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
IN-TOWN LEAGUE RULES
Bantams and Cadets
(last revised 11/24/2019)
 
1. Game Time: It is the responsibility of the coaches to start the game at the scheduled time. Each gym has games scheduled 1 hour & 15 minutes apart and keeping ALL games on time is important for everyone.
           a. If games are running late, keep your pre-game warm-ups to 3 minutes and reduce the half-time break to 2 minutes                 (or enough time for a water break).
          b. If there is no referee, please recruit a coach or parent to get the game started.
          c. If a team is unable to field five (5) players at start time, IT WILL OFFICIALLY BE LISTED AS A FORFEIT.                      But still play the game by 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.
          d. 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.
          e. Games CANNOT be postponed or re-scheduled by coaches without prior approval of the Scheduling Coordinator               (who needs to confirm gym space and notify referees)
          f. 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. Generally, we do NOT make up games cancelled due to weather.
 
2. Game Length: All games consist of two halves of 20 minutes each with “partial running time” for first 18 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.
 
3. Playing Time: All players MUST play at least half of every game (4 shifts) and NO MORE than 75% of a game (6 shifts) unless a team has 6 or less players. For teams of 11 players, coaches should ensure line-ups are done in advance to ensure as close to equal playing time. 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.
 
         a. The timekeeper and referee should stop the game at 15, 10- and 5-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)
         b. At these times, 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. 
         c. 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);
         d. Players in foul trouble must continue to play until the next scheduled substitution (so they can learn to play in this        situation)
         e. The only exception to the “must play half of the game” rule would be if a player repeatedly (3-4                                    consecutive times) misses practices and games; if after a warning to the player AND parents this condition persists,              the coach may reduce playing time accordingly.
 
4. Time-Outs: All teams have 4 time-outs per game, even if the game goes into overtime.
 
5. Defense:
 
         a. must start at half-court or below; no defense in the backcourt (see #12 "Pressing" below for exceptions). In the last       two minutes, half-court defense can be played as well to ensure the offensive team does not stall out the rest of the               game passing the ball around/above the three-point line.
         b. must be man-to-man (no zones allowed EXCEPT IN BOYS CADET)
         c. DOUBLE TEAMING OR TRAPPING IS NOT ALLOWED (Except in Boys Cadet) or only in the                       following 2 instances in all other divisions:
                          - inside the key in "help" situations; and
                          - for 1-2 seconds to help a teammate defend a pick; then defenders should either stick with their own player or "switch" players
 
         NOTE: the goal is to get all players to learn how to play man-to-man defense; no defense should be used as a means 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.
 
         d. 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.
         e. Coaches should use their best judgment on balancing shifts for beginner/advanced players when games are                  lopsided.
 
6. 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 InTown                             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.
 
7. Penalty/Bonus 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.
 
8. Overtime: If the score is tied at the end of regulation, a 3-minute overtime period will be played.
 
   a. start OT period with jump ball
   b. coach can use any eligible players during OT (but not a player who has fouled out)
   c. clock stops on the whistle and foul shots in last 2 minutes of overtime
   d. pressing is allowed in the entire overtime in Bantams and Cadets.
   e. if the score is still tied at end of first overtime, then ADDITIONAL 3 MINUTE OVERTIME PERIODS WILL BE PLAYED UNTIL THE GAME IS DECIDED.
 
9. 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. The point differential will be capped at 20 for the standings.
 
10. Season Ending Tie Breaker: 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. 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:
 
11. Travel Violations & Fouls:
      a. In Bantams: use common sense
 
      b. In Cadets: standard rule applies
 
12. 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 Boys Cadets, zone pressing is allowed.
 
      a. In Bantams: allowed ONLY in 2nd half IF (a) your team is losing OR (b) your team is leading by less than 10 points 
      b. In Cadets: allowed anytime during the game IF (a) your team is losing OR (b) your team is leading by less than 10             points
 
13. 3-point shots: In Bantams, only count as 3 points in the last 2 minutes of the game (to discourage players from taking during regular course of the game). Outside of this time, three pointers will be scored as two points. Kids need to learn to shoot successfully and build proper technique and eliminate poor technique. In Cadets, they count as 3 points anytime during the game.
 
14. Foul shots:
 
    a. 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.
    b. In Cadets: use regular foul line and shooter is not permitted to cross over the foul line
 
15. Ball size: All teams use a 28.5” circumference ball, except -
 
    a. In BOYS CADET, use a 29.5” circumference ball
 
16. 3 second lane violations:
 
   a. In Bantams: called only when an offensive player is gaining an unfair advantage
   b. In Cadets: standard rule applies
 
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 insure 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.
 
