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Competitive Sports Staff

Zach Gilbert- Assistant Director of Campus Recreation Office: SRC 162 C Phone: (910) 962-4116 Email: [email protected]

Andy Rampe – Coordinator of Competitive Sports Office: SRC 162 B Phone: (910) 962-3318 Cell: (419) 796-0457 Email: [email protected]

Brian Stelzer – Coordinator of Competitive Sports Office: SRC 162 A Phone: (910) 962-7758 Cell (712) 540-9257 Email: [email protected]

Ryan Himes - Student Staff Programmer Office: SRC 162 Phone: (910) 962-7529 Email: [email protected]

Office Hours and Contact Information Office Hours: Monday – Friday 11:00am-5:00pm Office Location: Student Recreation Suite 162 Website: www.uncw.edu/campusrecreation

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Table of Contents Expectations……………………………………………………………………………………………………...... 3 Officials Dress Code Inappropriate Behavior Tardiness Game Duties……………………………………………………………………………………………………...... 4 Protests…………………………………………………………………………………………………………...... 5 Ejections/Incidents/Injuries…………………………………………………………………………………………………………………………5-6 Sportsmanship……………………………………………………………………………………………….……………………………….………………6 Tips for Getting the Most from Yourself as an ………………………………….……………………………………………….…8 Officials’ Checklist……………………………………………………………………………………………………………………………………………9 Rules………………………………………………………………………………………………………………………………..…………………………...10 2 Person Mechanics………………………………………………………………………………………………………………………………………17 3 Person Mechanics……………………………………………………………………………………………………………………..……………….20 Officials Signals…………………………………………………………………...... 25

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Expectations

1. BE ON TIME 2. Be in appropriate attire with necessary equipment 3. Work as a team on the field/court 4. Hustle 5. Payroll 6. Know the rules

Tardiness

IF YOU ARE EARLY, YOU ARE ON TIME. IF YOU ARE ON TIME, YOU ARE LATE. TO BE LATE IS UNACCEPTABLE. You are scheduled to arrive to your shift 15 minutes prior to game time. If you are not on-site and have not checked in with the IM Site Manager 15 minutes prior to game time, you are late and are subject to being written up.

Officials Dress Code

Officials are required to work in the appropriate attire. To effectively officiate, one needs to exude a manner of professionalism and uniformity in their appearance. The following is designed to accomplish this, as well as to develop a higher level of consistency among officials. Failure to comply with the dress code will result in disciplinary action.  Shoes: You are required to wear shoes to officiate in. Black athletic shoes are preferred, but athletic shoes are fine. Do not attempt to wear sandals, flip flops, open-toed shoes, heels, or go barefooted during a shift.  Shorts/Pants: You are required to wear black pants or shorts. Blue jeans and sweat pants are not allowed. Form fitting shorts/pants are UNACCEPTABLE! DO NOT EXPECT TO WORK IF YOU ARRIVE TO WORK IN SHORTS THAT ARE NOT BLACK!!!  Shirts: You will check out a set of stripes prior to each shift and return them to the Supervisor when your shift is complete. That official’s shirt is the only shirt allowed to be worn while officiating. YOUR SHIRT MUST BE TUCKED IN AT ALL TIMES DURING YOUR SHIFT. Officials may not shoot around in their strips. Any shirt worn under your stripes should be black, white, or gray.  Hats: Hats are not allowed to be worn for indoor sports.  Clothing No-No’s: Clothing unsuitable for work includes jeans, sweats, cut-offs, and open-toed shoes. Any clothing deemed inappropriate by the Competitive Sports Supervisor on duty must be removed or you will be written up/sent home.

Personal Information

Please do not give out any information about fellow employees, supervisors, or professional staff members. This includes shift times, significant others, roommates, phone numbers, addresses, fraternity/sorority, or major. This is for the safety of the employee.

Good Standing as an Official

An official is in good standing has done all of the following:  Attended all trainings  Taken all tests and Blackboard quizzes  Attended Biweekly Meetings  Has not been written up for any reason Any official in good standing is eligible for a $25.00 upon completion of the sport.

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Inappropriate Behavior

The following activities are prohibited to employees while working:  Smoking and/or chewing tobacco  Being under the influence of alcohol or drugs  Using abusive or language toward any person  Holding personal conversations with participants prior to, during, or after a game  Using cell phones before, during, or after a game without expressed permission by the Supervisor.  Working on homework, class assignments, or outside work while on the clock without expressed permission by the Supervisor.  Working out or playing games while on the clock.

Approving Payroll Procedures

You have from 3:00 p.m. the first business day (does not include weekends or school holidays) of the month until 5:00 p.m. of the second business day to approval your time sheet 1. Go to seanet.uncw.edu 2. Click on “Secure Login for Faculty, Staff, and Students” 3. Enter your Username (XXX####) and your PIN (was given to you at orientation) 4. Click the “Employee” tab 5. Click “Time Sheet” 6. Make sure each time period you are approving is the previous month 7. Click the “Time Sheet” button 8. If your hours are correct then click the “Submit for Approval” button 9. Do this for ALL the job codes you have hours for If you have an error message you need to contact Andy or Zach immediately.  This happens if you approve your payroll before 12:00 noon on the first business day of the month  You will have to come in and sign your time sheet  Read your emails carefully from Samantha

Game Duties

1. Arrive 15 minutes early to your game. You will be scheduled fifteen minutes prior to, so if you aren’t there by your scheduled time, you are late and will be subject to disciplinary actions. 2. Get your equipment and look the part – nothing is worse than an official who comes running onto the court trying to dress themselves and then realizes they forgot their whistle. 3. Hold a proper captain’s meeting – It is important to pass along important information to the captain’s during this meeting, relay sportsmanship expectations, and answer any questions the captain’s may have. This should be thorough but short and sweet. 4. Officiate the game to the highest level possible. No matter how bad the game is, treat it like it is the best game of the night. Even in blowouts, there are things you can work on and learn. Take advantage of non-competitive games to work on your skills, positioning, mechanics, communication, and teamwork. Don’t ever take plays off to watch other fields/courts. 5. Complete score sheets at the completion of the game – make sure that the score is correct and the winning team is circled and each team has a sportsmanship grade. Sign your names to the card in the proper positions. 6. Sportsmanship grades at the end of the game. Don’t forget to assign sportsmanship grades for the teams at the completion of the game. These are very important for the Competitive Sports Office. Paperwork is also needed if there were any situations on the court that hour. Make sure to complete reports, injury reports, incident reports, and whatever else is needed prior to leaving for the night. Get your partners to help complete reports with their perspectives as needed.

