Texas A&M University Kingsville Campus Recreation & Fitness Intramural Basketball Rules Rule changes noted in italics.

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Texas A&M University Kingsville Campus Recreation & Fitness Intramural Basketball Rules Rule changes noted in italics. Intramural basketball will be governed by the National Federation (high school) rules with the following intramural modifications: GENERAL INFORMATION 1. The team captain and all team members are responsible for all information contained in the basketball rules, Intramural Participant Handbook and IMleagues. 2. All participants must have their current valid TAMUK ID with them in order to participate. No player will be allowed to play without his or her own valid TAMUK ID. 3. The players must check-in with the supervisor on duty, which will check their TAMUK ID. 4. A player may play for ONE men s or women s team, and ONE corec team. Any intercollegiate basketball player that participated in the 2015-16 or 2016-17 basketball season at any collegiate institution is ineligible to participate in intramural basketball. 5. Teams may add players under the following circumstances: a. The player must not have played for another team in their respective division. 6. Each team shall designate to the referee a team captain(s) for the contest. The captain is required to sign the scoresheet at the end of the each game verifying the final score, and that all participating players have checked-in. Number of Players A regulation team consists of 5 players. A team must start with 4 players present. A team can play with 2 or 3 players only if others have been injured or have fouled out and the referees feel the team playing with less than five still has a chance to win. A team reduced to 3 players by player ejections will automatically forfeit. Line-ups and Scorecards All players must check-in with the supervisor on duty prior to heading to their court to play. Players arriving late may play after reporting their name and jersey number to the scorekeeper. Timing Regulations All games will be limited to 2 twenty-minute halves (running clock) with a three-minute halftime. The clock will begin to run at game time. The clock will stop on all team and officials timeouts. EXCEPTION: A regulation stop clock will be used at the 2 minute remaining mark of the second half. The clock will stop for fouls, violations, and timeouts but not after made baskets. EXCEPTION: Any team delaying the game by arguing, throwing or kicking the ball, refusing to cooperate with officials shall be assessed a technical foul and the officials may add time to the game if necessary. No Show Procedure Games starting on time will begin with a jump ball and thereafter the alternating possession rule shall apply. Any team not ready to play at the scheduled game time will be penalized 1 point for every minute late. The offended team will be awarded the ball to start the game. The next alternating possession will be awarded to the team that is late. If a team is not ready to play at 10 minutes past game time a Forfeit will be declared with a score of 10-0. A team committing two or more Forfeit infractions will not be permitted to play in the playoffs.

