Spring Multisport Pyrmont [Thu] Rules

Multisport is a league which requires teams to play in their same team each week, but every week each team is required to compete in different sports, as selected by the League Manager. Below is a summary of each sports rules, and team requirements. This league is a mixed 5-aside league, with most sports requiring 5 players on the court, or field at any one time. All games will run for around 40 minutes.

FAIRPLAY SYSTEM each league night you will have an Event Host onsite, but these guys are not official referees. Urban Rec is proud to be the only non-competitive league which practices fair play, meaning you should be making your own calls on the game. The referee will be there to make the calls not made by individuals, keep time, and help guide the games within the game play rules. The Urban Rec Referee has the final say on any issue that cannot be self-resolved.

SPORTSMANSHIP if you are seen to be rude or not playing within the respect of the rules you will be asked to sub, and warned by one of our Rep’s if after two times you do not show your sportsmanship, you will be asked to leave the field, and an assessment will be made if you can play again. We do not tolerate idiots. Play fair.

STREET SOCCER RULES

THE TEAM The number of players shall be 5 players including the goalkeeper on the field, 4 interchange substitutes.

  • Only five (5) players allowed on the field at any one time.
  • There must be a minimum of two (2) members of either sex on the field at all times for the mixed Competition.
  • Four (4) players is the minimum number of players that a team can have without a forfeit resulting. Teams may commence games with four players provided there is at least 1 member of each sex is on the field at all times.

THE FIELD: The field is considered to be the whole area of the pitch including the area behind the goals. Rebounds from all surfaces are aloud including the walls and the fence

THE GOALS: The height and width for the goals shall be 3 feet and 4 feet.

THE BALL: In street soccer, the ball size to be used is official FIFA match size 4.

DURATION OF THE GAME: 2 halves of 20 minutes each, a half­time interval of 5 minutes times have been set with the interchange of players in mind. There is no stoppage of play for interchange. Unlimited interchange of players is permitted.

THE GOALKEEPERS AREA

  • The goal area is the semi-circle in front of the goal posts
  • The goalkeeper must remain within the area at all times
  • If the goalkeeper comes outside the area and interferes with play it will result in a penalty kick to the opposition team (to be taken from 2 metres outside the area)
  • The goalkeeper may not use his/her hands to save the ball
  • The only time the goalkeeper is permitted to use the hands is after a goal has been scored, they may roll the ball out to restart play
  • A team is only permitted to swap the goalkeeper once per half
  • The goalkeeper shall wear colours that distinguish him from other players and officials.

STOPPAGES IN PLAY

  • In street soccer there are no outs
  • The ball can be rebounded off any surface
  • The ONLY time play will be stopped is if a foul occurs, or if the ball gets kicked over a fence or into an unplayable position; In which case a free kick will be awarded to the opposition team
  • The referee will have final discretion as to whether the ball is playable or not

OFF SIDE RULE: The off side rule is NOT to be used. However deliberately placing a player or players in an off side position is contrary to the spirit of the game and is discouraged.

PLAYERS EQUIPMENT: A player taking the field of play should not wear anything that is dangerous to another player. Shin pads are encouraged to be worn.

THE START OF PLAY: A game is started by a kick-off in a forward direction from the centre mark. The team winning the toss of a coin shall have the option of choosing ends or taking the kick-off. All players must be in their own half before the kick-off can be taken.

AFTER A GOAL IS SCORED: The goal keeper may roll the ball out to restart play

HALF TIME: Following half­time the game is restarted with teams changing ends and the kick-off being taken by the side that did not start the game.

METHOD OF SCORING: A goal is scored when the ball has wholly crossed the goal line between the goal posts and the cross bar.

FOULS AND MISCONDUCT:

  • A player may not intentionally kick, trip, jump at, strike, hold, and push, charge from behind or violently charge at an opponent. Players should not swear, gesture, or argue with any other player or the referee.
  • Players should exercise caution when the ball is in play next to a fence, wall or netting area.
  • Any offence that compromises the safety of another player will result in a free kick to the opposing team, or may warrant further sanctioning depending on the severity of the offence
  • Play is always to be conducted in the spirit of URBAN REC!!!