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7. Taking down courts. You are required to stay and help take down the courts, return equipment to the storage closet and pick up trash after your last game. You may not leave until the Competitive Sports Supervisor releases you at the end of the night. DO NOT LEAVE WITHOUT TELLING THEM. 8. Other duties as assigned – Don’t be eager to do the minimum and then fly off the fields. If you want to advance in the Competitive Sports Program, show your dedication and desire to help out by assisting whenever possible. Don’t be surprised if you get asked to stay and officiate another game or two if someone doesn’t show up for a shift. That is a great way to pick up extra hours and get more games on the next schedule.

Protests

During games, there may be times when a call is protested by a team. This is okay and not something to get upset about. Teams can protest anything they want, that doesn’t mean they are correct and that your decision will be overruled by the Supervisor. Here are the steps to handle a protest: 1. You make the call you think is necessary for the situation, making your decision based on the circumstances of the play only. 2. The team feels you are incorrect in your decision or enforcement of the foul/call. They declare their desire to protest the decision. They can protest any call they choose, but your judgment calls are infallible and cannot be overturned. The team must declare their protest prior to the next live ball (either the ball being put back into play, the snap, the pitch, etc.) If they wait a few plays and then decide, it is too later. They must protest prior to the next live ball situation. This includes foul vs. no foul, in bounds vs. out of bounds, etc. YOUR JUDGEMENT CANNOT BE PROTESTED. It is not up to you to tell a team they can or cannot protest a call. 3. They must call a timeout to protest. If they don’t have a timeout, they can still protest; but if they are wrong, they will receive a . Grant them the timeout and then call the Supervisor to the court. 4. The Supervisor will listen to the protest, confer with the officials, and make a decision. That decision is final. If it found that the officials were incorrect, then the mistake will be corrected and the game restarted, the team gets their timeout back. If the team was wrong and loses the protest, the game is restarted as is and the team loses their timeout. 5. If the team is still unhappy about the decision, they can submit a contest protest or complaint form with the Supervisor and the Competitive Sports Staff will look into the situation the next business day.

EJECTIONS/INCIDENTS/INJURIES

Irate Participants and Ejections Ejections are not a sign of greatness from an officiating of view. Ejections are the final straw after all other techniques for avoiding ejection have been exhausted. When a situation calls for an ejection, it is up to the officials on the court to handle the situation. Here are several steps to avoiding conflict and better managing a situation:  Look like an official – Good officials look the part. They look athletic, confident, and respectable. The more you look like an official the more accepting people are, the less conflict you’ll have to manage. Your physical presence also refers to where you are in relation to the conflict. Sometimes you can defuse a situation merely by being in the area of the problem.  Use your voice – The way you talk has a tremendous impact on the response you receive. Your voice is one of the most important tools you have.  The more you say, the less it means – Officials are guilty of “yeah, but” syndrome. When someone challenges them, too often officials say, “Yeah, but…” and give some defensive response. In many cases, your best tools for handling a situation are your ears, not your mouth, you can’t misquote silence.  Defuse situations; don’t add emotion to them – When an official barks at a player, the player’s first reaction is to snap back. This does nothing to help the situation.  Avoid threats – Ultimatums place officials in corners as much as the players. Don’t say, “Shut your mouth, or you’re outta here!” Use phrases like, “That’s enough.” That’s far less provocative, yet gets your message across. Do not draw lines in the sand…it only comes back to haunt you.  Ask questions – This is one of the best conversation management techniques. When players are harassing you over a call, instead of snapping or barking at them, ask “what did you see on that play?” More often than not, the player will stop yelling and redirect his/her efforts into explaining. After the player is finished, tell him/her 5

what you saw. You may agree or disagree, but if you’ve asked the questions, it is only a disagreement = not a venom-filled argument.  NEVER USE PROFANITY – As an official, you are held to a higher standard than the rest of the participants in the contest. We have a strict no cursing policy for the participants, therefore you are held to a higher standard when working and playing.  The most obvious way to avoid an argument: DON’T ARGUE!!! – Even when a player is begging for an argument, don’t. Simply state, “When we can talk to each other instead of screaming, I’ll have a conversation with you.” Don’t get drawn into the argument. Avoid aggressive body language and talk in a calm, slow manner to slow the pace of the conversation. It’s not an argument if you don’t participate.

When these steps fail and it is time to penalize a player, do not hesitate. If a player deserves an unsportsmanlike conduct or we had a foul that was obviously malicious or dangerous, do not hesitate to penalize that player accordingly. YOU WILL NEVER LOSE RESPECT FOR ISSUING AN UNSPORTSMANLIKE PENALTY WHEN IT IS WARRANTED, you will lose all credibility if you ignore the unsportsmanlike conduct. If the player deserves the ejection, drop the hammer and take care of business. DO NOT PENALIZE A TEAM MULTIPLE TIMES FOR ONE PLAYER’S ACTIONS IF THE TEAM IS TRYING TO HELP. Once a player is ejected, they must leave the field immediately. Your duties are done once that player is off of the field. The Site Manager will then take over. Your next step with that ejection is to complete the paperwork after the game. ALL OFFICIALS on the crew should give their version of the story so we make sure we have all the details (language used, phrases shouted, actions leading up to the ejection, etc.)

