P.E PRELIMS FINALS
P.E PRELIMS FINALS
P.E PRELIMS FINALS
Morgan was keen for his sport to offer a less physically intense and demanding
alternative to Naismith's basketball, one that would appeal to a far broader range
of ages and physical abilities. Describing his early experimentations, he said: "In
search of an appropriate game, tennis occurred to me, but this required rackets,
balls, a net and other equipment, so it was eliminated, but the idea of a net
seemed a good one. We raised it to a height of about 6 feet, 6 inches [1.98
meters] from the ground, just above the head of an average man. We needed a
ball and among those we tried was a basketball bladder, but this was too light
and too slow. We therefore tried the basketball itself, which was too big and too
heavy."
It was not until 1900 that a specially designed all - lighter and smaller - was
devised, which opened up whole new range of tactical and technical possibilities
T the sport. The offensive style of setting and spiking as first showcased in 1916,
in the Philippines. Over the years that followed the rules of the sport were further
fined and standardized. In 1917, the scoring system per ame was changed from
21 to 15 points, while in 1920 the le stipulating a maximum of three hits per team
was stituted.
Until the early 1930s volleyball was for the most part a game of leisure and
recreation, and there were only a few international activities and competitions.
There were different rules of the game in the various parts of the world; however,
national championships were played in many countries (for instance, in Eastern
Europe where the level of play had reached a remarkable standard).
The sport took a huge step forward in 1947 with the creation of the Federation
Internationale De Volley-Ball (FIVB). Two years later the inaugural World
Championships took place in Prague, Czechoslovakia.
Volleyball made its Olympic debut at Tokyo 1964, with the USSR taking men's
gold and the host nation winning the women's competition.
Beach volleyball, which had its origins on the beaches of California back in 1930,
had to wait until 1996 for its inclusion on the Olympic programmer, and it has
helped take the global reach and popularity of the sport to a new level.
Volleyball has witnessed a particularly impressive growth spurt over the last two
decades, fueled by the expansion of international competitions such as the FIVB
World Championships, the FIVB World League, the FIVB World Grand Prix, the
FIVB World Cup and the FIVB Grand Champions Cup, not to mention of course,
the Olympic Games, where both the indoor and beach versions now enjoy huge
popularity.
Today, over 120 years after it was first conceived, volleyball is played by more
than 800 million people worldwide, a fact that would surely leave its creator,
William Morgan, whose goal was to create a sport open to all, a huge amount of
satisfaction.
I'm sure you have often heard the key to success in sports is focusing on
fundamentals. This statement is perhaps more true in volleyball than any other
sport.
The best teams are always the most highly skilled teams.
The most fundamentally sound teams have the best skills and are very confident.
These highly skilled players have the ability to focus better than anyone else.
As player skills improve, standards increase. This is key if you want to have
highly successful volleyball teams. As skill improves, the player’s expectation will
increase. As a player learns, they will start to expect to be more successful.
Learning is fun and as skill level improves, players will naturally try to improve
their skill level. This is a cycle that will never stop. As long as skill level is
improving, players will never become "burned out". It's natural to never be
satisfied. As long as the athlete believes and expects to improve, they will
continue to always experience more success.
1. Passing- is often thought of as the most important skill in volleyball. If you can't pass
the serve, then you won't ever put your team in a position to score a point.
2. Serving The importance of serving is often undervalued. Many coaches don't teach
players to serve aggressive and use this opportunity to give the team an advantage for
scoring points
3. Blocking - is perhaps the least taught skill in volleyball. Players can get away with
poor blocking skills because not blocking isn't going to hurt the team as much as being
poor at executing other skills in volleyball.
4. Digging- is another skill that isn't focused on quite as much as volleyball. Most skills
in.
5. Setting/Setter-The setter position is considered to be the most important position in
volleyball. The setter basically runs the team offense.
6. Spiking - is the act of scoring a point by slamming the ball over the net into the
opposing court effectively and aggressively. In many ways, the mechanism of volleyball
spiking is not altogether different from the act of slam dunking in the sport of basketball
or smashing in the sport of tennis.
2. THE NET
- The net is 2.43m high for men and 2.24m high for women. It is placed vertically
over the center line. It is 1m wide and 9.5m-10m long and is 10cm square black
mesh. The height of the net is measured from the center of the playing court or
placed directly above the center line, 7feet 4inches above the ground for women
and 8 feet above the ground for men
3. NET POLES
Volleyball net
- Support poles lie between 1/2 meter (20 inches) and 1 meter (39 inches) away
from the sideline. International competition play requires all poles to lie 1 meter
away from the court sideline. The proper height for a men's net in the pole is 7'
11-5/8" (8 Feet) tall and for women it's 7' 4-1/8" (7 Feet 4 Inches) tall.
4. ANTENAS
- The volleyball antenna is a rod which is attached to the net at each end ...
Antennas are used on both Indoor Volleyball courts and outdoor courts such as
Beach.
- A volleyball antenna gives players and the referee a visual aid to judge if a ball is
in play or out of bounds as it flies over the net.
5. COURT
- Dimensions of the court are 29'6" feet by 59' feet and are measured from the
outer edge of the boundary lines. Equipment Use a regulation-size court that is
18 meters (59 feet) long and 9 meters (29 feet, 6 inches) wide, four volleyballs
(modified ball permissible). Net height at 2.24 meters (7 feet, 4 1/8 inches) for
women and 2.43 meters (7 feet, 11 5/8 inches) for men, standards, antennae and
ball box.
Volleyball is a team sport in which each team aims to keep the ball up on its side
of the ne while attempting to put the ball down on the opposing team's side of the
net. A team scores when the ball touches the ground on the opponent's Sid of
the net or the opponent is unable to return the ball to the other side within three
contacts.
Volleyball teams have between two and six players; indoor volleyball is played
with six players, and beach volleyball is typically played with two. Traditional
indoor volleyball game player positions are the setter, middle blocker, outside
hitter, opposite and libero. Each player in a traditional indoor volleyball game
starts in a specific location: the left front, middle front, right front, left back, middle
back or right back. Each time a team wins possession of the serve, the team
moves over one spot clockwise. When the ball is served to the other side of the
net, the opposing team is allowed to make contact with the ball no more than
three times. These contacts are ideally a pass, set and hit. The first team to
reach the score agreed upon wins the game, but the win must be by at least two
points.
Match
Match is won by the first team to win 3 out of 5 games. A Depending on the state,
some high schools still play the best 2 out of 3. As soon as a team wins 3 games,
the match is over.
Game
A game is played to 25 points, the first team to 25 wins. Games must be won by
at least 2 points. So, if there is a 24-24 tie, the game shall be played until one
team has a two point lead. If the match goes to a 5th game, the game is played
to 15 points.
Point
A point is scored by a team every time the opponent commits a fault.
A point is scored every time the ball lands in the opponent’s court.
Each team is allowed 3 hits before the ball has to be returned over the net. A
good strategy would be to play the ball to your teammates in such a manner to
make the 3rd hit difficult for the opponent to play. Most teams try to utilize
strategies to bump, set, then spike the ball into the opponent courts.
Each team consists of 3 front line players and 3 back line players. The front line
players may jump at the net and hit the ball. This strategy is called attacking.
