Basketball Rules

BASKETBALL RULEBOOK 

Team Captains must:

  • Know the policies of SOUTH FLORIDA CLUB SPORT outlined here as well as the rules of their specific sport.
  • Ensure that their teammates are aware of these policies and rules.
  • Make sure that all of their players are registered and paid (if applicable) on their team rosters on SOUTH FLORIDA CLUB SPORT website www.southfloridaclubsport.com

PAYMENTS 
Credit card payments are accepted on our encrypted, secure site. Individual payments or corporate sponsors are welcome. For sponsored teams, any fees paid by an individual for a team may be refunded upon an equal payment provided by a third party.  Payments cover permitting, equipment, officiating, management, credit card fees, and general insurance costs.  75% of team payments must be paid online to be put on the schedule.  All remaining payments are due prior to each team's 1st game.  Cash and check will be accepted prior to each team's 1st game.  Free agents must register and pay prior to being assigned to a team.

OPERATION/REFUND POLICY
SFCS leagues are viable with a minimum of 4 teams per league. Pre-season cancellation fees are 30% of total fees due and cancellation MUST be requested IN WRITING via fax, email, or USPS mail at least three (3) business days (Monday - Friday) prior to the start of the league.  There are no refunds for any league already started or ready to start within three (3) business days. If a league does not become viable, full refunds will be given if team does not want, or cannot, be placed in another SFCS league. SFCS reserves the right to change specific league locations and operating times as necessary due to any required scheduling changes either on a weekly or seasonal basis. SFCS also reserves the right to shorten any league due to multiple weather cancellations or unforeseen circumstances without any refund or credits provided.  Failure to abide by SFCS rules and regulations will result in forfeiture of league/event participation and void any refunds.

Schedules/Holidays Start/end dates and game times are posted online.  Start/end dates and game times are subject to change based on field availability, rainouts, and unforeseen circumstances, which may arise. Schedules are posted after registration is closed and all payments have been received.  Schedule requests must come from team captains, and must be submitted in writing at least three [3] business days prior to the start of Week 1 games.  SFCS reserves the right to schedule any team for any of the advertised dates and game times posted on the league homepage.  Bye requests will likely result in teams playing doubleheaders before or after their week off.

The following holidays will be automatic byes for all leagues: New Years Day (Jan. 1), Memorial Day Weekend (Friday-Monday), Fourth of July (July 3 & 4), Labor Day Weekend (Friday-Monday), Thanksgiving Weekend (Wednesday-Sunday), Christmas Eve through New Years Eve (Dec. 23 - Dec. 31)

Unless parks/venues are closed, games will be scheduled for the following holidays unless a majority of teams request a bye prior to Week 1: MLK Weekend, Valentine's Day, Easter Sunday, St. Patrick's Day, Cinco De Mayo, Mother's Day, Father's Day, Columbus Day, Halloween, & Veteran's Day.

Eligibility/Rosters
All participants must be in good health to participate.  SFCS reserves the right to deny participation to any individual or team without explanation. Every participant must follow SFCS rules and regulations. All participants of each league/tournament/event/season must accept an online waiver of liability to participate. Failure or refusal to waive liability will result in the denial of participation for that individual and will void any refund. All SFCS leagues and social events have a minimum age requirement of 21 years old.â?¨Every player must preregister online, accept the league waiver, prepay in full (if applicable), wear a SFCS-issued uniform, and provide a photo ID before playoff games. Registration will be open up to the last day of the regular season.  Players will not be accepted after registration has closed.  Every player is limited to one roster per league per season.

Uniform & Equipment
Every player must wear a SFCS-issued team uniform on the field
.  Team captains can submit color preferences in writing.  If one or more players do not bring their uniform on a given week, they may exchange shirts on the sideline in order to participate.  Players cannot wear uniforms inside-out.  Additional uniforms may be purchased for $10 each. Teams must give SFCS staff advance notice if they wish to purchase/acquire additional uniforms.  If a team is shorthanded and picks up other league members, those other league members must wear their own team uniform.  Watches, jewelry, and other items deemed dangerous are prohibited while participating. 

