BASKETBALLCAPTAIN’S MEETING
TTU INTRAMURAL SPORTS OFFICE
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Eligibility › Students
– Undergraduate and graduate students must be currently enrolled at least half time (six hours) to be eligible for participation.
– Alumni, spouses, & other dependents are not eligible and cannot participate in Intramural activities.
– Current varsity athletes cannot compete in their sport or related sport.– Former varsity athletes cannot participate in their sport or related sport for one
calendar year (365 days) after their official affiliation with the University team has ended.
– Professional athletes cannot play their sport or related sport for a period of five years after their retirement.
› Faculty/Staff – Currently employed faculty and staff may participate in IM events.– Adjunct faculty may participate during the semester of employment.– Staff associated with University affiliated organizations may participate.
› Officially University recognized organizations are listed on the Tennessee Tech Student Affairs page.
Registration › Team Captain
– The liaison (i.e. point of contact) between the team and the Intramural Sports Office› Captain’s Responsibilities
– In short, the Captain is responsible for the behavior and actions of the players, the team’s spectators, and himself/herself.
› Mandatory Captain’s Quiz– The Captain’s Quiz should be completed during the captain’s registration process.– The Captain’s Quiz should be completed before the first game– The captain may be barred from participation until the quiz is completed.
› Team Names– Subject to approval by the Intramural Sports Office
› Roster Information– The captain is responsible for an accurate and up-to-date roster.– Roster additions should occur before 2:00 PM on the day of the scheduled contest.– Individuals not listed on the official roster will not be allowed to participate.
Divisions of Competition› Leagues
– Men’s Leagues › Recreational› Collegiate› IFC
– Women’s Leagues › Open › PHC
The Intramural Sports Office reserves the right to promote teams to higher levels of play for the
postseason.
Team Availability› Your availability should be
completed at the time of registration.
› Please do not change your availability after the schedule has been published.
› Failure to complete your availability before the publishing of the season schedule may result in game time conflicts.
› You will need to indicate both your (1) Regular Season & (2) Post-season availability on IMLEAGUES.
Policies and Procedures› Eagle Card Policy
– All participants should be prepared to present their Eagle Cards when signing in for each contest.
– If a participant cannot present his or her Eagle Card when asked, he or she cannot play.
– If a participant attempts to sign in using the Eagle Card of another individual, the Eagle Card will be confiscated, and the participant will not be allowed to play.
Policies and Procedures › Proper Attire
– Athletic clothing and shoes are required for participation.› Players cannot play without wearing a shirt, pants, and appropriate
shoes.– All attire and equipment is subject to the approval of
Intramural Sports staff. – Any clothing or equipment that is deemed unsafe or
illegal must be removed prior to competition. – Intramural staff reserves the right to ask participants to
remove or conceal clothing that, in the opinion of IM staff, displays offensive or demeaning language or imagery.
Policies and Procedures › Pets
– Pets are not allowed in the Campus Recreation and Fitness Center or Memorial Gym.› Exception: Service animals with proper paperwork.
› Rules – All TTU Intramural sport rules are based on
rules publications of the National Federation of High Schools (NFHS) and professional associations.
– When appropriate, rules are modified and/or created to level the playing field and foster a safe and enjoyable experience for all participants.
Defaults, Forfeits, & Grace Periods › Defaults
– An unplayed game without penalty to either team. To receive a default, the team captain must notify (by e-mail or in person) the Intramural Sports Office by 2:00 PM on the day of the contest.
› Forfeits – Two types:
1. Failing to field a team for an intramural contest without contacting the IM Sports Office.
2. Being assessed three non-administrative technical fouls during a single match.– Teams may be assessed a $40.00 fee for each forfeit.
› Grace Periods – If at least one team member has signed in at game time, the team will be
granted a five-minute grace period. – At the conclusion of the grace period, the team shall forfeit the match if
they do not have at least five members present.
Sportspersonship Rating System › The sportspersonship rating system serves to
assess a team’s attitude and behavior throughout the regular season and postseason.
› Actions and behaviors before, during, and after the contest are included in a team’s sportspersonship score.
› The team captain is responsible for educating his/her team and spectators about the sportspersonship system.
Sportspersonship System: Ratings & Criteria
Rating Criteria5 - Excellent Players fully cooperate with Intramural Sports staff and opposing team members.
Spectators support their team in a positive manner. Team captain respectively addresses officials. The team is an exemplary model for other teams.
4 - Good Winning Team of a Forfeited Game. Team members verbally complain about some calls or show some dissent. Their actions may warrant a conduct penalty (i.e. yellow card, technical foul, or unsportsmanlike
conduct penalty), but they do not receive a penalty.3 - Average Both Teams for a Defaulted Game.
Team constantly complains to IM staff or the opposing team. The team captain exhibits no control over his/her team, spectators, and himself/herself.