Mercy Rule If a team is ahead by 50 points or more at any time following the start of the second half, the game will be ended. If a team is ahead by 25 points or more with 5 minutes remaining in the second half, the game will be ended. In both situations, teams will be allowed to use the court for the remainder of the game time, but the officials will not officiate the game. If a team is ahead by 10 or more points at the 2 minute remaining mark in the second half, the clock will continue to run and stop clock procedure will not be used except for team and official timeouts. Timeouts Each team will be allowed 2 thirty-second timeouts per half. First half timeouts WILL NOT carry over to the second half. Overtime Games ending in a tie shall play a three-minute overtime (running clock) to determine a winner. A regulation stop clock will also be used at the 1-minute remaining mark of the overtime(s) using the same procedure as the end of the second half of play. Overtime periods shall begin with a jump ball. Each team will receive one thirty-second timeout per overtime period. Timeouts not used from the second half will not carry over to the overtime period. Substitutions Substitutions will follow National Federation guidelines. Therefore substitutes will be recognized during any dead ball situation. All substitutes must report to the scorer s table and make notice they wish to enter at the next dead ball and then sit on the floor as to not obstruct the view of the scorekeeper. The scorekeeper will sound the horn and the officials will recognize the substitutes and beckon them on to the court. Players going on to the court without being beckoned by the official are subject to a technical foul. Unsportsmanlike Forfeit Should a game be stopped at some point due to a violation of intramural rules on fighting or sportsmanship, or if a completed game is subsequently protested due to an ineligible player(s) and declared a loss for the winning team, it shall be considered a forfeit. Three unsportsmanlike technical fouls on a team during a game will result in the game being stopped. Any team forfeiting under this rule is automatically banned from going to the playoffs and will receive a 0 rating in sportsmanship for that game. Appeals to be reinstated to playoff status may be made in writing to the Assistant Director Competitive Sports prior to the next regularly scheduled game. Equipment Head decorations, headwear, and ALL JEWELRY OF ANY TYPE are illegal. Only elastic headbands will be permitted during the course of the game. No bandannas will be permitted. NO casts/splints will be allowed under any circumstances. Players who wear a knee brace with exposed metal or metal hinges are required to cover it. Religious Headwear - In the event a participant may not expose his/her uncovered head, the Assistant Director Competitive Sports may approve a covering or wrap which is not abrasive, hard, or dangerous to any other player and which is attached in such a way it is highly unlikely to come off during play. Hard items, including, but not limited to beads, barrettes, and bobby pins are prohibited. Participants must receive approval for headwear from the Assistant Director Competitive Sports prior to participating. Medical Alert and Religious Medals Medical-alert and religious medals are not considered jewelry. Religious medals must be taped and worn under the uniform. Medical-alert medals must be taped and may be visible. The wearing of a religious medal must be approved by the Assistant Director Competitive Sports prior to participating in any contest. (A cross would not be considered a religious medal for the purposes of this rule.)

All equipment decisions made by the Intramural Staff on duty shall be final. Players found to be participating in the game while in violation of this rule will be directed to leave the game and substitute found to replace them. Players that have been directed off the court due to equipment issues may be subject to a technical foul. Uniforms All team members must wear the same color shirt or jersey with a number. If a team does not have such shirts, the manager may checkout numbered vests from the control desk. All players must wear shoes. They must be non-marking court shoes. Hard sole shoes and sandals will not be permitted. Street pants are not permitted. Belts with buckles are not permitted. Team Area/Bench Personnel One non-playing coach will be allowed in the bench area. Coaches must remain in the immediate bench area; they cannot walk the entire length of the sideline. All bench personal must adhere to the marked restraining line that provides space and a view for scorekeepers. Only subs may cross this boundary. All other non-players must be on the opposite side of the team benches. Teams with spectators failing to follow this rule will be penalized in their sportsmanship grade. Team managers are responsible for the behavior of their TEAM, COACHES, and SPECTATORS. Bleeding Player Rule Whenever a participant suffers a cut where bleeding occurs, the player must leave the game and then take the necessary action(s) to stop the bleeding and prevent it from occurring again. If a player s uniform becomes stained by blood this article of clothing must be removed before the player may re-enter the game. The player may use a different number without penalty. A team may call one timeout if it wishes to have the player remain in the game; otherwise the injured player must leave the game and may return at the next dead ball after the situation has been corrected. The Intramural Staff on duty shall have final approval on any situation regarding this manner. Dunking Dunking is permitted only during intramural contests. Grasping or hanging on the rim is NOT permitted at any time. Dunking during warm-ups, timeouts, at half time or post game is not allowed. The penalty for either action shall be a technical foul charged to the offending player. This technical foul will count toward the team s three for a forfeit as well as reduction in sportsmanship rating. CoRec RULES Ball Teams will play with an intermediate (women) sized basketball. A men s ball may be used if both teams agree. Players Teams will consist of five players in the following way: 1 st half 3 women and 2 men, 2 nd half 2 women and 3 men. A team may play with 3 women the entire game. However, the opponent will have the right to play with 3 men against that combination in the second half. A team must have 2 men and 2 women to start the game. Defense and Guarding - There are no restrictions in defense and guarding. Games are played according to the rules of all Men s and Women s games.

