Policies and Rules
Season: Summer '10
POLICIES
Registration and Roster Size:
- Team Fee = $1000/team + $50 advanced guest pass fee.
- Balance Due Season Opener (5/16/10).
- Registration is first-come first-served pending submitted $150 deposit by captain.
- Initial rosters are either 6 or 7 players and each team's captain will draft 2 free agents from our pool of FA's.
- Final roster approval lies with the Admins.
Free Agent Draft:
- Free Agent Draft will be conducted via telephone in lottery style.
- First 28 free agents to have registered will be guaranteed a team. Rest of free agents will form the beginning of the Waiting List.
Participation Policy
Sponsorships:
- We will honor any sponsorship, and they may be shared among players even from different teams.
- 50% of the sponsorship goes towards MB and 50% goes towards the players registration fee.
- If a group of 4 players obtains a $200 sponsorship, each player gets a $25 discount.
- Sponsorships must be given via check or cash to Muslim Basketball. Details are provided on the Sponsorship Form PDF file located on the Sponsors page.
T-Shirts:
- League t-shirts must be worn for every game.
- If a league player is not wearing the official league shirt, his team will be penalized 3 points for at least wearing a similar colored shirt, and 5 points for wearing a completely different colored shirt. If the shirt color matches the opposition, he cannot play at all.
- If a guest pass player is wearing the same colored shirt, his team will not be penalized. If a guest pass player is wearing a completely different shirt, his team will be penalized 3 points. If the shirt color matches the opposition, he cannot play at all.
- Lost shirts will not be replaced.
- The bottom line is to not lose your shirt. It may be wise to carry extra solid- and same-colored shirts to cover for you or your teammates. You will still however give up 3 points to the opposing team for every player who does not bring his league shirt.
Jewelry:
- No jewelry can be worn during a game. Wearing Jewelry in a game will result in an automatic technical foul.
Roster Size:
- Initial rosters are either 6 or 7. 2 free agents will make it either 8 or 9.
- If a team loses a player, but has >= 7 players, it can choose whether to pick up the next Waiting List player.
- If a team loses a player, but has < 7 players, it will HAVE to pick up the next Waiting List player.
Roster Changes:
Free Agents/Waiting List:
- To register and be placed on the waiting list, go to the Registration page.
- Waiting List will be on a first-come, first-served basis.
- Captains must work out the fee with outgoing players and incoming Waiting List players.
- If no one is available on the Waiting List, teams will be free to pick up who they wish with Admin approval and approval from 5/6 captains within the captain's division.
- The Waiting List will be active for the entire regular season.
Trading a Player:
- Tradee must request a trade and approve of trade. Everyone involved (captains, players, organizers) must approve of the trade. In addition, 12/14 captains must approve the transaction. While there is no trading deadline during the season, there will be no trades allowed after the completion of the regular season.
- A Trade request must be submitted to by one of the captains involved, CCing all related parties (other captain, all tradee's). This request must be submitted by Wednesday 11:59 PM prior to the Sunday games in order to be put into effect for the following game. The Admins will then forward on for approval.
Arriving Late and Forfeits:
- If an opposing team has 3 or less players at game-time, it has a 5 minute grace period to bring at least 4 of its players on the court for tipoff.
- After 5 minutes, the team that showed up on time will have a choice of either forcing the latecomers to forfeit or playing a shortened game (based on the time remaining on the hour):
- 5 mins late – 18 min halves
- 10 mins late – 15 min halves
- The forfeit score is 0-0.
Tiebreakers:
- 1st Tiebreaker – Head-to-Head Record
- 2nd Tiebreaker – Point Differential
Guest Passes:
- Each team will pay a $50 advanced guest pass fee awarding them 5 guest passes throughout the season. Unused guest passes will be reimbursed at the end of the season. No more than 2 guests are allowed per game.
- Guest passes must abide by the t-shirt rules mentioned above.
- All guest passes are required to sign the waiver before their game (forms will be available at the scorer's table).
Playing Time:
- Teams have 200 minutes to distribute to a full roster of 9 players for a regulation game, so each player on the roster should receive at least 16 minutes of playing time each game (unless for health reasons).
- Captains must do their best to keep track of minutes played per player and keep good relations between entire roster.
