+ Rule 5 Scoring & Timing Regulations. + Rule 5 Goal: A goal is made when a live ball enter the basket from above and goes through or remains in the basket.remains.

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Presentation transcript:

+ Rule 5 Scoring & Timing Regulations

+ Rule 5 Goal: A goal is made when a live ball enter the basket from above and goes through or remains in the basket.remains in the basket No Goal is scored if an untouched throw-in pass goes through the basket. This is a violation on the throwing team. No goaltending on a throw-in pass. Why? Whether a clock is running or stopped does not influence the counting of a goal (refer to continuous motion) If a player control foul occurs after the goal, the goal is always cancelled. No goal can score on a PC foul.

+ Rule 5 Scoring: Two points—a field goal from inside the three-point arc or if attempted at the wrong goal from any distance Cannot goaltend a shot at the wrong basket, as this is not an attempt Cannot be fouled in the act of shooting at the wrong goal If a ball goes through any basket from the field, the points are scored for the team whose basket the ball went through.

+ Rule 5 One point is scored for a successful free throw It counts for the team that shot the free throw, even if they shot it in the opponent ’ s basket. Three points are scored by a successful try or tap, or thrown ball by a player who is located entirely behind his own team ’ s three point line. If the ball touches the floor, a teammate inside the arc or a game official and then enter the goal, it is only two points.

+ Rule 5 If there are 0.3 seconds (three tenths of a second) left in a period and the game is resumed by a throw-in or free throw, a player cannot gain control (catch, dribble) and then shoot. The only way a goal can be scored in this situation is by a tap.0.3 seconds Last second shot

+ Rule 5 The winning team is the one that ACCUMULATES (not “scores”) the most points Forfeit Game: Score will be 2-0 unless team receiving the forfeit is ahead. In this case, the score stands! Forfeits occur if a team refuses to play after being instructed to do so. May also occur if s player, team member, coach, or bench personnel fail to comply with technical foul penalties or repeatedly commits technical foul infractions and makes a travesty of the game.

+ Rule 5 Game Time/Length of Quarters—Normal Varsity High School games have four 8-minute periods. Sub varsity games in SC have 6-minute quarters College games have 20-minute halves Intermission between Quarters is one minute Halftime is ten minutes, 8 minutes for sub varsity Overtime is 4 minutes in high school, 5 minutes in NCAA

+ Rule 5 A quarter begins when the ball becomes alive (when the tossed ball leaves the referee ’ s/designated tosser’s hand) or when the ball is made available disposal) to a player for a designated throw-in Quarter ends when the horn sounds, except when a shot is in the air prior to the horn sounding or free throw(s) is/are necessary after a player is fouled in the act of shooting/tapping at the end of a period

+ Rule 5 Officials must raise their game awareness at the end of periods when a last second shot may occur Crew must get together if there is disagreement over whether to count the goal on a last second shot Who will make final decision?

+ Rule 5 No penalty or part of a penalty carries over from one period to the next. No free throws are to be attempted at the completion of the fourth quarter (or overtime) if the outcome of the game has already been determined Overtime—Once the ball becomes alive in the OT period, it will be played, even if an error is discovered later

+ Rule 5 Stopping the Clock—The clock stops whenever a whistle is blown for: Fouls Violations Injuries—Stop when ball is in control of injured player ’ s team or when the injured player needs to be attended to immediately! To grant a timeout or rule a held ball Respond to a scorer ’ s/timer ’ s signal to address a correctable error, or timing, scoring, or alternating possession error

+ Rule 5 Starting the Clock—Start when the official signals that it is to be started by dropping/chopping raised hand Clock should be started when alive ball is touched by a player after a jump ball, throw-in, or failed free throw

+ Rule 5 Timing Mistakes: Officials need to closely monitor the clock during dead ball situations. The referee can correct OBVIOUS timing errors if he has definite knowledge of the amount of time to add or subtract

+ Rule 5 60 Second Time outs—must take place within the confines of the Team bench area Players may sit or stand Cheerleaders may come onto the court 30 Second Time Outs—Players must remain standing and be within the team bench area NO Cheerleaders are allowed on the court!