New Usbl Rules
New Usbl Rules
New Usbl Rules
The Court:
Overall Dimensions 200ft x 85ft (60.96m x 26m)
In Between The Goal Lines 178ft x 85ft (54.26m x 26m)
The Key/Lane 19ft x 16ft (5.8m x 4.9m)
Width = 43.31ft (13.2m)
The 2-Point Arc Distance from basket = 22.15ft (6.75m), & 21.65 ft (6.6m) in corner.
Corner Radius 28ft (8.53m)
Area Behind the Goal Line 11ft (3.35m).
Defensive & Offensive Zones 64ft x 85ft (19.51m x 26m)
Center Zone 50ft x 85ft (15.24m x 26m)
Center Tip-Off Circle 30ft (9.144m).
There are 5 "three-point zones" on a circle 23.75ft (7.24m; 724 cm) away from the basket.
One is on the midline of the court.
3-Point Zones/Circles Two are 40 degrees away from the midline.
The last two are parallel to the basket.
There are 4 jump ball circles on the court in the center zone.
Other The court will be made from either wood, rubber, or PVC.
Gameplay Rules:
The Positions:
1. There are 6 players on the court at any one time:
a. All teams are limited to a max of 16-18 players on
the roster, with at least 2-3 players being
goalkeepers.
2. Point Guard (PG):
a. Nicknames = the one, the on guard, or the floor
general.
b. The point guard is in charge of running the
offense, setting up plays, and controlling the
tempo of the game (this position is similar to the
quarterback position in American football).
c. The point guard typically dribbles the ball up the
court after the opposing team scores and plays
around the perimeter unless they drive to the hoop to score.
d. Point guards are usually the shortest player on a team but make up for their height disadvantage with their dribbling skills,
shooting skills, passing skills, speed, and intelligence.
e. The point guard should be a team's best ball handler, a great long-range shooter, and possess excellent court vision to pass the
ball effectively and create open shots.
f. The best point guards put their team's scoring efforts ahead of their own, which often leads to them tallying many assists.
g. On offense, their speed and athleticism make them an offensive threat from both inside and outside the two-point line.
h. On defense, the point guard mostly defends players around the perimeter and puts continuous pressure on the opposing point
guard to disrupt their game plan.
3. Shooting Guard (SG):
a. Nicknames = the two or off guard,
b. The primary job of the shooting guard on offense is to score points.
c. Shooting guards are often the best shooter on a team, and a good shooting guard should average at least 35-40% from behind
the two-point line.
d. Shooting guards are usually taller than point guards, excellent free throw shooters, strong, fast, and can drive to the basket in
addition to taking long-distance shots.
e. Since a good shooting guard is probably the offense's biggest scoring threat, many teams design their offense around the
shooting guard.
f. This position needs to be skilled at moving around the court without the ball to free themselves up for open scoring opportunities.
g. Shooting guards should also have above-average ball-handling and passing skills in case they need to play back-up to a point
guard.
h. On defense, this position can fill various roles, but when their defense forces a turnover, the shooting guard should always
transition back to offense as fast as possible to be available to score points.
4. Small Forward (SF):
a. Nickname = the three.
b. The small forward is usually the most well-rounded, versatile player on a team.
c. A small forward must be an excellent ball-handler, three-point shooter, passer, and have the strength and speed to drive to the
basket and score from down low.
d. A team's offense counts on their small forward to be aggressive and draw fouls, leading to the small forward scoring many points
from the free-throw line.
e. On defense, teams rely on small forwards to defend both the arc and the rim.
5. Power Forward (PF):
a. Nickname = the four.
b. The power forward position requires speed, athleticism, and a good mid-range jump shot.
c. This role prioritizes rebounds and defense, placing a high focus on rebounding the ball, and using defensive skill and size to set
screens that allow their teammates to get an open shot.
d. Power forwards are good passers that can hold their own in a post-up situation.
e. On offense, their teams often rely on them to score near the basket and outside the paint.
f. On defense, power forwards need to be quick enough to guard players closer to the perimeter and strong enough to match up
with centers playing in the paint.
6. The Center (C):
a. Nicknames = the five, the pivot, or the 2nd big man.
b. The center plays close to the basket and scores most of their points off offensive rebounds or by "posting up" in the paint.
c. The player in this role is typically the strongest and tallest (or 2 nd tallest) player in the line-up.
d. On offense, Centers should be able to:
1. Score easily in the low post.
2. Force the opposing team to double them, leaving one of their unguarded teammates open for a shot.
3. Set screens on defensive players to open up scoring opportunities for their teammates.
e. On defense, the center's primary responsibilities are using their size and strength advantage to block shots and collect rebounds
alongside the goalkeeper.