Their actions result in a conduct penalty (i.e. yellow card, technical foul, or unsportsmanlike conduct penalty.)
Teams that receive a conduct penalty cannot receive higher than a “3” rating. The team that has one ejection or two conduct penalties will not receive higher than a “3” rating.
2 – Below Average Team constantly complains to IM and the opposing team. The team captain exercises no control over anyone. Teams that receive one ejection and one conduct warning or three conduct warnings shall forfeit the
contest and receive a rating of “2.”1 - Unacceptable A Team Forfeits a Game.
The entire team and spectators are non-cooperative. The team captain is combative and unhelpful. The team that receives two ejections or four conduct warnings during a game shall forfeit the game
and may forfeit the entire season.
Rating Criteria
5 - Excellent Players fully cooperate with Intramural Sports staff and opposing team members. Spectators support their team in a positive manner. Team captain respectively addresses officials. The team is an exemplary model for other teams.
4 - Good
Winning Team of a Forfeited Game. Winning Team for a Defaulted Game. Team members verbally complain about some calls or show some dissent. Their actions may warrant a conduct penalty (i.e. yellow card, technical foul, or unsportsmanlike
conduct penalty), but they do not receive a penalty.
3 - Average
Defaulting Team for a Defaulted Game. Team constantly complains to IM staff or the opposing team. The team captain exhibits no control
over his/her team, spectators, and himself/herself. Their actions result in a conduct penalty (i.e. yellow card, technical foul, or unsportsmanlike conduct
penalty.) Teams that receive a conduct penalty cannot receive higher than a “3” rating. The team that has one ejection or two conduct penalties will not receive higher than a “3” rating.
2 – Below Average Team constantly complains to IM and the opposing team. The team captain exercises no control over anyone. Teams that receive one ejection and one conduct warning or three conduct warnings shall forfeit the
contest and receive a rating of “2.”
1 - Unacceptable
A Team Fails to Show for a Contest. The entire team and spectators are non-cooperative. The team captain is combative and unhelpful. The team that receives two ejections or four conduct warnings during a game shall forfeit the game
and may forfeit the entire season.
Postseason Eligibility› The league will consist of a pool play
section followed by a postseason tournament.
› Team records, results, and overall sportsmanship rating will be considered final at noon on the day following the end of the regular season.
› Team captains should notify the IM Sports Office of any errors before the deadline.
› Please note that postseason eligibility and inclusion is subject to change due to unforeseen circumstances (.g. weather, time constraints etc.).
Postseason Eligibility › The Intramural Sports Office reserves the right to
promote teams to a more competitive division for the postseason.
› Teams will be promoted based on regular season performance and observations by Intramural Graduate Assistants and Professional Staff.
› When a team is promoted to a higher division for the postseason, regardless of their regular season record and performance, that team will be receive the lowest seed.
› Teams that will be promoted will receive notification from the Intramural Sports Office before the release of the Postseason Tournament Schedule.
Postseason Eligibility › For the Men’s Collegiate, Men’s
Recreational, and Women’s Open divisions in the larger sports, the top team(s) in each pool shall automatically advance to the postseason tournament.
› The following criteria will determine pool rank: 1. Win/Loss Record 2. Head-to-Head Match Up 3. Point Differential4. Sportspersonship Rating 5. Coin Toss
All Points Competition › Divisions
– IFC– PHC– Men’s Open– Women’s Open– Individual (Men’s & Women’s)
› IFC, PHC, Men’s Open, & Women’s Open Divisions– Points are award based on participation,
performance, and sportspersonship› Individual Division
– The male and female participant of the year will be selected based on participation, sportspersonship, team/individual success, and overall enthusiasm and passion for TTU Intramural Sports.
Extramural Competitions› TTU Intramural participants may be
asked to represent Tennessee Tech University at local, regional, and national extramural tournaments.
› These extramural competitions are an excellent opportunity to visit a new place and learn new strategies and techniques in flag football and basketball.
› In order to field highly competitive teams, the Intramural Sports Office will prioritize recruiting players from our Men’s Collegiate and Women’s Open divisions.
› Please contact the Intramural Sports Office for more information.
2016 TIRSA Shootout Women’s Open Champions
BASKETBALL BASICS
Playing Court
Division line (Midcourt)
The Lane
The “paint”
Sideline
End
line
End line
Free
-Thr
ow
Line
TABLE BENCHBENCH
Three-point arc
Foul Reporting Area
Player Equipment› Jerseys/Shirts
– Each team is required to wear similar jerseys with numbers on the front and/or back
› Athletic Shorts or Pants– Clothing should allow freedom of movement.
› Hats– No billed hats or any headwear with knots– Headbands and knit or stocking caps are legal.
