SMBA LEAGUE Rules
FIBA
Rule Changes HERE |
FIBA
(2010) Equipment HERE |
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ZONE DEFENSES ARE NOT ALLOWED FOR TEAMS IN THE SPUD, MINI, BANTAM, AND MIDGET DIVISION: SEE RULE HERE |
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For download General Rules (please note new SMBA rule change September 13,2010)
GL 1. DIVISIONS
Teams are to made up of players as follows:
a.) Spud: Grade 4 & under (and/or under 10 years of age before January
1 of the playing season). The Spuds division is co-ed.
b.) Mini: Grade 6 & under (and/or under 12 years of age before January 1
of the playing season). There are separate girls' and boys' divisions for Mini.
c.) Bantam: Grade 8 & under (and/or under 14 years of age before January
1 of the playing season). There are separate girls' and boys' divisions for
Bantam.
d.) Midget: Grade 10 & under (and/or under 16 years of age before January
1 of the playing season). There are separate girls' and boys' divisions for
Midget.
e.) Juvenile: Grade 12 & under (and under 19 years of age before January
1 of the playing season and must be attending high school on a full time basis).
There are separate girls' and boys' divisions for Juvenile.
f.) High School: Combined grades 9 through 12 (and under 19 years of age before
January 1 of the playing season and must be attending high school on a full
time basis). Only used if there are not enough teams to form Divisions under
the Midget & Juvenile guidelines. There are separate girls` and boys` divisions
for High school.
GL 2. TEAMS
Teams are to be formed based upon the following :
a.) Spud / Mini / Bantam: Teams shall be formed from Community Associations
and or schools that players attend
b.) Midget / Juvenile: Teams shall be formed from Community Associations or
Zones.
c.) Community Associations are defined and boundaries are as set by the City
of Saskatoon Leisure Services Department.
d.) Zones are as defined as follows :
Zone 1 - West of Idylwyld & North of 22nd Street. Including the following
Community Associations: Confederation Park, Dundonald, Pacific Heights, Massey
Place, Westview, Mount Royal, Caswell Hill, and Hudson Bay Park.
Zone 2 - West of Idylwyld & South of 22nd Street. Including the following
Community Associations: Parkridge, Fairhaven, Montgomery, Meadow Green, Pleasant
Hill, Riversdale, King George, and Holiday Park.
Zone 3 - East of Idywlyd & West of the River. Including the following Community
Associations : Silverwood, Lawson Heights, River Heights, Richmond Heights,
City Park, Kelsey, and Downtown.
Zone 4 - East of the River & North of 8th Street. Including the following
Community Associations : Silverspring, Sutherland, Forest Grove, Erindale, Arbour
Creek, College Park, East College Park, and Greystone
Zone 5 - East of the River & West of Preston Avenue. to Circle Drive and
West of Highway 11. Including the following Community Associations: Nutana,
Buena Vista, Haultain, Exhibition, Queen Elizabeth, Avalon, Adelaide Park /
Churchill, Grosvenor, Holliston, Varsity View and Stonebridge.
Zone 6 - East of Preston Avenue & South of College Drive and East of Highway
11. Including the following Community Associations : Wildwood, Briarwood, Lakeview,
Lakeridge, Brevoort Park, South Nutana Park, and Eastview.
e.) All out of town players must register with the league and will be placed
in the appropriate Community Association or zone.
GL 3. PLAYER ELIGIBILITY and REGISTRATION
a.) Spud / Mini / Bantam age/grade girls and boys players must register and
play for the Community Associations Girls and Boys Division teams in which they
normally reside or the Community Association in which they go to school in (priority
is for the place of residence). The date of residency is October 1 prior to
the start of the SMBA regular season.
b.) Midget / Juvenile age/grade girls and boys players must register and play
for the Zone Girls and Boys Division teams in which they normally reside as
of October 1 prior to the start of the SMBA regular season.
c.) High school students are not allowed to play in the Bantam Division and
high school graduates are not allowed to play in the Juvenile Division.
d.) A player may only be registered with and normally play on one team in the
SMBA.
e.) Community Associations / Zones are not allowed to register players from
other Community Associations / Zones. Community Associations / Zones are allowed
to collect player registration information for players from other Community
Associations / Zones for the purpose of relaying this information to the appropriate
Community Association / Zone or SMBA league office so that the player can be
registered in the appropriate Community Association / Zone.
f.) If a Community Association does not have a team, or enough players to form
a team, a player(s) may play in the next closest Community Association in their
Zone that will take them. The Community Associations must get the approval of
the SMBA league office prior to transferring a player between Community Associations.