The front line players may also reach above the net and try blocking the ball
coming from the other side.
Net
- The net is 1 meter (3 ft.) and 9.5 meters (32 ft.) long when stretched. The net is
attached to upright standards that are 1 meter (3 ft.) outside the court. The
standards may be padded to a maximum height of 5 and half feet. Front and
sides of the referee’s platform must be padded, same as the standards.
Net Antennas
- Antennas are attached to the net in line with the outside edge of the sideline.
Antennas extend upward at least 2 and half feet but no more than 3 and a half
feet above the net. Antennas should be fasten securely to the bottom and top of
the net. The antennas should be made of unbreakable material.
Referee Stand
- The volleyball game rules require the referee stand to be a stable platform that
elevates the referees head to about 2 or 3 feet above the top of the net. The
platform should be 18 inches long and 12 inches wide.
The Ball
- The volleyball must be spherical with a lace less molded cover of 12 or more
pieces of genuine or simulated smooth leather. The ball is about 25 to 27 inches
in circumference. The ball should weigh about 9 to 10 ounces and be inflated to
4.3 to 4.6 pounds.
Scoresheet
- In competitive volleyball, volleyball game rules require a scoresheet to be used to
keep score. A scoresheet also provides space for lineups, individual scoring,
team scoring, and timeouts. There is a comments section for recording warnings,
penalties, unsporting conduct, and any other unusual events.
THE SERVE
Server must serve from behind the restraining line (end line) until after contact.
Ball may be served underhand or overhand.
Ball must be clearly visible to opponents before serve.
Served ball may graze the net and drop to the other side.
First game serve is determined by a coin toss. Game 2 will be served by the
receiving team in game 1. If match goes to a 3rd game, new coin toss will
determine serving team. If best of 5 game match: Game 2, 3, a 4 will trade off
between teams.
If teams go to game 5, serve will go to winner of a new coin toss.
Serve must be returned by a pass or set only. Serve cannot be blocked or
attacked.
SCORING
Rally scoring- which means there will be a point awarded on every won rally.
Offense will score on a defensive miss, out of bounds hit, or blocker touches the top of
the net.
Defense will score on an offensive miss, out of bounds hit, serve into the net or hitter
touches top of the net. Game will be played to 25 pts. Game 3 is played to 15. Must win
by 2 points, unless a point cap has been placed.
ROTATION
Team will rotate after each side out. A side out is when the team on serve
receive wins the point to earn the right to serve.
Players shall rotate in a clockwise manner.
There shall be 6 players on each side.
BASIC VIOLATIONS
Stepping on or over the line on a serve.
Failure to serve the ball over the net successfully.
Hitting the ball illegally (Carrying, Palming, Throwing, etc.).
Touches of the top of the net only with any part of the body while the ball is in
play. Players may contact the net below the top of the net (the tape) at any time.
If the ball is driven into the net with such force that it causes the net to contact an
opposing player, no foul will be called, and the ball shall continue to be in play.
SUBSTITUTIONS
Coaches only have 12 substitutions per game in club.
Once a player subs in for a rotational position, they can only sub in for that
rotational position.
The Scorekeeper
Pre-match
Before the match starts,
the scorekeeper should fill in the pre-match info team names, starting line ups, etc.
During the match,
Records points when they are scored
Watches the servers and indicates immediately to the referees when a server has
served out of order. It's also good preventive officiating to watch team’s rotation in case
assistance is needed for the second referee to determine the correct team alignment.
In the case of a protest, after the first referee gives authorization, the scorekeeper lets
the game captain write a statement for protest on the scoresheet.
- Players may remain on the court or go to the free zone near their team bench.
- Any team member listed on the roster may participate in the time out.
- Coaches and non-playing team members may not enter the court.
- Referees may direct teams to move to the free zone near their team bench for
administrative purposes.
Terminologies in Volleyball
ACE - A serve that is not passable and results immediately in a point
ANTENNA - The vertical rods (normally white and red) mounted near the edges
of the net. The antennas are mounted directly above the sidelines and are not-in-
play. Antennas are not usually used on outdoor nets.
APPROACH - Fast stride toward the net by a spiker before he jumps in the air..
ASSIST- Passing or setting the ball to a teammate who attacks the ball for a kill.
This stat is normally only logged for high school, college, and National/Olympic
team play.
ATTACK - The offensive action of hitting the ball. The attempt by one team to
terminate the play by hitting the ball to the floor on the opponent's side.
ATTACK BLOCK - Receiving players aggressive attempt to block a spiked ball
before it crosses the net.
ATTACK ERROR - An unsuccessful attack which does one of the following: 1)
the ball lands out of bounds, 2) the ball goes into the net and terminates play or
goes into the net on the third hit, 3)the ball is blocked by the opposition for a point
or sideout, 4) the attacker is called for a center line violation, or 5) the attacker is
called for illegal contact (lift, double hit...) on the attack.
ATTACKER - Also "hitter" or "spiker." A player who attempts to hit a ball
offensively with the purpose of terminating play in his or her team's favor.
ATTACK LINE - A line 3m from the net that separates the front row players from
the back row players. Commonly referred to as the "10-foot line."
BACKCOURT - The area from the end line to the attack line.
BACK SET - A set delivered behind the setter's back, which is subsequently hit
by an attacker.
BACK ROW ATTACK - When a back row player attacks the ball by jumping from
behind the 3m line before hitting the ball. If the back row player steps on or past
the 3m line during take-off, the attack is illegal.
BEACH DIG - An open hand receive of the ball, also called a "Deep Dish"
BLOCK - A defensive play by one or more players meant to deflect a spiked ball
back to the hitter's court. It may be a combination of one, two or three players
jumping in front of the opposing spiker and contacting the spiked ball with the
hands.
BUMP - a common term for forearm passing.
BALL HANDLING ERROR - Any time the official calls a double hit, a thrown ball
or a lift (except on a serve reception or attack). For our purposes, this category
also includes any blocking errors (when an official call a blocker for a violation
such as going into the net, centerline violation, reaching over the net, etc.).
BUMP PASS - The use of joined forearms to pass or set a ball in an underhand
manner.
CAMPFIRE - The boundary that runs directly under the net and divides the court
into two equal halves.
CLOSING THE BLOCK - The responsibility of the assisting blocker(s) to join the
primary blocker and create an impenetrable block in which a ball cannot fit
between the two individual blockers.
CROSS COURT SHOT- An individual attack directed at an angle from one end
of the offensive team's side of the net to the opposite sideline of the defensive
team's court.
CUT SHOT - A spike from the hitter's strong side that travels at a sharp angle
across the net.
DECOY - An offensive play meant to disguise the spiker who will receive the set.
DEEP SET - Set to be hit away from the net to confuse or disrupt the timing of
the blockers.
DIG - Passing a spiked or rapidly hit ball. Slang for the art of passing an attacked
ball close to the floor.
DINK - A legal push of the ball around or over blockers.
DOUBLE BLOCK - Two players working in unison to deflect an attacked ball at
the net back to the hitter's side.
DOUBLE HIT - Successive hits or contacts by the same player. (Illegal)
DOUBLE QUICK - Two hitters approaching the setter for a quick inside hit.
