SESAA Basketball
Welcome to the SESAA Basketball information site. You will find some helpful information on this site to help you with your season.
Teams are allowed to start practicing 2 weeks prior to the season starting.
ZONE PLAY
GAME FORMAT COMPETITIVE LEAGUE
TEAM COMPOSITION
NOTE: During league play these rules may be relaxed in order to complete a game; however, the intent is that all games be played by the rules whenever possible.
SUBSTITUTIONS
GENERAL PLAY
- a player checking the opponent with the ball aggressively. Players may switch checks, but all players involved must pick up an opponent.
- staying within 3 feet of your check once your check enters the key.
- standing in the key without a check. Defensive players cannot be in the key without a check close by (within 3').
NOTE: If a team plays a zone defense the referee shall stop play and give the team a warning. After the warning has been issued the team shall receive a technical foul each time they return to a zone defense, resulting in 1 point and possession. The technical foul counts as a team foul.
- jumpers may not fist the fall but may touch it once.
- the ball must be touched by another player outside the circle after the tip.
- players standing on the line when the ball is tossed results in a loss of possession.
- alternate possession on jump balls during the shift. Team takes ball on sideline.
- non-jumper may not break the plane of the jump circle. A violation results in opposing team getting possession on the sideline.
- after it is in-bounded from the sideline.
- after possession is gained upon rebounding.
- up and down (jumping and striking the ground before releasing the ball).
- carrying the ball (hand may not touch the ball below the horizontal plane of the ball).
- double dribbling (touching the ball with 2 hands or dribbling, stopping and then dribbling again).
- walking (moving without dribbling).
-pivot foot (moving the established pivot foot).
NOTE: The ball must leave the hand before a player can move the pivot foot.
- both feet planted on floor (for blocks and screens)
- arms not extended out wide but may be straight up in the air
- facing opponent
FOULS
- offensive or defensive holding
- interference
- moving screens or blocks
- technical fouls
NOTE FOR CHARGING AND BLOCKING: If a dribbler in progress has established a straight line path, he/she may not be crowded out of that path, but, if an opponent is able legally to establish a defensive position in that path, the dribbler must avoid contact by changing direction or ending his/her dribble.
ZONE PLAY
- Surrey will be divided into zones for league play. These zones are to facilitate easy access to schools for games and they have nothing to do with school size.
- Zone play will consist of 6 weeks of zone play.
- Zone play will accommodate 'B' teams and should allow them in the schedule. Schools are encouraged to have more than 1 team so that all students wishing to play may do so. The 'B' league will also accommodate a weaker team when a school has 2 teams and/or it will accommodate schools who wish to just enter a relaxed level of play and don't want the pressure of competition. The rules will be different and the game will be played in a basic skill development format.
- Zone play should see each school play as many other schools as possible during the zone play whether these schools are large, medium, or small.
- Registration forms for Celebration Play Days must be sent in by fax or courier to the Basketball Convenor by no later than the end of the first week of zone play. Forms are available at the Organizational Meeting or by calling the Convenor.
- Coaches are free to call and arrange other games during the season. How many games a team plays after the one, is up to the coach. All games played should follow league guidelines where possible. Coaches may feel free to host a "B" tournament if it follows SESAA guidelines.
GAME FORMAT COMPETITIVE LEAGUE
- If 3 schools in a gym, games will consist of 4-4 minute periods with no half time break (1 vs. 2; 2 vs. 3; 1 vs. 3).
- If 2 schools in gym games will consist of 8/4 minute periods with a 2 minute half time. There will be a one minute break between periods (total 35 minutes).
- 2 time outs per half per team. Time outs can be called after any dead ball (whistle) or after a basket has been scored on you. The time clock will stop during the one minute time out.
- All games will be running time.
- Home teams will provide the timer and scorekeeper. A copy of the score sheet is enclosed. Score on paper first and then a blackboard. The written score is official. The score needs to be visible during games.
- Official score sheets will be used to keep track of running score, fouls and time outs.
- The timer will use a time clock or stop watch and he/she should be equipped with a whistle to signal the end of each period.
- Both teams will provide a written roster of players' names and numbers to the scorekeeper prior to each game.
- Each team is responsible for providing 1 capable referee and 2 referees must be on the court at all times. If a capable referee is not provided then the coach must assume the responsibility.
- During play the 'MERCY' rule states that if 1 team gets behind and wishes to stop keeping score, then it should be stopped to avoid an embarrassing 1 sided victory. Coaches may request to NOT keep score at any time.