› Shoes– Shoes must be worn at all times!– Non-marking basketball, running, or tennis shoes are allowed.– Non-athletic footwear is prohibited
› Example: Boots, vibrams, sandals, flip flops, dress shoes
› No Jewelry!– Watches, rings, and necklaces can result in injuries to players.– Religious and medical jewelry is allowed. It needs to be taped to
the body or placed inside the shirt or jersey.
The Game: Basics› Players
– Five players are allowed on the court at one time.– Four players are required to avoid a forfeit.– If a team has five or more eligible players, five
players must start the game.› Injuries and/or disqualifications may reduce the number
of eligible players to lower than five.› A team may have only one eligible player left and may
still win the game.› The Ball
– Participants may choose to play with the ball provided by IM Staff or agree to use an alternative ball.
– The ball must approved by IM Staff prior to play.
The Game: Team Areas› Team Benches & Supporters
– Memorial Gym› Team benches will be located on opposite
scorer’s table. › Spectators for each team are required to
occupy opposite sides of the court. › The Home team supporters shall occupy the
table side of the court.› Teams are responsible for the behavior of
spectators seated in their team’s area.– Campus Recreation & Fitness Center
› Teams shall occupy the table side of the court.
› Spectators may be seated anywhere around the court but may not block fire exits or the entrance to the court.
The Game: Timing› Two twenty minute (20:00) halves
– First half› The clock will run continuously unless stopped due to
team and official timeouts.– Second half
› The clock will run continuously unless stopped due to team and official timeouts until two minutes (2:00) is remaining, or the next dead ball under two minutes (2:00) is reached.
› The clock will stop for the last two minutes or less of the game in accordance with NFHS rules.
› Unless there is a foul or timeout, the clock will not stop after successful two or three point field goals.
› Five minute (5:00) halftime› Each team shall receive three (3) timeouts per
game.– During a live ball, the team in control may only call a
timeout.
The Game: Mercy Rule
Point Differential Time Remaining Result
Fifty or more points Twenty minutes or less in 2nd half End of game
Thirty or more points Ten minutes or less in 2nd half End of game
Twenty or more points At Any Time No backcourt pressure
Twenty or more points Two minutes or less in 2nd half End of Game
The Game: Overtime› Overtime will only be played during the
postseason.› Overtime (i.e. extra period) is an extension
of the second half when the score is tied at the end of regulation.
› Each Overtime period shall be three minutes (3:00) in duration.
› For the entire period, the clock shall start and stop accordingly to NFHS basketball rules.
› Each extra period starts with a jump ball. Therefore, the alternating possession arrow is reset at the beginning of each extra period.
› All player fouls as well as the team foul count carry over from regulation to all overtime periods.
The Game: In Play & Out of Play› The boundary lines are out of
play.› When the ball touches or is
touched by a person or object outside the court boundaries, the ball is dead.
› The ball is inbounds when the ball contacts the bottom, side, or top of the backboard.
› The ball is out of bounds if it rolls over the backboard.
The Game: Scoring› Three-Point Field Goal
– Any made basketball with the player’s feet completely behind his or her team’s three point line and the ball enters his or her team’s basket.
› Two-Point Field Goal– Any made basket with the player’s feet
on and within his or her team’s three-point line.
– Automatically awarded due to a technical foul, intentional foul, or flagrant foul.
– A team scores in the wrong basket.› One-Point Field Goal
– A successful free throw
PLAYING THE GAME
Basket Direction
1st Half Teams will shoot in the basket opposite their
benches.
Bench
Bench
Bench
Bench
2nd Half Teams will shoot in the basket adjacent to their
benches.
Possession Arrow› The direction of the possession
arrow is initially established by the opening tip and the start of each overtime.
› The possession arrow is established by a player/team gaining control of the ball, or the ball being awarded to a team due to a foul or violation.
› The possession arrow determines which team receives the ball in certain situations.– Held balls– Throw-in at the beginning of the
second half– The ball becomes dead when player
and team control does not exist.
Player & Team Control› Player control exists when a player is
holding or dribbling the ball› Player control does not exist
– during an interrupted dribble– during a pass
› Team control exists during the following situations:– A player of the team has control– The ball is being passed among teammates.– When the ball is at the disposal of a
player for that team (throw-in).› Neither player or team control exists
during the jump ball, a dead ball, or when a try or tap is in flight.
Dribbling› The dribble begins when the ball is
released to the floor before the pivot foot is lifted.
› The dribble ends when:– The dribbler causes the ball to rest in one or
both hands.– The dribbler carries/palms the ball by allowing
the ball to come to rest in one or both hands.– The dribbler touches the ball with both hands
simultaneously.– The ball touches or is touched by an
opponent, and the dribbler loses control (interrupted dribble).
Traveling› Traveling is defined as running
with the ball. A player must have control in order to travel.
› A player can never travel while dribbling.
› Once a pivot foot is established, the player mat lift the pivot foot to pass or shoot.