DOUBLES - A game with two players on each side, most commonly played on a
sand court.
DOWN BALL - A ball the blockers elect not to attempt to block because it has
been set too far from the net or the hitter is not under control. A "Down Ball" is hit
overhand and driven over the net with topspin while the play remains standing.
"Down Ball," is usually called aloud by the defense when it becomes apparent
the attacker has no chance of hitting a powerful spike.
FIVE-ONE-A 6-player offensive system that uses five hitters and one setter.
FIVE SET - A back set to the right front hitter.
FLARE - Inside-out path of an outside spiker who hid behind a quick hitter.
FLOATER - A serve which does not spin or rotate and therefore moves in an
erratic path. This is similar to a "knuckle ball" pitch in baseball.
FOREARM PASS - Join your arms from the elbows to the wrists and strike the
ball with the fleshy part of your forearms in an underhand motion.
FOUL - A violation of the rules. FOUR SET - A set 1' from the sideline, and 1' to
2' above the net.
FOUR-TWO- A 6-player offensive system using four hitters and two setters.
FREE BALL - A ball that will be returned by a pass rather than a spike. This is
usually called aloud by the defense instructing players to move into serve receive
positions.
HELD BALL - A ball that comes to rest during contact resulting in a foul.
HIT - To jump and strike the ball with an overhand, forceful shot.
HITTER - Also "spiker" or "attacker"
HITTING PERCENTAGE - kills vs. attempts
ISOLATION PLAY-Designed to isolate the attacker on a specific defender,
normally to exploit a weakness or give a hitter a chance to hit against a single
block.
JUNGLE BALL - Any volleyball game with people who don't really know how to
play volleyball. A common euphemism for this type of game is "Picnic Volleyball."
JUMP SERVE-A serve that is started by the server tossing the ball into the air
and jumping into and hitting the ball in its downward motion.
JOUST - When 2 opposing players are simultaneously attempting to play a ball
above the net.
KEY - To predict a team's next play by observation of patterns or habits. KILL -
An attack that results in an immediate point or side out.
LINE - The marks that serve as boundaries of a court.
LINE SHOT - A ball spiked down an opponent's sideline, closest to the hitter and
outside the block.
LET SERVE - A serve that contacts the net. If the ball dribbles over, it's playable
just like any other ball that contacts the net on the way over. If the ball fails to
clear the net, it will become dead when it either hits the serving team's court, or is
contacted by a player on the serving team.
MIDDLE BACK-A defensive system that uses the middle buck player to cover
deep spikes.
MIDDLE-UP- A defensive system that uses the middle back player to cover dinks
or short shots.
MINTONETTE - The original name of the game of volleyball, created by William
Morgan.
MULTIPLE OFFENSE - A system of play using different types of sets other than
just normal outside sets.
OFFSIDE BLOCK - Player at the net, which is on the side away from the
opponent's attack.
OFF-SPEED HIT - Any ball spiked with less than maximum force but with spin.
OUTSIDE HITTER - a left-front or right-front attacker normally taking an
approach which starts from outside the court
OVERHAND PASS- A pass executed with both hands open, controlled by the
fingers and thumbs, played just above the forehead.
OVERHAND SERVE-Serving the ball and striking it with the hand above the
shoulder.
OVERLAP - refers to the positions of the players in the rotation prior to the
contact of the ball when serving.
PANCAKE - A one-handed defensive technique where the hand is extended and
the palm is slid along the floor as the player dives or extension rolls, and timed so
that the ball bounces off the back of the hand.
PENETRATION - The act of reaching across and breaking the plane of the net
during blocking.
POINT OF SERVICE - A serve that results in a point (an ace by NCAA
standards) as the serve is not returnable due to a bad pass by the receiver, this
number includes aces.
POWER ALLEY - A cross-court hit traveling away the spiker to the farthest point
of the court. from
POWER TIP - A ball that is pushed or directed with force by an attacking team
POWER VOLLEYBALL - A competitive style of volleyball started by the
Japanese.
QUICK- a player approaching the setter for a quick inside hit
QUICK SET -a set (usually 2' above the net) in which the hitter is approaching
the setter, and may even be in the air, before the setter delivers the ball. This
type of set requires precise timing between the setter and hitter.
READY POSITION - The flexed, yet comfortable, posture a player assumes
before moving to contact the ball.
RECEPTION ERROR - A serve that a player should have been able to return,
but results in an ace (and only in the case of an ace). If it is a "husband/wife" play
(where the ball splits the two receivers), the receiving team is given the reception
error instead of an individual.
RED CARD - a severe penalty in which an official displays a red card. The result
of a red card may be a player is disqualified, the team loses the serve, or the
team loses a point. A red card may be given with or without a prior yellow card as
a warning; it is up to the official's discretion.
ROLL - a certain way to pass a ball in which the digger, or passer lays out an
arm, passes the ball, and rolls over the shoulder (over the shoulder roll) or back
(barrel roll) after passing the ball. This is a quick way to return to action after the
play.
ROOF - A ball that when spiked is blocked by a defensive player such that the
ball deflects straight to the floor on the attacker's side.
ROTATION – The clockwise movement of players around the court and through
the serving position following a side out.
SERVE - One up the six basic skills, used to put the ball into play. It is the only
skill controlled exclusively by one player
SERVER - The player who puts the ball into play.
SERVICE ERROR -An unsuccessful serve in which one or more of the following
occurs: 1) the ball hits the net or fails to clear the net, 2) the ball lands out
bounds, or 3) the server commits a foot fault.
SERVICE WINNER-A point the serving team scores when this player has served
immediate (in the case of an ace) or delayed (a kill or opponent attack error a
long rally). Therefore, the sum of the team's service winners equals their score.
SET - The tactical skill in which a ball is directed to a point where a player can
spike it into the opponent's court.
SETTER - the player who has the 2nd of 3 contacts of the ball who "sets" the ball
with an "Overhand Pass" for a teammate to hit. The setter normally runs the
offense.
SIDE OUT - Occurs when the receiving team successfully puts the ball away
against the serving team, or when the serving team commits an unforced error,
and the receiving team thus gains the right to serve.
SIX PACK - Occurs when a blocker gets hit in the head or face by a spiked ball.
SIX-TWO-A6-player offense using 2 setters opposite one another in the rotation.
Setter 1 becomes a hitter upon rotating into the front row as setter 2 rotates into
the back row and becomes the setter.
SPIKE - Also hit or attack. A ball contacted with force by a player on the
offensive team who intends to terminate the ball on the opponent's floor or off the
opponent's blocker.
STRONG SIDE - When a right-handed hitter is hitting from the left-front position
or when a left-handed hitter is hitting from the right-front position.
STUFF - A ball that is deflected back to the attacking team's floor by the
opponent's blockers. A slang term for "block."
TURNING IN - the act of an outside blocker turning his/her body into the court so
as to ensure the blocked ball is deflected into the court and lands in-bounds.
UNDERHAND SERVE - a serve in which the ball is given a slight under-hand
toss from about waist high and then struck with the opposite closed fist in an
"underhand pitching" motion.