The SMBA league office may, at its discretion reject the transferring of a player.
g) If a Zone does not have a team, or enough players to form a team, a player(s)
may play in the next closest Zone that will take them. The Zone must get the
approval of the SMBA league office prior to transferring a player between Zones.
The SMBA league office may, at its discretion reject the transferring of a player.
h.) Players found to have incorrectly registered with a Community Association
or Zone will be immediately disqualified from further play for the balance of
the season and play-offs.
i.) Players may play up a Division (Mini / Bantam, etc.) for a maximum of 3
games as pick up players (PUPs). They must be clearly identified as pick up
players (PUPs) on the score sheet. If they play a fourth game they must then
be permanently transferred from the younger Division team to the older Division
team. These players are not in violation of GL3 (d.).
j.) Coaches are responsible for ensuring all players registered and playing
with their team are eligible within league rules. Teams found having ineligible
players are automatically suspended from participating in the playoffs.
a.) Community Association or Zones must accept players onto a team if the team size is less than 12 players. Adding additional players to a team with 12 or more players is at the discretion of the Community Association or Zone.
b.) Subject to rule GL 4a, Community Associations or Zones may select their
teams as they see fit. The cutting of players based on ability or skill will
result in immediate disqualification of the coaches and / or coordinators from
any participation in the SMBA
GL 5. TEAM LEVELS AND PLACEMENT
a.) Coaches in each Division will be allowed to place their teams in one of
three tiers of play: A.) Competitive, B.) Competitive / Instructional and C.)
Instructional for the first half of the (Fall) season. (If used, the “High
School” Division may be divided into “A” Competitive”
and “B” Instructional tiers.)
b.) Community Associations or Zones may elect to form teams using rule GL5 (a.)
as a guideline and place their teams accordingly. Two or more Community Associations
within a Zone cannot combine players to form two teams (i.e. one team in the
“A” Division and one team in the “B” Division, in the
Spud, Mini or Bantam divisions). Teams within a Zone (Midget, Juvenile or High
School division teams) may do this to accommodate numbers and levels of play.
c.) Coaches may request that their teams move to another division or tier with
two weeks or more notice prior to the start of the second half of the season.
Teams may not change divisions or tiers after the start of the second half of
the (Winter) season, or for the playoffs.
d.) The Executive may also move teams to other divisions or tiers if in the
opinion of the league a team is uncompetitive in the division they have chosen,
or if teams must be moved to have balanced number divisions for scheduling purposes.
a.) Teams must be registered, and fees submitted, by the date set by the league
office.
b.) Fees for the next year shall be determined by March 31. Each Community Association
coordinator shall be notified of these fees.
c.) Community Associations, Zones or Teams not submitting their fees by the
registration date shall be subject to a $ 50.00 per team late fee. No team shall
be allowed to play games until their fees are paid.
d.) Teams withdrawing after the start of league play are not eligible for any
refunds.
e.) Teams may not add players to their rosters after January 1 of the regular
season. This rule may be waived upon written application to the league office
and special approval of the Executive, but any such player added may not be
eligible for the play-offs.