Scores/Standings
Standings/Rankings are based on 3 points for a win, 1 point for a tie, 0 points for a loss, and -1 point for a forfeit. There is no overtime or extra period for regular season games that end in a tie.  In the event that two or more teams have equal points at the end of the regular season, the first tiebreaker will be head-to-head competition.  The second tiebreaker will be season points differential (difference of points scored and goals allowed).

Game Stoppage
Call the Rainline (800.497.1852 ext. 4) for weather updates and cancellation information before every game. In the event of dangerous/harmful conditions, darkness, serious injuries, or any circumstances out of SFCS control, a game in which 5 minutes have expired in the 2nd half will constitute a legal game (includes playoffs).

Protest
Eligibility protests must be made before the game begins, or immediately following the entrance of a protested player. During a game, a verbal protest must be made to an official or staff member once play ceases and before the next live ball situation.  Using vulgar/abusive language will invalidate a captain's protest. Protesting a judgment call is prohibited.  If the official or staff member finds the protest valid, they will overturn the call.  If the protested call is not overturned, the team captain must submit a written protest via email to a SFCS Director within 24 hours of the protested game.  Captains must protest a score within 24 hours of its posting.

Every official strives for perfection, and player feedback is essential in making improvements.  However, during or immediately after a game is not an ideal time to provide feedback to an official.  Rather, we encourage all players (not just captains) to submit written evaluations of league officials to SFCS Directors.

Legal Game

Each team must have at least 4 registered teammates on the court by 10 minutes after the start time and for the remainder of the game to constitute a legal game.  This rule may be waived by an opposing captain.  Teams arriving late will forfeit all timeouts.

A shorthanded team may pick up players from other teams during the first 10 minutes of the game.  After the 10-minute grace period has ended, a shorthanded team may pick up 1 player from another team (regular season only).  A team at full strength cannot pick up players from other teams.  Players arriving late for their game must replace any player(s) from other teams. 

Using a suspended/ineligible player will result in a forfeit. Having less than 4 teammates after the grace period has ended will end in a forfeit.  Two forfeits by a team will result in the expulsion from the league with no refunds issued. 

General Game Rules

GAME TIME & LENGTH â?¨Games are divided into two 22-minute halves. Half-time will be 2-5 minutes in length.  Water breaks are granted at the referees' discretion.  There is no shot clock. The clock continues to run on fouls, violations, free throws, and out-of-bounds situations. Only time-outs can stop the clock (clock restarts when the ball is touched inbounds or a free throw is attempted).

STOPPAGE CLOCK/MERCY RULE 20-at-2- 
With two minutes remaining in the game, if the lead is twenty [20] points or more, the game will end (mercy rule). If the lead is under twenty [20] points, the clock will stop and start as in high school basketball. The clock continues to run after a made basket.â?¨ 10-at-1- With one minute remaining in the game, if the lead is ten [10] or more, the game will end.  If the lead is under ten [10], the clock will stop as outlined above.

TIME-OUTS
Each team will have two [2] time-outs per half. Time-outs are 1 minute in length. After a time-out, the ball is awarded out of bounds for a throw-in at the spot nearest the ball at the time of suspension. Only players on the court may call a timeout. Unused time-outs do not carry over to the 2nd half.  Teams arriving at the court late will forfeit some or all of their time-outs.

OVERTIME
There is no overtime during the regular season. During playoffs, overtime will consist of one 2-minute period with stoppage clock. This format is repeated until a winner is determined. A jump ball at center court will be used to start each overtime period. Teams will continue to shoot at the same basket as in the second half. Each team will receive one [1] time-out per overtime period. Unused time-outs do not carry over between periods.

JUMP BALL / ALTERNATING POSSESSION

A jump ball will occur at center court at the beginning of the game and overtime (playoffs only). The team not gaining possession of the initial jump ball will be awarded the ball to begin the 2nd half. During play, if two opposing players have dual-possession of the ball, play will cease and a jump ball will take place at the nearest shooter’s circle.  Opposing captains may agree to waive this rule and opt for alternating possession.