WINNING TEAM The winner is the team with the greater number of goals at the end of the game. A draw will be awarded if both teams have an equal amount of goals. The winning team receives 3 points, 1 point each for drawn game and no points for a loss.

DODGEBALL RULES

TEAMS Six (6) players will compete on a side; others will be available as substitutes. Substitutes may enter the game in-between matches, not during.

  • A team may not have a squad greater than ten players with only six players allowed on the field at any one time, teams should be mixed gender.
  • There must be a minimum of two (2) members of either sex on the field at the beginning of each game.
  • Four (4) players is the minimum number of players that a team can have without a forfeit resulting. Teams may commence games with four players provided there is at least one (1) member of each gender is on the field at the beginning of each game.

THE FIELD The game may be played indoors or outdoors. The playing field is usually a rectangle at least 50 ft long and at least 30 ft wide, divided into two (2) equal sections by a centre-line and attack-lines 3m from, and parallel to the centreline.

BOUNDARIES During play, all players must remain within the boundary lines. Players may leave the boundaries through their end-line only to retrieve stray balls. They must also return through their end-line. (When playing in caged courts, it’s acceptable to leave from the side line)

THE OBJECT OF THE GAME is to eliminate all opposing players by getting them "OUT". This may be done by:

  • Hitting an opposing player with a LIVE thrown ball
  • Catching a LIVE ball thrown by your opponent before it touches the ground.
  • A player is eliminated if they drop a ball while attempting to make a catch or a ball is knocked out of their hand by an attacking ball. Definition: LIVE: A ball that has been thrown and has not touched anything, including the floor/ground, another ball, another player, official or other item outside of the playing field (wall, ceiling, etc)
  • Dead ball: A thrown ball becomes dead if it touches another ball, the floor, walls or any other object (including a person, or another player)

THE GAME BEGINS with either the UR Rep blowing the whistle or yelling “DODGEBALL!”

THE OPENING RUSH Game begins by placing the dodgeballs evenly along the centre line. Players then take a position behind their end line. Following a signal by the official, teams may approach the centreline to retrieve the balls. This signal officially starts the contest. Teams must retrieve only one ball each. Once a ball is retrieved it must be taken behind the attack-line by the person who collected it, before it can be legally thrown. Please don’t play tug-o-war with the balls, if the rep sees this happening, they will call both players out.

DEAD ZONE is the middle area between the centre line, and attack line. You may enter the dead zone, after the opening rush, but not to cross the centre line after the opening rush is finished. If you cross the centre line, you are out.

TIMING AND WINNING A GAME The first team to legally eliminate all opposing players will be declared the winner. A 3-minute time limit has been established for each contest. If neither team has been eliminated at the end of the 3 minutes, the team with the greater number of players remaining will be declared the winner. If there are even team mates on the field, Golden Point rule will be established. The ref will wait till the current game ends, before calling half or full time.

GOLDEN POINT If a game goes on continually for more than 3 minutes and at the end of that game, there is an even amount of players, there begins a Golden Point game. The original six players are welcomed back on the court for a new game, the first person that makes a hit, wins that game for their team.

MAKING A CATCH If you catch a ball of the opposing team’s throw, you win another one of your players to enter the field. Players that are eliminated are able to return as a result of a caught ball. Players must return in the order in which they were eliminated – first off is first back on. Sometimes you need to make the other player aware you caught their ball, as it may not always be obvious to them.

DEFLECTING A BALL you can use the Dodgeball in your hand/s, as a mechanism to deflect or divert a ball without touching your body. This must be a clear direction divert, if the ball still fumbles its way onto make contact with your body, you did not successfully deflect the ball.

KAMIKAZE this technique is used for high risk execution. A player may jump over the middle line, and into the oppositions side, while in the air, the ball they throw must land on another player, before the executor lands on the ground. In doing this technique the player forfeits their position on the court and must immediately go off. If a ref does not see the technique performed successfully, and with sureness, the technique will not be called.