GL7. PLAYER PLAY-OFF ELIGIBILITY
a.) Players must play in a minimum of 50% of their team's regular season league games to qualify for the play-offs. Exceptions can be made by the Executive following formal requests to the league office.
a.) If a team is unable to play a game, the coach must contact the following
people at least 48 hours before the game is scheduled to be played 1.) the opposing
coach, and 2.) the Executive Director. The Executive Director will attempt to
schedule a game for the non-defaulting team, but if this cannot be done that
team will have the option of using the scheduled gym time.
b). For Juvenile teams: Any game cancelled within 48 hours of the scheduled
time, the full fee will be charged ($65.00). A game cancelled between Monday
but prior to the 48 hour window of the week of the scheduled game, will be charged
$25.00):
c.) Each team must have at least four (4) players dressed and ready to play
by the scheduled game start time. A technical foul will be charged for non-compliance
and the game will begin on schedule. If the team does not have five (5) players
by the start of the second quarter of the game, the game is then defaulted,
but it may be played under rule G.L. 9 - a.), if the non defaulting coach /
team agrees. In this case no penalty fee will be assessed.
d.) If a team defaults a game without complying with Rule G.L. 8: a.), and the
game is not played under G.L. 9: a.), a $ 40.00 penalty fee may be imposed ($100
for Juvenile and Midget teams NEW 2006). This fee must be delivered to the Executive
Director 3 days prior to the defaulting teams next scheduled game or that team
will not be allowed to play their next scheduled game, or any other game until
the penalty fee is paid.
a.) If a team is unable to play due to a shortage of players (less than 5),
they must default the game, but they will be allowed to pick up other players
(players must be registered with another team in the league) to a maximum of
10 players and play the game under forfeit. The forfeit and pick up players
(PUPs) must be clearly marked on the score sheet, and the opposing coach, gym
supervisor and referees must be notified.
b.) The pick up players (PUPs) are allowed to play and are not in violation
of GL3 (d.). These players must be registered with teams playing in the league.
a.) Each team shall have a designated floor captain. Other players, coaches,
parents are not allowed to address the referees during the playing of the game,
only the person that is the designated floor captain can speak to the referee.
A bench technical foul may be assessed for failure to follow this rule.
b.) Two bench-technical’s to a coach will
result in the coach being ejected for the remainder of the game and the coach
must leave the gym. The game may continue with the assistant coach or parent
volunteer. And
When a coach is given 3 cumulative technical fouls in a season, the coach will
be suspended for a game. For each subsequent technical foul given after 3, the
coach will be suspended for a game. ( Revised January
30, 2011)
c.) Referees calls and decisions are not disputable.
d.) Where facilities allow, the occupants of a teams bench & sideline area
is limited to the team registered coaches (2), players and one (1) other non
player. No spectators are allowed to view the game from the same sideline as
the players' bench area.
e.) Each team in every division must have an adult (coach or supervisor) on
the bench, who is responsible for the actions of the players, coaches and team
supporters. His or her name must appear on the score sheet.
f.) Any person (player, coach, manager, parent, fan, etc.) failing to show respect
towards a Gym Supervisor, referee, member of the opposing team or their supporters
will be required to leave the gym and vacate the facility. The referee, or gym
supervisor, will request the coach of the team who the offending person(s) is
associated with, to ask the person(s) to leave the premises. The game will not
resume until the person(s) leaves and failure to immediately comply will result
in default of the game.
g.) The Gym Supervisor, or if present the Executive Director, will have final
authority before, during and after games to enforce the league rules.
a.) All Community Associations officials, coaches, players, team supporters
and league officials are required to abide by the Rules and Policies of the
S.M.B.A. and conduct themselves in an appropriate manner, or be subject to disciplinary
actions.
b.) Available disciplinary sanctions include, but are not limited to, warnings,
default penalty fees and suspensions (single / multiple game, season) that may
be applied for actions before, during and after S.M.B.A. games and activities.
