Kindergarten Rules

Kindergartners will have two side by side games at the same time at PCES on 8 foot rims with a 25.5 inch ball. These games will be played 4 on 4 (minimum of 3 on 3 should a team be missing players)

Teams will play a total of six segments that are 6 minutes each. They will play with a running clock, stopping only for timeouts and significant player injuries. Substitution only between segments, and a four minute half time. All players should receive equal playing time. Coaches should be as prepared as possible with line ups prior to the game to ensure everyone plays as equal time as possible.

No score will be kept during the Kindergarten games. No free throws will be shot.

Timeouts are one minute each. Teams receive one timeout per half.

At least one coach from each team shall help officiate. The intent is to keep the game moving along with coaching players on important points throughout the game. The game works best when all coaches officiate /coach throughout, with positive intentions.

Players should be coached on footwork throughout the game. Players should make an attempt to dribble each time they have the ball. Constant feedback should be given on dribbling with one hand and only picking the ball up once per time a player attempts to dribble. Game play should be paused to reinforce these ideas when needed (excessive violation). Do not reset entirely if it is not needed. This keeps the game flowing.

Players should be matched up by coaches based on skill level prior to each segment. Easiest way to do this is to line up the most aggressive player and work your way down to the least aggressive player. If an egregious error is made in evaluation, match-ups can be switched during a segment, but avoid this as much as possible to avoid confusion of player match-ups.

Man to Man defense only. Players guard once they pass half court (coach's discretion if half court line isn’t marked). No switching defensively. Players can help, but must get back immediately. They may guard another player to stop a transition basket, but must return to their man if the fast break has ended. Players should remain at an arm's length from the player they are guarding.

No stealing from the dribbler. You must give a player the opportunity to pass once they pick the ball up. Players may steal a pass once it has left the hands of the player.

No blocking shots. Take the ball up top when this occurs. A defender should be coached to keep their arms straight up and not bent.

Any fouls or stoppages of play in the half court should be checked up top. Coaches can/should help both teams space the floor to restart. Using shapes marked on the floor can help players stay spread out. If play becomes too disorganized, reset in this format as well.

All players should be given the opportunity to bring the ball up the court at some point during each game. Effort should be made to get each player multiple shot attempts and if possible to score.

Coaches can flip a coin to determine the offensive team to begin the game and jump balls will alternate accordingly from then on.

1st/2nd Grade Rules

1st/2nd graders will have two side by side games at the same time at PCES on 8 foot rims(9’ for boys) with a 25.5 inch ball. These games will be played 4 on 4 (minimum of 3 on 3 should a team be missing players) unless a need for 5 on 5 is needed based on player counts on a team.

Teams will play a total of six segments that are 6 minutes each. They will play with a running clock, stopping only for timeouts and significant player injuries. Substitution only between segments, and a four minute half time.

No score will be kept during the 1st/3nd grade games. No free throws will be shot.

Timeouts are one minute each. Teams receive one timeout per half.

At least one coach from each team shall help officiate. The intent is to keep the game moving along with coaching players on important points throughout the game. The game works best when all coaches officiate/coach throughout, with positive intentions.

Players should be coached on footwork throughout the game. Players should make an attempt to dribble each time they have the ball. Constant feedback should be given on dribbling with one hand and only picking the ball up once per time a player attempts to dribble. Game play should be paused to reinforce these ideas when needed (excessive violation). Do not reset entirely if it is not needed. This keeps the game flowing.

Players should be matched up by coaches based on skill level prior to each segment. The easiest way to do this is to line up the most aggressive player and work your way down to the least aggressive player and allow the other team to match up doing the same. If an egregious error is made in evaluation, match-ups can be switched during a segment, but avoid this as much as possible to avoid confusion of player match-ups.

Man to Man defense only. Players guard once they pass half court (coach's discretion if half court line isn’t marked). No switching defensively. Players can help, but must get back immediately. They may guard another player to stop a transition basket, but must return to their man if the fast break has ended. Players should remain at an arm's length from the player they are guarding.

No stealing from the dribbler. You must give a player the opportunity to pass once they pick the ball up. Players may steal a pass once it has left the hands of the player.

No blocking shots. Take the ball up top when this occurs. A defender should be coached to keep their arms straight up and not bent.

Any fouls or stoppages of play in the half court should be checked up top. Coaches can/should help both teams space the floor to restart. Using shapes marked on the floor can help players stay spread out. If play becomes too disorganized, reset in this format as well.

All players should be given the opportunity to bring the ball up the court at some point during each game. Effort should be made to get each player multiple shot attempts and if possible to score.

Coaches can flip a coin to determine the offensive team to begin the game and jump balls will alternate accordingly from then on.

3rd/4th Grade Girls Rules

Girls will play on a 9’ foot rim with a 27.5 inch ball.

