Rules and Regulations

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Rules and Regulations ALL DECISIONS MADE BY HOOPS FOR HOPE STAFF WILL BE CONSIDERED FINAL! A. THE PLAY 1. Each team must have at least three players on their roster. Coed teams must have at least one female on the court at all times and two females on the roster. Games may be started and completed with only two players, but not with just one player. 2. Teams will be seeded according to the information provided for each individual on the entry form. Coordinators will make every effort to place teams into divisions with similar players. However, in some instances, there may be slight differences in playing ability, age and size. 3. NO ROSTER CHANGES ARE ALLOWED AFTER YOUR FIRST SCHEDULED GAME!! Each team member will be given and required to wear a Hoops for Hope wristband throughout the tournament. The individual representing the team will be issued a wristband at team check-in for each player on the team. If the wristband has been altered in any way (cut, marked on, etc.) that player may be disqualified. Hoops for Hope staff may alter participant s wristbands as needed. 4. NO DUNKING IS ALLOWED IN PRACTICE. Dunking is permitted only in official games. Anyone caught dunking in non-game situations can and will be disqualified from further participation. 5. All players must individually sign the score sheet waiver before each game. 6. Substitution is unlimited, but permitted only when the ball is not in play. 7. To begin the game, a coin toss will determine the right to possession. The team winning the toss has the option to start the game with the ball or defer possession to the opposing team. If the game goes into overtime, the team not receiving possession to start the regulation game shall receive the ball to start overtime. 8. The ball will change possession after all made baskets, no make it, take it.

9. The ball will be taken back on EVERY change of possession. Failure to take it back will result in the loss of possession and the loss of any points resulting from that possession. ( Taking back means BOTH feet and ball behind the 20-foot two-point line.) A violation occurs only when a shot is attempted prior to taking the ball behind the 20-foot arc. If a shot is attempted prior to taking the ball back and you are fouled, the foul does not count and the ball changes possession. 10. The ball must be checked by an opposing player before it is put into play. The ball must be passed to a teammate to begin play. 11. After all fouls (until the 7 th ) or when balls go out-of-bounds, the ball will be taken out above the 20-foot arch line. 12. TWO-POINT SHOT: Similar to the 3-point shot, a shot made from behind the international 20-foot arc will count as two points. Both of the shooter s feet must be clearly and completely behind the 2-point line for the basket to count as more than one point. The REFEREE/MONITOR or Tournament Official will have the final say if there is any question. B. THE TIME 1. A TEN MINUTE FORFEIT ALLOWANCE WILL BE ENFORCED. 2. ALL GAMES will be to 16 points, win by two points, or 30 minutes, WHICHEVER COMES FIRST. The only exception is the Championship game in each Division which has no time limit (If there are several divisions which consist of the same age group, only the FINAL game determines the champion in that age group for that city will be played with no time limit.) A game won by forfeit will result in a 16-0 victory for the team present at the court. 3. Stalling goes against the fun principles of the game. An unwritten 30-second shot clock is in effect at all times, and may be enforced by the court monitor/referee at their sole discretion. Failure to attempt a shot (and draw iron ) in 30 seconds, after being advised by the monitor/referee, will result in loss of possession. In addition, neither team can stall in the last five seconds of a game in a ball-check situation, or the last 15 seconds of a game in a free-throw situation. If stalling occurs, the clock will be stopped until it is started by an inbounds pass. 4. Each team is allowed two 45-second time-outs. The 30 minute running clock does not stop unless the timeout is called during the final 3 minutes of the game. The clock will also be stopped if an injury occurs during the game. 5. If a game is ended at 30 minutes, the team that is ahead is declared the winner; if a game reaches this time limit in a tie, the teams will play sudden-death overtime

with the team scoring first declared the winner. Possession in overtime is explained in Rule A7. C. THE COURT 1. The top, sides, and bottom of the backboard and the baseboard are inbounds. The metal support pieces from the top base unit to the backboard are out-of-bounds. 2. Boundaries vary from court to court. Check with the referee/court monitor to be precise. D. THE FOULS (AND DEBATES ) 1. If any player is less than cordial to our referees, they may be suspended for the game or the tournament. Referees or Scorekeepers are your friends. Hoops for Hope do not recognize non-playing coaches as part of the team. These coaches can be asked to leave the event site at any time should they become rude, unruly, or act in a manner that is not in the best interest of the tournament. Players ejected will be banned from competing in further Hoops for Hope tournaments. 2. In any game where a referee is scheduled to officiate or the Hoops for Hope staff elects to place an official, the referee will make all calls. Otherwise, the players are responsible for making their own calls. 3. The team captain is the sole representative for his/her team. The captain has the right to ask the monitor/court referee/court supervisor to explain any rules. If there is a dispute which needs to be resolved, request a court supervisor to come to your court immediately to handle the situation. The court monitor s, referee s or court supervisor s decision is final for the purpose of that game. Once play resumes or once the game is completed after a disagreement, the problem is considered a dead issue. DURING ANY PROTEST, TIME ON THE GAME CLOCK CONTINUES TO RUN, EXCEPT FOR THE LAST 3 MINUTES OF THE GAME. 4. Jump or held balls go to the defense. (Exception: On all double fouls, the ball shall remain with the offense.) 5. THE REFEREE WILL CALL AND RECORD ALL TEAM FOULS ON THE SCORESHEET. All fouls are common fouls. For the first six (6) fouls, shooting or non-shooting, the ball is taken by the fouled team at midcourt to resume play. Beginning with the seventh (7) team foul, the player fouled will be awarded one (1) or two (2) free throws (If the foul occurs outside the 20-ft. arc during the act of shooting, the player is awarded two (2) free throws). After the free throw(s), the ball changes possession whether the free throw(s) were successful or not. On the eleventh (11) team foul, the player fouled will be awarded one (1) or two (2) free throws; regardless if the player makes or misses the free throw(s), the shooting team shall retain possession.