- In the event of a tie in Celebration Play Day games, 2-4 minute quarters of overtime will be played. Each team will be given 2 additional time outs. All fouls carry-over into overtime. Teams in bonus remain in a bonus situation. If still tied then the game ends in a draw. In Celebration games, the tournament host will determine whether overtime will be played.
- The zone coordinator will mediate any problems between coaches during the season. The convenor will mediate all problems in the Celebration Play Days.
- Please refer to “Coaches Code” and “Role of a Coach”.
- PLAYING AREA AND EQUIPMENT
- A leather size 5 basketball (Teams should try to have one good leather ball for games)
- Court baskets should be set at 9 feet (2.74 m)
- A time clock or a stop watch
- A time keeper and whistle
- A blank score sheet
- A scorekeeper and pencil
TEAM COMPOSITION
NOTE: During league play these rules may be relaxed in order to complete a game; however, the intent is that all games be played by the rules whenever possible.
- Grade 7 players are not permitted to be cut except for disciplinary reasons
- A team will consist of a minimum of 10 players. It is mandatory that each shift consist of 5 new players. Lines should be as equal in ability as possible
- All players on the roster and suited up must see action in at least 1 period of play in every game
- NOTE: If a team fails to comply with this rule and the opposing team notices and places a protest within 15 minutes of the game ending the team in violation forfeits the game.
- It is recommended that a team carry at least 2 substitutes so that the team will always have the minimum 10 players required to play
- Refer to ARTICLE E of the SESAA Constitution
SUBSTITUTIONS
- All players change at the end of each period. There will be no double shifting by any player for any reason.
- The order of shifts may not be changed in celebration games and may be changed only at half time during league play.
- Substitutions during the 4 minute periods may only be made for injury or a foul-out situation. The player leaving the game for injury may re-enter only for his sub in the regular rotation and may not double shift. The player entering the game may not be double shifting and must be a new player.
- If no substitution is available (only players who would be double shifting are available) then the team must play a man short until the end of the period. It is up to individual coaches to monitor.
- The home team puts his shift out first in the first half. The visiting team puts out the first shift in the second half. Once 5 players are on the court they may not be changed. This gives both teams a chance to match lines.
GENERAL PLAY
- Over and back enforced. Results in loss of possession and the ball is in- bounded from the centre line. In-bounding team may go to front or back court. Smaller gyms may waive the over and back rule.
- Player to Player defense only NO ZONES!!! Player to Player is.....
- a player checking the opponent with the ball aggressively. Players may switch checks, but all players involved must pick up an opponent.
- staying within 3 feet of your check once your check enters the key.
- Player to Player is not....
- standing in the key without a check. Defensive players cannot be in the key without a check close by (within 3').
NOTE: If a team plays a zone defense the referee shall stop play and give the team a warning. After the warning has been issued the team shall receive a technical foul each time they return to a zone defense, resulting in 1 point and possession. The technical foul counts as a team foul.
- Double teaming is allowed on the ball handler.
- No full court press of any kind. After a missed shot, rebounding and checking is allowed until possession has been gained by the defense, then the offensive team must retreat to their own side of centre.
- 5 seconds in the key enforced (loss of possession). A new 5 second clock is given after any shot (drive to the hoop) or attempted shot.
- Pick plays (offensive screens) are legal if set properly and may be used at any time during the season.
- On a jump ball:
- jumpers may not fist the fall but may touch it once.
- the ball must be touched by another player outside the circle after the tip.
- players standing on the line when the ball is tossed results in a loss of possession.
- alternate possession on jump balls during the shift. Team takes ball on sideline.
- non-jumper may not break the plane of the jump circle. A violation results in opposing team getting possession on the sideline.
- The offensive team must cross centre in 10 seconds or forfeit possession.
- The 10 seconds begins:
- after it is in-bounded from the sideline.
- after possession is gained upon rebounding.
- A closely guarded player has 5 seconds to move the ball or he/she forfeits the ball. This includes in- bounding from the sidelines.
- Any swearing, abuse of a referee, or unsportsmanlike conduct results in a technical foul and a warning. The second offence results in a technical foul and expulsion from a game. A referee reserves the right to waive the warning if he/she so chooses.
- Travelling or dribbling violations are penalized with loss of possession. These include:
- up and down (jumping and striking the ground before releasing the ball).
- carrying the ball (hand may not touch the ball below the horizontal plane of the ball).
- double dribbling (touching the ball with 2 hands or dribbling, stopping and then dribbling again).
- walking (moving without dribbling).
-pivot foot (moving the established pivot foot).
NOTE: The ball must leave the hand before a player can move the pivot foot.