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SYB – 3 RD + 4th GRADE 5v5 – updated 11/24/19
GAME TIME
It is the responsibility of the coaches to start the game at the scheduled time. Each gym has games scheduled 1 hour & 15 minutes apart and keeping ALL games on time is important for everyone.
   • If games are running late, keep your pre-game warm-ups to 3 minutes and reduce the half-time break to 2 minutes (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, it will be listed officially as a forfeit, but try to recruit players           from the opposing team or another team so that the kids will get to play, which is our main purpose.
   • Play WILL 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 (5) players.
   • Games CANNOT be postponed or re-scheduled by coaches without prior approval of the Commissioner; generally,             this only occurs for bad weather.
 
GAME DURATION
2 – Halves of 20 minutes with partial running clock with stoppage every 5 minutes for substitutions. The clock STOPS only for fouls shots, injuries, time-outs and substitutions -- the clock continues to RUN during other whistle stoppages of play.
 
OVERTIME
If the score is tied at the end of regulation, a 3-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 last 2 minutes of overtime
   • If a game is tied at the end of the first overtime, the game will end in a tie.
 
TIMEOUTS
All teams have 3 timeouts 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
27.5 inches in circumference must be used.
 
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 the ball is stolen, offense retains possession and check ball behind the arc at the top of the key.
 
JUMP BALL
All games will start with a jump ball. After the jump ball, the alternate possession rule will apply and will be used to determine who starts with the ball at the beginning of the second half.
 
SHOT CLOCK
No shot clock - however, no stalling is allowed. An offensive team cannot hold the ball outside of the three-point line longer than 25 seconds. Referee should give a five second warning to pass or dribble the ball inside of the three-point line. The ball must stay within the three-point line for at least 5 seconds. Do not strictly enforce but use common sense.
 
SUBSTITUTIONS
    • Play will stop every five minutes to allow for substitutions. The timekeeper and referee should stop the game at 15, 10-        and 5-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 twoshot foul when the opposing team reaches 10 fouls.
 
FREE THROWS
The shooter may use a 12-foot foul line (1 step in front of the actual foul line). Players in marked lane spaces will be able to move into the lane when the ball is released by the free-throw shooter. The shooter may not move until the ball hits the rim.
 
TRAVELING VIOLATIONS
In Mites: not strictly enforced – use common sense; in first few games of the season, it is suggested that travel violations called during the first half of the game are explained to the player & that player’s team is allowed to take the ball out of bounds and during the 2nd half of the game, a travel call results in a turnover.
 
THREE SECOND VIOLATION
It will not be enforced. For kids staying too long in the lane, referees and coaches should encourage them to move.
 
OFFENSE
Offenses may not spread the court to clear out defenders. All players must be involved in the offense. Clearing out players to create one-on-one matchups is illegal. You may not defend/pressure the player beyond the three-point line. This gives everyone a chance to be on center stage and dribble the ball without the pressure of losing it. And, each player must be given at least one opportunity to bring the ball up the court.
 
STARTING A POSSESSION
Except for a fast break, the offensive team should try to make three passes before a shot is taken.
 
SCORING
Three-point shots only count as 3 points in the last 2 minutes of the game (to discourage players from taking during regular course of the game) Outside of this time, three pointers will be scored as two points. Kids need to learn to shoot successfully and build proper technique and eliminate poor technique.
 
INDIVIDUAL SCORING
No player can score more than 14 points in a single game during regulation time (this limit is removed for overtime)
   • If a player with 14 or more points scores again, the points are not awarded, and it will be considered a turnover for               his/her team and the opposing team will get the ball.
   • If a player with 14 or more points is fouled and awarded free throws, his/her coach must select another player on the           court to shoot the free throws.
   • If a player reaches the 14-point limit, the other team CANNOT change the defensive match-up against that player to           try to gain an advantage against the other players. The same player that had been guarding that player earlier in the               shift must continue to guard him for the remainder of the shift. The matchups for any later shifts must be done without        considering that a player may be ineligible to score. The “no double-teaming” rule will be strictly enforced to make             sure that the defensive player does not “wander” over to help cover eligible scorers.
   • If a player who has already scored 13 scores a basket, all the points count in the game score. If a player who has already scored 13 points is fouled and awarded 2 foul shots, he may shoot all the foul shots and all the points count in the game score.
   • NOTE: This rule is designed to encourage team play and involvement of all players in the offense, and to prevent one         player from dominating the game at the expense of his/her teammates and/or consistently taking advantage of                       mismatches created during that period or caused by available/missing players that day.
 
DEFENSE
   • Man-to-man defense only, no zone schemes.
   • Defense must start inside of the three-point line. You may not defend the player beyond the three-point line. If stolen,           offense retains possession.
   • 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 need to be within 5’ of their offensive player and 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.
 
PRESSING
No pressing is allowed during the game.
 
OTHER RULES
All other rules default to standard MIAA High School rules. The point differential will be capped at 20 for the standings.
 
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.
 
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.
 
There will be no tolerance for players complaining to or arguing with the referees or coaches about the calls. As coaches, we should be a role model as well so do not argue or complain about any call. No matter how bad you think it is.
 
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.