These steps included:  The Quiet Word  Public Warning  Captain’s Meeting  Technical Foul  Ejection

Incidents

Sometimes events will happen that need to be documented besides ejections or injuries. If you ever eject a spectator or have a situation involving a fan, please get the Supervisor immediately to with the situation. Document it afterwards. If something happens with your crew, you have something that needs to be addressed by the Competitive Sports Staff with a fellow employee or anything along those lines, please document this on an Incident Report.

Injuries

If a player, spectator, or official is hurt during a game, do NOT try to render aid. The Supervisor is the first responder on site and should be notified immediately by short blasts on the whistle. Your job once an injury occurs is to serve as crowd control, emergency contact (go to the phone and get help), and direct traffic (in case of an ambulance). You will also be able to serve as a witness to the injury and assist in any other way the Supervisor deems fit.

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Sportsmanship

A part of the philosophy of the intramural sports program is good sportsmanship and is vital to the conduct of every contest. In order to encourage proper conduct during games, officials, supervisors, and administrative personnel shall make decisions as to whether players and teams will be warned, penalized, or ejected, due to poor sportsmanship. These decisions are final. The Assistant Director or Coordinator will rule on further penalties to be prescribed as a result of: unsportsmanlike conduct; profanity; unnecessary ; striking or shoving an opponent; threatening; shoving or striking an official; arguing with an official; derogatory and/or abusive remarks toward an opponent or official; and any action with the intent to physically injure an opponent. The team captain is responsible for the actions of any individual member of the team and for spectators directly related to said team. The conduct of the players and spectators before and after the game is as important as conduct during the game. Organizations will be held responsible for conduct at these times as well as during the game.

All Sportsmanship ratings and penalties will carry over into the playoffs.

All infractions of the above may be turned over to the Dean of Students Office as they relate to the student handbook and Code of Student Life.

The Rating System

The sportsmanship rating consists of a scale ranging from one to five. All ratings will be administered by the game officials immediately following the contest. A rating of one constitutes poor sportsmanship with multiple ejections while a five designates those that display excellent sportsmanship. A team must have a 3.0 average or better rating to make the playoffs. Teams must also maintain a 3.0 or better rating each game/round to advance in the playoffs regardless of outcome.

Classifications

Excellent (5): Players fully cooperate with the officials and other team members. The captain calmly converses with the officials about rule interpretations. The captain has full control of teammates.

Good (4): Team members verbally complain about some decisions made by the officials and show some minor dissension but the captain exhibits control over the team.

Acceptable (3): A team shows verbal dissent towards the officials which may warrant a technical, unsportsmanlike conduct penalty, or yellow card. Captain exhibits minor control over teammates, but is in control of himself/herself. A participant may receive one technical, unsportsmanlike conduct penalty or yellow card as long as the remainder of the game is under control. A team which has a player ejected will receive no higher than a 2 point rating!

Poor (2): Teams constantly comments to the officials from the field/court or sidelines. The game contains multiple technical fouls, unsportsmanlike conduct penalties, or yellow cards and/or one or more ejection.

Unacceptable (1): Players disregard warnings for conduct and/or language. The game is stopped or contains multiple ejections.

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Tips for Getting the Most from Yourself as an Official

1. Call the obvious!!!!! 2. Study the rules and strive to improve your officiating. 3. Conduct yourself so spectator attention is on players, not officials. 4. Enforce, don’t legislate. 5. Dress appropriately and professionally. 6. Report to your game assignments on time. 7. Be fair and unbiased in your decisions. 8. Be proactive, not reactive. 9. When the ball is dead, be alive. 10. Anticipate the play, not the call. See the whole play. 11. Cooperate, support, and be professional in your associations with your fellow officials. 12. Be firm but not overbearing; positive, but never rude; dignified, but never “cocky;” remember the good official doesn’t have to have the last word. 13. Do not use profanity on the fields. 14. No matter what a participant says or does to you, do not retaliate verbally or physically; walk away. 15. Not all contact is a foul – Advantage vs. Disadvantage 16. Do not give information that might be used by a team’s future opponents. 17. If you miss a call, don’t get down on yourself, remain focused on the game. 18. If you can’t explain it, don’t call it. 19. Hustle, hustle, hustle!!! There is nothing worse than a lazy official.

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Official’s Checklist From “Making the Call” from Referee Magazine

1. Be competitive – the players are giving maximum effort; so should you. You are hired to make the calls that manage the game – Make them! 2. Have your head on right – Don’t think your striped shirt grants you immunity from having to take some criticism. It’s part of officiating. Successful officials know how to take it. 3. Don’t be a tough guy – If a player is on your back, but not enough to warrant a penalty, keep your distance. That is especially true during timeouts. Standing near an unhappy participant, just to “show them” will only lead to further tension. Use good judgment. 4. Get into the flow of the game – Each game is different. Good officials feel the difference. Concentrate on the reaction of the players. Take note of tempo changes. A ragged game calls for a different style of officiating then a smooth game. 5. Don’t bark – If you don’t want to be shouted at, then don’t shout at others. By speaking normally, you calm the situation instead of inciting it. Shouting indicates a loss of control, not only self-control but game control. 6. Show confidence – Cockiness has absolutely no place in officiating. You want to exude confidence. Your presence should command respect from the participants. As in life, appearance, manner and voice determine how you are accepted. Try to present the proper image. 7. Forget the fans – As a group, fans usually exhibit three characteristics: ignorance of the rules, highly emotional partisanship, and a delight in antagonizing the officials. Accepting that will help you ignore them, unless they interrupt the game or stand in the way of you doing a good job. 8. Answer reasonable questions – Treat participants in a courteous manner. If they ask you a question reasonably, answer politely. If they get your attention by saying, “Hey ref, can I ask you a question” and then start telling you off, remind them calmly the reason you are listening. Be firm, but relaxed. 9. Choose your words wisely – Don’t ever threaten a participant in an obvious way that will only put them on the defensive. You will also put yourself in a tight spot. If it is serious enough to warrant a threat, it is serious enough to warrant a penalty. If you do have to “threaten” a player, choose your words carefully and make it subtle. 10. Stay cool – your purpose is to establish a calm environment for the game. Nervous or edgy officials are easily spotted by participants and fans alike. Nervous ticks, lots of movement, or a wide array of emotions throughout a game make you look vulnerable.

