Thursday, September 24, 2009

This weekend's Games

There are games Saturday and Sunday!

Parking is tight on Sunday, so give yourself some more time to get there if you drive.


Saturday, September 26, 2009 Balance Gym
11:30 am Old School vs Moose
12:45 pm Night Cap vs Cagers
2:00 pm Swag vs Team DMV
3:15 pm The Truth vs Lights Out
4:30 pm Rainmakers vs Sons of Travis Henry
5:45 pm Full Court Press vs Warriors - *******POSTPONED*****

Sunday, September 27, 2009 Balance Gym
11:30 am Lights Out vs Cagers
12:45 pm Swag vs Critical Mass
2:00 pm Sons of Travis Henry vs Old School
3:15 pm Moose vs Warriors

Monday, September 21, 2009

Scores

Saturday, September 19, 2009 Balance Gym

11:30 am
Full Court Press 72
Rainmakers 67
Leading Scorers:
Full Court Press - Weingarten, R. 17 pts. Davster, R. 13 pts. Lehrich, M. 12 pts.
Rainmakers - Ryan 17 pts. Vernon 13 pts. Kyle 11 pts. ZO 11 pts.

Full Court Press holds off a late rally by the Rainmakers, who actually led by 3 with 4 minutes to play.

12:45 pm
Cagers 61
Swag 64
Leading Scorers:
Swag - Jay Morgan 18 pts., Robert Stevens 14 pts., Lou 14 pts.
Cagers - Fitzpatrick 22 pts., Hanrahan 14 pts.

Swag holds on against Cagers, who had two chances to tie the game in the final seconds.

2:00 pm
Lights Out 62
Night Cap 55
Leading Scorers:
Lights Out - Marcus 20 pts., Brett 19 pts.
Night Cap - Casey C. 20 pts., Zach K. 11 pts., Jelani H. 10 pts.

Lights Out's balanced attack helped them pull away in the closing minutes against a Night Cap team that was missing some key players (Matt V, Ebong E).

3:15 pm
Warriors 71
Critical Mass 86
Leading Scorers:
Critical Mass - C. Tanner 24 pts., W. Butler 19 pts., A. Gruss 14 pts.
Warriors - S. Bohler 31 pts., Ian Esterbrook 16 pts., T. West 13 pts.

Critical Mass controlled this game early and late. Warrior's Bohler near one-man show wasn't enough against a taller and deeper team.

4:30 pm
Old School 79
5 Guys 75
Leading Scorers:
Old School - Jon 26 pts., Khari 20 pts., Brooks 11 pts.
5 Guys - Lavle 20 pts., Keith H. 19 pts., Cory 14 pts.

Old School's guards came out firing and help off a talented 5 Guys team.

5:45 pm
Sons of Travis Henry 63
The Truth 73
Leading Scorers:
The Truth - Stephenson 25 pts., Andrew 15 pts., Joby 14 pts.
Sons of Travis Henry - Mike Hayer 13 pts., Jack Donahoe 10 pts., John Sharretts 8 pts.

The Truth came back from a 20 point deficit (see team rules for late penalties) to essentially blow out Sons.

Friday, September 18, 2009

Team Capsules and Predictions

Teams are listed in order of finish:

1 - Moose - Defending Champions. Moose is always stacked with talent, although this year they lose their team leader, Mike Hochman, who moved to Colorado, and Finals MVP Mark Wehling, who moved to China. Look for them to continue to attack the rim and play 35 minutes of lackadasical defense (the exceptions being for G Chris D and G Zack "I never fouled him. Are you freaking crazy! Graham did you see that" Fried. Odds: 4-1.

2 - Night Cap: Count on Captain Casey Craig and Night Cap making a deep run in the playoffs. Night Cap hopes to welcome back F Ebong Eka from an injury that derailed him last season. You can always count on Night Cap to run up the score. If you can get them out of there 2-3 zone you might have a chance. Odds: 5-1

3 - Lights Out: Maybe the best passing team in the league. Lights Out wears other teams down with its constant ball movement and accurate 3-point shooters. Word on the street is that they re-loaded and is primed and ready for their first championship. Odds: 8-1

4 - Critical Mass: Captain Wade Boese's team doesn't look intimidating, but they play as hard as any team in the league. Again, another good team - they share the ball with the best of them. C Wes is a beast in the middle and he'll drain a 3 if you leave him open. Odds: 10-1

5 - Old School. Time is running out on Old School. They are the Jeckyl and Hyde of the league. When they have F Mark, C Khari, and F Randy they are a tough team because they control the boards. However, when their guards are left to run the show, they are easier to beat. Outside shooting is their weakness, but if their big three are playing then they get plenty of second chance shots. Odds 12-1