The following are the recommended minimum actions for some specific violations:
i. Swearing or using offensive inappropriate remarks or gestures: minimum warning
and subject to suspension.
ii. Disqualifying fouls: minimum warning.
iii. Attempt to injure: minimum 1 game suspension.
iv. Vandalism: minimum 2 games suspension.
v. Spitting: minimum 1 game suspension.
vi. Fighting: minimum 4 game suspension.
vii. Abuse of officials – Verbal: minimum 1 game.
viii. Abuse of officials – Physical: indefinite suspension pending review.
ix. Coaches verbally or physically abusing player(s): minimum warning.
x. Technical foul: After receiving a technical foul a player must sit out the
rest of the half of that game. If a player receives 3 technical fouls in a season
they will receive a game suspension and subsequently be suspended a game for
every technical foul after that.
c.) Discipline may be dealt with by the Executive Director and/or the Disciplinary
Committee. The Disciplinary Committee shall be comprised of persons as assigned
by the Board of Directors of the SMBA., but no member of the Disciplinary Committee
will be involved in a decision where a player, coach, team or team supporter
from their Community Association (for Spud, Mini, and Bantam Divisions) or Zone
(for Midget and Juvenile Divisions) is being disciplined.
d.) Any conduct requiring disciplinary action must be reported to the league
office by 9:00 p.m. on the Sunday following the game or incident.
e.) Within 48 hours of being notified, if in the opinion of the Executive the
incident is deserving of sanction, the Executive Director will:
i. Issue a warning (verbal followed in writing) describing the incident and
that further action may be taken if required.
ii. Consult with the Disciplinary Committee to determine if further action (i.e.
suspension / default penalty assessed) is required.
iii. Advise the offending person of the Disciplinary Committees` decision, the
Community Coordinator, and coach if applicable.
f.) Written warnings and default penalties are not subject to appeal. A record
of such sanctions will be kept by the league for two year from the date of the
sanction.
g.) Suspensions may be appealed, accompanied by a non refundable $ 50.00 appeals
fee, to the SMBA league office, but the subsequent ruling by the Appeals Committee
will then be final. The appeals fee will be refunded if the appeal is successful.
Effective Date: October 13, 2010
President: Ian MacDonald
1st Vice President: Bryan Craig
Rules Committee Chairperson: Layra Farmer
For download Spud Rules
1. BASKETS
The baskets shall be 8 feet above the floor.
2. BALL
Spuds shall play with a No. 5 ball (27.5") that shall be provided
by the home team.
3. PLAYING TIME
Games shall consist of five shifts in each half. Each shift shall be 4-minutes
long followed by a 30-second second substitution break. Teams change ends at
half time.
4. SUBSTITUTION
Substitutions are allowed only at the end of each shift or because of
injury. Every player must have equal playing time.
5. BEGINNING OF GAME
The game shall be started with a jump ball. Every subsequent shift shall
begin with alternating possession.
6. THROW-IN
On all throw-ins, the defensive player must be 1 meter from the line
(hands and feet). The referee will not handle the ball in the backcourt.
7. THREE/FIVE SECOND RULE
Is not applicable as there are no time violations.
8. BALL RETURNED TO BACK COURT
No back over.
9. FREE THROWS
There are no shooting fouls or bonus.
10. HELD BALLS
The ball is awarded to the defense at the side.
11. TIME-OUTS
There shall be no time-outs allowed.
12. NO ZONES, PRESSES, DOUBLE TEAMING or
Screening
A press is playing defense in the back court. Once a team has clear possession
(including out of bounds possession), the opposing team must retreat over half.
Once the offensive team crosses into their front court, defensive play is permitted
by the opposing team. The ball cannot be taken into the backcourt to stop defensive
play. Man-to-man defense must be played. There shall be no double teaming at
any time. There shall be no screening in Spuds.
13. COACHES ACT AS REFEREES
Cooperation between coaches is expected.
For download Mini Rules
1. BASKETS
The baskets shall be 9 feet above the floor.
2. BALL
Mini's shall play with a No. 5 ball (27.5") that
shall be provided by the home team.
3. PLAYING TIME
Games shall consist of five shifts in each half. Each shift shall be 4-minutes
long followed by a 30-second second substitution break. Teams change ends at
half time. In League play, there is no overtime. The
clock shall stop for foul shots. In playoffs, overtime consists
of a 2-minute rest and 4 minutes of straight time. The first team to 5 points
would be declared the winner. Teams will not be allowed to stall to waste unnecessary
time: the referee could ask for a 30 second count to be made.