Teams will play 9 minute quarters with a running clock stopping only for the last minutes of the game. Both teams are automatically in the bonus for the last two minutes of the game. The clock will also stop during timeouts and player injuries of significant concern. The clock will also stop with an intentional foul or technical foul. Two minutes between quarters and a four minute half time. Coaches should sub between quarters and at the halfway mark of each quarter (first dead ball under five minutes). This four minute substitution should take place at a dead ball situation as close to four minutes as possible and should not look like a time out or the end of a quarter. The goal is to keep the game moving as well as the players. All players should play within four minutes of each other during each game. Coaches need to be prepared with substitutions prior to the game so there is a quick transition and all players receive equal playing time. The focus of this league is the development of the players first and then winning the game as a team. The best player should receive equal playing time as all other players on the team.

Timeouts are one minute each. Teams receive two timeouts per half and one timeout if overtime is played.

Overtime is a two minute period. If the game is still tied, teams will play another untimed overtime session with the first team who scores winning the contest. This segment is played with the same rules as the last two minutes. This includes the same help rules (listed in section j) that are played throughout the game. Subbing can occur whenever there is a dead ball and coaches can select the line up they choose during this bonus segment assuming players have played evenly throughout.

Free throws shot for this league will be for shooting fouls, intentional fouls or technical fouls. The player who is fouled while shooting (or intentionally) gains one automatic point, and then shoots one foul shot (for speed of play. Any player fouled in the last two minutes of the game shoots a “1 and 1” unless fouled while shooting, in which case both free throws will be shot. Players must leave from the first hash near the foul line on their free throw attempt. In an “And’ 1” situation, the player will be awarded 3 points.

Players shall leave from the first hash mark from the foul line for free throws. Alder Black division players begin behind the free throw line, but may finish over the line on free throws.

Home teams should bring a score keeper. All players should be included in the scorebook upon the penalty of a technical free throw if left off.

If a team with only four or five players has a player foul out, that player will remain in the game. If the player fouls again, it will result in an additional free throw along with the actual result of the foul.

Man to Man defense only. Players guard once a player completely passes half court. No switching defensively. No double teaming. Help defenders must help and then immediately return to their player once the original defender has recovered. In man to man defense, a player should be no further away than two arm’s length. Once the original defender recovers, the help defender must return to their original assignment. After one warning of staying with the other player, a dead ball, stopped clock free throw will be awarded for each future occurrence. The same will occur with players who “float” and play zone. Help position that changes as the player you guard moves is fine. “Floating” in a zone is not. Players can match-up with whomever in a transition situation in order to stop a fast break basket. Does not mention help defenders cannot steal or block. I believe that they should be able to steal and block up until the original defender has recovered.

The offensive configurations below are acceptable. No double screens will be permitted. A defensive player must be given an opportunity to recover prior to being screened again or it will be considered a double screen. Two separate screens on either side of a player will be permitted as the player can only use one of them rendering the other screen useless. Please teach and emphasize staying stationary on screens to prevent injury. In the same regard, officials should be in constant discussion with screeners to prevent violations if possible.

Players will be called for five seconds in the lane.

If a rebounding player chooses to attack defenders off the dribble or pass, the defense can guard as they retreat. If they wait for the defense to clear, they must pick up beyond half court.

Either team can press(¾ court, to the free throw line) the last two minutes of the game or in overtime. Once the ball is inbounded, full court pressure can be applied. If a team is winning by ten or more, half court defense is required. Help rules discussed above apply throughout.

3rd/4th Grade Boys Rules

Boys will play on a 9.5 foot rim with a 27.5 inch ball.

Teams will play 9 minute quarters with a running clock stopping only for the last minutes of the game. Both teams are automatically in the bonus for the last two minutes of the game. The clock will also stop during timeouts and player injuries of significant concern. The clock will also stop with an intentional foul or technical foul. Two minutes between quarters and a four minute half time. Coaches should sub between quarters and at the halfway mark of each quarter (first dead ball under five minutes). This four minute substitution should take place at a dead ball situation as close to four minutes as possible and should not look like a time out or the end of a quarter. The goal is to keep the game moving as well as the players. All players should play within four minutes of each other during each game. Coaches need to be prepared with substitutions prior to the game so there is a quick transition and all players receive equal playing time. The focus of this league is the development of the players first and then winning the game as a team. The best player should receive equal playing time as all other players on the team.

Timeouts are one minute each. Teams receive two timeouts per half and one timeout if overtime is played.

Overtime is a two minute period. If the game is still tied, teams will play another untimed overtime session with the first team who scores winning the contest. This segment is played with the same rules as the last two minutes. This includes the same help rules (listed in section j) that are played throughout the game. Subbing can occur whenever there is a dead ball and coaches can select the line up they choose during this bonus segment assuming players have played evenly throughout.

Free throws shot for this league will be for shooting fouls, intentional fouls or technical fouls. The player who is fouled while shooting (or intentionally) gains one automatic point, and then shoots one foul shot (for speed of play. Any player fouled in the last two minutes of the game shoots a “1 and 1” unless fouled while shooting, in which case both free throws will be shot. Players must leave from the first hash near the foul line on their free throw attempt. In an “And’ 1” situation, the player will be awarded 3 points. If a player receives a 5th or 6th foul, the opposing team will be automatically awarded a point and free throw. For the 7th foul, the opposing team will receive 2 points and the ball. On the 8th foul, the player fouls out.