DODGING OUT OF PLAY If you are dodging a ball, and a consequence you step out of the court boundaries, then you are out.

HOT BALL In order to reduce stalling, a violation will be called if as player hold a ball for more than 10 seconds. The Ref will count you down after yelling “Hot Ball” If you still have not thrown the ball after the 10 seconds, you will be sent off.

THE SWEEPER (applicable to large uncaged courts only)

  • There is 1 sweeper permitted at all times to help retrieve the balls from the outside of the court.
  • When the sweeper is not retrieving balls, they must back against the wall
  • Sweeper is to retrieve the balls, and return to original position, not stand in any other area of the court
  • If a player is out, they may take on the role of the sweeper, any other additional players who are out can help retrieve the balls from the outside of the court, without crossing half way, but they then must immediately return to their position in the “out box”
  • Balls are to be fed back into the game immediately, no balls may be kept out of play
  • Balls are to be rolled into the court, not hand fed into the players
  • Sweeper is not allowed to travel past half way of their own side of the court
  • If no sweeper is available, players may exit the court from the rear to retrieve their balls, must not cross the halfway lines, and must re-enter the court from the rear.
  • Only players in the game may touch and interfere with the balls. By definition, this means if you were not in the starting 6, or a sweeper, you are only a spectator, you cannot touch the balls.

RULE ENFORCEMENT During matches, rules will be enforced primarily by Urban Rec’s Play Fair System. Players will be expected to rule whether or not a hit was legal or whether they were legally eliminated. Players on the opposition should not make calls against their opposing team. All contests will be supervised by an Urban Rec rep. The Rep’s responsibility will be to rule on any situation in which teams cannot agree. (i.e. a player constantly crossing the centre line without calling themselves out)

SQUEEZING/TUGGING BALLS Players are NOT allowed to kick or squeeze the balls so that they impact the shape of the balls. If you tug a ball in the opening rush, you are (both) out.

FAQ’s

Q: I threw a ball, and it hit two members, are they both out?

A: No, the ball has already hit a person, and so therefore became a dead ball by the time it hit the next player.

Q: The team keeps feeding balls back into their own team’s side of the court, is this allowed?

A: Yes, there is nothing illegal about retrieving the balls, and sending them into their own field. Team members who are out are NOT allowed to hold the balls out of court and feed or throw them back in on demand. A player will be forfeited off the field for this.

Q: The ball hit me on the foot, and I couldn’t tell if it was a bounce, or it got me?

A: Benefit of the doubt says you likely got hit, Go off, and karma will come back to you.

Q: I caught a ball off the back or rebound of a fence/wall/player is that a catch?

A: No, it’s not a catch; the ball is deemed dead after it hit the first object, so you essentially caught a dead ball. If you are playing in a caged environment, catches off the cage may be allowed.

Q: I am injured, and need a break, but I am not out, can someone come on for me?

A: Sure, make sure you let the ref know what you are doing.

Q: The ball hit me on the forearm, am I still out?

A: Yes, you did not deflect the ball successfully, you are out.

Q: I deflected the ball, and it hit my stomach/leg/foot on the way down, am I out?

A: Yes, you did not deflect the ball successfully, you are out.

Q: I failed to deflect a ball, and it hit my face, is this a headshot?

A: No, it’s a failed deflection, sorry you’re out.

FAST5 NETBALL RULES

AT A GLANCE

  • Less use of the whistle, and less stoppages, keeping the game "fast"
  • GK and GS can come up to the half way line, all other positions remain the same
  • Power Rounds for each team nominated at the beginning of the game
  • 3 point shots from outside of the circle
  • Unlimited subs during a game
  • 5 on the court, but off sides and court areas, are the same
  • All other regular netball rules apply

THE OBJECT OF THE GAME: Is to score more goals than the opposition. Goals are scored when a team member positioned in, or outside of the attacking shooting circle shoots the ball through the goal ring. Netball is played on a rectangular court, which is divided into areas called thirds. There are two goal thirds and between them is the centre third. The centre circle is in the middle of the centre third and this is where play begins. At the end of each goal third is a `goal circle’, which is actually a semi-circle around the goal hoop. Goals can be shot by a player within the goal circle, or GS or GA may choose to take the shot from outside of the circle for extra points. The teams have a goal post each and can only score by shooting the ball through their own hoop. Each player is allowed in only a certain area of the court and the lines on the court are part of the playing area.