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BASKETBALL RULES

Warning: Your participation in this sport could result in physical injury, which could be serious or fatal!!! The University of North Carolina Wilmington assumes no responsibility for injuries and related medical expenses received during Intramural activities. Students, Faculty and Staff are reminded that Intramural participation is completely voluntary. It is strongly recommended that all participants have a physical examination and secure adequate medical insurance prior to participation.

The Department of Campus Recreation has a Minimal Standard of Care for each activity. The following is a list of requirements and recommendations for each participant that enters this activity.

Requirements of all participants: Recommended for all participants: 1. No jewelry or hats 1. Mouthpiece 2. Non marking shoes 2. Eyeglass restraints (if applicable) 3. No food/beverages allowed in 3. Padded support braces if result of previous injury or the Student Recreation Center required by doctor 4. Proper attire

Current National Federation of State High School Association rules will apply with modifications or exceptions as indicated in this document.

Intramural Sports Specific Rules

1. A student, faculty or staff university I.D. (UNCW One Card) will be required and checked at all games. NO I.D. - NO PLAY!!

2. Any rules or provisions not covered in this manual will follow the National Federation of High School Basketball rules.

3. Game time is forfeit time. 1 forfeit will result in a team being dropped from the league. A team can remain in the league if they pay the $20.00 forfeit charge as described in the IM Sports Handbook. A second forfeit will result in the team being dropped from the league. Four (4) players are required to avoid a forfeit. Co-rec: A team must have 4 players with the gender ration being 2 males and 2 females.

4. Roster number is unlimited. Suspended players may not be replaced. Roster additions must be made before, during or after games. Players may be dropped from the team roster if they have not participated in a game by the end of the regular season.

5. Players ejected from a game will be suspended indefinitely from scheduled contests, including tournament games, and must meet with the Associate Director or designee to regain player eligibility. 1 technical foul is grounds for ejection; 2 is automatic! Any player addressing an official with inappropriate language or profanity will be ejected.

6. Participants who wear jerseys provided by Campus Recreation must wear a shirt with sleeves underneath the jersey.

7. 3 technical fouls against one team will result in the game being forfeited. 10

8. Dunking: No dunking is allowed before, during, or after play. If a player dunks he/she will be assessed a technical foul and the basket will be nullified. If the dunk is deemed to be unsportsmanlike by any Competitive Sports Staff Member, the player will be ejected.

9. Play will be stopped at the official’s discretion, when a ball comes on the court from the other game.

10. Coaches must be listed on the score sheet. Team captains are responsible for the actions of their spectators. All spectators must sit inside the team boxes at all times, no one will be permitted to watch outside the team boxes.

Rule I: The Court A. Play will be on a regulation high school .

Rule II: Equipment A. All players are to wear numbered jerseys between 0 and 99, inclusive. Players will NOT be permitted to tape numbers on jerseys. The number should be displayed on the front and back of the jersey. Teams may check-out jerseys from the Intramural Sports staff at the game sites. B. : 1. Women (men) – A women’s (men’s) regulation basketball will be the official ball, and will be provided by Competitive Sports. If agreed upon by both team captains, an alternative ball may be used, provided that ball meets the standard requirements for a women’s (men’s) regulation basketball. 2. Co-Rec – A women’s regulation basketball will be the official ball, and will be provided by Competitive Sports. If agreed upon by both team captains, an alternative ball may be used, provided that ball meets the standard requirements for a women’s or men’s regulation basketball. 3. In all cases, the ball agreed upon by the captains and used to begin the game shall be utilized throughout the duration of the game, unless it becomes unusable. Usability of the ball is at the discretion of the referee. C. Shoes must be worn by all participants during games. Shoes must be canvas- or soft leather-topped and have non- marking rubber soles (commonly known as basketball or gym shoes). Note: Five finger shoes are not permitted. D. It will be prohibited for a player to wear equipment which would be considered dangerous to one’s self or to another player. Examples of this type of equipment include, but are not limited to: 1. Hard casts. 2. Jewelry. Note: Medical alert bracelets and necklaces are not considered jewelry, but must be secured to the body by tape to be worn. 3. Hard or unyielding items to control hair 4. Any head cover (excluding headbands).

Rule III: Players and Substitutes A. Number of players: 1. Men and Women – five players, with a minimum of four players needed to begin a game. A team may continue with as few as one player if the referee believes that team has an opportunity to win the game. Otherwise, a forfeit will be declared. 2. Co-Rec – five players, with a minimum of four players needed to begin a game. A team may continue with as few as one player if the referee believes that team has an opportunity to win the game. Otherwise, a forfeit will be declared. a. When five players are utilized, teams must play with a ratio of males to females or females to males of 3-2. b. When four players are utilized, teams must play with a ratio of females to males of 2-2. c. When three players are utilized, teams must play with at least one player of each gender on the court. d. When two players are utilized, both players on the court may be of the same gender. B. Substitutions 1. A substitute who desires to enter will report to scorer’s table, just outside the team boxes at midcourt. 2. During multiple-free-throw personal fouls, substitutions may be made only before the final attempt in the sequence or after the final attempt has been successfully converted.

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3. Substitutes will enter when the official beckons them on the court. The scorer’s horn does not give substitutes permission to enter.