Players shall leave from the first hash mark from the foul line for free throws. Alder Black division players begin behind the free throw line, but may finish over the line on free throws.

Home teams should bring a score keeper. All players should be included in the scorebook upon the penalty of a technical free throw if left off.

If a team with only four or five players has a player foul out, that player will remain in the game. If the player fouls again, it will result in an additional free throw along with the actual result of the foul.

Man to Man defense only. Players guard once a player completely passes half court. No switching defensively. No double teaming. Help defenders must help and then immediately return to their player once the original defender has recovered. In man to man defense, a player should be no further away than two arm’s length. Once the original defender recovers, the help defender must return to their original assignment. After one warning of staying with the other player, a dead ball, stopped clock free throw will be awarded for each future occurrence. The same will occur with players who “float” and play zone. Help position that changes as the player you guard moves is fine. “Floating” in a zone is not. Players can match-up with whomever in a transition situation in order to stop a fast break basket.

The offensive configurations below are acceptable. No double screens will be permitted. A defensive player must be given an opportunity to recover prior to being screened again or it will be considered a double screen. Two separate screens on either side of a player will be permitted as the player can only use one of them rendering the other screen useless. Please teach and emphasize staying stationary on screens to prevent injury. In the same regard, officials should be in constant discussion with screeners to prevent violations if possible.

Players will be called for five seconds in the lane.

If a rebounding player chooses to attack defenders off the dribble or pass, the defense can guard as they retreat. If they wait for the defense to clear, they must pick up beyond half court.

Either team can press(¾ court, to the free throw line) the last two minutes of the game or in overtime. Once the ball is inbounded, full court pressure can be applied. If a team is winning by ten or more, half court defense is required. Help rules discussed above apply throughout.

5th/6th Girls and Boys

Both girls and boys will play on a 10 foot rim with a 28.5 inch ball.

Teams will play 9 minute quarters with a running clock stopping only for the last minutes of the game. Both teams are automatically in the bonus for the last two minutes of the game. The clock will also stop during timeouts and player injuries of significant concern. The clock will also stop with an intentional foul or technical foul. Two minutes between quarters and a four minute half time. Coaches should sub between quarters and at the halfway mark of each quarter (first dead ball under five minutes). This four minute substitution should take place at a dead ball situation as close to four minutes as possible and should not look like a time out or the end of a quarter. The goal is to keep the game moving as well as the players. All players should play within four minutes of each other during each game. Coaches need to be prepared with substitutions prior to the game so there is a quick transition and all players receive equal playing time. The focus of this league is the development of the players first and winning the game through that process. The best player should receive equal playing time as all other players on the team.

Timeouts are one minute each. Teams receive two timeouts per half and one timeout if overtime is played.

Overtime is a two minute period. If the game is still tied, teams will play another untimed overtime session with the first team who scores winning the contest. This segment is played with the same rules as the last two minutes. This includes the same help rules (listed below) that are played throughout the game. Subbing can occur whenever there is a dead ball and coaches can select the line up they choose during this bonus segment assuming players have played evenly throughout.

Free throws shot for this league will be for shooting fouls, intentional fouls or technical fouls or technical fouls. The player who is fouled while shooting (or intentionally) gains one automatic point, and then shoots one foul shot (for speed of play. Any player fouled in the last two minutes of the game shoots a “1 and 1” unless fouled while shooting, in which case both free throws will be shot. Players must leave from the first hash near the foul line on their free throw attempt.

Alder Black division players begin behind the free throw line, but may finish over the line on free throws.

Home teams should bring a score keeper. All players should be included in the scorebook upon the penalty of a technical free throw if left off.

If a team with only four or five players has a player foul out, that player will remain in the game. If the player fouls again, it will result in an additional free throw along with the actual result of the foul.

Man to Man defense only. Players guard once a player completely passes half court. No switching defensively. No double teaming. Help defenders must help and then immediately return to their player. In man to man defense, a player should be no further away than two arm’s length. Once a dribbler’s progress is stopped, the help defender must return. After one warning of staying with the other player, a dead ball, stopped clock free throw will be awarded for each future occurrence. The same will occur with players who “float” and play zone. Help position that changes as the player you guard moves is fine. “Floating” in a zone is not. Players can match-up with whomever in a transition situation in order to stop a fast break basket.

The offensive configurations below are acceptable. No double screens will be permitted. A defensive player must be given an opportunity to recover prior to being screened again or it will be considered a double screen. Two separate screens on either side of a player will be permitted as the player can only use one of them rendering the other screen useless. Please teach and emphasize staying stationary on screens to prevent injury. In the same regard, officials should be in constant discussion with screeners to prevent violations if possible.

Players will be called for three seconds in the lane.

If a rebounding player chooses to attack defenders off the dribble or pass, the defense can guard as they retreat. If they wait for the defense to clear, they must pick up beyond half court.

Teams may press ¾ court (to the foul line) throughout the game as long as they are winning by less than ten. Once the ball is inbounded, full court pressure can be applied. If they are winning by ten or more, half court defense is required.