- Minutes will be monitored by MB administration.
Captain's Roles:
- Each team will have one captain only.
- Captain is to ensure he has coverage for any game scheduled for his team's score + stats participation.
- Captain must allot at least 16 minutes per player per game.
- The captain is to serve as the voice for his team's concerns.
- All roster modifications must go through the captain and have his approval.
RULES
Official's Rights:
- When the referee blows the whistle and signals for the game clock to be stopped, and has knowledge that time has elapsed before the game clock stopped, the referee can instruct the official timer to put the correct time on the game clock.
- The officials shall make the final decision when there is doubt as to whether a score was made within the game-clock.
- Officials can confirm or discuss league rules with Admins, however Admins DO NOT have the right to overturn any decisions of referees.
Game Length:
- Games shall consist of two 20 minute halves with a halftime intermission of two minutes.
- The clock will run non-stop until the last two minutes of each half and last minute of overtime.
- There is no clock for the sudden death overtime (first team to 5 points wins).
- During the last two minutes of each half, the clock will stop for free throws, dead balls, and made field goals.
- After Regulation, there is a one-minute intermission and overtime shall be two minutes in length. The clock will stop for the last one minute of overtime only. After the first overtime, teams will play sudden death to 5 points.
Begin Clock:
- For jump balls (start of 1st half and start of overtime), the game clock starts when the ball is legally touched.
- When a free throw is not successful, the game clock shall be started when the ball is legally touched by or touches a player on the playing court (Only applies to last 2 minutes of each half or last 1 minute of overtime).
- When play is resumed by a throw-in, the game clock shall be started when the ball is legally touched by or touches a player on the playing court (Only applies to last 2 minutes of each half or last 1 minute of overtime).
Stop Clock:
- Last 2 minutes of each half
- Last 1 minute of overtimes
- No clock for Sudden Death Overtime (first team to 5 points wins)
- When an official stops play:
- For injury, loss of a contact lens, etc
- To confer with the scorers or clock operator.
- During a team time-out.
- For any emergency
Beginning Halves and Overtime:
- The first half and overtime shall start with a jump ball.
- To start the second half, offense shall be granted to the team favored with the possession arrow at the end of the first half.
- At the beginning of the second half, the ball will be inbounded at half court. The inbounding team can use the backcourt to inbound - it will not result in a backcourt violation.
- In the event of an overtime, team fouls will carry over to the extra period (i.e. if a team has 5 fouls at end of regulation, it begins the overtime period with 5 team fouls).
Alternating-Possession Arrow:
- In jump-ball situations, teams shall alternate taking possession of the ball.
- The team that does not win the initial jump ball shall start the alternating process. They will be awarded the ball when the first jump-ball situation arises.
- The direction of the alternating-possession arrow shall be reversed immediately after:
- A jump-ball occurs
- A double free-throw violation occurs
- A live ball lodges on a basket support (unless a free throw or throw-in - which results in a violation and loss of possession)
- A loose ball hits the ceiling beam
- A double personal foul, double technical foul, or double flagrant foul occurs
- An inadvertent whistle occurs and there is no player or team control
- When the official is in doubt of who last touched the ball when the ball goes out of bounds
- To start the second half, offense shall be granted to the team favored with the possession arrow at the end of the first half.
Ceiling Beam Rule:
- If an offensive team's shot/pass hits the ceiling beam (whether during the shot attempt or after a high bounce from the rim/backboard), the play will be deemed a turnover and possession will be awarded to the defense.
- If a loose ball hits the ceiling beam, the possession will be determined by the alternating-possession arrow rule.
Timeouts:
- Either team can call timeout when it is on offense or when the play is dead (dead-ball, free-throws, etc).
- Only players on the court can call timeouts.
- Player's on the bench may not call a timeout at any time during the game.
- There will be (2) 30 second timeouts given to each team for each half.
- For each overtime, each team shall be entitled to (1) 30 second timeout.
- Timeouts cannot be carried from 1st half to 2nd half or 2nd half to overtime.
- Excessive timeout: When a player asks for a timeout and the team no longer has any, the team (not player) will be charged with a technical foul. The opposing team takes two free throws and gains possession.
