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THOMAS COLLEGE

The Department of Recreation and Intramural Programs

Presents:

Intramural Basketball

 

5-on-5

Sign-up January 7th - 13th

Event Rules     Game Rules     Basic Basketball Rules Overview

    Captain's Corner     "The Ten Commandments of Basketball"  

Rosters       Schedule     Team Standings  

Play-off Brackets

 

Event Rules

Program Format:  The format of the program will be determined once teams have signed up. A "season" of play is intended to occur prior to the tournament.  The length and design of the "season" will be determined once teams have signed up to play.

Teams: Each team should designate a captain.  Captain's must meet with the Director in a captain's meeting prior to the start of the season. The captain is the team’s representative on the floor.  While anyone on the floor may request a time-out, only the captains may address the officials on matters of interpretation.

Eligible Players: Players must have a liability form signed and on file with the Front Desk before being allowed to play.  No member of the varsity basketball team is eligible to play.  All players must show their ID at the front desk and be a current student, faculty, or staff member.

Forfeits: Game time is forfeit time.  There will be no grace period.  Games will start within 5 minutes of the scheduled time, or the game will be a forfeit and the offending team will be recorded for a loss.  If a team incurs 3 technical fouls, the game will automatically end with a forfeit.

The Court: Most games are in the Athletic Center.  There may be games scheduled in the gymnasium.  Watch the webpage carefully for scheduling information as it becomes available.

Rescheduling: As a rule, games will not be rescheduled.  Team members should call their captains for scheduling information, check the webpage often, or contact the Director directly.

Scoring: We will score according to NCAA basketball rules.  The 3-point shot will be in effect for intramural competition.  Dunking the ball is NOT allowed.  It will be counted as a technical foul and the basket will not count.  Any player dunking the ball will be ejected.  The player will also receive a one game suspension.

Equipment: Head decorations, headwear, and ALL JEWELRY (eyebrow rings, watches, necklaces, earrings, etc.) are illegal.  Only elastic headbands will be permitted during the course of the game.   All players must wear acceptable shoes.  Hard sole shoes of any kind or street shoes will not be permitted.  No casts/splints will be allowed.  Players who wear a knee brace with exposed metal or metal hinges are required to cover it.  All equipment decisions made by the Intramural Staff on duty are final.  Basketballs will be provided by the staff.  Pinnies will be provided by the staff, if desired.

Sportsmanship: Players are expected to display good sportsmanship toward fellow competitors, officials, and other staff.  Any display of poor sportsmanship will be met with disciplinary actions which will likely include the removal of an offending player from the game and/or the tournament as a whole.  Players ejected from a game must meet with the Director of Recreation and Intramural Programs before being allowed to play in another game.

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 The Game

Players:  A team may consist of 8 players. A team may play the regulation number of 5 players.  A team must start with a minimum of 4 players present.  A team can play with 2 or 3 players if others have been injured or have fouled out and the referees feel the team playing with less than 5 still has a chance to win.  A team reduced to 3 players by player ejections will automatically forfeit.

Starting Play: Each half of the game begins with a jump ball at center court.

Substitutions:  May be made during a dead ball and may enter the game ONLY after the official “beckons” them in. 

Game Length/Scoring: Games will consist of two 18 minute halves (running clock) with a 4 minute half time.  The clock will begin to run at game time.  A “running clock” means that the clock will not stop unless there is a “timeout”.  The clock continues to run on fouls, violations, and out-of-bounds situations.  After timeouts the clock will start when the ball is touched inbounds, or becomes live on a free throw attempt.  The clock will stop and start for the last 1 minute of the game*.  The clock continues to run after a made basket.

* A running clock will be used during the final 1 minute of the 2nd half if a team is leading by at least 25 points.

** Any delaying of the game by arguing, throwing or kicking the ball, or refusing to cooperate with the officials shall be assessed a technical foul and the officials may add time to the game if necessary.

Timeouts: Each team receives two one-minute timeouts per half

Bleeding Player Rule:  If a player suffers a cut where bleeding occurs, the player must leave the game and then take the necessary action(s) to stop the bleeding and prevent it from occurring again.  The Front Desk has a first aid kit available as needed.  If a player’s clothing becomes stained by blood this article of clothing must be removed before the player may re-enter the game.  The Intramural Staff shall have final approval on any situation regarding this matter.

