SYB IN-TOWN LEAGUE RULES
Bantams 5th and 6th Grade
(last revised 3/3/2023)
GAME TIME
- It is the responsibility of the coaches to start the game at the scheduled time. Each gym has games scheduled 60 minutes apart and keeping ALL games on time is important for everyone. Games must run no longer than 55 minutes.
- If games are running late, keep your pre-game warm-ups to 2 minutes and reduce the half-time break to 1 minute (or enough time for a water break).
- If there is no referee, please recruit a coach or parent to get the game started.
- If a team is unable to field five (5) players at start time, please play four on four. In some circumstances, consider having one team “loan” player(s) to the other team or by playing 4 v 4 so that the kids get to play, which is our main purpose.
- Play CAN continue with less than five (5) players if a player fouls out or is injured during the game. The other team may continue to play with five (5) players or the coach may choose to also play with 4.
- Games CANNOT be postponed or re-scheduled by coaches without prior approval of the Commissioner. Generally, we do NOT make up games cancelled or postponed games.
- Weather-related cancellations of games will be posted on SYB web site the day of the game, so have your team members check the SYB web site.
GAME DURATION
All games consist of two halves of 16 minutes each with “partial running time” for first 14 minutes and “regular stop time” for the last 2 minutes of each half AND for the entire Overtime period (3 min)
PARTIAL run time means the clock STOPS only for * substitutions * fouls shots * time outs * injuries but continues to run at all other normal whistle stoppages of play
REGULAR stop time means the clock STOPS on all whistle stoppages of play, including fouls shots, out-of-bounds, turnovers, etc.
OVERTIME
If the score is tied at the end of regulation, a 2-minute overtime period will be played.
- start OT period with jump ball
- coach can use any eligible players during OT (but not a player who has fouled out)
- clock stops on the whistle and foul shots in overtime
- If a game is tied at the end of the first overtime, the game will end in a tie.
- Playoffs. If the score is still tied at end of first overtime, there will be an additional 1 minute overtime. An overtime period will be played until the game is decided.
TIMEOUTS: All teams have 3 time-outs per game, even if the game goes into overtime.
COURT: Games are played on a full court. Normal out of bounds along the baseline and sidelines.
RIM HEIGHT: 10’
BALL SIZE: 28.5 inches in circumference must be used.
JUMP BALL: The jump ball will start the game and overtime period. The alternating possession arrow will be set for the opposing team.
PLAYING TIME / SUBSTITUTIONS
Play will stop every four minutes to allow for substitutions. The timekeeper and referee should stop the game at 12-, 8- and 4-minute marks of each half to allow for substitutions; they should use their judgment when stopping play for these substitutions (i.e. don’t stop a fast break).
- No player can play more than two shifts back-to-back. Unless the team has only five players then there are no subs.
- The coaches must use the substitution matrix to ensure even playing time. Our goal is to teach the game and have the kids want to continue to play basketball. The lineup should not be stacked to win a game. There are no A or B teams. Skill level must be evenly distributed. For defensive matchups, coaches should ensure size and skill are factored in when doing the matchups.
- No player can play more than 1 shift more than another teammate, i.e., no player can play 6 shifts unless all other teammates have played 5 shifts --- the intent is to spread out the extra shifts among all players so that the top players do not play substantially more than his/her teammates. It is the coach’s responsibility to abide by this rule and keep track of the number of shifts each player has played.
- During the substitution break, ANY & ALL players sitting on the bench MUST be substituted into the game; this mandatory substitution is not to be used as a time out.
- Coaches should use their best judgment on balancing shifts for beginner/advanced players when games are lopsided.
- Except for injuries, this is the only time that substitutions can be made (i.e., coach may not call time out with 2 minutes remaining and make a substitution).
- Players in foul trouble must continue to play until the next scheduled substitution so they can learn to play in this situation.
INDIVIDUAL FOULS
Players will be disqualified once they have committed their 5th foul. If a player fouls out, a substitution can be made immediately.
TEAM FOULS/BONUS
Teams shoot one-and-one foul shots when opposing team is assessed its 7th team foul of the half. It becomes a two-shot foul when the opposing team reaches 10 fouls.
DEFENSE
- Man-to-man defense only, no zone schemes.
- No double team outside of the paint. If a double team that results in a turnover, the offensive team will retain possession and the ball will be in-bounded from the sideline.
- Help defense is permitted inside of the paint and players may switch to help defend a pick. After that, the defenders should either stick with their own player or "switch" players.
- Defenders should not be so far removed from their offensive player that their positioning is tantamount to a zone. The goal is to get all players to learn how to play man-to-man defense; no defense should be used to leave a weak player unguarded & pressure a more skilled player. Coaches should immediately correct any of their players who "wander" over to double team so that we remain true to the spirit of these rules.
- If the offensive team chooses to spread out to the corners beyond the 3-point arc, the defense is NOT required to defend them closely. The same spirit behind our rules regarding zone defenses should apply to any offensive alignment seeking to unfairly take advantage of the rule requiring man-to-man defense (i.e., no isolating an offensive player on one side of the court while his/her teammates "clear out" on the other side). Let the kids learn how to play TEAM basketball.
DEFENSE MATCHUPS
Players should guard someone of similar skill level. Matchups should not be made to create a distinct advantage for one player over another. Coaches should work together to set up the competitive matchups.