SCORING & DUNKING
Two points are awarded for made shots within the semicircle, and three points are awarded for made shots outside the semicircle.  One point is awarded for each made free throw. Dunking is prohibited during pre-game warm-ups, at halftime, after the game, or during any other dead ball period. Dunking is permitted only during live ball game playHanging on the rim is prohibited for any reason other than safety. Violators will be assessed a technical foul and are subject to an immediate ejection. 

VIOLATIONS & THROW-INS
Violations include traveling, double-dribble, carrying/palming the ball, intentionally kicking the ball, excessive elbow swinging (without contact), five-second closely guarded count in the frontcourt, ten seconds in the backcourt, three seconds in the lane, basket interference, and goaltending. After any violation except goaltending, the ball is awarded out of bounds for a throw-in at the spot nearest to where the violation occurred. It is a violation if the thrower does not release the ball within 5 seconds.

FOULS & THROW-INS
Five [5] fouls by one player will result in an ejection.
 Fouls will carry over to the second half and each overtime period. Illegal use of the hands, holding, hand-checking, illegal blocking, illegal screening, pushing, and charging are examples of personal fouls. A personal foul is a non-shooting foul if it involves illegal contact with an opponent which hinders the opponent from performing normal offensive or defensive movements. A personal foul is a shooting foul if it involves illegal contact with a shooter or an opponent in the act of shooting (ref’s discretion). The act of shooting ceases when both of the shooter's feet return to the floor. Shooting fouls result in one or more free throws for the offended player. After a non-shooting foul (before the bonus), the ball is awarded out of bounds for a throw-in at the spot nearest where the foul occurred. Simultaneous personal fouls, double fouls, and double technical fouls against opposing players (1 against a player from each team) result in no free throws for either team and a spot throw-in for the team in possession at the time of the fouls. If neither team is in possession, a jump ball will take place at the nearest shooter’s circle. â?¨â?

FREE THROWS

A player fouled in the act of shooting will be awarded two free throws on a missed shot or one free throw on a made shot. During free throw attempts, a maximum of six [6] players are permitted to line up along the lane. The bottom spaces (below the block) will remain vacant at all times. The defense must occupy the first space on each side above the block. The offense has the option to occupy the next lane space on each side. In the event that the offense does not wish to occupy these lane spaces, the spaces will remain empty. The defense cannot occupy the second space on either side. The defense has the option to occupy the top lane space (closest to the shooter) on each side. In the event that the defense does not wish to occupy these lane spaces, the spaces will remain empty. No player, the shooter or those players lined up along the lane, may enter the lane until the free throw attempt has hit the rim. The remaining players from both teams not lined up along the lane must remain behind the behind the free throw line extended and the three-point line until the ball hits the rim. The ball becomes live when it is placed at the disposal of the free thrower. 

BONUS FREE THROWS
 â?¨Bonus free throws are awarded on each team’s Ball possession does not affect the awarding of bonus free throws. Bonus free throws are “1-1” format, unless the foul was a shooting foul.  On the 10th foul of the half and each foul thereafter, the opposing team will automatically shoot two free throws.

TECHNICAL, FLAGRANT, & UNSPORTSMANLIKE FOULS
Two [2] technical fouls
 by one player will result in an ejection. A technical foul at any time during the game results in two free throws and loss of possession (throw-in for offended team at spot nearest where the foul occurred). The opposing team will receive a throw-in at mid-court. Upon the 2nd technical foul charged to an offender, that same person is ejected from the game. Simultaneous technical fouls against opposing players (1 against a player from each team) result in no free throws for either team and a jump ball at the nearest shooter’s circle. Unrelated technical fouls against opposing teams (1 against a player from each team not in the same incident) result in penalties assessed in order of occurrence with free throws shot for each foul. Profanity at an opponent will result in a technical foul.
One [1] flagrant foul will result in an ejection. Anyone who directs a verbal threat at participants or staff will be charged with a flagrant foul.  Profanity at an official will result in a flagrant foul. Altercations involving two or more players will result in flagrant fouls. All technical fouls count toward a player's five fouls for disqualification and toward team fouls in reaching bonus free-throw situations. 

 



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