4. SUBSTITUTION
Substitutions are allowed only at the 4-minute mark of each shift or because
of injury. All players shall play in 2 shifts per half and no player shall play
in more than 8 shifts of the game. If a team has more than 13 players, then
every athlete must play at least 3 shifts per game, but not more than 8 shifts.
Playing time rules will be strictly enforced during playoffs. Please note that
a team must have at least 7 players present to fulfill the requirements of these
rules. In the event a team is only comprised of 5 or 6 athletes for a playoff
game, then shifts will occur where only 4 players from that team are allowed
on the court. During regular season, if only 5 or 6 players comprise a team,
this rule will not be in effect.
5. BEGINNING OF GAME
The game shall be started with a jump ball. Overtime shall also be started with
a jump ball. Otherwise, there shall be alternating possession that can occur
on jump ball situations. (There is no alternate possession at the end of shifts).
6. THROW-IN
On all throw-ins, the defensive player must be 1 meter from the line (hands
and feet). The referee will not handle the ball in the backcourt.
7. FIVE SECOND RULE
Players shall not remain for more than five seconds in the opponents' restricted
area while their team is in control of the ball. An infraction of this rule
is a violation and the ball is awarded to the opponents for a throw-in.
8. BALL RETURNED TO BACK COURT
No back over called in Mini's.
9. FREE THROWS
Shooters can move in one meter to shoot; no shooter violation will be called
unless there is a deliberate attempt to gain an advantage. After six fouls per
half against one team, bonus shall be shot on any further fouls by the opposing
team.
10. TIME-OUTS
Each team is allowed one time out in the first half and two time outs in the
second half.
11. PRESSES
A press is defined as full-court man-to-man defense with no double teaming in
the back court. First half of season: once a team obtains possession of the
ball on an out of bounds or throw-in, in their backcourt, the defensive team
must retreat over half. Second half of season: in the last shift (last 4 minutes),
a press is allowed: a) for the losing team at any score; b) for the winning
team if they lead by 20 points or less. On a live ball (rebound or interception),
the defensive team does not have to retreat over half. The ball cannot be taken
into the backcourt to stop defensive play.
12. NO ZONES
Man-to-man defense must be played. The maximum number of players that can play
on the ball is two. Only one player may guard a player without the ball. Help
side defense is allowed, if only one player gives help. Officials will be asked
to use the following guidelines to determine whether man-to-man rather than
zone defense is being played:
a) When players cut on offense, there should be some motion to identify man-to-man
defense.
b) Players must play relatively close to their man that has the ball.
c) Players must play on the side of the floor nearest their check- (use an imaginary
line from the center of the basket). The defensive player can only straddle
this line before going to help a teammate that has been beaten or to join a
teammate in a double team.
13. Screens
There shall be no back (blind) screens set in mini basketball.
Note:
Shirts may be worn underneath the uniform top.
For download Bantam Rules
1. NO DUNKING IN WARMUPS.
2. BALL
Bantams shall play with a No. 6 (28.5") leather ball that shall
be provided by the home team
3. PLAYING TIME
Games shall be 4 quarters of 10 minutes straight time. The
last 2 minutes of the fourth quarter is stop time. The clock stops
for all free throws and time-outs. During the last 2 minutes of the game the
clock shall stop for made field goals if the losing coach has asked for the
last 2 minutes to be stop time. In league play, there is no overtime. In playoffs
there shall be a 2 minute rest followed by 5 minute periods with the last 2
minutes stop time if trailing coach desires. The
first team to 7 points will be declared the winner. Teams will
not be allowed to stall to waste unnecessary time: the referee could ask for
a 30 second count to be made.
4. SUBSTITUTION
We believe that each player should play at least 10 minutes per game, and must
play in each half. If a player is injured, ill, late, has 4 fouls, or is being
disciplined, this player requirement may be waived.
5. BEGINNING OF GAME
The game shall be started with a jump ball. Overtime shall also be started
with a jump ball. Otherwise, there shall be alternating possession.
6. THROW-IN
On all throw-ins, the defensive player must be 1 meter from the line
(hands and feet). The referee will not handle the ball in the backcourt.