WEAK SIDE - When a right-handed player is hitting from right-front position or
when a left-handed player is hitting from the left-front position. WIPE - when a
hitter pushes the ball off of the opposing block so it lands out of bounds
YELLOW CARD - a warning from an official indicated by the display of a yellow
card. Any player receives two yellow cards in a match is disqualified. A single
yellow card does not result in loss of point or coach who or serve.
Midterm!!!
Team Sports
FORMATION OF FIBA
•World basketball was growing. But it was on June 18, 1932 that a real international
organization was formed, to coordinate tournaments and teams that day, Argentina,
Czechoslovakia, Greece, Italy, Latvia, Portugal, Romania and Switzerland founded the
International Basketball Federation (Fédération Amateur FIBA) in Geneva. Lts work was
fundamental for the first inclusion of basketball in the Berlin Olympic Games in 1936
The first Olympic title was won by the U.S. national team: Sam Balter, Ralph Bishop,
Joe Fortenberry international Basketball
Gibbons, Francis Johnson, Carl Knowles, Frank Lubin, Art Mollner, Donald Piper Jack
Ragland. Willard Schmidt, Carl Shy, Duane Swanson, Billl Wheatley and the trainer
James Needles. Canada was runner-up the games were played on an outdoor clay
court. The first World Championship was held in Argentina in 1950.
NBA
•The Basketball league was founded in New York City on June- 6, 1946 as the
Basketball Association of America (BAA). The league adopted the name National
Basketball Association NBA in 1949 after merging with the rival National Basketball
League (NBL). As of the early 21st century, the NBA the most significant professional
basketball league in the world in terms of popularity salaries league Talent, and level or
competition.
•In the late 1950s and early 1960s, the influx of black athletes increased excitement and
revitalized the NBA By this time the League was mainly composed of African American
players, and most of the top stars were black. However in the late 1970s, the popularity
of the NBA was once again Threatened by the decline in attendance and television
ratings. In 1979, the NBA’s TV audience declined by 18%.
THE D MAN
•lf you look at the shooting percentages between shooting a contested shot compared
to an uncontested Shot you will first make sure that your team is contesting more shots
on defense
But secondly you will see the value of the D Man and learning to shoot over a contested
hand. You can use the D Man to work on finishes shooting or as a defender to make
dribble moves past.
AGILITY LADDER
•Footwork in basketball is key, regardless of position. A great way to improve a players
footwork is the agility ladder There are multiple different types of footwork combinations
that you can do with an agility ladder challenge and improve a players footwork. So
whether you are a beginner or a pro, agility adders
Odd a lot of value.
JUMP ROPE
•A great way to improve footwork and quickness is a jump rope. It is also 3 great way to
warm up before a practice or Workout Whether you are a big man or a guard jumping
rope is a great too
AGILITY HURDLES
Agility hurdles are great because they force a player to get their feetup of the ground
and move quickly. They can either be used tor footwork drills or vertical training both
essential in today game of basketball
POWER HANDS
•Similar to the Ball Hog gloves listed above, the goal of the Power Hands Gloves their
comfort zone and work to develop their handles to get out of their comfort zone and
work to develop their handles. These gloves are weighted and come with an anti-friction
surface. The weighted gloves aspect will help with developing quicker hands, and the
smooth surface on the gloves will help to develop better ball control.
DISC CONES
•Whether is working on ball handling, defense footwork etc., disc cones ae great to
have. They are a must for any trainer or coach but they also make a grest training too
for players as well The benefit of disc cones over regular cones is that they are easier to
transport, store, and for the price, you Can get a lot more cones.
TENNIS BALLS
•Hand-eye coordination is a big part of basketball, and a great way to improve a player s
coordination is to include tennis balls into different drills. You can use them in ball
handling drills, catching drills, quickness/speed drills, etc.
BLOCKING PAD
•Great players are able to be physical and handle contact. Whether it is being able to
shield off an aggressive defender boxing out, finishing at the basket or whatever it might
be players need to Learn to play through contact. The blocking pad is a great way to do
this while being safe
DOUBLE DOUBLE
•This is two basketball training tools in one. The Double-Double is first going to allow
shooters to work on their shooting by making the rim smaller. If the player can make it in
the smaller ring at a high clip, then their shooting percentage should go way up without
the ring in. Secondly, it provides an excellent cap to the rim as well. The cap has
different raised grooves on it, which will allow for working on rebounding. Missing on
purpose without a cap rarely ends up coming oft as a game miss would; the Double
Double will help to simulate natural game misses.
SOLO ASSIST
•Unfortunately, you do not always have a passer at your disposal as a player when you
are training, and as a Coach with 12 plus players in the gym, sometimes your only
responsibility can’t be just passing. The Solo Assist allows for a passer and lets you
practice different shots, moves, etc., that
Require a passer.
DRIBBLE STICK
•Ball handling has a lot to do with ball control and being able to put the ball where you
want it to go. The Dribble Stick helps to promote ball control by forcing the player to
dribble over or under different height levels. With this basketball training tool, you can
practice quick hand to hand combinations, ball control, and much more.
INTRODUCTION
•Who hasn’t been impressed by basketball greats like Magic Johnson, Larry Bird,
Michael Jordan and Kobe Bryant? In this lesson, we’ll define the different offensive and
defensive basketball skills and highlight activities to improve them, as well as review
safety practices. We’ll also delve into the mental side of the sport.
•The first fundamental to instill in young players is that basketball is a team game. Lf
there’s one lesson you want to leave with them, it is this no team is going to Win unless
each player contributes Everybody has to learn how to dribble, pass, defend, rebound,
and hustle if the team is to play well and succeed. Make it clear that unless everybody
does their part, the team has very little chance of winning consistently. This is the first
step in building a team mentality. Let your players know the team always comes ahead
of the individual. Stress the idea every player is important, and that everyone must
contribute to the team’s effort. Most importantly, you have to mean those words. Don’t
fall into the trap of playing the same five players and then pushing the others off to the
side. Let every player know that he or she is going to be called upon to play and
perform during every game. And remember, if you show confidence in your team, they
will rise to the challenge. Praise not only makes a player feel good, but it as also results
in bringing their game to a higher level.
Basketball skills can be broken down into two primary categories:
•Offensive skills: shooting, rebounding, passing and dribbling
•Defensive skills: blocking, stealing, and again rebounding
SKILLS: OFFENSE
•Shooting- consists of launching the ball toward the basket in an arcing motion
with the purpose of it going in and scoring points. When shooting, keep your eyes
on the target, place the ball on your fingertips (not the palm), place your feet
shoulder width apart, place your elbow Under the ball and then follow through
and hold the finish.
OFFENSIVE REBOUNDING
•An offensive rebound is obtained when the team that just shot the ball misses
and then recaptures the ball again. As a general rule it is tougher for a player to
get an offensive rebound than a defensive rebound because after a shot misses
the opposing team’s players are closer to the basket and in a better position to
grab the ball.
PASSING
•A pass happens when one player throws the ball to another player with the
purpose off setting up a play or taking a shot. In basketball there are two main
types of passing. The first type happens when one player throws another player
the ball and the receiving player then scores a basket. The player who threw the
ball gets credit for an assist. The second type of pass is just a basic pass from
one player to another. There are bounce passes that hit the floorone time, chest
passes that are thrown from the player’s upper body, and the spectacular
alleyo0p pass where one player lobs the ball above the rim and a second player
grabs it out of midain and slam dunks.