FUNDAMENTAL VIOLATIONS, FOULS, AND PENALTIES The following rules are fundamental to the National Federation and TAMUK Intramural Basketball: VIOLATIONS 10-second backcourt a player must have both feet and the ball completely across the mid-court line before the count stops. The count will only stop if the defending team gains control of the ball or a defensive foul is called. A deflection does not stop the count. If the ball goes out-of-bounds, a new 10-second count will begin. 5-second frontcourt applies only in the frontcourt to players holding or dribbling the ball whose defender has established a closely guarded position at least 6 feet from the player with the ball. The count shall stop when a player losses control of the ball, or if the defender concedes their guarding position. 3-Second lane applies to offensive players who have any part of their foot in the lane when the ball is in their frontcourt. The count stops on loss of team control, and on any shot. A player in the lane may receive a pass prior to 3 seconds and be permitted to make an offensive move to the basket. Goaltending and Basket Interference When a defensive player touches the ball while it is on its downward flight to the goal or while the ball is above the cylinder, it is goaltending and two points shall be awarded. When an offensive player touches the ball, net or any part of the basket while the ball is on or above the cylinder, it is basket interference and a violation. Any baskets are waived off and the ball is awarded to the defending team. Jump Ball the two jumpers shall not break the plane of the mid-court line until the ball reaches its highest point. Neither jumper may touch the ball more than twice, nor catch the ball, unless another player on the court has touched the ball, or the ball touches the floor. Non-jumpers may line up no closer than 6-feet from either jumper and may not move until a jumper touches the ball. Throw-in After a made basket, the thrower may run the baseline. On any designated spot throw-in, the thrower has a spot approximately 3 feet wide and as deep as the court permits to make their throw-in. They may take steps to the left or right as long as one foot remains on or over the spot, and may step back as far as the court permits. On all throw-ins, the player has five seconds to release the ball. The defense may not break the plane of the line, if so they will receive a warning and then a technical foul on all subsequent violations. If the defense breaks the play and touches the ball before it is released it is a technical foul. If the defense breaks the plane and touches the player before the ball is released it is an intentional foul. Free Throw The free throw rules will be as follows: Players may not stand on the block. Defensive players must fill the second two spaces and they may take the fourth lane space. The offensive players may fill the third lane spaces on both sides. The offense may not have more than two players rebounding. The other three players must remain behind the 3-point line above the free throw line extended. Players lined up on the lane may move once the ball is released by the shooter. The shooter and all players outside of the lane may move once the ball has touched the rim. Elbows - Intentionally swinging the elbows without contact will result in a violation. When a player intentionally swings the elbows in a dangerous manner and makes contact an intentional foul shall be called. Intentionally swinging the elbows with contact to the head with be a flagrant foul and the player will be ejected. FOULS Shooting Fouls A player who is in the act of shooting will be rewarded with two or three free throws unless the basket is successful and then they will receive one free throw. Shooting fouls include hack, hold, push, block, etc.

Non-shooting Fouls A player who is fouled while not in the act of shooting will be rewarded with a team foul. The fouled player will shoot 1 and 1 on the 7 th, 8 th, and 9 th team fouls and 2 shots on every foul thereafter each half. Non-shooting fouls include common fouls such as holds, pushes, blocks, hand-checks, team control fouls, player control fouls and any double fouls occurring in the game. Technical fouls No free throws will be attempted. Two points will be awarded plus the ball out-of-bounds at midcourt to the offended team. In addition, any conduct or unsporting technical foul assessed will also count as a personal foul and team foul. Intentional fouls - No free throws will be attempted. On an unsuccessful shot attempt, intentional fouls will be awarded 2 points plus retention of the ball at mid-court. On a successful shot attempt, intentional fouls will be awarded 4 points but the team does not retain possession. Flagrant Fouls When any of the above fouls are flagrant, (dangerous or malicious fouls with no attempt to play the ball or with excessive contact) the player should be ejected immediately. The enforcement guidelines are the same as intentional fouls.