COURT: The game is played on a Netball court. The area inside the semi-circle is the Inner Circle. The area outside the semi-circle is the Outer Circle.

SCORING A GOAL:  A goal is scored when the ball is thrown or batted over and completely through the ring by Goal Shooter or Goal Attack from any point within the Goal Third including the Goal Circle. Each successful goal will score a number of goal points as specified below:

  • 3 goal points: the shot (known as a Super Shot) is deemed to have been made from outside the Goal Circle – this means the player who takes the shot shall not have any contact with the ground inside the Goal Circle during the catching of the ball or whilst holding it; takes the shot shall not have any contact with the ground inside the Inner Circle during the catching of the ball or whilst holding it;
  • 1 goal point: the shot is deemed to have been made from the Inner Circle.
  • If a player lands simultaneously across a circle boundary the shot is deemed to have been made from the circle which scores the fewer number of goal points. During a team’s Power Play quarter all goal points scored are doubled.

TEAM: There shall be five (5) playing positions in each team whose playing areas shall be the same as in Netball: Goal Shooter (GS), Goal Attack (GA), Centre (C), Goal Defence (GD), and Goal Keeper (GK). When the game is ready to start, a team must take the Court if there are at least four (4) players present, one of whom must play Centre. There must be a minimum of two (2) members of either sex on the field at all times for the mixed Competition.

STARTING PLAY: Play is started with a pass from the centre circle – this is called the centre pass. There is a centre pass at the beginning of each quarter and half, and after each goal is scored. The person making the centre pass must stand in the centre circle. The opposing centre can stand anywhere in the centre third but all other players must stay in the goal thirds (behind the middle third lines) until the umpire blows the whistle to start play. Before the start of the game the Captains shall toss for choice of goal end and Power Play quarter. The Scorers and Umpires shall be advised of the result of the toss. All other Centre Passes shall be taken by the team that did not score the last goal.

  • The team winning the coin toss shall:
  • Choose goal end for the start of play
  • Take the first Centre Pass in the first and third quarters
  • Have first choice of a Power Play quarter.
  • The team losing the coin toss shall:
  • Take the first Centre Pass in the second and fourth quarters
  • Choose a Power Play quarter not selected by the other team.

OFFSIDE: Each player is allowed in only a certain area of the court. If a player steps into an area or any part of their body touches the ground in an area their playing position is not allowed to go, will be ruled offside.

STEPPING: Once a player has landed with the ball, the first landed foot is called the grounded foot and must either stay on the ground or in the air until the ball is passed on. Re-grounding that same foot a second time while still in possession of the ball is a step which will result in a free pass to the opposition. Similarly, a hop, slide or drag of the grounded foot is not permitted.

PLAYING THE BALL: Once the ball has been caught; the player must pass it or shoot for goal within three seconds.

OBSTRUCTION: When a player is defending another player or trying to intercept the ball they must be at least 0.9 metres away from the grounded foot of the player who has the ball

CONTACT: A player is not allowed to physically contact an opponent if it disrupts or stops that person from playing. Pushing the ball out of an opponent’s hands is also not permitted.

PENALTY PASS OR SHOOT: For contact, obstruction or moving the goalpost penalties, the offending player must stand down from play, away from the thrower and where the umpire has indicated. A goal shooter or goal attack taking the penalty pass or shot in the goal circle can either pass the ball or shoot for goal.

THROW IN: When the ball goes out of court, the umpire takes note of which team touched it last. The throw in is then taken by a player from the opposing team close to where the ball went out of court. Standing close to the line from the outside of court, the player has three seconds to get the ball back in play.