7. The Goalkeeper (GK):
a. Nicknames = the six, the pivot or the 1st big man.
b. They are usually the tallest or 2nd tallest players on the team.
c. They're typically skilled at pulling down rebounds, contesting shots and
setting screens on players. they will also contest penalty shots,
depending on the circumstances.
d. The goalkeeper is not allowed to score points.
e. The Goalkeeper is only allowed to be in the following areas:
i. The key/lane.
ii. Anywhere in the 2- point arc.
iii. Anywhere in behind the goal line, except the trapezoid.
f. As a result, the range of players used in the position are relatively slower but much taller "back to the basket" players. Like
Centers, they're usually over 6 feet 8 inches (2.03 m) tall.[13]
Timing Rules:
1. Duration of the game is three 15-minute periods.
2. Overtime periods are 5 minutes in duration:
a. There is a max of 2 overtime periods per game during the regular-season.
b. There are no limits for overtime periods during the postseason.
3. The length of the breaks in between the periods is 10 minutes.
4. The shot clock is 35 seconds:
a. When play resumes with less than full amount on shot clock (e.g., defense taps ball out-of-bounds), shot clock does not start
until team establishes control inbounds.
b. The shot clock is not reset on a double foul or an alternating possession situation when the same team retains possession.
c. After an offensive rebound, the shot clock reverts to 24 seconds.
d. The shot clock resets when the shot is released or the FG attempt hits rim.
e. The shot clock is reset after most fouls (personal or technical).
f. The shot clock will reset to 24 seconds (instead of 35) after any of the following occur:
i. An offensive rebound of an unsuccessful field goal or free throw attempt which contacted the basket ring.
ii. A loose ball foul is called on the defensive team in the sequence immediately following an unsuccessful field goal or free throw attempt
which contacted the basket ring.
iii. The offensive team gains possession after the ball goes out of bounds in the sequence immediately following an unsuccessful field
goal or free throw attempt which contacted the basket ring.
Fouls / Penalties:
1. Number of Referees = Three (3).
2. Players are limited to 5 fouls (any combination of personal and technical):
a. All fouls involving contact, even when play is stopped, are personal fouls.
3. If a player's team has 4 or fewer team fouls in the quarter, the team fouled gets possession of the ball:
a. Foul Trouble = During the track of a game, one or more players who have collected way too many fouls are said to be in “foul
trouble”.
b. All the players who have collected 6 fouls will be disqualified or eliminated from that game.
4. During an interval of play, all team members entitled to play are considered as players.
5. A technical foul is generally given for some form of unsporting behavior:
a. The 1st technical fouls will result in 1 free throw and possession of the ball at center.
b. 2 technical fouls will result in the player being ejected from the game.
6. Flagrant fouls are the next step up the disciplinary chain:
a. While technicals are handed out for things that violate the spirit of the game, a flagrant usually means a player committed a
physical act that is more extreme than a common foul.
b. A Flagrant 1 is given for “unnecessary contact,” while a Flagrant 2 is handed out for “unnecessary and excessive contact.”:
i. A Flagrant 1 awards the opposition two foul shots, a 5-minute power play, and the ball.
ii. A Flagrant 2 ejects the offender and gives the opposition two free throws plus possession.
c. There are six specific criteria laid out for a flagrant foul:
i. The severity of the contact;
ii. Whether or not the player was making a legitimate basketball play (e.g., whether a player is making a legitimate effort to block a shot;
note, however, that a foul committed during a block attempt can still be considered flagrant if other criteria are present, such as
recklessness and hard contact to the head);
iii. Whether, on a foul committed with a player’s arm or hand, the fouling player wound up and/or followed through after making contact;
iv. The potential for injury resulting from contact (e.g., a blow to the head and a foul committed while a player is in a vulnerable position);
v. The severity of any injury suffered by the offended player; and
vi. The outcome of the contact (e.g., whether it led to an altercation).
2. “Power Plays:”
a. “Power Plays” are when either team plays a man down
b. If the opposing team score at least 5 points during this time during a 2-minute power play, the penalized player can re-enter the
game.
c. However, all 5-minute power plays must be served in full regardless of how many points the opposing team scores.
List of Fouls / Penalties:
1. Will not result in a “power play’:
a. 35-Second shot clock Violation; results in change of ball possession.
b. 12-Second Backcourt Violation.
c. Five-Second Violation = occurs during a throw-in when the ball is not passed by the player who is supposed to inbound the ball
before 5 seconds have gone by after he or she got the ball. Usually the penalty for a five-second violation is losing of the ball
from that team.
