November 6, 2015

LSYS BASKETBALL LEAGUE

RULES & GUIDELINES 2015-2016

GRADES 5 & 6

LSYS Basketball is a co-ed recreational league with a philosophy recognizing that the top three stated reasons why young children want to play sports are (1) to have fun, (2) to make new friends, and (3) to learn new skills.With that in mind, our aim is to create a friendly and supportive athletic environment in which to instill in children a love of the game, while emphasizing development, learning, and sportsmanship over competition, especially in the lower Divisions. In short, play to win, but keep in mind that winning is not the only thing or even necessarily the most important thing. These Rules & Guidelines are written and should be implemented consistent with that spirit.

1. Ball & Hoop:Women’s (Intermediate) size basketball (28.5") is used and hoop height is 10’.

2. Mandatory Playing Time: Every player in attendance must play at least one-half of the regulation game time. Exceptions to this rule shall be recognized in the case of injury, fouling out, player ejection, or illness. Mandatory playing time does not extend to overtime periods.

Failure to comply with this requirement can result in forfeiture of the game.

3. Number of Players on Court: The League shall determine whether games will be played with four (4) or five (5) players from each team on the court.

4. Substitutions: Players substituting into the game must report to the scorer’s table. Substitutions are allowed at any dead ball.

5. Running Clock: The allotted time for each game is two (2) hours on Saturdays and 90 minutes on weekdays.

The first 30 minutes will be for warm-ups on Saturdays, while weekday games will have just a 15-minute warm-up period.

The game will consist of four (4) quarters of twelve (12) minutes each, with a six (6)-minute break at halftime, and a three (3)-minute break in between the first and third quarters. Players should be encouraged to get a drink of water at every break.

Teams switch goals at halftime.

The clock will run continuously except for (a) timeouts, and (b) during the last two (2) minutes of each half when the timekeeper will stop the clock on dead balls and timeouts.

Each team will have three (3) timeouts to use during the game. A timeout will be 90 seconds from whistle to whistle. A coach or any player on the floor may request a timeout.

Once the game ends, the players should line up to shake hands with (hi-five) the other team, the coach should say a few encouraging words to the team, and then vacate the court to make way for the next game.

6. Scorekeeping & Timekeeping: We need parents, siblings, or friends to serve as the official scorekeeper and timekeeper for each game. The overhead scoreboard will also be in operation. Coaches should ensure that one representative from each team keep score and/or time, i.e., a buddy system to avoid mistakes.

7. Refereeing: Games at this level are more competitive and players are expected to know and follow all technical rules. The referees will do their best to call all games fairly, consistently, and evenly. In the event of any disputed call, the decision of the referees is final and should be immediately and graciously accepted. Both coaches and referees are sportsmanship role models for all of the players and other parents, and should make and accept calls accordingly.

Referees should explain calls to the players, particularly where the player does not understand the infraction called. When possible, e.g., 5-second calls, the referees should advise players of potential violations before they are committed. In the interest of good sportsmanship, referees may choose to overlook minor violations, particularly on the part of less-skilled players, provided an unfair advantage has not been gained.

8. Violations

Carrying/Palming: When a player dribbles the ball with his/her hand too far to the side of the ball or under the ball.

Illegal Dribble: This term covers violations that used to be known as “discontinuation” (when a player stops and starts dribbling on the same possession) and “double dribble” (where a player uses both hands to dribble or touches the ball twice before it hits the floor.

3-Second Violation:The 3-second rule (lane violation) is enforced.

5-Second Closely Guarded Rule:An offensive player may not hold the ball without passing, shooting or dribbling for five (5) seconds, provided a defensive player is within six (6) feet. Doing so is a turnover, and the defensive team is given possession of the ball.

10-Second Rule (Half-Court): The offensive team must bring the ball across the half-court line within 10 seconds of in-bounding it. Failure to do so results in a turnover. Referees will signal a countdown beginning upon the in-bounds.

Over-and-Back: Once the offense has brought the ball across the mid-court line, they cannot pass or dribble the ball back across the line during that possession. Doing so is a turnover, and the other team is awarded the ball.

Walking/Traveling: Taking more than a step-and-a-half “off the dribble” is traveling. Moving or changing your pivot foot is traveling.

Five (5) Seconds to Inbound: A player passing the ball inbounds has five (5) seconds to pass the ball. Failure to do so is a turnover, and the other team is awarded the ball. Player passing the ball inbounds must stay behind the out-of-bounds line. All inbounds passes (except to an offensive player in the key) are uncontested.