- Timeouts will not be granted when an airborne player's momentum carries him out of bounds or into the backcourt. Airborne is defined as both feet in the air. Thus, timeouts will be granted if a player still has at least one foot on the ground.
- Out of a timeout, the ball can be advanced to half-court only during the last 2 minutes of regulation or at any point during the overtime. The inbounding team can use the backcourt to inbound - it will not result in a backcourt violation.
- If a timeout is taken at any other point in the game, the ball must be inbounded where the timeout was taken.
Free Throws:
Positions during Free Throw Attempt:
- After allowing reasonable time for players to take their positions, the official shall put the ball in play by giving the ball to the free-thrower.
- A maximum of six players (four opponents of the free-thrower and two teammates of the free-thrower) shall be permitted on the free-throw lane during a free throw. All other players shall be behind the free-throw line extended and behind the three-point field-goal line.
- The first space on each side of the lane shall remain empty. The second space is designated for an opponent of the free-thrower. The third lane space on each side of the lane is designated for a teammate of the free-thrower. The fourth available space on each side of the lane is designated for an opponent of the free-thrower. The 2 spaces directly under the basket shall remain vacant.
- The free-throw shall be attempted within 10 seconds after the ball has been placed at the disposal of the free-thrower.
- The free throw(s) that were to be attempted by the offended player shall be attempted by that players substitute when the offended player must withdraw because of injury.
Violations:
- The free-thrower shall not cross the free-throw line with either foot until the ball strikes the rim or backboard.
- Players occupying any of the legal marked lane spaces on each side of the lane may not cross the lane-space boundary until the free-thrower has released the ball.
- Players not in a legally marked lane space shall remain behind the three-point line until the ball strikes the rim or backboard.
Violation Penalties:
- When a violation is by the free-thrower or the free-thrower's teammate only, no point shall be scored by that free throw. The ball shall become dead when the violation occurs and the opposing team shall be awarded the possession of the ball.
- When a violation is by the free-thrower's opponent only:
- a. When the try is successful, the goal shall count and the violation shall be disregarded
- b. When the try is not successful, the free-thrower may attempt the free-throw again.
- When a violation is by the free-thrower's team only, no point shall be scored, and play shall be resumed by awarding the ball to the other team.
- When there is a simultaneous violation by each team, the ball shall become dead, no point will be scored, and possession will be determined by possession-arrow.
- For one-and-ones, or the final shot of sequential free throws: unsuccessful free throws must hit at least the rim, or it is a violation.
Substitutions:
- A substitute must report to the scorers table to enter the game.
- After notifying the official scorer, the player may only enter the game during a dead ball: referees whistle, free throw, time-out, jump-ball, and out of bounds.
- On automatic two-shot free-throws, a substitute may enter the game only after the first free throw and not prior to the two free throws.
Violations:
- 3-second Violation: A player shall not be permitted to have any part of his or her body remain in the three-second lane for more than three consecutive seconds while the ball is in control of that players team in his or her front court.
- 10-second Violation: Players must bring up the ball past half court before 10 seconds expire. If not, they will lose possession of the ball.
- 5-second Violation: Players have 5 seconds to inbound the ball. If not, they will lose possession of the ball.
- Closely Guarded Violation: In the front court, and if guarded by a defender within 6 feet, an offensive player staying in one spot can hold or dribble the ball for only up to 5 seconds.
- Dunking (only when making contact with the rim) during the game will result in a technical foul to the player. The basket will not count.
- No jewelry can be worn during a game. If you are wearing jewelry, you will not be called for a technical foul at first, but you will be asked to take it off. If you still do not take it off, then you will be called for a technical foul.
Fouls:
- 7 Team Fouls ("Bonus") will result in "one and one" foul shooting situation
- 10 Team Fouls ("Double Bonus") will result in an two free throw attempts per foul.
- In the event of an overtime, team fouls will carry over to the extra period (i.e. if a team has 5 fouls at end of regulation, it begins the 2 minute overtime with 5 team fouls).
Charging/Illegal Screens:
- Charging fouls shall not give special consideration to "restricted" areas under the basket.
- Committing a charging foul or illegal screen/moving pick shall count towards a player's Personal Foul total, and the Team Foul total, but shall NEVER result in free throws.
Blocking:
- Blocking fouls shall not give special consideration to "restricted" areas under the basket.