6 - Cagers: Turn off the shot clock, it's not needed. All of their players can drain the 3 and if C Jermaine Epps is back (wrist injury), then they're even more deadly. Cagers made it to the finals two seasons ago and hope to make it back this season. Odds: 17-1

7 - The Truth: G Andrew Hulling takes over leadership from Ian McNeil (that slacker went off to med school). Hulling takes over another up and down team, but probably the best defensive squad in the league. Hulling and G Joby "I take 5 charges a game" Ryan hound defenders. If G Stevenson finds his stroke then they are a tough team to beat. Odds: 25-1

8 - Team DMV: Two great guards and loads of athletic ability. DMV finished last season 5-5 but G Brian "Seriously, I'm the best guard in the league" Lewis and G Carlton Phelps will lead them to the playoffs this season. Oddds: 30-1


9 - 5 Guys: This team looks like a basketball team, but sometimes plays like a baseball team. That is, 4 guys standing around watching 1 guy play. 5 Guys started out strong last year but faded with a 6-game losing streak. If they regain their form of three seasons ago then they will be dangerous. Odds: 35-1


10 - Swag: Swag loses C Lew Stevens to college and re-loaded with three new guards. The question is whether or not the new up-tempo style will lead to wins or blowouts. Look for some growing pains while the offense finds its way. And as always look for Coach of the Year Graham King to implement new plays and talk trash (at least until the knee is better). Odds: 40-1

11 - Sons of Travis Henry: Captain Adam Issan assures us that they've got some new recruits, but until we see a pass-first point guard, then we'll relegate them to 11th place. C Chris Walz has the best post moves in the league, but if he doesn't get the ball, then it's going to be a long-game. Odds: 50-1

12 - Warriors: Another team that needs a point guard to set everything up. The Warriors need G Jason Thomas to shoot more if they are to win in this league. Brothers Dan and Bryan Sullivan provide the muscle, but this team needs more offense. Odds: 100-1

13 - Rainmankers: A new team. An unknown. Captain Vernon Williams brings his squad to the Elite League. Be sure to welcome them! Odds: n/a

14 - Full Court Press: Same here. Full Court Press advances from the Co-ed League to the Elite League. Guards Matt Lehrich and Ross Weingorter are sneaky good. The question is whether or not they can do that in the Elite League. Odds: n/a

Thursday, September 17, 2009

League Rules

Click Here for the League Rules (PDF file)