9. Defense

Man-to-Man Only: No zone defense is permitted. (See Appendix 1.) At the beginning of each quarter, players should line up at half court to match up according to their defensive assignments.

Pressing:Full court pressure is allowed after a missed shot or intercepted pass. It's OK to for a player to pick up his/her man immediately. Setting up a full court man-to-man press when ball is in-bounded in the backcourt is allowed. Zone presses are not permitted.

Stealing on the Dribble:Stealing the ball while an offensive player is dribbling or holding the ball is permitted.Reaching-in (with contact) is a foul and should be called according to the normal rules of basketball. No hand-checking is allowed.

Stolen Passes and Blocked Shots:A player may steal a pass or block a shot. In-bounds passes, however, may not be contested as part of a full-court press or otherwise except as noted below.

Help Defense: Help defense is allowed, e.g., on fast breaks, picks & screens, and in the lane area.

Double-Teaming:Two or more defenders may not surround an offensive player with the ball, except where an offensive player has the ball in the lane area, in which case all defenders are free to help out.

In-bounding Free: All in-bounds passes are free (uncontested), except to an offensive player inside the key area. Except for in-bounds passes made immediately after a made basket, all in-bounds should be from the sidelines (not under a team’s offensive basket).

10. Fouls

General: Fouls should be called according to basic basketball rules. Rule determination and interpretation are at the good faith discretion of the referees according to how they see fit.

Disqualification: A player is disqualified upon his/her fifth (5th) personal foul of the game, or upon receiving two (2) technical or flagrant fouls or, at the discretion of the referee, any flagrant foul.

Defensive Fouls

(i) Non-Shooting Fouls: Any non-shooting foul committed by the defense will result in one point being awarded to the offense, and the offense will retain possession of the ball by taking it out of bounds on the sideline nearest where the foul occurred.

(ii) Shooting Fouls: A shooting foul will result in:

Two (2) points being awarded to the offense if the shot is missed; or

Three (3) points being awarded to the offense if the shot is made.

In both instances, the team committing the foul will then be awarded possession as if a shot had been made.

Offensive Fouls

(i) Player Control Foul: No point is credited for an “offensive” foul (i.e., a “charge”, or other foul committed by the person in control of the ball). Instead, the defense is awarded the ball from out of bounds.

(ii) Team Control Foul: A team control foul is a foul that is committed by a player whose team has the ball but who is not the team member in control of the ball (i.e., a foul away from the ball). This results in one point being awarded to the defense, and a turnover occurs so that the defense is awarded the ball out of bounds on the sideline nearest where the foul occurred.

Other Fouls

(i) Loose Ball Foul: A loose ball foul is committed when neither team is in control of the ball, e.g., two players scrambling for a rebound or errant pass. In this case, no point is awarded, but the ball is awarded to the team whose player was fouled to be taken out of bounds on the sideline nearest where the foul occurred.

(ii) Technical Foul: A technical foul is any infraction of the rules not involving physical contact during the course of play, e.g., unsportsmanlike conduct. Technical fouls should be called only in extreme circumstances, but can be assessed against players, bench personnel, the entire team (often called a bench technical), or even the crowd.

Foul language or gestures, overly dramatic reactions to official calls, delaying the game, and arguing with the referees can be considered a technical foul.

A technical foul results in one point being awarded to the non-offending team, which is also awarded the ball out of bounds on the sideline nearest where the ball was at the time of the call. In the event of a second technical foul by the same player or coach in a game, ejection shall be automatic.

In all instances, technical fouls count as personal fouls against the offending player.

11. Other Rules and Circumstances

Jump Balls: The game (and any overtime period) begins with a jump ball, but otherwise there are no jump balls. After any jump ball, the arrow immediately points in favor of the team that did not gain possession of the ball. In case of tie-ups or other jump-ball situations during the game, the ball is awarded “according to the arrow”. Possession is also awarded according to the arrow at the start of each of the final three quarters.

Tie-Up: When two or more players get possession of the ball at the same time, and no player secures complete control within a second or two, the referee stops the action and awards the ball to one team or the other “according to the arrow”.

Overtime: If a game is tied at the end of regulation, an overtime period of six (6) minutes will be held; running time except the clock will stop in the last minute of play. Subsequent overtime periods, if necessary, will be three (3) minutes long, with the clock stopping in the last 30 seconds of play. Each overtime period is begun with a jump ball, and the arrow is re-set accordingly. Each team is allowed one time out per overtime period. There is no carry-over of timeouts from regulation time.

No Three-Point Shot: The three-point shot is not recognized under these rules.

12. Competition Rules

No full-court press or backcourt pressure by a team ahead by 12 or more points.