7. FREE THROWS
After 4 fouls per quarter against one team, bonus shall be shot on any
further fouls by the opposing team.
8. PRESSES
A press is defined as full-court man-to-man defense with no double teaming
in the back court. First half of season: once a team obtains possession of the
ball on an out of bounds or throw-in, in their backcourt, the defensive team
must retreat over half. Second half of season: a press is allowed: a) for the
losing team at any score; b) for the winning team if they lead by 20 points
or less.
9. NO ZONES
Man-to-man defense must be played. The maximum number of players that
can play on the ball is two. Only one player may guard a player without the
ball. Help side defense is allowed, assuming that only one player gives help.
Officials will be asked to use the following guidelines to determine whether
man-to-man rather than zone defense is being played:
a) When players cut on offense, there should be some motion to identify man-to-man
defense.
b) Players must play relatively close to their man that has the ball.
c) Players must play on the side of the floor nearest their check (use an imaginary
line from the center of the basket). The defensive player can only straddle
this line before going to help a teammate that has been beaten or to join a
teammate in a double team.
d) A knowledgeable, unbiased representative appointed by the executive will
monitor zone defense in playoff games.
10. Time Lines:
There will be 10 seconds to bring the ball over the centre line.
There will be 30 seconds to shoot the ball. (This rule will only be used if teams
deliberately try to stall a game).
Note:
Shirts may be worn underneath the uniform top.
For download Midget Rules
1. NO DUNKING IN WARMUPS.
2. BALL
Midget Girls shall play with a No. 6 (28.5") leather ball; Midget Boys
shall play with a No. 7 (29.5") leather ball. Balls shall be provided for
game play by the home team.
3. PLAYING TIME
Games shall be 4 quarters of 10 minutes straight time. The
last 2 minutes of the fourth quarter is stop time.The
clock stops for all free throws and time-outs. In league play, there is no overtime.
In playoffs there shall be a 2 minute rest followed by 5 minute periods with
the last 2 minutes stop time if trailing coach desires. The
first team to 7 points will be declared the winner. Teams will
not be allowed to stall to waste unnecessary time: the referee could ask for
a 30 second count to be made.
4. SUBSTITUTION
We believe that each player should play at least 10 minutes per game,
and must play in each half. If a player is injured, ill, late, has 4 fouls,
or is being disciplined, this player requirement may be waived.
5. BEGINNING OF GAME
The game shall be started with a jump ball. Overtime shall also be started
with a jump ball. Otherwise, there shall be alternating possession.
6. THROW-IN
On all throw-ins, the defensive player must be 1 meter from the line
(hands and feet). The referee will not handle the ball in the backcourt.
7. FREE THROWS
After 4 fouls per quarter against one team, bonus shall be shot on any
further fouls by the opposing team.
8. PRESSES
A press is defined as full-court man-to-man defense with no double teaming
in the back court. A press is allowed any time of the year for the losing team
at any score; b) for the winning team if they lead by 20 points or less.
9. NO ZONES
Man-to-man defense must be played. The maximum number of players that
can play on the ball is two. Only one player may guard a player without the
ball. Help side defense is allowed, assuming that only one player gives help.
Officials will be asked to use the following guidelines to determine whether
man-to-man rather than zone defense is being played:
a) When players cut on offense, there should be some motion to identify man-to-man
defense.
b) Players must play relatively close to their man that has the ball.
c) Players must play on the side of the floor nearest their check (use an imaginary
line from the center of the basket). The defensive player can only straddle
this line before going to help a teammate that has been beaten or to join a
teammate in a double team.
d) A knowledgeable, unbiased representative appointed by the executive will
monitor zone defense in playoff games.
Note:
Shirts may be worn underneath the uniform top
For download Juvenile Rules
1. NO DUNKING IN WARMUPS
2. BALL
Girls shall play with a No. 6 (28.5") leather ball; Boys shall play with
a No. 7 (29.5") leather ball. Balls shall be provided
for game play by the home team.
3. PLAYING TIME
Games shall be 4 quarters of 10 minutes straight time. The last 2 minutes of
the fourth quarter is stop time. The clock stops for all free throws and time-outs.
