3v3 Basketball League
The rules governing this intramural sport activity are derived from rules used by the National Federation of State High School Association (NFHS) and rules unique to the UVM Intramural Sports Program. This rules sheet is not meant to be all-inclusive; rather it is a summary of the more common rules, policies, and procedures used by the Intramural Sports Program. All important policy information can be found in the Intramural Sports Handbook, which is available on our website. All team captains and players are responsible for reading this document and understanding the rules, policies, and procedures prior to participating in this activity.
General/Eligibility
See the Intramural Sports Handbook for complete listing of eligibility.
Varsity & Club Player Eligibility - Members of the UVM Varsity Basketball Teams are not eligible to participate in intramural basketball. Members of the UVM Club Basketball Teams are eligible to participate in intramural basketball; however these players are subject to the following participation guidelines:
- Competitive League Teams – no restrictions on club players
- Recreational League Teams – no club players are eligible
Penalty - Any team with a varsity player on the roster or that is in violation of the club player participation guidelines will automatically forfeit every game in which the ineligible player(s) participated. During playoffs, use of an ineligible player will result from the team being removed from further competition.
Intramural Team Participation - Individuals may only play on one same sex team and one co-rec team per basketball season.
UVM Identification - All players MUST present a UVM Cat Card to the IMS Supervisor prior to each game. Players who do not have their Cat Card will be subject to the terms of the Campus Recreation ID Policy.
Team Rosters - The official team roster consists only of those individuals who are eligible and who have signed the official online roster/waiver. Individuals must be listed on the official online roster by the end of regular season play in order to be eligible to participate in playoffs. Confirming that all players are listed on the official online roster by the last regular season game is the responsibility of the Team Captain.
Players and Substitutions
Players - A team shall consist of three (3) players; however rosters may list up to 8 team members. A team may start with no less than (3) players. In the event a team is playing with the minimum number (3) of players and a player becomes injured or has to leave (for reasons other than an ejection) the game will continue until it is deemed a farce as determined by the officials and supervisor. This league is considered OPEN, there are no restrictions on gender ratios.
All players must sign in with the scorekeeper or supervisor prior to playing. Late players may be added to the score sheet at anytime; although, a new player will have to wait for a dead ball situation to enter the game. Any player who enters the game without checking in with the scorekeeper will be assessed a technical foul.
Nomad Rule - A team may add a "nomad" player or players who are not currently rostered on the team to avoid a forfeit and play competitively. A team may use nomads when they have less than the surface maximum number of rostered players present at game time. The required number of rostered players needed is one less than the minimum for that sport. Nomad players must follow all eligibility guidelines including co-rec ratio and restrictions.
The eligibility guidelines are as follows:
- A team MUST announce nomads to officials, the scorekeeper (if applicable) and opposing team captain during the pregame meeting
- A team may only pick up enough nomads to field a full team not including substitutes
- If rostered players arrive after the contest has started, it is up to the discretion of the team using the nomad rule if nomads will continue to play
- A team may decide to use a nomad at any point in the game if an injury occurs and the team will be playing with less than the surface maximum. This does not include circumstances involving unsporting behavior.
- Teams and nomads must follow club and varsity eligibility guidelines
- If a nomad is not currently rostered on a team for that sport, they will automatically be added to the team's roster
- Any unsporting behavior penalties and suspensions will be carried over to the nomad's rostered team
- A nomad cannot act as a speaking captain for the team they are playing for
- Teams may not use the nomads during playoffs
| Surface maximum |
Minimum number of players to avoid forfeit |
Minimum number of rostered players required to play |
Maximum number of nomads allowed to play |
| 3 players |
3 players |
3 players |
2 players |
Substitutions - All subs must report to the scorekeeper before subbing. Subs have to wait until a dead ball situation and may enter the game ONLY after the official “beckons” them in. NO substitutions may be made “on the fly,” if a player substitutes into the game “on the fly” a technical foul shall be called.
Communication with Staff - Team captains are the only individuals permitted to speak with the officials regarding substitutions, calls, or questions. If another player attempts to dispute, a warning may be issued. Subsequently, an unsportsmanlike conduct penalty may be called followed by a possible ejection.