Overtime: Games ending in a tie shall play a two-minute overtime (running clock) to determine a winner.  If the score remains tied after the first overtime, a sudden death overtime shall be played.  The first team to score wins.  Overtime periods shall begin with a jump ball.  Each team will receive one 30-second timeout per overtime period.  Time-outs not used from the second half or any overtime period will not carry over to the next overtime period. 

Fouls: While the staff will referee the game, we do encourage and expect players to help self assess their own playing.  Therefore, after a player commits a foul, they should raise their hand.  A player committing 5 fouls is out of the game.  Technical fouls will count as personal fouls as well as team fouls.  After 2 technical fouls a player is automatically ejected.  After 3 on any one team during a game, the game shall end in a forfeit.

Shooting Fouls: A player who is in the act of shooting will be rewarded with 2 or 3 free throws unless the basket is successful and then with will receive 1 free throw.  Shooting fouls include hacking, holding, pushing, blocking, and under cutting.

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 foul and 2 shots on every foul thereafter.  Non-shooting fouls include holding, pushing, blocking, and hand-checking.

Player control: when a player who is in control of the ball, either dribbling, holding, or shooting, commits a foul it is player control.  Never count the basket.  Never shoot free throws.  Player control fouls include charging, lowering the shoulder, pushing off, and swinging elbows.  When a player is excessively swinging their elbows in a dangerous manner without contact, it is a violation and the ball is awarded to the opposing team.  If there is contact that is a result of excessive elbow swinging, the player may be called for a player control foul, or if violent, a technical foul and/or flagrant foul.

Team Control Foul: When any player on the team in control of the ball commits a foul the ball will be awarded to the offended team at the spot closest to the foul.  No free throws will be awarded regardless of the fouls count.  This will include all illegal screens, illegal post moves, pushing off, and any other illegal pushing, holding, or blocking by any member of the offense.

“Flagrant” = Unnecessary and/or excessive contact committed against an opponent.  Flagrant, and intentional fouls will result in 2 free throws from the non-violating team, plus possession.  A flagrant foul ALWAYS carries an ejection of the offending player.

Penalties For Fouls:

  • Missed basket = 2 shots awarded
  • Made basket = 1 shot awarded
  • Missed 3-point = 3 shots awarded
  • Made 3-point = 1 shot awarded
  • Before 7th team foul = award possession of ball at nearest spot
  • On or after 7th team foul = Bonus 1 + 1 award
  • On or after the 10th team foul = 2 free throws
  • Intentional fouls = 2 shots and possession at spot of foul
  • Flagrant fouls = Ejection of player, 2 shots and possession
  • Technical fouls = 2 shots and possession at half court
  • Common violations = change of possession

Officials: Game official’s calls are final.  One game official will also act as official scorekeeper. 

 

 

                

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Basic Basketball Rules

 

SCORING:

  • 2 point field goal- a shot made from anywhere during play inside the 3 pt arc.
  • 3 point field goal- a shot made from anywhere outside the 3 pt arc.
  • Free throw- 1 point is awarded to an unguarded shot taken from behind the free throw line while the clock is stopped.

SKILLS:

  • Boxing out- a player’s position between an opposing player and the basket to obtain a better rebounding position.
  • Dribbling- bouncing the ball with 1 hand using your fingertips instead of your palm so that it rebounds back to yourself (the only legal way to move with the ball)
  • Passing- moving the ball by throwing, bouncing, handing, or rolling it to another player (Chest, Bounce, Lob)
  • Shooting- throwing the ball to make a basket
  • Pivoting- stepping once or more in any direction with the same foot while holding the other foot at its initial point.
  • Rebounding- The recovering of a shot that bounces off the backboard or the rim.