SUBSTITUTIONS: Substitutions may be made at intervals and there is no limit to the number that can be made. At all times there must be five players on the court. Both the substitute and the player leaving the Court shall observe the Offside Rule when leaving or entering the Court.

GAME DURATION: 8-10 minute quarters with a 2 minute halftime. No clock stoppages will be made except under exceptional circumstances. Such circumstance will be at the sole discretion of the UR Rep.

WINNING TEAM: The winner is the team with the greater number of goals at the end of the game. A draw will be awarded if both teams have an equal amount of goals. For the competition ladder, the winning team receives 3 points, 1 point each for drawn game and no points for a loss

BEACH VOLLEYBALL

TEAMS Five (5) players will compete on a side; others will be available as substitutes. Substitutes may enter the game in-between matches, not during.

  • A team may not have a squad greater than six players with only four players allowed on the field at any one time.
  • There must be a minimum of 1 member of either sex on the field at all times for the mixed Competition.
  • 3 players is the minimum number of players that a team can have without a forfeit resulting. Teams may commence games with four players provided there is at least 1 member of each sex is on the field at all times.

THE FIELD The game may be played indoors or outdoors. The playing field shall be a rectangle at least 50 ft long and at least 30 ft wide, divided into two (2) equal sections by a centre-line and attack-lines 3m from, and parallel to the centreline.

THE TOSS - PAPER, SCISSORS, ROCK! Prior to the start of the match the referee will call the two captains aside for the toss, which is done through 'Paper, Scissors, Rock!'
The winner of the toss has the right to serve/receive or have choice of end.At the start of the 2nd set the team captain who lost the first set toss will have the right to choose. For an eventual 3rd set, the two team captains do the toss again.

THE NUMBER OF HITS TO HIT THE BALL OVER THE NET Each team is entitled to a maximum of three hits to return the ball over the net. The ball may be hit with any part of the body, including the feet. A player may not contact the ball twice consecutively, unless the ball is deemed hard-driven by the umpire - i.e. in a block situation. The consecutive touches in a block count as two hits, leaving the team with one hit to get the ball back over the net. A hard-driven ball constitutes a clean hit; it may not visibly come to rest on contact, or be held, including being lifted, carried or thrown. 

SIMULTANEOUS CONTACT The ball may touch two or more parts of the body only if contact occurs simultaneously or in one motion. When two teammates contact the ball simultaneously, it is counted as two of their three permitted hits. When two opponents simultaneously touch the ball above the net and it is held, the rally will continue.

BALL AT THE NET When the ball is sent into the opponent's court it must pass over the net and between the antennas attached to the net. 
While crossing the net, the ball may touch the net between the antennas but may not touch the posts or ropes. A ball hit into the net may be retrieved and played over the net within the team's limit of three hits.

PLAYER AT THE NET No part of a player's body or clothing may touch the net, but may touch the net ropes outside of the antennas and the posts.
A player may enter under the net into their opponents court provided they do not interfere with their opponent's range of motion.

SERVICE The ball must be hit cleanly with one hand or any part of the arm after being tossed or released and before it touches the ground.

  • The player will only have one attempt at a successful serve.
  • The ball must pass over the net and between the antennas.
  • The ball may contact the net, but not the posts or antennas. 
  • The serve may be hit from anywhere along the baseline and from within the sidelines.
  • Once a player commences the service action, they may not touch any boundary lines or the court surface until the ball has been hit. 
  • All players on both teams must be within the court area when the serve is hit.

HAND-SETTING RULE Hand-setting is the skill where the fingertips are used to play the ball from above your face with the intention of directing the ball to a position above the net for your team-mate to attack or spike down into your opponent's court. The setting rule in Beach Volleyball is one of the most contentious. At SBVBL our general philosophy regarding setting is that as you progress through to higher divisions, the strictness of how the referees will judge the quality of setting will also be raised. With this in mind, the emphasis of our leagues is to promote a fun and enjoyable environment (i.e. in a lower division - the referee can use their discretion in relation to this rule to help promote longer rallies).