Equipment
Game Jerseys - Game Jerseys are provided by the IMS program. All jerseys will have numbers on them and each person will be required to record their name and number with the score keeper for their game at each scheduled match. The team captain/team representative must leave their ID with the Intramural Sports Supervisor as they are responsible for all jerseys. The player’s ID will be returned upon return of all jerseys. Replacement costs for any equipment missing will be billed to the individual’s Campus Recreation account. If your team would like to purchase “team jerseys” the intramural sports office encourages you to do so but you must make sure that these jerseys have numbers and are all the same color.
Basketballs - The game ball shall be issued by the officials. Teams are encouraged to bring their own basketball(s) to practice or warm up with.
Replacement costs for any equipment missing will be billed to the individual’s Campus Recreation account ($50/basketball, $15/ pinnie).
Footwear - All players must wear basketball or tennis shoes and gym clothes. Boots, open-toed shoes, and shoes that mark the floor are strictly prohibited. Participants must carry in gym shoes to be worn during play. Snow, mud, and salt carried in on shoes can cause unnecessary floor damage. Players wearing any kind of gym shoe causing marking problems including salt scratches, slush, water, etc., will be asked to leave the facility.
Jewelry - All jewelry must be removed. This includes, but is not limited to, necklaces, earrings, newly pierced earrings, bandanas, facial piercings, rings, bracelets, and watches. Individuals will not be allowed to tape over any jewelry item. If you cannot remove the item, then you CANNOT play.
Duration of Game and Grace Period
Game Length - Play will consist of two 12-minute halves (the clock will only stop for time-outs, protests, and injuries). During the last two (2) minutes of the second half, the clock will stop on all dead ball situations. Half time will be 2 minutes long.
Game Officials - Games will host 1 sports official and scorekeeper.
Game Time is Forfeit Time! - All intramural events are tightly scheduled based on facility availability to allow for maximum participation, so keeping the games on schedule is very important. Please have your team at the court checked-in and ready to play at least ten (10) minutes before your scheduled game time. Game time is forfeit time! If one team is late/is not present, the team's captain that is present and has the minimum number of participants required ready to play will be given two options (once a decision is made it cannot be changed):
- Take the forfeit immediately
- Give the team five (5) minutes to show
- If the team shows, the game must be played with only the remaining amount of time left. If the team still does not show, it will be a forfeit.
Reserve Clause: IMS Staff reserves the right to make time adjustments to accommodate scheduling conflicts
Time Outs - Three (3) time outs per team per game (duration one (1) minute in length). Unused time outs do not carry over to overtime.
- If a team has no time outs and calls for one, a technical foul will be assessed, plus possession of the ball to the non-offending team at the division line.
Scorekeeping - The scorekeeper’s record is the official record.
Mercy Rule - The clock will not stop if a team is ahead by ten (10) points or more anytime in the last two (2) minutes of the second half. If a team is ahead by (20) points at or within the last 2 minutes of the 2nd half, the game will become final.
Overtime - There is NO overtime during regular season. Games that end in a tie during regular season will be recorded as such.
During the playoffs, if a game ends in a tie, then an overtime period will be played. A new coin toss will occur. Overtime periods will be two (2) minutes in length,clock will stop on all whistles, as well as time-outs, injuries, and protests. Overtime periods shall be repeated until a winner is determined. Each team will be given one additional time-out per overtime period. Time-outs do not “carry over” from one overtime period to another. Second half team fouls and all player fouls carry over to all overtime periods.
Game Play
Playing Surface/Game Rules
- Games will be played on 1 half of a full size court. Typical boundary lines are in effect, with the half court line completing the outer perimeter of the court.
- Initial possession will be determined by a coin flip.
- The "clear" line is anywhere outside the green three point arc. The ball must always be sent above the "clear" line after every change of possession/turnover and can then be played immediately. At least 1 foot needs to be over the arc to officially "clear" the ball. Teams may pass or dribble it over any part of the green arc.
- Exception: Team A possesses the ball and Team B tips/knocks/blocks/etc. it out of their hands. If any member of team A recovers before team B possesses the ball, they do not need to re“clear” the basketball.
- All ”inbound” situations will need to be “checked” to the opposing team at the top-center of the green arc.
- This includes after any whistle, fouls, violations, out-of-bounds, and made baskets. The ball must be checked back immediately, no stalling.