DRIBBLING RULES:

  • DROP NO DOUBLE DRIBBLE - If a player dribble the ball, stoops and holds the ball, they can drop it and pick it up without being called for the illegal dribble.  The key here is that a dribble has to be an intentional downward push or tap on the ball.
  • STOPS THEN DROPS THE BALL - If a player dribbles, stops and happens to then fumble, the drop is not an illegal dribble.  Even if the fans call for it, the play is perfectly legal.
  • FUMBLED PASS THEN DRIBBLE - If a player receives a pass and drops it, they may pick up the fumbled ball and dribble again legally.
  • HIGH DRIBBLE - There is no limit on how high a player may dribble the ball.  They can high dribble all the way down the court if they want.
  • BEGINNING THE DRIBBLE - To begin a dribble the pivot foot must be on the floor.  Repeat, a player cannot lift the pivot floor and then begin the dribble.
  • BOTH FEET IN THE AIR - This happens when a player jumps and does not want his shot blocked or grabs a rebound.  they then begin a dribble without a pivot foot on the floor.  Wrong.
  • TWO HANDS - If the dribbler puts two hands on the ball, the dribble has ended.
  • DRIBBLE MAY DRIBBLE AGAIN - When may a dribbler dribble again after a dribble has ended?  A. After a try for a field goal has been attempted.  B. If an opponent has hit the ball from the player's control.  C. A pass or fumble has been touched by another player.
  • BALL BATTED IN THE AIR - During a dribble a player may bat the ball in the air, provided it is allowed to hit the floor before the ball is touched with the hands.  This player happens when a player is dribbling and the ball gets away and pops up in the air.  the player bats the ball in the air and resumes his dribble.  No way!  The betted ball has to hit the floor to resume the dribble.
  • BALL BOUNCES OFF OF LEG, KNEE OR FOOT - When this happens you are allowed to pursue the ball and continue your dribble if you do not touch the ball with two hands.  Just tap it with one hand and continue your dribble. This is simply an interrupted dribble.  You may also pick the ball up.  If you pick the ball up, however, you cannot dribble again.
  • PALM UP - When the palm of the hand is skyward and the ball has come to rest the dribble has ended.  The official will look for the ball to stop spinning.  Violation.
  • WHEN DOES IT END? - A dribble ends when A. The ball comes to rest in the player's hand or hands while the palm is facing upward.  B. The player touches the ball with both hands simultaneously.  C. An opponent bats the ball.  D.  The ball becomes dead because of a foul, violation, or the expiration of playing time.

FOULS: results in one or more free throws awarded to the opposing team

  • Blocking- impeding the progress of an opponent by extending one or both arms horizontally or getting in the path of a moving player.
  • Charging- running into a stationary player while you are moving with the ball.
  • Hacking- the player hits the arm or hand of the person holding the ball.
  • Holding- the player holds the person with or without the ball.

VIOLATIONS: results in a change of possession with the team in bounding the ball at the side line opposite where the infringement took place

  • Traveling- moving illegally with the ball
  • Three seconds- an offensive player remains in the key (free throw lane- the area under the basket) for more than 3 seconds
  • Double dribble- a player dribbles the ball with both hands at the same time or they stop and then start dribbling again

TERMS:

  • Air ball- a shot that completely misses the rim and the backboard
  • Assist- a pass to a teammate who then scores a field goal.
  • Defense- team trying to stop the other team from scoring
  • Dunk- to throw the ball down into the basket with the hand above the level of the rim
  • Fast break- dribbling or passing the ball towards your basket before the defense can set up
  • Man-to-man- a defensive strategy where everyone guards an assigned player
  • Offense- team trying to score
  • Turn over- any loss of the ball without a shot being taken
  • Zone defense- a defensive strategy where everyone guards an area instead of a player (2-1-2, 2-3)
 

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"The Ten Commandments of Basketball"

If captains can get their teams to master these skills their team will be on the way to "basketball heaven".

1. Don't ever reach from behind, above the wrist and on top of the arm: This will almost always be an automatic call if any advantage is gained.  Usually the defender is trying to steal the ball.  This is incorrect technique.  The rules support the official making this call.   The wrist and on top of the arm are visual keys for many officials and the whistle goes when they see this.

2. Don't reach: First, a reach is not a foul.  Players could reach all day and if the official sees no contact, no foul would be called.  The problem is that the visual is so strong an official could call this.  Even if there is no contact the official will get the benefit of the doubt by all observers.

3. Stay vertical in the post: This is one that players seem to not understand easily.  When the rules books say vertical they mean straight up with no angle. 

4. Set picks correctly: When setting screens the player must have two feet down and don't move.  Don't lean.  Don't stick out an elbow.  Don't move feet.  Don't step.  Just stand there.  It is up to the cutter or dribbler to use the screen set by their teammate.