DRIBBLING
•Dribbling is the art of bouncing the ball up and down Off the floor with one hand,
in order to advance the ball up the court. It is illegal to touch the ball with both
hands double simultaneously, dribbling. While dribbling, a player should protect
the ball to prevent the defender from stealing it. Tips for dribbling include: not
looking at the ball, pounding the ball hard, and using the free arm as a shield.
Skills: Defense
BLOCKING
•The block is another Spectacular crowd favorite. It occurs when the offensive
player shoots and the defender Swats the ball away, blocking its trajectory to the
basket and preventing any points from being Scored.
STEALING
•The steal, or taking the ball away from an Opposing Player to gain possession
for your own team, requires quick hands and great timing. A player can steal a
pass out of midair or from the other team while someone is dribbling
DEFENSIVE REBOUNDING
•A defensive rebound is obtained when one team misses a shot and the
opposing team grabs the ball. An important skill needed to Collect defensive
rebounds is known as boxing out, a technique which players use their bodies to
shield the opposing team from grabbing the ball.
STATIONARY BALL HANDLING DRILL
•One of the most famous drills is the stationary ball handling drill, popularized by
the legendary Harlem Globetrotters team. An athlete stands in place and Moves
the ball around his body, arms, and legs using skillful hand movements and
tricks. These moves are more than just for show, as they also improve hand-eye
coordination.
LEFT-HANDED DRILL
•It is important that a basketball player earn to use both hands when dribbling,
but this can prove difficult. Many coaches have players put their dominant hand
down to the side and practice layups, passes, and shots With the opposite hand
(usually the left) in order to strengthen it. Another option is Two-handed dribbling,
in which the player dribbles two basketballs, one in each hand
NO DRIBBLE DRILL
•To emphasize passing, a coach can have players pass the ball around with minimal
dribbling, while still trying to score. This forces them to throw extra passes to advance
ball the and also strengthens teamwork.
FINALS
Basketball game
Basketball is played by 2 teams of 5 players each. The aim of each team is to score in
the opponents' basket and to prevent the other team from scoring.
The game is controlled by the referees, table officials and a commissioner, if present.
Winner of a game
The team that has scored the greater number of game points at the end of playing time
shall be the winner.
Playing court
Playing court
The playing court shall have a flat, hard surface free from obstructions (Diagram 1)with
dimensions of 28 min length by 15 m in width measured from the inner edge of the
boundary line.
Backcourt
A team's backcourt consists of its team's own basket, the inbounds part of the
backboard and that part of the playing court limited by the endline behind its own
basket, the sidelines and the centre line.
Frontcourt
A team's frontcourt consists of the opponents' basket, the inbounds part of the
backboard and that part of the playing court limited by the endline behind the
opponents' basket, the sidelines and the inner edge of the centre line nearest to the
opponents' basket.
Teams
Definition
- A team member is eligible to play when he has been authorised to play for a
team according to the regulations, including regulations governing age limits, of
the organising body of the competition.
- A team member is entitled to play when his name has been entered on the
scoresheet before the beginning of the game and as long as he has neither been
disqualified nor committed 5 fouls. During playing time, a team member is:
Rule
Each team shall consist of:
No more than 12 team members entitled to play, including a captain.
A head coach.
A maximum of 8 accompanying delegation members, including a maximum of 2
assistant coaches who may sit on the team bench. In case a team has assistant
coaches, the first assistant coach shall be entered on the scoresheet. During
playing time 5 team members from each team shall be on the playing court and
may be substituted. A substitute becomes a player and a player becomes a
substitute when: The referee beckons the substitute to enter the playing court.
During a time-out or an interval of play, a substitute requests the substitution to
the timer.
Uniforms
The uniform of all team members shall consist of:
Shirts of the same dominant colour front and back as the shorts. If shirts have
sleeves they must end above the elbow. Long sleeved shirts are not permitted.
All players must tuck their shirts into their playing shorts. 'All-in-ones' are
permitted.
T-shirts, regardless of the style, are not permitted to be worn under the shirts.
Shorts of the same dominant colour front and back as the shirts. The shorts must
end above the knee.
Socks of the same dominant colour for all team members. Socks need to be
visible.
Each team member shall wear a shirt numbered on the front and back with plain
numbers, of a colour contrasting with the colour of the shirt.
The numbers shall be clearly visible and:
Those on the back shall be at least 20 cm high.
Those on the front shall be at least 10 cm high.
The numbers shall be at least 2 cm wide.
Teams may only use numbers 0 and 00 and from 1 to 99.
Players on the same team shall not wear the same number.
Any advertising or logo shall be at least 5 cm away from the numbers. Teams
must have a minimum of 2 sets of shirts and:
The first team named in the schedule (home team) shall wear light-colored shirts
(preferably white).
The second team named in the schedule (visiting team) shall wear dark-colored
shirts.
However, if the 2 teams agree, they may interchange the colours of the shirts.
PLAYING REGULATIONS
Playing time, tied score and overtime
- The game shall consist of 4 quarters of 10 minutes each.
- There shall be an interval of play of 20 minutes before the game is scheduled to
begin.
- There shall be the intervals of play of 2 minutes between the first and second
quarter (first half), between the third and fourth quarter (second half) and before
each overtime.
- There shall be a half-time interval of play of 15 minutes.
An interval of play begins:
20 minutes before the game is scheduled to begin.
When the game clock signal sounds for the end of the quarter or overtimes.
- If the score is tied at the end of the fourth quarter, the game shall continue with
as many overtimes of 5 minutes duration each as necessary to break the tie.
- If the aggregated score of both games for a 2 games home and away total points
series competition system is tied at the end of the second game, this game shall
continue with as many overtimes of 5 minutes duration each as necessary to
break the tie.
- 8.8 If a foul is committed during an interval of play, any eventual free throw(s)
shall be administered before the beginning of the following quarter or overtime.
A quarter, overtime or game shall end when the game clock signal sounds for the end of
the quarter or overtime. When the backboard is equipped with red lighting around its
perimeter, the lighting takes precedence over the game clock signal sound.
followed by:
Another free throw(s).
A further penalty (free throw(s) and/or possession).
The game clock signal sounds for the end of the quarter or overtime.
The shot clock signal sounds while a team is in control of the ball.
The ball in flight on a shot for a field goal is touched by a player from either
team .
after:
A referee blows his whistle.
The game clock signal sounds for the end of the quarter or overtime.
The shot clock signal sounds.
The ball does not become dead and the goal counts if made when:
The ball is in flight on a shot for a field goal and:
• The ball is in flight on a free throw and a referee blows his whistle for any
rule infraction other than by the free-throw shooter.
• The ball is in the control of a player in the act of shooting for a field goal
who finishes his shot with a continuous motion which started before a foul
is charged on any opponents' player or on any person permitted to sit on
the opponents' team bench.
This provision does not apply, and the goal shall not count if:
After a referee blows his whistle and an entirely new act of shooting is made.
During the continuous motion of a player in the act of shooting the game clock
signal sounds for the end of the quarter or overtime or the shot clock signal
sounds.