2. Will result in a 2-minute “power play” after the 2nd total foul:
a. Blocking = a defensive player tries to position their body in a way to prevent the opponent from getting ahead
b. Charging = one of the offensive team’s player runs into a defending team’s players who has already established their position.
c. Defensive Foul = When a player practices an unnecessary or illegal contact with either the ball or away from the ball, a defensive
foul is said to have been committed.
d. Double Dribble = The offense player who dribbles the ball, stops, and then begins to dribble it again
e. Floor Violation = an action of a player who violates the rules but doesn’t commit any foul or hinder the opponent. Usually the
penalty for floor violation is a change of ball possession.
f. Goaltending = a player illegally interferes with a shot on the rim or on a downward path to the hoop. Usually the penalty for this
violation results in the shot by the offense team being assumed in and they receive a basket.
g. Hand Check = a personal foul done by the defense team player when they either occasionally or continuously uses their hand(s)
on the opponent player who has the ball.
h. Holding = a player using their hands to interfere their opponent’s freedom of movement commits a holding fouls.
i. Illegal Screen = a player who is setting the screen still moves when the defense team’s player makes contact with him or her.
Illegal screen is a type of blocking where the defender is prevented from moving around the screen.
j. Lane Violation = if a player enters the lane too soon at the time of a free throw, lane violation is said to have been committed.
Usually the penalty for lane violation results in a turnover or the other team receives another free throw.
k. Intentional Foul = this foul is committed by the defense team’s player on purpose to stop the clock.
l. Offensive Foul = this is a personal foul committed by the offense team’s player. The player, who has the ball in his or her hands,
charges into the defense team’s player who is standing in a stationary, defensive position.
m. Over-the-Back = a player who jumps on and goes over the back of his or her opponent who is trying to attempt a rebound with
the ball.
n. Palming = a player who takes his or her hand under the ball and scoops it while dribbling is said to have committed the palming
violation.
o. Reaching In = when a player tries to steal the ball from the offense team’s player, the player extends their arm and hand out,
making contact with the player who has the ball.
p. Shooting Foul = when a player is fouled while in the act of shooting the ball. If the player misses the shot, he or she receives 2 or
3 free throw, depending on which shot he or she was originally taking.
q. Traveling = The offense team’s player who has the ball and takes too many steps, anywhere on the court, without dribbling the
ball is said to have committed this violation.
r. Tripping = when a player uses his or her foot or leg to make the opponent to lose or fall during the game is said to have
committed the tripping foul.
3. Will result in a 5-minute “power play” for the 1st offense:
a. Elbowing = when a player swings their elbow(s) in a forceful, excessive manner. The elbowing player makes contact with the
opponent at this point.
b. Flagrant Foul = a serious contact foul where a player tries to unnecessarily and intentionally make contact during the game.
Usually the penalty for flagrant foul is that the other team gets 2 free throws and the possession of the basketball out-of-bounds.
And the player who committed the flagrant foul is automatically disqualified from the game.
c. Technical Foul = any violations and misconduct which detriments the game is called a technical foul. Usually the penalty for a
technical foul is a free throw to the opponent team.
d. Unsportsmanlike Foul = any player or team that plays unfairly, unethically, and/or dishonorably is said to have committed the
unsportsmanlike foul. Such fouls are usually given a penalty of a free throw to the opponent team.
Scoring Rules:
1. All shots made inside the arc will be worth 1 point.
2. All shots made outside of the arc will be worth 2 points:
a. Once a 2-point shot has been released, if the ball is touched by any player in the 1-point area, the status of the shot changes to a
1-point shot.
b. If a shooter is fouled in the act of shooting for either a 1 point or a 2-point goal and the shot is not successful, 2 free throws will
be awarded; the status of the shot does not change the status of the shooter.
3. All shots made from any of the following locations will be worth 3 points:
a. The Locations:
1. The 3 -point zones/circles; a player's foot must be touching any part of a circle.
2. Outside of the blue line separating the center & offensive zones.
3. Behind the goal line.
b. Once a 3-point shot has been released, if the ball is touched by any player in the 2-point area, the status of the shot changes to a
2-point shot.
c. If a shooter is fouled in the act of shooting for a 3-point goal and the shot is not successful, 3 free throws will be awarded; the
status of the shot does not change the status of the shooter.