Rule IV: The Game A. Teams must be ready to play at the scheduled game time, or at the conclusion of the preceding game. Any team not ready to play at this time will forfeit the contest. B. The game and each period will be started by a in the center circle. C. In jump ball situations other than those described in Rule IV.B., teams will alternate taking the ball out-of-bounds at the spot nearest to where the held-ball situation occurred. D. Length of game – games will consist of two halves, each 20 minutes in duration, with a three minutes intermission between halves. E. The clock shall run continuously except when the following occurs: time-outs. During the last minute of the second half the clock will stop on fouls and whenever the ball is declared dead by the official. Note: The clock will not stop for a made basket in the last minute of play in either half. F. Time-outs – each team is allowed three time-outs, each up to 30 seconds in duration, per half. 1. Only players on the court may request a time-out. 2. A player’s visual or oral request for a time-out during a live ball will be granted when: a. The player’s team is in of the ball, or b. A player who is in-bounds leaves the floor to save a ball from going out-of-bounds requests a time-out while in obvious control of the ball. 3. A player’s visual or oral request for a time-out during a dead ball will be granted unless the ball is in possession of a player on the opposing team, and that player is positioned out-of-bounds to attempt a throw-in. 4. Time-outs in excess of the number permitted will be granted, however, a technical foul will be assessed to the team requesting the time-out. 5. The clock will resume at the official’s signals time-in. On free throws in the first 39 minutes of game time, the clock will start when the ball is at the disposal of the shooter. G. Injury and/or blood – a player who is injured, bleeding, or who has blood on his/her uniform shall be prohibited from participating further in the game until appropriate treatment can be administered. If medical care or treatment is administered in a reasonable length of time, the individual will not have to leave the game. Note: A time-out cannot be used to allow a player to remain in the game. H. Dunking: No dunking is allowed before during or after play. If a player dunks before, during, or after the game, he/she will be ejected. A second of this rule by the team will result in the forfeiture of the game and ejection of the offending player. The points scored on a dunk will not count for the offending team.

Rule V: A. After the ball is placed at the disposal of the free-thrower: 1. The thrower will shoot within ten seconds, and in such a way that the ball enters the basket or touches the rim before the free throw ends. 2. The thrower will not purposely fake a try. 3. No player shall enter or leave a lane space. 4. The bottom two lane spaces must remain vacant. The first marked lane spaces on each side of the lane shall be occupied by opponents of the free thrower. The second marked lane spaces on each side may be occupied by teammates of the free thrower. The third marked lane spaces on each side nearest the free thrower may be occupied by the opponents of the free thrower. 5. A player not occupying a lane space must be behind the three-point line and free-throw line extended. 6. A player not in a marked lane space, including the semi-circle formed by the lane lines, may not have either foot beyond the vertical plane of the outside edge of any lane boundary. This restriction applies until the ball touches the rim or . 7. A player occupying a marked lane space may not break the vertical plane of the outside edge of any lane boundary until the ball touches the rim or the backboard. B. Penalties for free-throw violations are described in Rule VI.A.

Rule VI: Violations and Penalties A. Free throw violations 12

1. If the first or only violation is by the free thrower or teammate, the ball becomes dead when the violation occurs and no point can be scored by the throw. If the violation occurs during a free throw for: a. A personal foul, other than intentional or flagrant, the ball is awarded to the opponents for a throw-in from the designated out-of-bounds spot nearest the foul. b. A technical foul, the ball is awarded to the thrower’s team for a throw-in at the division line on the side of the court opposite the scorer’s table. c. A flagrant or intentional personal foul, the ball is awarded to the thrower’s team for a throw-in from the designated out-of-bounds spot nearest the foul. 2. If the violation is by the free-thrower’s opponent only: a. If the try is successful, the counts and the violation is disregarded. b. If the try is unsuccessful, the ball becomes dead when the free throw ends, and a substitute throw shall be attempted by the same free thrower under conditions the same as for the free throw for which it is substituted. 3. If there is a simultaneous violation by each team, and no further free throws are to be administered, the ball becomes dead, no point can be scored, and play shall be resumed by the team entitled to the alternating- possession throw-in from the designated out-of-bounds spot nearest to where the simultaneous violation occurred. 4. If there is a violation first by the free-thrower’s opponent, followed by the free thrower or a teammate: a. If other offenders are in a marked lane-space, the second violation is ignored, as in Rule VI.A.2. b. If the second violation is by the free thrower or a teammate behind the free-throw line extended and the three-point line, both violations are penalized, as in item Rule VI.A.3. c. If a violation by the free thrower follows disconcertion by an opponent, a substituted free throw is awarded. d. If a fake by an opponent causes a teammate of the free thrower to violate, only the fake is penalized. B. A player will not violate provisions governing the throw-in by: 1. Leaving the designated 3-foot throw-in spot. 2. Consuming more than five seconds from the time the throw-in starts until the thrower releases it. 3. Throwing the ball so that it enters the basket before touching anyone, strikes the back of the backboard or supports, or passes over the backboard. 4. Touching it in the court before it has touched another player. 5. Breaking the vertical plane of the inside edge of the boundary line while defending against a throw-in. C. Kicking the ball 1. Kicking the ball includes any contact of the ball with any part of the leg or foot. 2. Kicking the ball is a violation only when it is an intentional act. D. Three-second rule – a player will not remain in the free-throw lane area while his/her team is in control of the ball in the front court for more than three seconds. The three-second count is not terminated during an interrupted dribble. Note: The free-throw lane boundary lines are considered within the free-throw lane area in their entirety. E. Ten-second rule – a team will not be in continuous team control of a ball in its backcourt for ten consecutive seconds. F. Jump ball: 1. Neither jumper will: a. Tap the tossed ball before it reaches its highest point. b. Leave the jumping circle until the ball has been tapped. c. Touch the ball more than twice. d. Catch the ball until the jump ball ends by being touched by one of the other eight non-jumpers, or by touching the floor, the basket, the backboard, or the ball becomes dead. Note: There is no player control not team control during a jump ball. 2. Non jumpers will not: a. Move onto the circle or change position around the circle until the ball has left the official’s hand(s). b. Have either foot break the plane of the restraining circle until the ball has been tapped. G. – Running with the ball (traveling) is moving a foot or feet in any direction in excess of prescribed limits while holding the ball: 1. A player who catches the ball with both feet on the ground may pivot, using either foot as the pivot foot. 2. A player who catches the ball while moving or may stop and establish a pivot foot as follows: 13