BALANCE FALL ELITE LEAGUE 2009 RULES
CLOCK
Two 20-minute halves; Clock stops for Free throws and Timeouts*
*In the last two minutes of the first and second halves and subsequent overtimes, the clock
will stop on every whistle, but NOT every dead ball (e.g. a made basket).
Timeouts: 3 timeouts per game; These timeouts expire at the end of regulation**
**In the last two minutes of the first and second halves, after an awarded basket and
timeout, a team can opt to move a baseline inbounds throw-in to the 28 ft. mark along the
sideline. However, a pass to the backcourt constitutes a backcourt violation.
Overtimes: 4 minutes; Teams are allotted one Timeout per Overtime, no rollover from regulation.
SHOT CLOCK
30 Second Shot Clock, resets on rim contact, fouls and possession turnovers.
Shot Clock scoring errors can be fixed at the next dead ball by the officials.
The Shot Clock shall NOT be reset in Jump Ball situations unless the formerly defensive team
recovers the tip.
Kicked ball: If 10 or fewer seconds remain, the shot clock shall be set to 10. If 10 or greater seconds
remain, the shot clock shall remain stagnant (if 21 seconds and violation, 21 seconds remain).
FORFEITS
Teams may start a game with 4 players, but must have 5 by the 10:00 mark of the first half or
Forfeit (TimeOuts can be used to extend the period).*
*In the event of a delayed start (one team has less than 4 players present), 2 points shall be
awarded per minute late to the team with 4+ players. At 10:00 of wait time, the game is
declared a forfeit; the team with > 4 players is declared the winner.
Teams may end the game with <>
Two regular season forfeits disqualify the team from playoff contention.
JERSEYS
PLAYERS MUST WEAR LEAGUE APPROVED TEAM JERSEYS OF A SIMILAR COLOR.
Jerseys must be reversible, White and another distinct color, and have numbers on both
side’s front & back.
A Pre-Game Administrative Technical foul will be assessed before the game for teams without proper
jerseys. Any significant and noticeable difference in a team’s jersey color and/or not having a number
on the front and back of the jersey constitutes an improper jersey. Administrative Technicals
assessed during the game do not result in loss of possession.
The jump ball will commence after free-throws are taken.
Teams with existing Balance jerseys can re-use their old jerseys without penalty.
No jewelry is permitted to be worn during the game.
For the Official Balance Jersey contact Todd Bradley at 301-657-1444 or
(toddsportsextra@verizon.net) and state that you are playing in the Balance Elite Hoops
League.
ROSTER
Rosters lock Monday after the 3rd week of the season.
Official roster sheets will be sent out at the conclusion of the 2nd week or can be requested at anytime
at 202-549-3867 or leagues@balancegym.com
Team player numbers not on the roster are ineligible to play. Players must play in a minimum
of 3 regular season games to be considered eligible for the post-season.
Injury notices must be emailed to the Commissioner before the game following an injury absence.
Playoff eligible rosters will be sent by the Commissioner at the conclusion of the Regular Season and
will be enforced.
RULES INTERPRETATION
NCAA Men's rules will be applied, generally, with exceptions as mentioned in this document.
http://www1.ncaa.org/eprise/main/playingrules/mbasketball/index.html
DISQUALIFICATION
Players are disqualified after the 5th personal foul or 2nd technical foul. Technical fouls count as
additional personal fouls.
JUMP BALLS
First half and any overtime begins with a jump ball; The opening tip loser receives 2nd half
possession.
On all held ball/jump ball situations during the game, play resumes with a (tossed) jump ball at either
the top of the Key or the Center Circle.
Jump Balls in Center Circle
a. The ball shall be put into play in the center circle by a jump ball between any two opponents:
(1) At the start of the game
(2) At the start of each overtime period
(3) A double free throw violation
(4) Double foul during a loose ball situation
(5) The ball becomes dead when neither team is in control and no field goal or infraction
is involved
(6) The ball comes to rest on the basket flange or becomes lodged between the basket
ring and the backboard
(7) A double foul which occurs as a result of a difference in opinion between officials
(8) A suspension of play occurs during a loose ball
(9) A fighting foul occurs during a loose ball situation
(10) In which case a ball out-of-bounds is caused by both teams
(11) In which case an official is in doubt as to who last touched the ball
b. In all cases above, the jump ball shall be between any two opponents in the game at that
time. If injury, ejection or disqualification makes it necessary for any player to be replaced,
his substitute may not participate in the jump ball.
The shot clock does NOT reset unless the formerly defensive team recovers the ball.
TEAM FOULS
Penalty shots are awarded on the 7th/10th team fouls (One & One and Double Bonus, respectively.)
There are no penalty shots awarded for Team Control Fouls. (Team control does exist on a
Throw-In)
In Overtime, the Team foul penalty carries over from the 2nd half.
FREE THROW ACTIVITY
Play shall commence "On the Release."
The lowest lane space on each side must NOT be occupied.
Maximum 6 players on the lane (4 opponents of shooter, 2 teammates).
The shooter must wait for the ball to strike the rim before they can touch or cross the line. Players
not in a lane spot must stand behind the 3 point line and the free throw line extended and must wait
for rim contact. A violation by any member of the shooting team cancels a made free throw.
A double-violation results in a Jump ball at the center circle.
OFFENSIVE FOUL
There is NO rim circle rule on offensive fouls.
TECHNICAL FOULS
A Technical foul results in 2 penalty free throws for the opposing team; counts as an additional
personal foul during the game; Play resumes at mid-court; foul is charged to individual in question;
and loss of Possession.
2 Technicals result in Disqualification, Minimum One Game Suspension and Commissioner
Review - Additional Suspensions at Commissioner's discretion.
Technical fouls assessed prior to the start of a game will not result in loss of possession.
Any Ejection results in a minimum 1 game suspension along with a Commissioner Review –
Additional suspensions at Commissioner's discretion.
FLAGRANT FOULS
If contact committed against a player, with or without the ball, is interpreted to be unnecessary, a
flagrant foul--penalty will be assessed. A personal foul is charged to the offender and a team foul is
charged to the team. It is at the official's discretion if the offender shall be ejected.
PENALTY: (1) Two free throws shall be attempted and the ball awarded to the offended team on
either side of the court at half-court. (2) If the offended player is injured and unable to attempt his free
throws, any player from the bench may attempt the free throws. (3) This substitute may not be
replaced until the ball is legally touched by a player on the court. (4) A flagrant foul is a technical foul
and as such, (5) Said player will be ejected if he commits two flagrant fouls, or one flagrant and incurs
another technical foul in the same game. (6) A flagrant foul may be assessed whether the ball is dead
or alive.
UNSPORTSMANLIKE BEHAVIOR AND FIGHTING
The use of profanity, vulgarity, taunting and the verbal abuse of players or officials will not be
tolerated at Balance Gym. Any such incidents will be penalized with a technical foul and/or ejection.
Any repeated conduct of this type will result in an immediate ejection of the player(s) involved, and
those players will be subject to disciplinary action.
Fighting will not be tolerated! Anyone involved in a fight will be suspended for a minimum of one
game and may be banned from the league. Any type of disciplinary action, including but not limited to
suspensions and ejections, is at the sole discretion of the commissioner.
PLAYOFF SEEDING
Top 8 teams make the playoffs in order of the following precedence: 1. Record with Forfeit
consideration; 2. Head-to-Head record (If one Forfeit Disqualification, moved down regardless); 3.
Point differential (must be difference of more than 1 point); 4. Avg. Points For (must be difference of
more than 1 point); 5. Avg. Points Against (must be difference of more than 1 point); 6. Coin Toss /
RPS.