As a guide:

  • The ball must be played cleanly in one motion, using the fingertips.
  • The ball can be lowered in the hands to the face then it must be released by extending arms and wrists, but it cannot be a clear 'catch'.
  • Using your legs to help guide and propel the body toward the target also helps in achieving an accurate set.
  • A player who is setting and facing their intended target will receive the benefit of the doubt over a player who is trying to change the direction of the ball by setting across their body. Players who excessively hold the ball by lowering it past their chins to their chest are likely to be called for a lift - the ball must not come to rest.

ATTACK HIT is the action to direct the ball down into the opponent's court. The attack hit must be completed within the player's own court space. A player is not allowed to make an attack hit on an opponent's serve.

BLOCKING is the action of a player to prevent an opponent's attack hit from crossing the net. A player is not permitted to block the serve. A blocking player may touch the ball over the net in the opponent's court once the opponent's attack hit is completed. The first hit after a block may be executed by any player including the blocker - leaving one remaining team hit.

SCORING Matches will be played using a point per rally format with teams completing as many sets to 21 (win by 2 points) as possible within the time limit allowed. If the scores are 20:20 then the set continues until either team has a 2-point lead - i.e. 22:20 or 48:46! In the final set if the score is at 11 points or above, then the set will be deemed complete as long as the team leading is ahead by at least 2 points.

FIELD HOCKEY RULES

THE AIM OF THE GAME: The aim in a game of hockey is for the players to get the ball into their attacking circle, and push into the goal. The team with the most goals at the end of the game wins

THE TEAM: A team on the field shall consist of five (5) on the court at any one time.

  • There is no goalie in this league, you should play two offensive, two defensives, and a modified sweeper.
  • There must be a minimum of two (2) members of either sex on the field at all times for the mixed Competition.
  • Four (4) players is the minimum number of players that a team can have without a forfeit resulting. Teams may commence games with four players provided there is at least 1 member of each sex is on the field at all times.

THE FIELD: The field is considered to be the whole area of the pitch including the area behind the goals. Rebounds from all surfaces are aloud including the walls and the fence. The height and width for the goals shall be 3 feet and 4 feet.

DURATION OF THE GAME 2 halves of 20 minutes each, a half­time interval of 5 minutes’ times have been set with the interchange of players in mind. There is no stoppage of play for interchange. Unlimited interchange of players is permitted.

STARTING PLAY: Games start with a scissors paper rock. The team who wins, chooses their direction, and also starts with possession of the ball at the beginning of the half. At the beginning of the second half, the other team start with the ball. After a goal has been scored, the defending team start the play from the middle of the field.

PLAYING THE BALL: The ball must only be “pushed” or “passed” to your team mates. Due to the size of the field, hits, scoops, flicks, and slap shots are unnecessary and will result in a penalty. You are allowed to make long, and hard passes, but the ball should not go above knee height.

OUT BALLS: Balls going out of bounds are brought in from the corner by the defensive team, regardless of which team touched the ball last. Any ball going out of bounds that strikes a wall or other object and comes back into bounds is considered to be in play. When a team takes possession of the ball after it goes out-of-bounds, the opposing team must give that player 5 feet and 3 seconds to play the ball. 

OBSTRUCTION: Players must not use their body to defend the ball when stationary, they may only use their body while the ball, and player are in motion, otherwise a penalty will be called, and the possession will be awarded to the other team.

SCORING: Players may only  shoot a goal from inside the box. A goal is scored when the ball passes completely across the plane of the goal line. Goals will not count if a stick blade is above the waist level, if it is “hit”, “kicked” or the hand bats the ball.

HIGH STICKING: Any ball contacted by a stick above the height of the waist (of the player who is doing the high-sticking) is considered to be high-sticking, and the opposing team will receive possession. Needless to say, any goal scored in this manner will not coun

FOULS: The stick must not Fouls are when a player uses the body or the stick in any manner to strike, attempt to strike, trip, attempt to trip, push, hold, charge, obstruct, including third-party, or cause dangerous play. Penalty will be change of possession.