a. If both feet are off the floor and the player lands: i. Simultaneously on both feet, either foot may be the pivot; ii. On one foot followed by the other, the first foot to touch is the pivot; iii. On one foot, the player may jump off that foot and simultaneously land on both; neither foot can be a pivot. b. If one foot is on the floor: i. It is the pivot when the other foot touches in a step; ii. The player may jump off that foot and simultaneously land on both; neither foot can be a pivot. 3. After a player has come to a stop, he/she may lift either foot, but if he/she lifts his/her pivot foot or jumps to pass or throw for a goal, the ball must leave his/her hand before the pivot foot again touches the floor. 4. A player who receives the ball without dribbling may start a dribble by releasing the ball before lifting his/her pivot foot. 5. When obtaining a loose ball on the floor: a. A player may slide or roll on the floor because of momentum. b. Once a player’s momentum/sliding has stopped, he/she may roll a quarter turn, but may not roll farther on the floor to gain an advantage. However, a player may sit up without violating, this would constitute a pivot point. c. A player may not go to a knee or stand without first initiating a dribble. d. Note: It is traveling for a player to fall to the floor after being airborne to catch a pass or control a . H. Ball in backcourt – a player may not be the first to touch the ball in his/her backcourt, if the ball came from the frontcourt while her/her team was in control and the player or a teammate caused the ball to go to the backcourt. I. and : 1. A player will not touch the ball or basket when the ball is on or within the basket. 2. A player will not touch the ball during a try while it is in its downward flight entirely above the basket ring level and has the possibility of entering the basket in flight, or touch a free throw attempt. J. Closely-guarded 1. A player in control is closely guarded when his/her opponent establishes a legal guarding position within six feet. 2. A player shall not hold or dribble the ball in the frontcourt while closely guarded for five consecutive seconds. K. Inbounds/out-of-bounds 1. A player is out-of-bounds when he/she touches the inside edge of the boundary line or any object other than a player on or outside a boundary. 2. The location of a player in the air is that from which the player last touched the floor. 3. The ball is out-of-bounds when it: a. Touches a player who is out-of-bounds. b. Touches any other person, the floor, or any object on or outside a boundary. c. Touches the back of the backboard, the ceiling, overhead equipment or backboard supports. d. Passes over the backboard from any direction

Rule VII: Administration of Fouls A. Personal fouls 1. Five personal fouls disqualify a player. 2. If a common foul is committed (no shot was being attempted by the offended player), the ball is taken out at the designated out-of-bounds spot nearest the infraction unless: a. The offending team has committed its seventh, eighth, or ninth team foul – the offended player shoots one-and-one; or b. The offending team has committed its tenth or greater foul – the offended player takes two foul shots. 3. If a shot was being attempted by the offended player: a. And the try is good – the basket counts, and the offended player takes one foul shot; or b. And the try is no good – the offended player takes one foul shot for every point that would have been scored had the try been good.

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4. Player-control foul – a common foul committed by a player while he/she is in control of the ball or by an airborne shooter. No score can be recorded, and the ball is awarded to the offended team at the designated out-of-bounds spot nearest the infraction. 5. Team-control foul – a common foul committed by a member of the team in control of the ball. No score can be recorded, and the ball is awarded to the offended team at the designated out-of-bounds spot nearest the infraction. Note: A team is in control of the ball when a player of the team has disposal of the ball for a throw in. 6. Intentional personal foul – a personal foul that: a. Neutralizes an opponent’s obvious advantageous position, regardless of the severity of the act b. Causes excessive contact with an opponent, even if the offending player was making a play on the ball 7. Flagrant personal foul – a personal foul of a violent or savage nature. It involves, but is not limited to violent contact such as striking, kicking, and kneeing. Any player committing a flagrant personal foul will be ejected from the game, the offended player will be awarded two shots, and the offending team will be awarded the ball at the designated out-of-bounds spots nearest the infraction. B. Technical foul 1. A technical foul is: a. A foul by a non-player. b. A noncontact foul by a player. c. An intentional or flagrant contact foul while the ball is dead, except a foul by an airborne shooter. 2. Any player receiving two technical fouls in one game will be ejected from that game. 3. All unsporting and contact technical fouls count toward a player’s five fouls for disqualification and toward team fouls in reaching a bonus rule situation (the following list in non-exhaustive): a. Disrespectfully addressing or contacting an official, or gesturing in such a manner as to indicate resentment. b. Using profanity or vulgarity; taunting, baiting, or ridiculing another player; or pointing a finger at or making obscene gestures toward another player. c. Purposely obstructing an opponent’s vision by waving or placing hand(s) near his/her eyes. d. Climbing on or lifting a teammate to secure greater height. e. Knowingly attempting a free throw to which he/she is not entitled. f. Accepting a foul that should be charged to a teammate. g. Faking being fouled. h. Inciting undesirable crowd reaction. i. Intentionally or flagrantly contacting an opponent when the ball is dead. j. Excessively swinging elbows or arms, even though there is no contact with an opponent, after the team has been warned. 4. Administrative or bench technical fouls do not count toward a player’s five fouls for disqualification or toward team fouls in reaching a bonus rule situation: a. Participating after deceitfully changing his/her number without reporting it to the scorer’s table and an official. b. Participate after having been disqualified. c. Delaying the game. d. Illegally substituting. e. Taking excessive time-outs. f. Wearing an illegal jersey or number (Note: This does not include duplicate numbers. This will be corrected at the time of discovery). g. Slapping or striking of the backboard by a defensive player that causes the backboard or rim to vibrate while the ball is in flight during a try or tap, unless a bona fide attempt to the try or tap is being made. h. Bench participants and coaches (maximum of two) leaving the bench area (except during a fight – this is considered fighting, and is penalized appropriately). i. Grasping/hanging from the rim. Note: This results in an automatic ejection. j. Dunking or attempting to dunk before, during, or after a game during intramural time. Additionally, the supervisor may declare a forfeit if a team is dunking or attempts to dunk after the conclusion of a game.