The team entitled to the next alternating possession at the end of any quarter or
overtime shall begin the next quarter or overtime with a throw-in from the centre line
extended, opposite the scorer's table, unless there are further free throws and a
possession penalty to be administered.
The team entitled to the alternating possession throw-in shall be indicated by the
alternating possession arrow in the direction of the opponents' basket. The direction of
the alternating possession arrow shall be reversed immediately when the alternating
possession throw-in ends.
A violation by a team during its alternating possession throw-in causes that team to lose
the alternating possession throw-in. The direction of the alternating possession arrow
shall be reversed immediately, indicating that the opponents of the violating team shall
be entitled to the alternating possession throw-in at the next jump ball situation. The
game shall then be resumed by awarding the ball to the opponents of the violating team
for a throw-in from the place of the original throw-in.
Rule
A goal is credited to the team attacking the opponents' basket into which the ball has
entered as follows:
A goal released from a free throw counts 1 point.
A goal released from the 2-point field goal area counts 2 points.
A goal released from the 3-point field goal area counts 3 points.
After the ball has touched the ring on a last free throw and is legally touched by
any player before it enters the basket, the goal counts 2 points.
If a player accidentally scores a field goal in his team's basket, the goal counts 2 points
and shall be entered on the scoresheet as having been scored by the captain of the
opponents' team on the playing court.
- If a player deliberately scores a field goal in his team's basket, it is a violation and
the goal does not count.
- If a player causes the entire ball to pass through the basket from below, it is a
violation.
- The game clock or the shot clock must show 0.3 (3 tenths of a second) or more
for a player to gain control of the ball on a throw-in or on a rebound after the last
free throw in order to attempt a shot for a field goal. If the by tapping or directly
dunking the ball, provided that the hand(s) of the player are no game clock or the
shot clock show 0.2 or 0.1 the only type of a valid field goal made is longer
touching the ball when the game clock or the shot clock show 0.0.
Throw-in
Definition
- A throw-in occurs when the ball is passed into the playing court by the out-of-
bounds player taking the throw-in.
Rule
The player taking the throw-in shall not:
Take more than 5 seconds to release the ball.
Step into the playing court while having the ball in his hand(s).
Cause the ball to touch out-of-bounds, after it has been released on the throwin.
Touch the ball on the playing court before it has touched another player.
Cause the ball to enter the basket directly.
Move from the designated throw-in place behind the boundary line laterally in
one or both directions, exceeding a total distance of 1 m before releasing the
ball.
However, he is permitted to move directly backwards from the boundary line as
far as circumstances allow.
Time-out
Definition
- A time-out is an interruption of the game requested by the head coach or first
assistant coach.
Rule
Each time-out shall last 1 minute.
A time-out may be granted during a time-out opportunity.
A time-out opportunity begins when:
For both teams, the ball becomes dead, the game clock is stopped and the
referee has ended his communication with the scorer's table.
For both teams, the ball becomes dead following a successful last free throw.
For the non-scoring team, a field goal is scored.
A time-out opportunity ends when the ball is at the disposal of a player for a throw-in or
for a first free throw.
Each team may be granted:
2 time-outs during the first half.
3 time-outs during the second half with a maximum of 2 of these time-outs when
the game clock shows 2:00 minutes or less in the fourth quarter.
1 time-out during each overtime.
Unused time-outs may not be carried over to the next half or overtime.
A time-out is charged on the team whose head coach first made a request unless the
time-out is granted following a field goal scored by the opponents and without an
infraction having been called.
A time-out shall not be permitted to the scoring team when the game clock shows 2:00
minutes or less in the fourth quarter and in each overtime and, following a successful
field goal unless a referee has interrupted the game.
Substitution
Definition
- A substitution is an interruption of the game requested by the substitute to become a
player.
Rule
A team may substitute a player(s) during a substitution opportunity.
A substitution opportunity begins when:
For both teams, the ball becomes dead, the game clock is stopped and the
referee has ended his communication with the scorer's table.
For both teams, the ball becomes dead following a successful last free throw.
For the non-scoring team, a field goal is scored when the game clock shows 2:00
minutes or less in the fourth quarter and in each overtime.
A substitution opportunity ends when the ball is at the disposal of a player for a throw in
or a first free throw.
A player who has become a substitute and a substitute who has become a player
cannot respectively re-enter the game or leave the game until the ball becomes dead
again, after a clock-running phase of the game, unless:
The team is reduced to fewer than 5 players on the playing court.
The player entitled to the free-throws as the result of the correction of an error is
on the team bench after having been legally substituted.
A substitution shall not be permitted to the scoring team when the game clock is
stopped following a successful field goal when the game clock shows 2:00 minutes or
less in the fourth quarter and in each overtime unless a referee has interrupted the
game. If the player receives any treatment or any assistance, he must be substituted
unless the team is reduced to fewer than 5 players on the playing court.
Procedure
- Only a substitute has the right to request a substitution. He (not the head coach
or the first assistant coach) shall go to the scorer's table and ask clearly for a
substitution, making the proper conventional sign with his hands, or sit on the
substitution chair. He must be ready to play immediately. A substitution request
may be cancelled only before the timer's signal has sounded for such a request.
- As soon as a substitution opportunity begins, the timer shall sound his signal to
notify the referees that a request for a substitution has been made. The
substitute shall remain outside the boundary line until the referee blows his
whistle, gives the substitution signal and beckons him to enter the playing court.
The player being substituted is permitted to go directly to his team bench without
reporting either to the timer or the referee.
If the request for a substitution is made by either team after the ball is at the disposal of
the free-throw shooter for the first free throw, the substitution shall be granted if:
The last free throw is successful.
The last free throw, if not successful, is followed by a throw-in.
A foul is called between free throws. In this case the free throw(s) shall be
completed, and the substitution shall be permitted before the new foul penalty is
administered, unless otherwise stated in these rules.
A foul is called before the ball becomes live after the last free throw. In this case
the substitution shall be permitted before the new foul penalty is administered.
A violation is called before the ball becomes live after the last free throw. In this
case the substitution shall be permitted before the throw-in is administered. In the
event of consecutive sets of free throws and/or possession of the ball resulting
from more than 1 foul penalty, each set is to be treated separately
Penalty
- The game is awarded to the opponents and the score shall be 20 to 0.
Furthermore, the forfeiting team shall receive 0 classification point.
- For a 2-games (home and away) total points series (aggregate score) and for
PlayOffs (best of 3), the team that forfeits in the first, second, or third game shall
lose the series or Play-Offs by 'forfeit'.
- This does not apply for Play-Offs (best of 5 and best of 7).
- If in a tournament the team forfeits for the second time, the team shall be
disqualified from the tournament and the results of all games played by this team
shall be nullified.
Penalty
- If the team to which the game is awarded is ahead, the score shall stand as at
the time when the game was stopped. If the team to which the game is awarded
is not ahead, the score shall be 2 to 0 in its favour. The defaulting team shall
receive 1 classification point. For a 2-games (home and away) total point series
(aggregate score), the team that defaults in the first or in the second game shall
lose the series by 'default'.
Violations
- A violation is an infraction of the rules.