4. Once the ball hits the rim, players can reach up and swat it away or tip it in:
a. All players are prohibited from touching the ball on its downward flight toward the basket before it hits the rim if it still has a
chance to enter the basket.
b. Reaching through the basket to play the ball is also a violation.
c. Rebounding one’s own shot is allowed provided that the refs judge that it was a shot at goal).
5. All free throws are worth either 1 or 2 points, depending on the format used.
Free Throw / Penalty Shot Rules:
1. There are 2 formats:
1. The 1st one is the traditional basketball free throw format:
1. All players have 5 seconds to attempt the free throw.
2. This format must be used if the player that was fouled also managed to score.
3. This format will be worth 1 point if successful.
2. The team foul penalty is triggered when a team commits more than 4 fouls in a period:
a. Either 1) the 5th and/or 2) the 2nd foul within the last 2 minutes of the period (if the team had not yet reached the penalty phase in
the first 8 minutes of that period; whichever comes earlier) in addition to subsequent team fouls will incur penalty free throws.
b. All subsequent non-shooting defensive fouls committed by that team in the same quarter concede 2 free throws.
c. All fouls committed by players count towards the team foul count.
d. Both offensive & defensive fouls are awarded free throws.
e. Team fouls accrue from the 3rd period on, as all overtimes are extensions of it for the purpose of team foul accumulation.
3. The number of players permitted on free throw lane is 5:
1. 3 opponents of shooter, with the goalkeeper being the one closest to the basket.
2. 2 teammates.
4. Rebound places, if left vacant, cannot be used by opponents.
5. Players in rebound places may leave on release of the free throw:
a. Others must remain behind the free throw line extended and behind the 3-point line until the ball strikes the ring.
6. A violation by the free throw shooter overrides all other violations:
a. If the free throw is successful and the shooter does not violate, all other violations are ignored and the free throw counts.
7. A player who commits their 6th (and subsequent) personal foul and must remain in the game because the team has no eligible
players remaining is charged with a non-unsportsmanlike conduct technical foul, with the penalty of a single free throw,
regardless of offensive or defensive foul:
1. Likewise, a player who was the last player to commit 6 fouls is called back into the game if no eligible players remain following an
injury or ejection.
2. The player cannot be ejected for a technical foul in either situation.
Timeout & Challenge Rules:
1. Each team gets 1 time-out in 1st period, 2 in the 2nd & 3rd periods, and 1 per extra period:
a. All time-outs are 60 seconds in duration, & they do not accumulate.
2. All timeouts can only be called by the head coach at the scorer’s table during dead-ball situations.
3. The time-out will be granted on next play stoppage or, if requested in time, after the next field goal scored against the team
that requested the time-out.
4. No time-outs are allowed once a set of free throws has started (ball at disposal of free thrower for first or only free throw).
5. All teams have 2 official challenges per game:
a. If the coach's challenge is successful -- that is, the ruling on the court is overturned -- then his team isn't charged with a timeout.
However, if the second challenge is successful, the team retains its timeout but no longer has a challenge.
b. If it's unsuccessful, it costs the team a timeout. A coach can't challenge any ruling if he doesn't have at least one timeout
remaining.
c. An unused challenge carries over from regulation to overtime and from one overtime period to the next overtime period, but a
team out of challenges at the end of regulation does not gain a new or additional challenge.
d. Within these time constraints, a team’s head coach may challenge the following select USBL replay triggers:
i. Not reasonably certain whether a successful field goal was released or a called foul was committed prior to the expiration of the 25-
second shot clock.
ii. Not reasonably certain as to which team should be awarded possession after a ball goes out-of-bounds or whether an out-of-bounds
in fact occurred.
iii. Not reasonably certain whether a called common foul or called clear path foul met the criteria of a clear-path-to-the-basket foul.
iv. Not reasonably certain as to which player should attempt free throws on a called foul.
v. Not reasonably certain as to whether the defender was inside or outside the restricted area (after the referees called a block or
charge foul in the vicinity of the restricted area).
vi. Not reasonably certain whether a goaltending or basket interference violation was called correctly.
vii. Not reasonably certain whether an off-ball foul occurred prior to any of the following:
1. An offensive player beginning his shooting motion on a successful field goal if the off-ball foul is committed by a defensive player.