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5. Flagrant technical foul: a. A noncontact foul that involves extreme, sometimes persistent, vulgar or abusive conduct. b. Results in the offending player’s ejection from the game, and counts toward personal and team foul totals. 6. When a technical foul is committed, the opponent of the offending team is awarded two free throws (any player of the opposing team may attempt the free throws) and the ball at the division line, opposite the scorer’s table. C. Double foul 1. A situation in which two opponents commit personal or technical fouls at approximately the same time. 2. No shots are awarded (the fouls do count toward player and team foul totals), and the ball is awarded to the team in control of the ball at the designated out-of-bounds spot nearest the location of the ball at the point-of- interruption.

Rule VIII: Scoring and Tie Game A. Scoring 1. A successful try, tap, or thrown ball from the field of play by a player located outside the team’s own three- point arc counts as three points. 2. A successful try or tap that touches the floor, a teammate inside the arc, an official, or that is taken by a player not located outside the team’s three-point arc count as two points. 3. A successful free throw counts as one point. B. Mercy rule 1. If a team is 40 or more points ahead with 5 minutes remaining in the game, the game will be called due to mercy. If the score reaches 40 inside of 5 minutes, the game will be over due to mercy. 2. If a team is 20 or more points ahead at any point during the final two minutes of the second half the game will be over. C. Tie game 1. In the event of a tie score a the completion of regulation play, the following procedure will be used to determine a game winner: a. Each team will be awarded one time-out in overtime (left-over time-outs from regulation do not carry over into the overtime period). b. A three minute overtime period is played. The clock will stop during the last minute of each overtime period under the same conditions as regulation. 2. If the score is tied at the end of the first overtime period, we will play additional overtime periods following the above rules.

Rule IX: Conduct of Players and Others A. Unsportsmanlike conduct 1. Team sportsmanship rating system – Teams are required to maintain an average rating of 3.00 or better to qualify for the playoffs. Teams must also attain a 3.00 or higher rating for each game in the playoffs to continue playing in the playoffs. The Intramural Sports Handbook has more specific information on the team sportsmanship rating system. 2. Any individual who has to be removed from any contest for misconduct or unsportsmanlike conduct will automatically be ineligible to participate in the remainder of that game and remains ineligible until meeting with the Intramural Sports office. B. Protests 1. All protests must be made to the official and intramural supervisor on the court at the time of occurrence. Only protests of rule interpretations are recognized; a judgment call is not basis for a protest. 2. A protest regarding the eligibility of players must be made before either team plays their next scheduled game.

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Basics of Two-Person Officiating Jump Ball Administration – See Image 1 1. Notify captains that play is about to begin. 2. Jump balls always occur at the center circle. 3. Both officials count players – both teams must begin with 5 each 4. Referee faces scorer’s table and administers jump. 5. Referee responsibilities: a. Sound whistle before toss, and then drop the whistle out of mouth b. Check partner for readiness c. Check scorer and timer for readiness d. Check each jumper for readiness e. Remains stationary after toss f. Responsible for actions of the jumpers 6. Umpire faces referee at the center division line 7. Umpire responsibilities: a. Does not block anyone’s view of the jump b. Responsible for actions of all non-jumpers c. Clock starts when ball is legally touched – umpire chops it to start d. Moves in/the direction of ball 8. Ball is tossed approximately the same height as the rim – adjust as needed. a. Administering official may use one or both arms – don’t let them time it b. A poor toss may be legally blown dead and re-tossed c. Jumper may not catch the ball and can only tap it twice 9. After the toss, the referee holds position until all players are clear. 10. Whoever becomes the trail has the responsibility for the possession arrow.

Court Coverage – See Image 2 1. Lead Official a. Position is keyed either by throw-in location or free throws b. Primary coverage area: i. Nearer free throw line extended to the sideline and below free throw line extended to three- point arc and below on trail side c. Dual coverage area d. Ball side movement i. Move as ball moves into low post ii. Peripheral view e. Five second counts f. Three second counts g. Three point attempts i. Watch arc from free throw line extended opposite trail position ii. Do not mirror trail three point signal 2. Trail Official a. Primary Responsibility: i. Entire backcourt – free throw line extended to division line, near free throw lane line to sideline b. Dual coverage area c. Mirror lead’s three point signal 17

Free Throw Administration – See Image 3 1. Lead official administers all free throws. 2. Trail lines up opposite the lead, table side, behind shooter. a. Trail indicates the number of shots to the scorer’s table 3. Trail responsibilities: a. Observe the shooter’s feet b. Observe opposite lane spaces for violations c. Observe shooter for violations d. Privately count 10 seconds for shooter to release the ball, using the hand which is farthest from the table e. Step toward end line when ball is released f. Notes if shot is good, makes contact, or misses rim i. Ball is blown dead if it completely misses the basket g. Watches for goal tending or basket interference h. Signals for start of clock if throw is unsuccessful and the ball becomes live i. No substitutions until there is only one shot left, or before first on 1/1 situation 4. Lead responsibilities: a. Position himself opposite trail, 3-4 feet out of bounds and out of lane b. Checks that all lane spaces are filled i. Non-shooting team must fill the two spaces closest to end line c. Responsible for all spaces opposite the lane for violations d. Visually and vocally indicates the number of throws, bounces ball to shooter e. Administers all throws f. Signals start of clock if try is successful and throw in is necessary g. Both officials have rebounding responsibilities 5. Both officials have responsibility of ensuring the proper person is shooting 6. No free throw given for: a. Double personal foul b. Double technical foul (simultaneous technical foul) 7. For double personal/technical fouls, play is resumed at the point of interruption a. After technical shots, lead throws to trail, who administers throw in at mid-court, opposite table. b. No players allowed on the line for intentional, flagrant, and/or technical foul shots. c. No free throws are awarded after clock is expired at the end of the game (regulation) time, UNLESS the points affect the game.