DOUBLE TEAM RULE
Organized or designed double teaming is never allowed. The official will determine if they feel the coach is teaching organized/planned double teams and call a violation if such situations occur. This is all subject to interpretation whether the defense is intentionally trying to create by design a double team or trap situation and referees will use their best judgement.
Examples when double teaming is allowed.
- The ball is in team control and ball is inside the 3 point arc and the double team occurs a result of the help defender whose teammate has been beaten by dribble penetration or pass.
- Loss of control of the ball by an offensive player and two defensive players are around the ball as the offensive player as he/she regains team control.
- The screening by the offense creates a situation where another defender must help/switch for his teammate who is on the ball and the proximity is so close that this is not an intentional double team but looks like one. If two offensive players are to close to each other, and/or a switch or a hedge and recover occurs creating a short time period where a double team might exist. As long as the two defenders do not stay and maintain the double team. This situation can also occur outside the 3 point line where the spacing by two offensive players allows two defenders to be next to the ball.
Examples when double teaming is not allowed.
- 2 defenders mirror the movement of the player in control of the ball simultaneously
- A player in control of the ball being covered by his defender but closely shadowed by another defender as if ready to trap the ball/player or prevent dribble.
- 2 defenders who reach for or grab the ball when no loss of control or interrupted dribble has occurred.
- Once the ball in player control enters inside the 3 point arc area a another defender runs up to steal the ball by design and not based on the action of the offense.
FULL COURT PRESS
No defensive pressure is allowed in the backcourt once a team has established team control following a missed try(rebound), steal, loose ball or deadball/violation which is followed by a throw in.
With final 3 minutes of the game teams may press following these rules.
- The press must be a strictly man to man press. No zone press is allowed.
- The pressing team is allowed to press with less than 5 players and does not have to defend the inbounded. The extra players may not be forming a double team or shadowing another player. The players not involved in the press must retreat BEYOND half court. Once an offensive player has picked up the ball or passed to a teammate, the defender may not leave that player and cover an unguarded player. This would represent a Zone Press.
- The pressing team is not allowed to double team the player in control of the ball while he/she is in the backcourt.
A defender who is pressing the player with the ball in the backcourt must stay with that offensive player even when that player passes the ball to another player. The defender may however retreat beyond half court after initially guarding to wait for the opponent to advance the ball into the frontcourt. A zone press is easy to spot so referees will use common sense when spotting an intentional application of it.
TECHNICAL FOULS
Coaches, parents and players in the in-town program are expected to conduct themselves appropriately and not engage in unsportsmanlike conduct with teammates, coaches, parents, or referees, or use abusive or foul language. Coaches and parents especially have the responsibility to serve as role models of respect and good sportsmanship, and should reinforce that players should not talk back to and/or argue with referees, and should not be disparaging to any teammate or opposing players.
SYB will follow high school rules for technical fouls as follows:
- Any player receiving a technical foul during a game will automatically sit out the rest of that game
- Any coach receiving a technical foul during a game will be required to sit on the bench the rest of the game
- Any coach receiving a second technical foul in the same game will be required to leave the bench immediately
- Any coach and/or player receiving a technical foul must send an email letter of explanation to the In-Town Commissioner within 24 hours of the incident. All technical fouls will be reported and reviewed by the SYB Board for potential additional disciplinary action, including suspensions.
PENALTY/BONUSE FOUL SHOTS
Teams shoot one-on-one foul shot when opposing team is assessed its 7th team foul of the half. Teams shoot 2 shots on the 10th team foul.
GAME RESULTS
The coach of the WINNING Team is responsible for emailing or texting the game score to the division coordinator before the end of the game day.
SEASON ENDING TIEBREAKERS
Any ties in team records at the end of the regular season will be decided first by head-to-head record, then by other standard tiebreakers. The point differential will be capped at 20 for the standings. If unresolved, a coin flip will be used. Since all teams get into the post-season “March Madness” tournament, this will only affect the seedings for that tournament.
Rules that Apply Differently according to Division:
- Travel Violations & Fouls: In Bantams: standard rule applies.
- Pressing:
- In Bantams, the only full court pressing allowed is man-to-man (no double teaming, zones or "floating defenders"); when pressing, defender must be next to an offensive player.
- In Bantams, pressing is only allowed in the last three minutes of the second half. Additionally, no pressing in any level is allowed if the lead is 20 points or greater for the winning team.
- 3-point shots:
- In Bantams, they count as 3 points anytime during the game. The game at this level should not be dominated by three-pointers so coaches please monitor the number taken per game.
- Foul shots: In Bantams: should be taken at the foul line but shooter is able to cross over the foul line as part of his/her shot; shooter cannot take advantage of this rule by running in for rebound.
- 3 second lane violations: In Bantams: called only when an offensive player is gaining an unfair advantage
- Ball size: All teams use a 28.5” circumference ball.
All other rules default to standard MIAA High School rules
*Coaches: In sensitive areas including playing time, press intensity, defensive pickup, coaches should talk prior to game to ensure the spirit of fair play and balance - the coaches must take responsibility for creating a good experience in the games as well! Also, coaches should huddle with the officials prior to each game to remind refs of division rules and any special circumstances.