› The player cannot start a dribble or return the pivot foot to the floor.
› A moving player that ends his or her dribble has a maximum of two steps to pass or shoot.
Traveling› A player on his or her knees and in
control of the ball may not attempt to get up.
› If the player is holding the ball and not dribbling, he or she cannot:– When standing, drops to one knee– While on both knees, lifts one knee.– While on one knee, drops the other
knee.– While on one knee, attempt to stand.
› The player may pass, shoot, dribble, or call timeout while on his or her knees and within the limits of the rules.
Traveling› It is legal for a player to slide or roll
while gaining possession on the floor.› A player that has gained control on
the floor may not attempt to get up or roll.
› A player with possession that is lying face down may not roll over.
› A player with possession that is lying flat on his back may sit up.
› That player may shoot, pass, dribble, or call time out within the limits of the rules.
Screening› A screen is legally using one’s
body to delay or prevent an opponent from reaching a desired position.
› The screener must not cause contact and must give the opponent time to react.
› The screener must satisfy the principle of verticality.
› A legal screen may be stationary or moving.
Kick Ball Violation› A kick ball violation occurs
when a player intentionally kicks the ball with any part of the leg or foot.
› No player can intentionally kick the ball.– An offensive player can commit a
kick ball violation.› If a defensive or offensive
player accidently kicks the ball, it is not a violation.
Closely Guarded› Closely Guarded Situation
– Two Important Factors:› Offensive player has player control
(holding or dribbling the ball) in his or her front court.
› Defender is ACTIVELY guarding player (within three feet, facing the player, and attempting to prevent a pass, shot, or drive to the basket)
– The distance is measured from the forward foot of the defender and the player holding the ball.
– When dribbling, the offensive player has five seconds to pass, shoot, get his or her shoulders past the defender, or end his or her dribble.
< 4 Feet
Three Seconds› When his or her team has
control in the frontcourt, a player may not be in the red area (i.e. the “paint”) for more than three (3) seconds.
› If a player dribbles or moves in an attempt to score, the three second count is terminated.
› Without team control, there is no three second lane restriction.
Ten Seconds (Backcourt)› A player shall not be, nor may
his/team be, in continuous control of the ball which is in his/her backcourt for ten (10) seconds.
› The ten (10) second count beings once an offensive player touches the ball inbounds.
› The ten (10) second count ends when the ball and/or player is in the frontcourt.
› A team is awarded a new ten (10) second count after every dead ball.
BACKCOURTONLY
Substitutions› Substitutions occur at the scorer’s table.› Unlimited substitutions are allowed during
the game.› Substitutions are only allowed during
stoppages of play.› Substitutions cannot enter the court
without being beckoned by an official.› During a free throw situation, substitutes
may only enter before the final free throw attempt.
› When a player is replaced due to injury or disqualification, any substitute that has already reported to the scorer’s table may enter the game as well.
DEAD BALL LIVE BALL
Designated Spot Throw-Ins› Designated spot (DS)
throw-ins are the most prevalent type.
› DS throw-ins typically occur after most violations and fouls that are not followed by free throws.
› The designated spot is three (3) feet wide and limitless in terms of depth.
3 feet
Non-Designated Spot Throw-ins› Non-designated spot (NDS)
throw-ins occur after scoring plays.
› Scoring play examples– Successful two or three point goal– Successful final free throw– Basket awarded due to
goaltending or defensive basketball inference
› During a NDS throw-in, the thrower may run the length of the end line and has limitless depth.
Alternating Possession Throw-Ins› The team entitled to an
alternating possession (AP) throw-in is determined by the AP arrow.
› Common AP throw-in examples:– Throw-in to begin 2nd, 3rd, and 3rd
quarters or second half– Held Ball– The officials cannot determine
which team caused the ball to go out of bounds.
– Ball lodges between the backboard and rim or rests on the flange.
Changing the AP Arrow› The AP arrow is reversed (i.e.
switched), and the opposing team is entitled to the next AP throw-in.– When does this happen?
› The AP throw-in ends legally.› The team entitled to the throw-in commits a
violation.› The AP arrow remains unchanged,
and the same team is entitled to the next AP throw-in.– When does this happen?
› Either team commits a foul before the AP throw-in ends.
› The defensive team commits a violation.
Foul Count ChartTEAM FOUL COUNT
One - Six Seven - Nine Ten & More
FOUL TYPE
Common FoulThrow-In
Awarded to Offended
Team
One & One Two Free Throws
Shooting Foul*
Dependent on location of foul and result of continuation (if applicable) – one, two, or, three
free throws may be awardedIntentional
Foul*Two points are automatically awarded. No Free
Throws are attempted.Flagrant
Foul*Technical
Foul*Player or
Team Control Foul*
No Free Throws are awarded.*The foul court is ignored for non-common fouls.