Rules of the Run

Applies to all divisions unless a division-specific note says otherwise. Officials' rulings on the floor are final.

Game

  • A team can start and play with 4 players. Game time is forfeiture time — if a team cannot field 4 players, they forfeit.
  • Teams may choose to advance the ball in the last 2 minutes of the 2nd half only.
  • Point differential cap is 15 points for Boys 10U, 12U, 14U, 16U and Girls Junior/Senior; 20 points for Boys 18U, Elite and Vets.
  • No press allowed in Boys 10U and 12U until the 4th quarter and overtime, and only if the game is within 10 points.
  • Any defense is allowed in all divisions.
  • The jump-ball winner receives possession in the 4th quarter; the opposing team receives it to start the 2nd and 3rd quarters. All other jump balls use alternating possession arrows.

Clock

  • Four 10-minute quarters in Boys 18U, Elite and Vets divisions.
  • Four 8-minute quarters in all youth divisions (girls and boys).
  • Running clock the entire game until the last 2 minutes of the 4th quarter and the last minute of overtime; then the clock stops on all whistles and made baskets.
  • A 30-second shot clock is used in the last 2 minutes of the game and for all of overtime.
  • Ties are settled with a 3-minute overtime period.

Timeouts

  • Three timeouts per game. One timeout must be used in the 1st half — no carry-over.
  • One timeout per overtime period.
  • Timeouts are 1 minute. Halftime is 2 minutes.

Free throws

  • On the 5th team foul of each quarter, the opponent is awarded a two-shot bonus.
  • All technical fouls are two shots and possession, unless noted otherwise.
  • Technical fouls for cussing and mismatched jerseys are one shot with no change of possession.
  • Player-control fouls (e.g. charging) are not awarded free throws.

Jerseys

  • Players must wear matching-color jerseys with permanently affixed numbers. Team jerseys are provided to each team.
  • If both teams have the same jersey color, or there is a dispute over bench and direction in the first half, the higher seed gets the preference in both situations.
  • Tournament officials may invoke special privileges should they deem it necessary.

Players

  • Rosters may have up to 10 players.
  • Lineups must be given to the scorekeeper before the start of the game.
  • Scorekeepers may only be interrupted during a dead ball. Repeated interruptions draw a referee warning, then a technical foul for every further infraction.
  • Every team is advised to have their own personnel at the scorer's table.
  • Players must play during bracket play in order to play in the playoffs.

Bench

  • Only players, 2 coaches, and the assigned team scorekeeper may be seated in the bench area. Everyone else must sit in the stands or away from the bench.
  • This is strictly enforced: a verbal warning on the first offense, then technical fouls until the issue is resolved.
  • Teams have one minute to clear non-coaches and non-players off their bench before another technical is issued.

Fouls

  • Standard foul rules apply.
  • All technical fouls other than cussing or mismatched jerseys count as both personal and team fouls.
  • A player fouls out after 5 personal fouls.

Ejections & unsportsmanlike conduct

  • Any player ejected from a game (before, during or after) must sit out the next game unless the league supervisor takes more severe action.
  • Striking a player, official, participant or spectator results in automatic ejection from the remainder of the tournament and possibly future tournaments.
  • Penalties escalate: verbal warning by the official, technical fouls, then ejection.
  • After an ejection the tournament committee will discuss suspension for the remainder of the tournament. There is no tolerance for unsportsmanlike conduct.

Playoffs

  • Teams make the playoffs based on their final standings, in this order:
  • 1. Best overall record
  • 2. Head-to-head
  • 3. Point differential
  • 4. Total points allowed