League Rules

Live out your Hoop Dreams! Join the JCCNS's popular Jimmy Myers Hoop Leagues for Adults.

 Eligibility

  • The purpose of the Jimmy Myers Basketball League is to foster good sportsmanship through competitive basketball.
  • The League is open to JCCNS members and access-members over the age of 18 or in High School.

Registration

  • Each player must be registered for the basketball program before playing in the league.

Players / Rosters

  • Each team must designate one representative (captain) to fulfill the leadership and communicative role with both their team and the JCCNS Staff. A second contact must be designated in case of the absence of the “captain.”
  • 5on5 teams may carry a roster of up to 10 players and a minimum of 7 players.
  • 4on4 teams may carry a roster of up to 8 players and a minimum of 6 players.
  • All players must be at least 18 years of age or in high school.
  • No non-roster players will be allowed to participate in regular season or playoff games, except by special approval of the league commissioner. If an approval is given, there is a $10 sub fee for non-rostered players.

Note: At any time, the JCCNS commissioner may allow changes to a team roster if that team would otherwise not be able to field enough players each week due to injury, illness, players moving or other special circumstances. The JCCNS commissioner may also choose to deny a team’s request if the addition of a replacement player would significantly improve a team’s level of play.

Play

  • Play will begin at promptly scheduled time.
  • Two officials will referee games.
  • Score will be kept on the electronic game scoreboard.
  • Statistics will be logged in the official scoring book.
  • Each game will consist of two 20-minute halves.
  • Clock will run, with stop time during the last 2 minutes of each half. Time does not stop after a basket, on whistles only.

Overtime

  • In the event of a tie, a 3-minute overtime period will be used.
  • A jump ball will be used to begin the overtime.
  • Each team is allowed one time-out per overtime.
  • Stop time is used only in the last one minute of play.
  • Time does not stop after a basket, on whistles only.

Time Outs

  • Each team will be allotted 2 timeouts in the first half and 3 timeouts for 2nd half of play.
  • In the event of an overtime period, each team will be given one timeout.
  • One timeout not utilized during regulation play may be used during the overtime period.
  • Teams may call additional timeouts, and be awarded a time out. Teams will be penalized 1 technical foul for each time out called in excess of allotment.

Fouls

  • The 1-and-1 bonus situation will be in effect on the 7th team foul per half.
  • The two-point bonus situation will be in effect on the 10th team foul per half.
  • All fouls (including double and technical fouls) will be counted into the player and team foul statistics.
  • If a player receives two technical fouls that player will be ineligible for the next weeks game and must leave the gym.
  • The number of team fouls accumulated at the end of regulation will be carried over in the event of overtime..
  • During a foul shot, players can move on the release of the ball from the shooter.
  • Each player is allowed six personal fouls. If a team does not have a sub, a player is ineligible to continue playing after their sixth personal foul.
  • The seventh and any further personal fouls will result in two shot technical foul without receiving the ball back.

Three-point shots: 5on5 league

  • The three-point shot will be in effect.
  • A player’s feet must be behind the line as the shot is attempted to be considered a 3 point shot.
  • If a player is fouled in the act of shooting and misses the shot, three foul shots will be awarded. If the player makes the shot he/she will be awarded one free throw (potential for a 4-point play).

Three-point shots: 4on4 league

  • The three-point shot will be in effect in the final five minutes of the game.
  • A player’s feet must be behind the line as the shot is attempted to be considered a 3 point shot. Three point shots must be taken behind the blue line of the foul key extending to the curtain and approved by the official.
  • If a player is fouled in the act of shooting and misses the shot, three foul shots will be awarded. If the player makes the shot he/she will be awarded one free throw (potential for a 4-point play).

Substitutions

  • A team may substitute only on dead ball situations (after a free throw is made, a whistle is blown, or a time-out).
  • When substituting, the substituting player must inform the score keeper that they will be entering the game and then wait for the horn and official to motion them onto the court.
  • Repeated failure to wait for this signal (illegal substitution) will result in a team technical foul.

Forfeits

  • A team may compete with a minimum of 4 players to start a 5 on 5 games and 3 players for 4 on 4 games.
  • A referee may call a game before time is up to ensure safety and to avoid altercations between teams.
  • Forfeits will affect a team's seeding for the playoffs.

Mercy Rule

  • In the result of a blowout (20+ point lead in 2nd half), game clock will continue to run until score is below 20-point margin or game ends. This includes the last 2-minute period.
  • A referee may call game at anytime during a blowout to ensure start time for next game will be met.

Conduct

  • Hanging on rims or nets – This situation will result in a technical foul, and may result in immediate ejection from the game, pending discretion of the official.
  • The referee’s call is FINAL.
  • There is an automatic one-game suspension for anyone who is thrown out of a game. This includes the accumulation of two technical fouls in one game.
  • Any player who accrues five technical fouls during the course of the season will be disqualified for all remaining games.

Playoffs

  • Seeding for the Playoffs will be determined first by record.
  • If teams have identical records at the end of the season, the following tiebreaker rules apply (in order):
  1. Head to head
  2. Team with the fewest number of forfeits
  3. Best won-lost-tied percentage in common opponents
  4. Coin Toss

 

 

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