Shot Point Values
- Shots from beneath the green arc will result in 1 point
- Shots from beyond the green arc will result in 2 points
- Free throws are worth 1 point
Violations
- Three Seconds: An offensive player cannot be inside of or in contact with the free throw lane (known as the key) for more than three seconds while the ball is in his/her team's front-court.
- Five Seconds: If a player is closely guarded (within six feet) in the front-court and holds the ball for more than five seconds, or dribbles the ball for more than five seconds then a violation will be called.
- Kicking: It is a violation to intentionally strike the ball with any part of the leg or foot; accidentally striking the ball with the foot or leg is not a violation.
- Elbowing: Swinging of the elbows while in possession of the ball without pivoting either foot, regardless of if another player is nearby
- Penalty: Turnover (no contact with opponent)
- Penalty: Foul (contact with opponent)
- Traveling: Occurs when a player holding the ball moves one or both of his feet illegally.
- Double Dribble: An illegal dribble that occurs when a player dribbles with both hands simultaneously or interrupts a dribble by holding the ball briefly in one or both hands.
- Jump Ball: When players on both teams have possession of the ball; if players from both teams have their hands on the ball simultaneously.
- Possession arrow determines possession
- Out of Bounds: When the ball goes out of play, it is awarded to the team that did not touch it last; if a player steps out of bounds while possessing the ball, the opponent shall gain possession.
Fouls
1. All common, personal and technical fouls shall be counted against a team total. In each half, a bonus will be awarded on and after the fifth team foul. An individual player can foul out of the game after 7 personal fouls in the game.. All free throws will be taken in the manner of a single technical foul, with only the shooter lined up. Regardless of the shot outcome, the opposing team will obtain possession of the ball (exception -- any actual technical, intentional, flagrant foul)
2. Prior to the fifth team foul:
- Any common foul shall result in loss of possession for the offending team
- Any offensive foul shall result in disallowing a converted basket and loss of possession
- Any shooting foul with a missed basket shall result in one foul shot.
- Any shooting foul with a converted basket shall result in the basket being awarded, along with one foul shot.
3. Following the fifth team foul:
- Any common foul shall result in a foul shot awarded to the offended team
- Any shooting foul with a missed basket shall result in a foul shot taken in the manner of single technical foul with only one shot allowed to the offended player
- Any shooting foul with a converted basket shall result in the basket being awarded, a foul shot taken in the manner of single technical foul with only one shot allowed to the offended player
4. Common Fouls:
a. Illegal Contact
b. Charge
c. Block
d. Illegal Screen
e. Push
f. Hold
g. Illegal use of Hands
Definitions
1. A personal foul is a player foul that involves illegal contact with an opponent while the ball is live, which hinders an opponent from performing normal defensive and offensive movements.
2. "1 and 1" or bonus situations will result in only 1 free throw attempt. No players will occupy lane lines.
3. A double foul is a situation in which two opponents commit personal fouls against each other at approximately the same time. In the case of a double foul, fouls are recorded, no free throws are awarded, and possession is awarded based on the alternating possession arrow.
4. An intentional foul is a personal or technical foul designed to stop or keep the clock from starting, to neutralize an opponent’s obvious advantageous position, and contact away from the ball or when not playing the ball.
- Results in team who did not foul receives possession of the ball and 1 point
5. A flagrant foul may be a personal or technical foul of a violent or savage nature or a technical non-contact foul, which displays unacceptable conduct. If a flagrant foul occurs the player is ejected from the game.
- Results in team who did not foul receives possession of the ball and 1 point
6. When a player control (charging) foul is committed, no points can be scored.
- *Player control fouls will not result in "1 and 1" situations. Ball will be given to offended team at top of the check line.
7. A technical foul is a foul by a non-player, a non-contact foul by a player; an intentional or a flagrant contact foul while the ball is dead.
- Two technical fouls against a player or coach will result in immediate ejection of that person from the game.
- Slapping either backboard or grabbing the rim is a technical foul.
- Exception: a player may grab the rim on a dunk or to prevent injury.
8. A technical foul on a spectator or coach is charged to the team captain. Any two players and/or coaches and/or spectators ejected from a game will result in an automatic forfeiture of the game by the offending team. A technical foul will also be recorded as a personal foul of the offender; also included in the total team fouls.
- Results in team who did not foul receives possession of the ball and 1 point
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