- Football; the player intentionally kicking the ball with either leg (from the knee down) or foot, has committed a violation.
- A legal guarding position is:
- both feet planted on floor (for blocks and screens)
- arms not extended out wide but may be straight up in the air
- facing opponent
- Blood: If a player is bleeding play should be stopped and the player should get cleaned up and stop the flow of blood. A uniform with blood on it should be changed at the next break.
FOULS
- Maximum of 5 fouls for any player in a game. The 5th foul results in removal from the game. A substitution may enter the game at this time to take the fouled player's place but the new player may not be double shifting.
- The referee must indicate to the scorekeeper the name and/or number of the player committing the foul. The player committing the foul must raise his/her arm and call out to the referee their name or number.
- If a team accumulates 6 team fouls (each player or technical equals 1 team foul) in a half, each foul after the 6th is awarded with 1 point and possession.
- Any excessive contact of a player constitutes a foul. Only contact made during a shot or lay-up will result in 1 point. If the player is fouled and the shot goes in the player receives 2 points plus 1 bonus point. All other fouls are recorded and possession on the side. If in bonus situation all fouls are worth 1 point.
- Fouls are called for the following other situations:
- offensive or defensive holding
- interference
- moving screens or blocks
- technical fouls
NOTE FOR CHARGING AND BLOCKING: If a dribbler in progress has established a straight line path, he/she may not be crowded out of that path, but, if an opponent is able legally to establish a defensive position in that path, the dribbler must avoid contact by changing direction or ending his/her dribble.
- Technical fouls result in 1 point and possession.
- Intentional or flagrant fouls result in 1 point and possession. If the referee deems that the foul was dangerous or with intent then the player is ejected from the game.
- Fighting results in automatic ejection from game and tournament.
Celebration of Basketball Optional Format
- Volunteer Host Schools (a system of mandatory hosting)
- Run from 1:00-6:00 p.m
- 6 schools at a venue
- 1st, 2nd and 3rd place bracelets for round robin tournament (participation bracelets)
- 1st and 2nd place bracelets for mixed team skills challenges
- Semi Finalist and Champion ribbons
- Skill challenges
SUGGESTED TIMELINE
1:00-4:00 Round Robin Games
4:00-4:15 Skill Challengers (example: most free throws, soccer passing) OPTIONAL
4:15-4:30 Guest Motivational Speaker OPTIONAL
4:30 Semi Finals and Finals
6:00 Awards and Prizes
Game Format CO-Ed League
- A team will consist of a minimum of 10 players. It is mandatory that each shift consist of 5 new players. Lines should be as equal in ability as possible.
- All players on the roster and suited up must see action in at least 1 period of play in every game.
- All players change at the end of each period. There will be no double shifting by any player for any reason.
- The order of shifts may not be changed in celebration games and may be changed only at half time during league play.
- Substitutions during the 4 minute periods may only be made for injury or a foul-out situation. The player leaving the game for injury may re-enter only for his sub in the regular rotation and may not double shift. The player entering the game may not be double shifting and must be a new player.
- Over and back enforced. Results in loss of possession and the ball is in- bounded from the centre line. In-bounding team may go to front or back court. Smaller gyms may waive the over and back rule.
- 2 schools playing in 1 gym format should be 8-4 minute quarters. 3 schools in 1 gym format should be 4-4 minute quarters.
- Jumpers may tap the ball twice but may not take possession until the ball strikes the floor or another player. No fist balls on the jump.
- An offensive player must cross the centre line within 10 seconds of receiving a throw-in.
- 5 seconds in the key; the player is not allowed to be in the key for longer than 5 seconds if his/her team has the ball. This does not apply if the player is shooting or driving to the basket.
- NO ZONES
- NO DOUBLE TEAMING
- NO PICK PLAYS (offensive screens)
- A closely guarded player has 5 seconds to move the ball or he/she forfeits the ball. This includes in- bounding from the sidelines.
- All fouls are 1 point
- Any contact of a player constitutes a foul and will result in 1 point. If the player is fouled and the shot goes in the player receives 2 points plus 1 bonus point.
- It is legal to inbound the ball from the front court to the backcourt; that does not constitute a
- backcourt violation.
- First Shift: 3 boys; 2 girls (1st, 3rd, 5th, 7th) and Second Shift: 2 boys; 3 girls (2nd, 4th, 6th, 8th). Alternate throughout the game.
- More detail regarding violations can be found in the handbook but remember this is a skill development game and should be approached this way.
Keeping score is optional and should be discussed by coaches prior to the game.
Official Surrey Basketball Score Sheet
official_basketball_score_sheet.pdf | |
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