Penalty
- The ball shall be awarded to the opponents for a throw-in from the place nearest
to the infraction, except directly behind the backboard, unless otherwise stated in
these rules.
Player out-of-bounds and ball out-of bounds
Definition
- A player is out-of-bounds when any part of his body is in contact with the floor, or
any object other than a player above, on or outside the boundary line.
The ball is out-of-bounds when it touches:
A player or any other person who is out-of-bounds.
The floor or any object above, on or outside the boundary line.
The backboard supports, the back of the backboards or any object above the
playing court.
Rule
- The ball is caused to go out-of-bounds by the last player to touch or be touched
by the ball before it goes out-of-bounds, even if the ball then goes out-of-bounds
by touching something other than a player. If the ball is out-of-bounds because of
touching or being touched by a player who is on or outside the boundary line, this
player causes the ball to go out-of-bounds. If a player(s) move(s) to out-of-
bounds or to his backcourt during a held ball, a jump ball situation occurs
Dribbling
- A dribble is the movement of a live ball caused by a player in control of that ball
who throws, taps, rolls or bounces the ball on the floor. A dribble starts when a
player, having gained control of a live ball on the playing court throws, taps, rolls
or bounces it on the floor and touches it again before it touches another player.
- A dribble ends when the player touches the ball with both hands simultaneously
or permits the ball to come to rest in one or both hands. During a dribble the ball
may be thrown into the air provided the ball touches the floor or another player
before the player who threw it touches it again with his hand. There is no limit to
the number of steps a player may take when the ball is not in contact with his
hand.
- A player who accidentally loses and then regains control of a live ball on the
playing court is considered to be fumbling the ball.
Travelling
- Travelling is the illegal movement of one foot or both feet beyond the limits
outlined in this article, in any direction, while holding a live ball on the playing
court. A pivot is the legal movement in which a player who is holding a live ball
on the playing court steps once or more than once in any direction with the same
foot, while the other foot, called the pivot foot, is kept at its point of contact with
the floor.
Rule
Establishing a pivot foot by a player who catches a live ball on the playing court:
- A player who catches the ball while standing with both feet on the floor:
The moment one foot is lifted, the other foot becomes the pivot foot.
To start a dribble, the pivot foot may not be lifted before the ball is released from
the hand(s).
To pass or shoot for a field goal, the player may jump off a pivot foot, but neither
foot may be returned to the floor before the ball is released from the hand(s).
A player who catches the ball while he is progressing, or upon completion of a dribble,
may take two steps in coming to a stop, passing or shooting the ball:
If, after receiving the ball, a player shall release the ball to start his dribble before
his second step.
The first step occurs when one foot or both feet touch the floor after gaining
control of the ball.
The second step occurs after the first step when the other foot touches the floor
or both feet touch the floor simultaneously.
If the player who comes to a stop on his first step has both feet on the floor or
they touch the floor simultaneously, he may pivot using either foot as his pivot
foot. If he then jumps with both feet, no foot may return to the floor before the ball
is released from the hand(s).
If a player lands with one foot he may only pivot using that foot.
If a player jumps off one foot on the first step, he may land with both feet
simultaneously for the second step. In this situation, the player may not pivot with
either foot. If one foot or both feet then leave the floor, no foot may return to the
floor before the ball is released from the hand(s).
If both feet are off the floor and the player lands on both feet simultaneously, the
moment one foot is lifted the other foot becomes the pivot foot.
A player may not touch the floor consecutively with the same foot or both feet
after ending his dribble or gaining control of the ball.
3 seconds Rule
- A player shall not remain in the opponents' restricted area for more than 3
consecutive seconds while his team is in control of a live ball in the frontcourt and
the game clock is running.
8 seconds
Rule
Whenever:
A player in the backcourt gains control of a live ball, or
On a throw-in, the ball touches or is legally touched by any player in the
backcourt and the team of that player taking the throw-in remains in control of
the ball in its backcourt, that team must cause the ball to go into its frontcourt
within 8 seconds.
The team has caused the ball to go into its frontcourt whenever:
The ball, not in control of any player, touches the frontcourt.
The ball touches or is legally touched by an offensive player who has both
feet completely in contact with his frontcourt.
The ball touches or is legally touched by a defensive player who has part of
his body in contact with his backcourt.
The ball touches a referee who has part of his body in contact with the
frontcourt of the team in control of the ball.
During a dribble from the backcourt to the frontcourt, the ball and both feet of
the dribbler are completely in contact with the frontcourt.
The 8-second period shall continue with any time remaining when the same team that
previously had control of the ball is awarded a throw-in in the backcourt, as a result of:
A ball having gone out-of-bounds.
A player of the same team having been •
A technical foul committed by that team. injured.
A jump ball situation.
A double foul.
A cancellation of equal penalties on both teams.
24 seconds Rule
Whenever:
A player gains control of a live ball on the playing court,
On a throw-in, the ball touches or is legally touched by any player on the
playing court and the team of that player taking the throw-in remains in control
of the ball, that team must attempt a shot for a field goal within 24 seconds.
When a shot for a field goal is attempted near the end of the 24-second period and the
shot clock signal sounds while the ball is in the air:
If the ball enters the basket, no violation has occurred, the signal shall be
disregarded and the goal shall count.
If the ball touches the ring but does not enter the basket, no violation has
occurred, the signal shall be disregarded and the game shall continue.
If the ball misses the ring, a violation has occurred. However, if the opponents
gain an immediate and clear control of the ball, the signal shall be
disregarded and the game shall continue.
When the backboard is equipped with yellow lighting along its perimeter at the top, the
lighting takes precedence over the shot clock signal sound. All restrictions related to
goaltending and interference shall apply.
Rule
A team which is in control of a live ball in its frontcourt may not cause the ball to be
illegally returned to its backcourt.
Penalty
The ball shall be awarded to the opponents' team for a throw-in in its frontcourt from the
place nearest to the infraction except directly behind the backboard.
Goaltending occurs during a shot for a free throw when a player touches the ball while it
is in flight to the basket and before it touches the ring
The goaltending restrictions apply until:
The ball no longer has the possibility to enter the basket.
The ball has touched the ring.
A player causes the basket to vibrate or grasps the basket in such a way that, in the
judgement of a referee, the ball has been prevented from entering the basket or has
been caused to enter the basket.
A player grasps the basket and plays the ball.
When:
- A referee has blown his whistle while:
The ball was in the hands of a player in the act of shooting,
or
The ball was in flight on a shot for a field goal or on a last
free throw,
The game clock signal has sounded for the end of the
quarter or overtime,
No player shall touch the ball after it has touched the ring while it still has the possibility
to enter the basket.
All restrictions related to goaltending and interference shall apply.
Penalty
If the violation is committed by an offensive player, no points can be awarded. The ball
shall be awarded to the opponents for a throw-in from the free-throw line extended,
unless otherwise stated in these rules.
If the violation is committed by a defensive player, the offensive team is awarded:
1 point, if the ball was released for a free throw.
2 points, if the ball was released from the 2-point field goal area.
3 points, if the ball was released from the 3-point field goal area.
The awarding of the points is considered as if the ball had entered the basket. If the
goaltending is committed by a defensive player during a last free throw, 1 point shall be
awarded to the offensive team, followed by a technical foul penalty charged on the
defensive player.