5. Officials will make incorrect calls: It doesn't matter who is officiating, eventually an official will make a call that is just wrong.  Don't let this bother you.  They should plan each game to give the official one "stinky" foul call and play accordingly.  Stay calm and don't let this bother your players.  this is the mental  part of the game.  There are teams that get some calls they thought were wrong and then they forget to play the opponent.    Once the officials become the "opponent", your team has gone a long way to losing a game you might win.  One more thing about officials is that it's okay to ask the official a question.  If your players are called for a foul, it is okay to have your team captain ask what they did to deserve it.  Be sure to ask respectfully.

6. Charge: know the difference between the two.  To legally draw the charge a player needs to have two feet down for the initial legal guarding position, the torso facing the ball carrier and the shooter not being airborne.  After that the defender doesn't even have to have the two feet down.   For some reason though, some officials are hesitant to call the charge.  They like to see feet planted for a second or more.

7. Block: the defender cannot impede the dribbler with the arm or the leg.  This is part of blocking.  They cannot initially jump in front of the offensive player without having both feet down.  This is another way to block.  Make sure to show the official that both feet are down and more charge calls will go to the defender.

8. Illegal Dribble:  Each player, captain and official should know about this one.  Put two hands on the ball the dribble ends.  Lift your foot and release the ball to dribble it is a violation.  This violation is subject to a tremendous amount of mythical interpretations.  A high dribble should not be called, but it is.  Losing control of dribble should not be called, but it is.  Dropping a ball and then dribbling should not be called, but it is.  Dropping a pass should not be called, but it is.  Read more about dribbling.

9. Hand Checking: is the defender putting their hands on the ball carrier.  If it happens once it may be called incidental.  Twice is asking for trouble.  Keep the hands off! 

10. Traveling: This may be the most important call of all.  There are probably more traveling violations than any other kind.  As the travels pile up, any official can see the points going to the opposite team.  

(Modified from Basketball Rules and Violations Made Simple by Fred Bies)

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Captain's Corner

HOW TO TREAT YOUR OFFICIALS AND WHAT TO EXPECT

QUESTIONS: Your officials should be open to legitimate questions that you might have.  Your questions should carry a tone of respect.  This will get you the best possible explanation.  Do not be afraid to ask.

THAT'S NOT YOUR CALL: An official can make any call they see as correct.  It does not have to be in their area.  Many times the official farther away has the better angle.  It is a myth that it has to be in their area.

MANIPULATION: This is a definite no-no.  If any official feels that you are trying to intimidate them, you could be asked to leave the game.  Not only is this unsporting, it sets a bad example for your players.

TALK TO THE REFEREE THAT MADE THE CALL: If you have a question for a particular official, talk to that ref only if you can.  The official that made the call may have a perfect explanation for your question. 

TALKING REFS: If you hear the officials talking to the players to stay our of the lane or watch the hands, it is okay.  This will help speed the game along and avoid what is called "game interrupters".

IT IS ROUGH IN THE LOW POST: Sometimes low post play can be somewhat rough.  If you wonder why the ref does not call more fouls, it may be because low post play is rough in general.  Another reason is that it is often difficult to pick out who specifically committed the foul.  Our student officials will be asked to call "only what they can explain".  They have to be sure they see the specific foul and the violator before they call it.

EQUAL FOULS: Many coaches feel that the refs are biased if team fouls are not equal.  Some teams play very aggressively and other are just fundamentally unsound on basketball technique.  These types of teams tend to get more fouls.  Don't look on an unequal foul situation as something the officials have to correct.

LOOSE BALL: A loose ball can be the most physical part of the basketball game.  If the game has above average intensity the players may literally throw their bodies at the ball in an effort to get possession.  If there is no pushing, tripping or other foul play, the official does not have to blow the whistle.  This part of the game can often be as rough as football.  This was covered earlier, but it is worth repeating.  The crowd may scream, but this may correctly be a "no call". 

OFFICIALS: POLITENESS - This may not seem like much.  You may not realize it, but most referees are human beings and our referees are fellow Thomas students.  Remembering this can create an unconscious mindset that may give you the benefit of the doubt when those close calls are made.  Don't fake it but try to maintain dignity and class.  Exercise your good people skills.

(Modified from Basketball Rules and Violations Made Simple by Fred Bies)

 

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Michelle L. Lake, EdM

Director of Recreation and Intramural Programs

E-mail your comments or questions to: recdir@thomas.edu

207-859-1183

Front Desk: 207-859-1184

 
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