No fast breaks by a team ahead by 12 points or more.

3-Pass Rule: A team ahead by 12 points or more must make at least three (3) passes in the front court, i.e., after crossing the half-court line, prior to attempting a shot.

Once the score returns to less than a 12-point margin, these rules are no longer in effect, unless the score once again returns to a 12-point margin or more.

If a shot is taken in violation of either of these rules (regardless of whether the basket is made), play is immediately stopped,any points scored on the shot are disallowed, and the play is treated as a turnover, i.e., the defense takes possession.

Any foul committed on a shooter (shooting foul) or by a shooter (offensive foul) in the process of taking an illegal shot is disregarded.

In any throw-in by a team up by 12 or more points, the 3-pass rule resets. For example, if Team A makes two successful passes, but then the ball is deflected out of bounds by Team B, the 3-pass rule resets and Team A must make three (3) passes (not including the inbounds pass) before a shot is attempted.

APPENDIX 1: Excerpt from Upward Sports, Basketball Rules (Commentaries Omitted)

Defense

Man-to-man defense will be played at all times. Zone defenses are not allowed.

Defensive players must stay within arm’s reach of the player they are guarding.

Double-teaming is not allowed. Help defense is strongly encouraged in the following instances:

Picks and screens: Defensive switching is allowed on offensive picks or screens. The non-screened defender can help his or her teammate by temporarily switching until the teammate recovers to defend their offensive player. This is commonly referred to as “help and recover”.

This prevents the offense from continually setting screens to gain an advantage.

Here is an example of how help defense involving picks and screens can occur:

An offensive player (O1) sets a legal screen on a defender (D1), allowing the ball handler (O2) to freely drive into the lane. As O2 gets into the lane, a nearby defender (D2) slides over away from his assigned man to guard O2 until D1 can recover from the screen. Upon recovery, D2 must return to guarding his assigned opponent.

Fast breaks: During any fast break (when the team that gains possession of the ball pushes it quickly into the opponent's end of the court, hoping to get a good shot off before the other team has a chance to set up on defense), another defensive player not assigned to the ball handler may help in order to slow or stop the fast break. Upon stopping the fast break, defenders should return to guarding their assigned players.

This rule is meant to prevent the defenders from helplessly watching the offensive player score.

Here is an example of how fast break help defense can occur:

The defense gets a rebound under the goal and throws a wide-open overhead pass to a teammate located along half-court. This player receives the pass and is advancing the fast break. Meanwhile, the only opposing player close to him is not his assigned defender. This person quickly guards the ball carrier and stops the fast break.

Lane area: If a defender is in the lane and the player he or she is guarding is within arm’s reach, the defender is allowed to provide help defense.

Since many goals are scored in the lane, this rule provides the defense more opportunity to properly defend this area without abandoning their assigned offensive opponent.

Here is an example of how this can occur:

The ball handler beats his man and drives into the lane. After doing this, he meets a second defender who is in the lane. As long as this defender is within arm’s reach of his assigned opponent, he is allowed to provide help until the ball handler’s assigned opponent can recover. Upon recovery, the defensive player that provided help must then return to guarding only his assigned player.

Appendix 3: Held Ball and Alternating Possession Rule

Held Ball

A held ball occurs when two or more players from opposing teams place their hands or arms on the ball in a way that prevents any one player from gaining possession of the ball. Upon a held ball, the official blows his whistle to stop play and declares a held ball. High school and college rules use the alternating possession rule to determine who receives the ball after the official calls a held ball.

Alternating Possession Rule

The Alternating Possession Rule essentially replaces the “jump ball” with a “throw-in”, except in a few instances. On the score bench there is an “Arrow” used to indicate which team will gain possession of the ball when the next jump-ball situation occurs.

The opening tip determines first possession. The team that loses the opening tip is awarded the possession arrow, indicating the team that will receive possession upon a held ball or other appropriate situation.

Each time officials declare a held ball, the arrow is switched immediately after the ball in actually thrown into play.

The basic mechanics of the Alternating Possession Rule are as follows:

  • The game will commence with a jump ball.
  • Point the Arrow in the direction of the goal of the team that does NOT obtain control of the initial jump ball.
  • The team to be awarded the ball for the next jump ball situation shall be indicated by the Arrow.
  • The direction of the Arrow is reversed immediately upon a successful inbounds pass, i.e., the Arrow is turned only after the ball is thrown inbounds.
  • At the beginning of each quarter, the team entitled to the next alternating possession shall be awarded the throw-in, and the Arrow is reversed.
  • Since teams change goals at halftime, the Arrow should be reversed accordingly.

Cases