- Committing a blocking foul shall count towards a player's Personal Foul total, and the Team Foul total, and WILL result in free throws if in Bonus or Double Bonus.
Clear Path Foul:
- Fouling (without making a play on the ball) any offensive player who is on the fastbreak without any other defender between the offense and the basket shall result in two free throws plus the offended team keeps possession.
Hack-a-Shaq:
- Intentionally fouling a player without the ball at any point in the game shall result in two free throws plus the offended team keeps possession.
Personal-Foul Limit:
- When a player receives his fifth foul, including any combination of personal fouls and technical fouls, the player shall be disqualified.
- If a team is left with only 3 players due to the other team members fouling out, then that team must forfeit that game.
- Exception: If a team is left with 4 or less players because one fouled out and one or more players are unable to resume play due to injuries, then:
- a. The player who was disqualified may resume play.
- b. Each of the remaining players is granted an additional two personal fouls to 7. After this, if they eventually go down to 3 players, they must forfeit.
Technical Fouls:
Technical Fouls given to Players in Game due to:
- Disrespectfully addressing, contacting, or gesturing towards an official in such a manner as to indicate resentment.
- Using profanity or vulgarity. CURSING will not be tolerated no matter the intention.
- Taunting, baiting or ridiculing, or making obscene gestures toward another player or towards the bench.
- Inciting undesirable crowd reaction.
- Dunking (only when making contact with the rim) or even grabbing Rim.
- Other in-game situations at referee discretion
Penalty for Technical Fouls to Players in Game:
- The penalty for technical fouls shall be two free throws awarded to a player of the offended team AND possession to the offended team.
- The technical fouls shall count toward a player's five fouls for disqualification and toward the team foul total.
- When double technical fouls are committed, no free throws shall be awarded.
- Two technical fouls assessed to a team member shall result in ejection of the offender.
- The free throws awarded because of any technical foul may be attempted by a player on the offended team, including an entering player, however, the same player shall shoot both free throws
Technical Fouls given to Players on Bench due to:
- Disrespectfully addressing an official.
- Attempting to influence an official's decision.
- Using profanity or language that is abusive, vulgar or obscene. All cursing will result in a technical foul.
- Taunting or baiting an opponent.
- Entering the playing court unless done to attend to an injured player or checking into the game.
- Other in-game situations at referee discretion
Penalty for Technical Fouls to Players on Bench:
- The penalty for a technical foul of the bench shall be two free throws to a player of the offended team AND possession to the offended team.
- The bench technical fouls shall count toward a substitute's five fouls toward disqualification (even though that team member is not participating in the game at that moment) and toward the team-foul total.
- Two direct technical fouls assessed to bench personnel shall result in ejection of the offender.
Flagrant Fouls:
- A flagrant foul is severely or excessively contacting an opponent during a live ball or dead ball.
- A flagrant foul will result in two free throws to the offended player plus possession of the ball and will count to the offender's Team Foul Total. The offender will also be ejected.
- A double-flagrant foul will result in no free throws or change of possession but will count towards Team Fouls. Both offenders will be ejected.
Suspensions:
Fighting, includes, but is not limited to:
- Trying to strike an opponent with the arms, hands, legs or feet.
- Trying to punch, kick, push or shove an opponent, regardless of whether contact is made.
- Instigating a fight by committing an unsportsmanlike act toward an opponent that causes the opponent to retaliate by fighting.
- Any act of fighting shall be ruled a flagrant technical foul and receive similar punishment
- When a fight has occurred, the referees' shall determine the individuals who were involved in the fight and any player's that left the bench to participate.
Suspensions:
- The organizers will examine fights on a case by case basis. The penalty for fighting can range anywhere between 2 games & an entire season depending on the severity of the incident.
- When an individual participates in a second fight, that individual shall be suspended for the remainder of the season, including playoffs.
- After a game, organizers may correct an error in who was involved in a fight but cannot change an official's ruling that a fight took place or lessen the severity of the penalty.
- The accumulation of 5 technical fouls for the season will suspend a player for the remainder of the season.
- 2 technical fouls (ejection) in the game will result in a 1 game suspension. 2nd ejection gets a two game suspension. 3rd ejection will result in suspension for the remainder of the season.