During the last 2 minutes of the game the clock shall stop for made field goals.
In league play, there is no overtime. In playoffs there shall be a 2-minute
rest followed by 5 minute periods. The first team to 7 points will be declared
the winner.
Teams will not be allowed to stall to waste unnecessary time: the referee could
ask for a 30 second count to be made.
Note: If Juvenile games are running overtime the last quarter may have to be
shortened.
4. SUBSTITUTION
We believe each player must play at least 10 minutes per game, and must play
in each half. If a player is injured, ill, late, has 4 fouls, or is being disciplined,
this requirement may be waived.
5. THROW-IN
On all throw-ins, the defensive player must be 1 meter from the line (hands
and feet). The referee will not handle the ball in the backcourt.
6. PRESSES
A press is allowed any time of the year for the losing team at any score; b)
for the winning team if they lead by 20 points or less.
Note:
Shirts may be worn underneath the uniform top.
Substitutions Following a Violationg
* Either team may substitute following a violation
* Examples:
# A3 commits a traveling violation; A8 is waiting at the scorer's table as
a substitute: A8 is permitted to enter the game
# Free-thrower A3 commits a violation on a final free throw; A8 is waiting
at the scorer's table as a substitute: A8 is permitted to enter the game
# On a shot for goal by A3 during the final two minutes of play, B3 commits
interference; A8 is waiting at the scorer's table as a substitute: A8 is permitted
to enter the game
Substitution / Time-Out Opportunity
* A substitution opportunity or a time-out opportunity shall end when the
ball is next placed at the disposal of the thrower-in or free-thrower
* No change in when a substitution opportunity or time-out opportunity begins
* Example:
# A3 is awarded two free throws. Before the ball can be placed at the disposal
of A3, either A8 or B8 reports to the scorer as a substitute: the substitution
shall be permitted
Two Unsportsmanlike Fouls Committed by a Player
* A second unsportsmanlike foul committed by a player shall be considered
a disqualifying foul. Two free throws would be awarded to the offended player,
after which play shall resume a team B throw-in at the centre line extended
opposite the scorer's table; A3 must go to the team A dressing room or leave
the building.
Technical Foul by a Player
* The penalty for a technical foul shall be two (2) free throws, followed
by possession of the ball at the centre line extended opposite the scorer's
table. The penalty for technical fouls by players, coaches or bench personnel
is now the same.
* Falling down to fake being fouled is considered a technical foul; a warning
will normally be given.
Jump Ball / Alternating Possession
* The first period of the game shall begin with a jump ball
* Each remaining period shall begin with an alternating possession throw-in
by the team entitled to the next alternating possession (This has always been
the SMBA rule)
Held Ball (Jump Ball Situation)
* If a held ball occurs near a sideline or end line and, before the whistle
blows, one-player steps out-of-bounds in attempting to gain control of the
ball, a held ball shall be called
* If a held ball occurs near the centre line in the team A frontcourt and,
before the whistle blows, the team A player steps into the backcourt in an
attempt to gain control of the ball, the held ball shall still be called
Who May Stand During Game
* Only the head coach may remain standing while the game is being played
8 or10-Second Rule
* If a 8 or10-second count is interrupted because a defensive causes the ball
to go out-of-bounds, the throwing-in team shall have only the time remaining
in the 8 or 10-second period to cause the ball to move to the frontcourt
* If the defensive team commits a violation other than causing the ball to
go out-of-bounds (punching or kicking the ball), the throwing-in team shall
be awarded a new 8 or 10-second period
* No change in definition of when the ball moves to the frontcourt
* Examples:
# Team A has had team control in the team A backcourt for 6 seconds when B4
causes the ball to go out-of-bounds, team A is awarded a throw-in: after the
ball is again controlled by team A player on the throw-in, team A shall have
4 seconds to cause the ball to go to the front court
# Team A has had team control in the team A backcourt for 6 seconds when B4
deliberately contacts the ball with his/her leg; team A is awarded a throw-in:
after the ball is again controlled by a team A player on the court, team A
shall have 10 seconds to cause the ball to go to the front court
Players: Injury
* An injured player (or a bleeding player) who recovers during a charged time-out
(for either team) in the same stopped clock period may continue to play