Approve and sign the scoresheet at the end of playing time, terminating the referees'
administration and connection with the game. The referees' power shall begin when
they arrive on the playing court 20 minutes before the game is scheduled to begin, and
end when the game clock signal sounds for the end of the game as approved by the
referees. Enter on the reverse side of the scoresheet, in the dressing room before
signing the scoresheet:
Any forfeit or disqualifying foul,
Any unsportsmanlike behavior by team members, head coaches, assistant
coaches and accompanying delegation members that occurs prior to the 20
minutes before the game is scheduled to begin, or between the end of the game
and the approval and signing of the scoresheet. In such a case, the crew chief
(or commissioner, if present) must send a detailed report to the organizing body
of the competition. Make the final decision whenever necessary or when the
referees disagree. To make a final decision he may consult the umpire(s), the
commissioner, if present, and/or the table officials.
The referees shall have the power to make decisions on infractions of the rules
committed either within or outside the boundary line including the scorer's table, the
team benches and the areas immediately behind the lines. The referees shall blow their
whistles when an infraction of the rules occurs, a quarter or overtime ends or the
referees find it necessary to stop the game. The referees shall not blow their whistles
after a successful field goal, a successful free throw or when the ball becomes live.
When deciding on a personal contact or violation, the referees shall, in each instance,
have regard to and weigh up the following fundamental principles:
The spirit and intent of the rules and the need to uphold the integrity of the game.
Consistency in application of the concept of advantage/disadvantage'. The
referees should not seek to interrupt the flow of the game unnecessarily in order
to penalize incidental personal contact which does not give the player
responsible an advantage nor place his opponent at a disadvantage.
Consistency in the application of common sense to each game, bearing in mind the
abilities of the players concerned and their attitude and conduct during the game.
Consistency in the maintenance of a balance between game control and game
flow, having a 'feeling' for what the participants are trying to do and calling what
is right for the game. Should a protest be filed by one of the teams, the crew chief
(or commissioner, if present) shall, upon receipt of the protest reasons, report in
writing the incident to the organizing body of the competition. If a referee is
injured or for any other reason cannot continue to perform his duties within 5
minutes of the incident, the game shall be resumed. The remaining referee(s)
shall officiate for the remainder of the game alone unless there is the possibility
of replacing the injured referee with a qualified substitute referee. After consulting
with the commissioner, if present, the remaining referee(s) shall decide upon the
possible replacement.
The scorer shall be provided with a scoresheet and shall keep a record of:
Teams, by entering the names and numbers of the players who are to begin the
game and of all substitutes who enter the game. When there is an infraction of
the rules regarding the 5 players to begin the game, substitutions or numbers of
players, he shall notify the nearest referee as soon as possible.
Running summary of points scored, by entering the field goals and the free
throws made.
Fouls charged on each player. The scorer must notify a referee immediately
when 5 fouls are charged on any player. He shall enter the fouls charged on
each head coach and must notify a referee immediately when a head coach
should be disqualified. Similarly, he must notify a referee immediately that a
player should be disqualified, if he has committed 2 technical fouls, or 2
unsportsmanlike fouls, or 1 technical and 1 unsportsmanlike foul.
Time-outs. He must notify the referees of the time-out opportunity when a team
has requested a time-out and notify the head coach through a referee when the
head coach has no more time-out(s) left in a half or overtime.
The next alternating possession, by operating the alternating possession arrow.
The scorer shall reverse the direction of the alternating possession arrow
immediately after the end of the first half as the teams shall exchange baskets for
the second half. The assistant scorer shall operate the scoreboard and assist the
scorer and timer. In case of any discrepancy between the scoreboard and the
scoresheet which cannot be resolved, the scoresheet shall take precedence and
the scoreboard shall be corrected accordingly. If a scorekeeping error is
recognized on the scoresheet:
During the game, the timer must wait for the first dead ball before sounding his
signal.
After the end of the playing time and before the scoresheet has been signed by
the crew chief, the error shall be corrected, even if this correction influences the
final result of the game.
After the scoresheet has been signed by the crew chief, the error may no longer
be corrected. The crew chief or the commissioner, if present, shall send a
detailed report to the organizing body of the competition.
Timer: Duties
The timer shall be provided with a game clock and a stopwatch and shall:
Measure playing time, time-outs and intervals of play. • Ensure that the game
clock signal sounds very loudly and automatically at the end of a quarter or
overtime.
Use any means possible to notify the referees immediately if his signal fails to
sound or is not heard.
Indicate the number of fouls committed by each player by raising, in a manner
visible to both head coaches, the marker with the number of fouls committed by
that player.
Position the team foul marker on the scorer's table, at the end nearest to the
bench of the team in the team foul penalty situation, when the ball becomes live
after the fourth team foul in a quarter.
Effect substitutions.
Sound his signal only when the ball becomes dead and before the ball becomes
live again. The sound of his signal does not stop the game clock or the game nor
cause the ball to become dead.
Stopped, but not reset, with the remaining time visible, when the same team that
previously had control of the ball is awarded a throw-in as the result of:
A ball having gone out-of-bounds.
A player of the same team having been injured.
A technical foul committed by that team.
A jump ball situation (not when the ball lodges between the ring and the
backboard).
A double foul.
A cancellation of equal penalties on both teams.
Stopped, but also not reset, with the remaining time visible, when the same team that
previously had control of the ball is awarded a frontcourt throw-in and 14 or more
seconds are displayed on the shot clock as a result of a foul or violation.
A team shall be awarded a throw-in from the throw-in line in its frontcourt as a result of
an unsportsmanlike or disqualifying foul.
After the ball has touched the ring on an unsuccessful shot for a field goal
(including when the ball lodges between the ring and the backboard), an
unsuccessful last free throw, or on a pass, if the team which regains control of
the ball is the same team that was in control of the ball before the ball touched
the ring.
The game clock shows 2:00 minutes or less in the fourth quarter or in each
overtime following a time-out taken by the team that is entitled to the possession
of the ball from its backcourt and the head coach decides that the game shall be
resumed with a throw-in for his team from the throw-in line in the team's
frontcourt and 14 seconds or more are displayed on the shot clock at the time
when the game clock was stopped.
Switched off, after the ball becomes dead and the game clock has been stopped in any
quarter or overtime when there is a new control of the ball for either team and there are
fewer than 14 seconds on the game clock. The shot clock signal neither stops the game
clock or the game, nor causes the ball to become dead, unless a team is in a control of
the ball.
REFEREES SIGNALS
- The hand signals illustrated in these rules are the only valid referees' signals.
While reporting to the scorer's table it is strongly recommended to verbally
support the communication (in international games in the English language). It is
important that the table officials are familiar with these signals.
Violations
1. Travelling
2. Illegal dribble
3. Palming carrying the ball
4. Over and back
5. 3 sec violation
6. 5 sec violation
7. 10 sec violation
8. Kicking
9. Excessively swinging arms/elbows
Fouls
1. Technical foul
2. Intentional foul
3. Pushing or charging
4. Blocking
5. Illegal use of hand
6. Holding
7. Double foul
8. Hand check
9. Player control foul