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Image 1 - Jump Ball Score Table

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Image 2 - Basic Coverage Areas

Score Table L

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Image 3 - Free Throw Administration Score Table

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Basics of Three-Person Officiating Jump Ball Administration – See Image 1 1. Notify captains that play is about to begin. 2. Jump balls always occur at the center circle. 3. All three officials count players – both teams must begin with 5 each 4. Referee faces scorer’s table and administers jump. 5. Referee responsibilities: a. Sound whistle before toss, and then drop the whistle out of your mouth b. Check partners for readiness c. Check scorer and timer for readiness d. Check each jumper for readiness e. Remains stationary after toss f. Make sure the clock has started after the action clears g. Make sure the arrow is set the proper direction after the action clears h. If the ball goes left the referee will become trail by walking towards the table (image 3) i. If the ball goes right the referee will become trail by backing up away from the table (image 2) 6. U1 faces referee on the table side, three point line extended (image 1) 7. U1 responsibilities: a. Does not block anyone’s view of the jump b. Responsible for actions of the two jumpers c. The toss is legal (high enough, not to one side or the other, the jumpers touch it legally) d. Clock starts when ball is legally touched – umpire chops it to start e. Become lead if the ball goes left (image 3) f. Become center if the ball goes right (image 2) 8. U2 faces the referee opposite the table, three point line extended (image 1) 9. U1 responsibilities: a. Responsible for the actions of the eight non-jumpers b. Become lead if the ball goes right (image 2) c. Become center if the ball goes left (image 3) 10. Ball is tossed approximately the same height as the rim – adjust as needed. a. Administering official may use one or both arms – don’t let them time it b. A poor toss may be legally blown dead and re-tossed c. Jumper may not catch the ball and can only tap it twice

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Court Coverage – See Image 4 and 5 1. Lead Official a. Position is keyed either by throw-in location or free throws b. Initial starting position – three to six feet off the baseline in between the lane line and 3 point line. i. The play will dictate how you move on the baseline c. Primary coverage area- Split the lane down the middle to the free throw line and inside the arc to the baseline (image 4). d. Dual coverage area – the paint area will usually be a duel coverage area. e. Ball side movement i. Move as ball moves into low post ii. Peripheral view – Don’t ball watch, but know where the ball is f. Rotations – lead will initiate most rotations. Once the ball “settles” on one side or goes below the free throw line extended a rotation will be initiated i. To initiate a rotation, check at the lane line to make sure the ball is going to “settle” and then move quickly across the lane making sure to keep looking at the old primary. ii. Once the rotation is finish, pick up the new area of coverage 2. Center Official a. Position will always start on the weak side, opposite the Lead and Trail b. Starting position will be free throw-line extended and can work down to the second block on the free- throw lane. c. Primary area of coverage is splitting the lane line down the middle to the free throw line extending toward the three point line then extending up towards mid-court (image 4). d. Duel coverage areas with the lead would be in the pain and duel coverage areas with the trail would be on the three point line – free throw line extended e. Opposite side movement i. Work to get angels as the weak side official ii. If the ball moves into your area, keep an eye on the lead official to initiate a rotation, let the trail come down to lead, and then finish your rotation to trail, but do not lose the good angle you may have. f. The Center may initiate a rotation when there is a trap near mid-court. If there is a trap at mid-court, rotate up to get the best angle and the lead should rotate over and the trail should rotate down to center. 3. Trail Official a. Position will always start on ball side, either administering a throw-in or on the same side as the lead administering a throw-in. b. Starting position will be the 28 foot mark on the same side as the lead. c. The primary areas of coverage is from the closest sideline around the 3 point arc to the cutting across the free throw line to the opposite side 3 point arc and up to the mid-court line. d. Duel coverage areas could happen along the free throw line and part of the 3 point arc opposite the trail’s initial position. e. Opposite side movement. i. Work to get angles when the ball is being passed along the top of the arc as well as in rebounding situations ii. If the lead or center initiate a rotation be ready to slide down into the center slot. It is better to have two centers than two trails. f. Rotations will be primarily initiated by the lead and the trail will need to keep his/her head up to know where his/her partners are on the floor.

8. The lead official administers all free throws and will be table side during this time. 21

a. Position himself/herself opposite trail, 3-4 feet out of bounds and out of lane b. Checks that all lane spaces are filled i. Non-shooting team must fill the two spaces closest to end line c. Responsible for lowest two spaces opposite the lane the lowest lane space closest to the lead for violations d. Visually and vocally indicates the number of throws, bounces ball to shooter e. Administers all throws f. Signals start of clock if try is successful and throw in is necessary g. All officials have rebounding responsibilities 9. The center official will be free throw line extended opposite the table a. Position himself/herself free throw line extended b. Double check the lane spaces c. Responsible for the shooter’s feet, two highest lane spaces opposite the center and the highest spot closest to the center for lane violations d. Silently count 10 seconds for shooter to release the ball, using the hand which is farthest from the table e. Step toward end line when ball is released f. Notes if shot is good, makes contact, or misses rim i. Ball is blown dead if it completely misses the basket g. Watches for goal tending or basket interference h. Signals for start of clock if throw is unsuccessful and the ball becomes live 10. Trail responsibilities: a. Watching the players outside the 3 point arc b. Close down when ball is released c. Watches for goal tending or basket interference d. No substitutions until there is only one shot left, or before first on 1/1 situation 11. All the officials have responsibility of ensuring the proper person is shooting 12. No free throw given for: a. Double personal foul b. Double technical foul (simultaneous technical foul) 13. For double personal/technical fouls, play is resumed at the point of interruption d. After technical shots, lead throws to trail, who administers throw in at mid-court, opposite table. e. No players allowed on the line for intentional, flagrant, and/or technical foul shots. f. No free throws are awarded after clock is expired at the end of the game (regulation) time, UNLESS the points affect the game.

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Image 1 - Jump Ball

Score Table U1

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U2

Image 2 – The ball goes right Score Table

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Image 3 – The ball goes left

Score Table

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Image 4 - Basic Coverage Areas 23

Score Table C

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Image 5 – Lines of Coverage Score Table

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Image 6 - Free Throw Administration Score Table T L

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