* Previous rule that permitted an injured player who received treatment (or
who did not recover within 15 seconds) to continue to play at the expense
of a charged time-out no longer applies
* Examples:
# Game is interrupted because A5 is bleeding; team A requests a charged time-out;
at end of the time-out, A5's bleeding is stopped and the wound is securely
covered: A5 may continue to play
# Game is interrupted because A5 is bleeding; team B requests a charged time-out;
at end of the time-out, A5's bleeding is stopped and the wound is securely
covered: A5 may continue to play
# A5 is injured; coach A comes onto court to assess A5's injury; either team
requests a time-out; at end of the time-out, A5 has recovered: A5 may continue
to play
# A5 is injured; coach A requests a time-out; at the end of the time-out,
coach A requests a second time-out; at the end of the second time-out, A5
has recovered: A5 may continue to play
NO
ZONES
To coaches
Officials will be asked to use the following guidelines
to determine whether man-to-man rather than zone defense is being played:
a) When players cut on offense, there should be some motion to identify man-to-man
defense.o coaches
Officials will be asked to use the following guidelines to determine whether
man-to-man rather than zone defense is being played:
a) When players cut on offense, there should be some motion to identify man-to-man
defense.
b) Players must play relatively close to their man that has the ball.
c) Players must play on the side of the floor nearest their check (use an
imaginary line from the center of the basket). The defensive player can only
straddle this line before going to help a teammate that has been beaten or
to join a teammate in a double-team.
Note: a bench technical will be called for zone infractions.
To
Officials
ZONE DEFENSE
Teams are not allowed to play zone defense at any time during the game. The
official must distinguish between zone defense and helping man-to-man defense:
In man-to-man defense, the front court is divided into ball side and help
side by an imaginary line down the center of the court. Defensive players
on the help side of the court do not need to stand next to their check but
if the offensive player moves to the ball side, the defender must follow.
Similarly, if a ball side offensive player moves to the weak side, the defender
should move with him or her. It is the movement of defensive players when
offensive players move, and not the distance that the defender is from his
or her check, which determines whether a team is playing zone defence
FIBA
Rule Changes for 2005
The Board decided to make slight amendments to the official FIBA Basketball
rules. In detail, the following rules amendments have been adopted:
1. If the request for a time-out or a substitution is made AFTER the ball
is at the disposal of the free throw shooter for the first or only free throw,
it shall be granted for both teams if the FINAL free throw is successful.
a. If a substitution or time-out is requested before the ball has been placed
at the disposal of the free thrower for a first or only free throw, then the
sub or time-out will be made immediately (except, of course, for the shooter).
No change in the rule.
b. If the request is made after the ball is at the disposal of the free throw
shooter and if the only or final free throw is successful, then the sub or
time-out shall be permitted after the successful final (or only) free throw.
This means that there shall be no subs or time-outs during (in between) free
throws; i.e., from the time the ball is placed at the disposal of the free
thrower for the first (or only) throw, until the ball becomes dead on the
final throw.
c. If a request for a sub is made after a final successful free throw but
before the ball is at the disposal of the thrower-in at the throw-in spot,
then the sub or time-out shall be granted immediately.
2. If a sanction of a free throw(s) is followed by a throw-in at the centre
line, the time-out or the substitution can be granted for both teams whether
the free throw is successful or not.
a. In the case of a free throw(s) that is to be followed by possession of
the ball at the centre line extended, then a sub or time-out may be granted
after the final free throw whether or not the free throw is successful, provided
the request is made before the ball is at the disposal of the thrower-in as
in c. above.
3. During the last two (2) minutes of the fourth (4th) period or any extra-period,
if a time out is granted:
- to the non scoring team after the valid basket,
- to the team that has been awarded the possession of the ball in its back
court,
The throw-in following the time-out shall be administrated at the centre-court
line opposite at the scorer's table. The player taking the throw-in may pass
the ball into the front or back court.