. Participating after changing his/her number without reporting it to the scorer’s table and an official. 2. Participating after having been disqualified. 3. Illegally substituting. 4. Having more than five team members participating simultaneously. 5. Failing to return to the court following a timeout or intermission. 6. Taking excessive time-outs. Flagrant technical fouls: 1. A noncontact foul that involves extreme, sometimes persistent, vulgar or abusive conduct. 2. Results in the offending player’s ejection from the game, and counts toward personal and team foul totals. 3. Bench participants leaving the bench area during a fight is considered fighting When a technical foul is committed, the opponent of the offending team is awarded two free throws (any player may attempted them) and the ball at the division line, opposite the scorer’s table. Double foul - A situation in which two opponents commit personal or technical fouls at approximately the same time. 1. A situation in which two opponents commit personal or technical fouls at approximately the same time.

2. No shots are awarded (the fouls count toward player and team foul totals), and the ball is awarded to the team in control of the ball at the designated spot nearest the point of interruption.

Rule 8: Scoring and Tie Game A. Scoring 1. A successful try, tap, or thrown ball from the field of play by a player located outside the team’s own threepoint arc counts as three points. 2. A successful try or tap that touches the floor, a teammate inside the arc, an official, or that is taken by a player located inside the team’s three-point arc counts as two points. 3. A successful free throw counts as one point. B. Mercy rule 1. If a team is 50 or more points ahead with 10 minutes or any time after that in the second half the game is ended. 2. If a team is 25 or more points ahead at any point during the final two minutes of the second half, the game is over. C. Tie game 1. No overtime will be played during the regular season. D. Competitive league playoff tiebreaker rules 1. If the score is tied at the end of the second half, play shall continue without a change of baskets for one or more extra periods with a one-minute intermission before each extra period. As many such periods as are necessary to break the tie shall be played. 2. The length of each extra period shall be two minutes. Extra periods are an extension of the second half. 3. The clock will run continuously until the last minute of each extra period when it will stop for all fouls, violations, and time-outs. 4. Each team is allowed one time-out, one minute in length for each overtime period. 5. Time-outs not used during regulation play cannot be used during the overtime period(s). 6. Personal and team fouls carry over to the overtime period(s). Rule 9: Conduct of Players and Others A. All participants are expected to know and abide by the regulation and policies set forth by the Code of Student Conduct, and are subject to disciplinary action by the University for any violation of this code. University Recreation reserves the right to refer any incidents involving substandard student conduct to the Office of Student Conduct. B. Teams must maintain a 3.0 sportsmanship average during the regular season to be eligible for the playoffs. Rule 11: Protests A. Judgment calls are not subject to protest. B. The protest of a rule interpretation must be made on the court prior to the ball next becoming live after the time of occurrence. The protesting team’s captain must take a time-out. 1. The intramural supervisor on-site handles all protests, and his/her rulings are considered final. 2. If the protest results in the officials reversing their decision, the time-out will be credited back to the protesting team and will be charged to the officials. 3. If the protest does not result in a change in the on-court ruling, the time-out remains charged to the protesting team. Should that team be out of time-outs, an administrative technical foul will be assessed to the bench.