2. A defensive foul committed prior to the ball being released on a throw-in.
3. The ball being released on a successful field goal or a double-foul if the off-ball foul is committed by an offensive player.
viii. Not reasonably certain whether a team had an improper number of players on the court while the ball is in play.
e. Referees will possess the sole and exclusive ability to initiate the following replay triggers at any point during the game:
i. Player altercation.
ii. Not reasonably certain whether a called foul met the criteria of a flagrant foul.
iii. A field goal is made with no time remaining on the clock at the end of any period.
iv. A foul is called with no time remaining on the clock at the end of any period.
v. A play concludes (i) with no time remaining on the clock (0:00) at the end of any period or (ii) at a point when the referees believe
that actual time may have expired in any period; and the referees are reasonably certain that the game clock malfunctioned during
the play.
f. Referees will possess the sole and exclusive ability to initiate the following replay triggers during the final two minutes of the
fourth period and at any point during overtime:
i. Not reasonably certain whether a successful field goal was scored correctly as a 2-point or 3-point field goal, or in the case of a
called shooting foul, whether the player was attempting a 2-point or 3-point field goal; and
ii. Not reasonably certain whether the ball touched the rim and thus whether the shot clock should be adjusted.
Substitution Rules:
1. A "substitution opportunity" begins when the clock is stopped and the ball is dead (i.e. after a whistle or after a field goal in the
last two minutes):
1. It ends when the ball is placed at the disposal of a player making a throw-in, or placed at the disposal of a free throw shooter for
the first or only free throw.
2. One major effect of this is to prevent substitutions during free throws.
3. Either team may sub on any foul, violation, alternating possession situation or time-out.
2. A sub for the free throw shooter must report before the free throw activity begins, and the opponents may send one
matching sub provided the sub reports before the ball is at the disposal of the free throw shooter for the last free throw:
a. These players may enter only if the last free throw is successful.
3. After a basket in the last 2 minutes of play, the team scored upon may initiate a substitution provided the substitute(s)
request is communicated to the officials (through the scorer) before the ball becomes live after the scoring of the basket:
a. If the team scored upon makes a substitution, the opponents may do so also.
4. Referee’s stoppages are included as substitution opportunities.
5. Injured Player:
a. A 20-second timeout is automatically called and no team is charged with a time-out;
b. Referee stops play at an appropriate time to deal with injury.
c. If an injured player is entitled to free throws and must leave the game, the substitute shall attempt the throws.
Uniform Rules:
1. Both teams must wear their dark color uniforms during games (similar to rugby or this NAL Championship Game) unless either
of the following occurs (i.e., mandatory “Color Rush”):
a. The teams share similar colors.
b. If someone is colorblind (i.e., teams with red or green uniforms will not participate).
c. If that is the case, the designated home team will wear their dark color uniforms and the away team will wear either of the
following:
i. Their lighter color uniforms.
ii. An alternative darker color uniform.
d. Goalkeepers must also wear a different colored headband from the other players:
i. All other players may wear headbands, but they must be from the team’s official colors.
Season Structure:
1. Each team will receive premier points for entry into the postseason:
a. Points are now used to determine which teams will advance into the postseason. Points are being implemented in order to
encourage attacking play throughout a game and to reward teams for "coming close" in losing efforts.
b. 3 points for winning a game.
c. 2 points for winning a game in overtime.
d. 1.5 points for drawing a game.
e. 0 points for losing a game.
f. 1 bonus point for losing by 10 points (or fewer) or in overtime.
g. 1 bonus point for scoring at least 100 points.
h. All teams can only have a max of 2 bonus points per game.
2. At the end of the regular season, the team with the best regular-season record (i.e., highest point total) is awarded the
Supporter’s Shield:
a. For those who don't know, it echoes the practice of the top European soccer leagues in which the
team with the best regular-season record is the champion, similar to the Supporter’s Shield in
MLS.
b. The USBL Supporter’s Shield winner is guaranteed home-court advantage in all rounds of
the playoffs they compete in, including the USBL championships.
c. However, the award can just be a certificate in a frame.
d. Tiebreaker criteria when competitors are level on points:
i. The team that won the head-to-head match (if applicable) is ranked first.
ii. If this game was a draw, then the team with the more wins is ranked first.
iii. Point difference (PD) = is the number of points scored in all league matches minus the number of points conceded.
iv. Points for (PF) = is the total number of points scored by a team over the course of the regular-season.
v. Points against (PA) = is the number of goals scored against them by their opponents over the course of the regular-season.
vi. Fewest disciplinary actions.
vii. Strength of schedule = two-third (66 2/3%) for the opponent's record and one-third (33 1/3%) for the opponents' opponents record.
viii. Total number of points scored on the road.
ix. Road point difference.
x. Total number of points scored @ home.
xi. Home point difference.
xii. If still identical, a play-off is required.
xiii. Coin toss (2 teams) or drawing of lots (at least 3 teams).