WINNING TEAM: The winner is the team with the greater number of goals at the end of the game. A draw will be awarded if both teams have an equal amount of goals. For the competition ladder, the winning team receives 3 points, 1 point each for drawn game and no points for a loss

BASKETBALL RULES

THE TEAM: A team on the field shall consist of five (5) on the court at any one time.

There must be a minimum of two (2) members of either sex on the field at all times for the mixed Competition.

  • Four (4) players is the minimum number of players that a team can have without a forfeit resulting. Teams may commence games with four players provided there is at least 1 member of each sex is on the field at all times.
  • SUBSTITUTIONS: Each team is allowed unlimited substitutions when ball is not in play. Referee must be notified of request to substitute players.

DURATION OF THE GAME:2 halves of 20 minutes each, a half­time interval of 5 minutes’ times have been set with the interchange of players in mind. There is no stoppage of play for interchange. Unlimited interchange of players is permitted.

STARTING THE GAME

  • Captains will determine possession to begin the game and each overtime period
  • by coin toss, rock-paper-scissors, etc... All other jump ball situations (held balls,
  • close OOB, start 2ndhalf, simultaneous fouls) will be decided by alternating
  • possession.

TIMING VIOLATIONS

  • Front court violation results if ball goes back into the backcourt and is re-secured.
  • 3-second rule: no player may remain within the free throw lane for over 3 seconds while on offense. One foot in, or on, the lanes line will constitute that player being in the lane.
  • 5-second rule: no player may hold or dribble in the front court while closely guarded for 5+ seconds.
  • 10-second rule: team gaining possession in its backcourt must progress into the front court in 10 seconds. Timing violations result in a change of possession.
  • Throw-ins: Following a score, the opposing team may throw-in anywhere behind the end line. Following an out of bounds infraction or non-shooting foul, the ball is given to the opponent by the referee at the spot near where the violation occurred. The in-bounding player must:
  • Release the ball without breaking the lane of the playing court.
  • Release the ball (by throwing) within 5 seconds.
  • Not move from the designated throw-in spot. Following a technical foul free throw, the offended team receives the ball at mid court. Following an intentional foul free throw, the offended team receives the ball near the infraction.

CONTACT VIOLATIONS: To hold, push trip or charge into an opponent is illegal contact. This must be tempered with the fact that fast movement in a restricted area will result in some physical contact. When no advantage is gained from contact, it is generally to be overlooked. a) Responsibility: The first player to establish a position on the court without contact has priority. The player moving into the path of another player when contact occurs is generally responsible for contact. Players have right to all space within their vertical base (e.g. over the back fouls) b) Fouls: Players called for illegal contact will be charged with a personal foul. Each player may accrue up to five personal fouls a game prior to disqualification. A common foul occurs away from the ball and does no affect attempted shots.

FREE THROWS: Shots are awarded as follows: a) one free throw for a shooter whose goal is successful and is fouled while shooting. b) Two free throws for a shooter whose attempted shot is unsuccessful or any intentional foul. c) One free throw plus an additional free throw (one and one) for a common foul after the bonus rule goes into effect. – if the first shot is successful, the second free throw is allowed – if the first free throw is missed, play continues d) No free throws are awarded for common fouls prior to the bonus or for double fouls e) Intentional and flagrant fouls are two shot free throws. Opponents and teammates may not touch the ball until the free throw has touched the rim. Players from either team must remain in position along the lane until the ball leaves the shooters hands. Opponents are assigned the first space from the basket on either side of the lane.

JUMP BALL RULE:  Jump balls will be awarded by a tip off between each team. The tip off will take place in one of three sections on the court; center or at top of either key depending on what section there was a jump ball. The following will result in a jump ball:

  • the ball is held steady between two opposing players.
  • The ball goes out of bounds and there is uncertainty regarding last contact.
  • The ball settles on the basket support.
  • A double foul is charged.
  • A simultaneous free throw violation by opposing players.

TRAVELLING RULE: A violation involving moving the feet in excess of two steps without dribbling the ball or moving the pivot foot. Traveling results in a loss of possession