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.

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