6. Additionally, after the 7 th foul, if the player is fouled in the act of shooting and the shot is scored, the point(s) shall count and the ball changes possession. No free throw (s) shall be attempted. After the 11 th foul, if the player is fouled in the act of shooting and the shot is scored, the point(s) shall count and the shooting team shall retain possession. 7. Flagrant, Intentional, or Continuous Misconduct Fouls can and will result in the dismissal of the offending player. If the referee rules that a foul was Flagrant, Intentional, or Continuous Misconduct, and the player fouled is in the process of shooting and makes the shot, the basket is scored and he/she shall retain possession. If the player fouled is not shooting or misses a shot attempt, the player shall receive one free throw and retain possession. If a player receives a technical foul, the opposing team will shoot one free throw and retain possession. Additionally, the player receiving the technical foul will be removed from the game until both teams score a combined total of four (4) points, at which time he/she can re-enter the game. ANYONE INVOLVED IN PUNCHING OR FIGHTING, FOR ANY REASON WHATSOEVER, MAY BE EJECTED FROM THE TOURNAMENT. TWO OR MORE TECHNICAL FOULS WILL RESULT IN THE AUTOMATIC DISQUALIFICATION FROM THE GAME. E. MISCELLANEOUS REGULATIONS 1. UNLESS OTHERWISE NOTIFIED, ALL PRINTED SCHEDULES ARE OPERATIVE ONLY THROUGH THE FIRST GAME FOR ALL TEAMS. After that contest each team is advised to check the Master Scoreboard for all schedules, times, courts, revisions and other important information. We reserve the right to reduce the number of games, or shorten games, due to inclement weather or unforeseen circumstances. 2. When a game is being officiated by a referee, all calls are final. Offensive language and excessive arguing with the referees will result in ejection from tournament. 3. A player must leave the game when an abrasion has flowing blood. Once the flow has stopped and there is no chance of blood contacting other players, the player with the abrasion may re-enter the game. 4. ALL PLAYERS MUST HAVE A GOVERNMENT ISSUED ID AVAILABLE TO VERIFY THEIR AGE DURING THE EVENT WEEKEND. FAILURE TO PRODUCE WRISTBAND AND ID UPON REQUEST COULD RESULT IN DISQUALIFICATION. 5. All height information as written on the entry form must be exact. We reserve the right to disqualify any player and/or team for the submission of false or wrong information.

HOOPS FOR HOPE RAIN PLAN 1. All teams must report to the court corresponding to their division number. For example, if you are in Division 10, you should report to court 10. All teams, especially those teams in the Top Gun Divisions, should listen for announcements on the Hoops for Hope sound system and check with the Master Scoreboard for any deviations to the above. 2. Games will be played first team to 11 points (straight) or 20 minutes. At the end of the 20 minute time period, the team that is ahead is declared the winner. If a game reaches the time limit in a tie, the teams will go into sudden-death with the first team to score declared the winner. The team not receiving possession to start the regulation game shall receive the ball to start overtime. 3. All teams must stay near their court at all times, as games will be played in rotation and will progress quickly. If a team is not present at the time an official calls for the game, the absent team(s) risk forfeiture. 4. All games will be played in alphabetical or numeric order according to the divisional bracket sheet that the court monitor or referee has received. 5. After all round-robin games have been played in a division, all teams must report to the scoreboard to see which teams advance to the playoffs. 6. Hoops for Hope reserves the right to reduce the number of scheduled games due to inclement weather. During inclement weather, please listen for updates over the Hoops for Hope sound system. HOOPS FOR HOPE ROUND-ROBIN TIEBREAKER PROCEDURES 1. Two teams tied for one spot: Head-to-head competition prevails. Example: If Team A and Team B have identical records after completing their regular schedules, and Team A and Team B have identical records after completing their regular schedules, and Team A defeated Team B in their meeting, then Team A wins the tiebreaker and the playoff spot. 2. Three teams tied for one spot or two spots: Head-to-head competition is the first tiebreaker. If head-to-head produces a three-way tie (meaning each team has finished 1-1 against one another), then the total points scored in all games prevails. This is based on the total points scored by a team in its wins and losses, including forfeited games. Example: If Team A, Team B and Team C have identical records after completing their regular schedules, then the total points scored by each team during round robin play becomes the tiebreaker. Games are capped at 16 points, regardless of total points scored by participating teams, when adding up each teams point total, if Team A has 56 total points (16-13, 16-9, 16-12 and 8-16), Team B has 62 total points (16-3, 16-8, 16-10,

and 14-16), and Team C has 61 total points (16-15, 16-2, 16-14 and 13-16), then Team B wins the playoff spot if one team advances. If two teams are advancing to the playoffs, then Team B would take the higher of the available playoff spots with Team C taking the other playoff spot, then head-to-head competition prevails as described in Step 1. In the event that the total points scored for three teams is identical for one or two playoff spots, then the team that has the fewest points scored on them in all games prevails. For example, using the scores above, Team A allowed 50 points, Team B allowed 38 points and Team C allowed 47 points. Team B would assume the highest/only available playoff spot, followed by Team C and then Team A by virtue of allowing fewer points during round robin play. If two teams are still deadlocked, then head-to-head competition prevails as described in step 1. If three teams remain tied, then a free throw contest will ensue between the teams. Three members of each team (regardless of total number of team members on the roster) shoot two (2) free throws (maximum 6 per team) with the team making the highest number of made shots advancing. 3. Forfeited Games: If a team does not show, the forfeited game will result in a 16-0 victory for the team that is present.