Wednesday, September 16, 2009

Fall 2009 Schedule is live

Captains and Players - The schedule is live! Check back this week for the Commissioner's Predictions, Odds, and Team Capsules. Moose has re-loaded and is ready to defend their championship run!

You can also view the schedule at:

http://www.allprosoftware.net/balancegymelitehoopsleague/ls6.htm

Saturday, September 19, 2009 Balance Gym
11:30 amFull Court Pressvs Rainmakers
12:45 pmCagersvs Swag
2:00 pmLights Outvs Night Cap
3:15 pmWarriorsvs Critical Mass
4:30 pmOld Schoolvs 5 Guys
5:45 pmSons of Travis Henryvs The Truth
Saturday, September 26, 2009 Balance Gym
11:30 amOld Schoolvs Moose
12:45 pmNight Capvs Cagers
2:00 pmSwagvs Team DMV
3:15 pmThe Truthvs Lights Out
4:30 pmRainmakersvs Sons of Travis Henry
5:45 pmFull Court Pressvs Warriors
Sunday, September 27, 2009 Balance Gym
11:30 amLights Outvs Cagers
12:45 pmSwagvs Critical Mass
2:00 pmSons of Travis Henryvs Old School
3:15 pmMoosevs Warriors
Saturday, October 03, 2009 Balance Gym
11:30 amTeam DMVvs Night Cap
12:45 pmThe Truthvs Rainmakers
2:00 pmMoosevs Swag
3:15 pmCritical Massvs 5 Guys
4:30 pmWarriorsvs Sons of Travis Henry
5:45 pmOld Schoolvs Full Court Press
Saturday, October 10, 2009 Balance Gym
11:30 amCritical Massvs Old School
12:45 pmCagersvs Team DMV
2:00 pmNight Capvs Moose
3:15 pm5 Guysvs Lights Out
4:30 pmThe Truthvs Warriors
5:45 pmSwagvs Sons of Travis Henry
Sunday, October 11, 2009 Balance Gym
11:30 amTeam DMVvs Old School
12:45 pmCritical Massvs Full Court Press
Saturday, October 17, 2009 Balance Gym
11:30 amRainmakersvs Lights Out
12:45 pmMoosevs Cagers
2:00 pmCritical Massvs Night Cap
3:15 pmSons of Travis Henryvs 5 Guys
4:30 pmFull Court Pressvs Swag
5:45 pmOld Schoolvs The Truth
Saturday, October 24, 2009 Balance Gym
11:30 amLights Outvs Team DMV
12:45 pmCagersvs Critical Mass
2:00 pmNight Capvs Full Court Press
3:15 pm5 Guysvs The Truth
4:30 pmWarriorsvs Rainmakers
5:45 pmMoosevs Sons of Travis Henry
Sunday, October 25, 2009 Balance Gym
11:30 amTeam DMVvs Moose
12:45 pm5 Guysvs Full Court Press
Saturday, November 07, 2009 Balance Gym
11:30 amNight Capvs The Truth
12:45 pmSwagvs Rainmakers
2:00 pmOld Schoolvs Lights Out
3:15 pm5 Guysvs Warriors
4:30 pmFull Court Pressvs Cagers
5:45 pmSons of Travis Henryvs Team DMV
Sunday, November 08, 2009 Balance Gym
11:30 amThe Truthvs Swag
12:45 pmRainmakersvs Night Cap
Saturday, November 14, 2009 Balance Gym
11:30 amFull Court Pressvs Moose
12:45 pmCagersvs Rainmakers
2:00 pmLights Outvs Critical Mass
3:15 pmTeam DMVvs The Truth
4:30 pm5 Guysvs Swag
5:45 pmWarriorsvs Old School
Saturday, November 21, 2009 Balance Gym
11:30 amCagersvs Sons of Travis Henry
12:45 pmRainmakersvs Old School
2:00 pmTeam DMVvs Full Court Press
3:15 pmWarriorsvs Lights Out
4:30 pmNight Capvs 5 Guys
5:45 pmMoosevs Critical Mass
Saturday, December 05, 2009 Balance Gym
11:30 amCritical Massvs Team DMV
12:45 pmLights Outvs Moose
2:00 pmThe Truthvs Cagers
3:15 pmRainmakersvs 5 Guys
4:30 pmSwagvs Warriors
5:45 pmSons of Travis Henryvs Night Cap