Sudbury Youth Basketball provides a safe learning environment for players of all abilities that develops the athletic skills, character, sportsmanship, & teamwork of Sudbury school children in grades K to 8, by participation in competitive basketball.

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SYB - 3 on 3

Rev. 12.09.22

 

INITIAL POSSESSION: Coin flip (Winning the coin flip allows a team to start the game with the ball.)

 

GAME TIME

  1. 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.
  2. 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). 
  3. If there is no referee, please recruit a coach or parent to get the game started.
  4. If a team is unable to field three (3) players at start time, consider having one team “loan” player(s) to the other team so that the kids get to play, which is our main purpose.
  5. Play CAN continue with less than three (3) players if a player fouls out or is injured during the game. The other team may continue to play with three (3) players or the coach may choose to also play with two (2).
  6. 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.
  7. 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

2 – Halves of 16 minutes running clock with stoppage for substitutions. 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 half-court. Normal out of bounds along the baseline and sidelines.  Half court is out of bounds.

 

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 three shifts back-to-back. Unless the team has only three (3) players.
  • 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.
  • 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.

 

STARTING A POSSESSION

To start the game and after any dead ball (i.e. out of bounds, foul, violation, travel, etc.), the ball will be “checked in” at the top of the key by the team who is on offense because of the dead ball. The offensive player may dribble after checking the ball, but needs to make one pass before scoring.

 

CHECKING THE BALL

To ensure everyone has a chance to check the ball, you must alternate between all players on the court.  For each shift, establish a rotation. No one player should have a disproportionate amount of checks compared to the rest of his teammates. Each player should have relatively the same amount of checks for the entire game.

 

JUMP BALL

The alternating possession arrow will be set for the opposing team.

 

POSSESSION FOLLOWING A SUCCESSFUL GOAL

Defense gains possession (no make it - take it). 

 

POSSESSION AFTER A DEFENSIVE REBOUND OR STEAL

The ball must be passed or dribbled beyond the three-point line. Both feet must go beyond the three point line. The offensive team does not need to pass before scoring after a rebound or steal.  A dead ball possession must be checked in at the top of the key where the offensive player may dribble after checking the ball, but needs to make one pass before scoring.

Free clear to 3-point line on defensive rebound or steal.  No defense or stealing.  If ball is stolen, possession is retained and check ball behind the arc at the top of the key.

 

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.

 

PERSONAL FOULS

There is no fouling out, but foul counts are maintained.

 

PENALTY/BONUS FOUL SHOTS

Teams shoot one-and-one foul shot when opposing team is assessed its 7th team foul of the half. Teams shoot 2 shots on the 10th team foul.

 

GOOD SPORTSMANSHIP RULE

If a team is up by 20 or more points, the team shall not steal the ball from the opposing team. If ball is stolen, offense retains possession and check ball behind the arc at the top of the key.

 

DEFENSE

  • Man-to-man defense only, no zone schemes.
  • Double teaming or trapping is allowed.

 

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.

 

Rules that Apply Differently according to Division:

  1. Travel Violations & Fouls:  Standard rule applies.
  2. 3-point shots: 
    • Mites: No 3 Pointers. Baskets made from outside the arc count as two points.
    • In Bantam + Cadets, 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.
  3. Foul shots:
    • Mites: The shooter may use a 12-foot foul line (1 step in front of the actual foul line). The shooter may not attempt to get a rebound until the ball hits the rim.
    • 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 a rebound.
    • Cadets: use regular foul line and shooter is not permitted to cross over the foul line until the ball hits the rim.
  4. 3 second lane violations: In Cadets: standard rules apply.
  5. Ball size:
    • Girls –
      • Mites: 27.5 inches in circumference must be used.
      • Bantam + Cadets: 28.5 inches in circumference must be used.
    • Boys –
      • Mites: 27.5 inches in circumference must be used.
      • Bantams: 28.5 inches in circumference must be used.
      • Cadets: 29.5 inches in circumference must be used.

 

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.