THE DREAM LEAGUE
Rules and Regulations

NEW LEAGUES FORMING:
Bay Area Asian-American
Oakland Corporate
Silicon Valley Corporate
San Francisco Women's
info@dreamleague.org


DREAMLEAGUE HOME
dreambLogue
RULES & REGULATIONS
ABOUT US
REGISTRATION
ONLINE WAIVER
HELP/COMMENTS

LA Showcase tourney logo
LA SHOWCASE 2008

BAY AREA 2008 Spring/Summer Season Info/Registration
BEIJING 2008 OLYMPICS TOUR PACKAGE + TOURNEY
San Francisco Gold Rush tourney logo
2007 GOLDRUSH INFO

Bay Area Tourney Results (12/17/06)

Gotham Games tourney logo
NYC TOURNEY - Dec 15-16
Vegas All-Star Weekend tourney logo
SUMMER VEGAS TOURNEYS
Comp/Int-Rec - Sep 1-2
6-Foot - Sep 1-2
Masters 35+ - Sep 8-9
Elite National Champ - Sep 8-9

Rules and Regulations

Last Updated: 5/1/08 9:37PM


Dream League® Rules & Regulations

The following is Copyright © Dream League 2002-2006. All rights reserved.
Do not reproduce or re-transmit without prior authorized written permission.

DREAM LEAGUE IS A PROFESSIONALLY RUN ORGANIZATION
- Uphold our safe haven for high-quality, high-caliber, high-class organized bball.
- Please share your passion for basketball in a positive manner.
- Dream League's constituency includes kids under 18; act accordingly.
- We reserve the right to kick unruly spectators, players, or coaches out of the gym.
- Call commissioner on cell at 415-377-7722 for all issues unresolved by refs.
- Click here for details on team/player conduct.

ABSOLUTELY NO SMOKING OR OTHER ILLEGAL ACTIVITY
- Smoking is illegal at all school premises.
- Like any other illegal activity, doing something illegal at our facilities risks shutting down dreamleague.
- To mitigate risk of putting operations in jeopardy, no smoking is allowed at our facilities.
- This includes schools as well as any non-school dreamleague facilities.
- Get caught smoking at a non-school facility (inside or outside) = automatic 1-game suspension.
- Get caught smoking at a school facility (inside or outside) = automatic season suspension.

DREAM LEAGUE'S ZERO-TOLERANCE RULE
- Zero-Tolerance rule #1 = fouls that might be flagrant fouls *are* flagrant fouls.
- Zero-Tolerance rule #2 = fighting, even in retaliation, forfeits your right to play.
- Zero-Tolerance rule #3 = taunting by anyone is an automatic ejection from premises. - NBA Verbal Fan Interference: taunting/fighting rules also apply to spectators.
- Any Dream League staffperson on-site can escalate the rule to a referee to enforce it.
- Referees may reinstate timeouts called to diffuse zero-tolerance and unsportsmanlike situations.
- No refunds will be given to any team whose player violates Zero Tolerance Rule.
- Players violating Zero Tolerance Rule will be suspended as necessary.

UNSPORTSMANLIKE CONDUCT: "IS THIS WORTH OUR TIME?"
- Please do not blame others for your misfortunes. Know what is under your control.
- Unsportsmanlike conduct adversely affects our ability to provide high-quality basketball.
- A player will be suspended one game on the player's 3rd technical foul accrued.
- Each subsequent technical after the 3rd will result in one more game suspension.
- The suspensions will carry over into the playoffs if necessary.
- Unsportsmanlike spectators will be ejected and suspended.
- Players with the most technicals can be issued another technical for spectators' unruliness.
- Technicals will always be issued to a player, even if it is called on the bench or coach.
- The league office can issue a post-game technical upon further review of evidence.
- There are currently no fines for unsportsmanlike conduct. Fines are under review.

DREAM LEAGUE'S COMMITMENT TO QUALITY AND CLASS
- All of our gym facilities should be full-sized or near-full-sized.
- All of our gym facilities should have a hardwood surface.
- All of our gym facilities should have an electronic scoreboard.
- We should never be playing cross-court.
- Avoid two or more games side-by-side running simultaneously, due to confusion in ref whistles.
- We should always provide a digital shotclock if the gym does not already have one.
- If a majority of players don't like a certain ref, we will stop hiring that ref.
- We should always have the best-trained scorekeepers, statkeepers, and timekeepers.
- We should have a double-backup system on points scored.

CERTAIN THINGS WE SOMETIMES CANNOT PROVIDE
- Stats will always be a high priority for us, but we cannot guarantee that ANY game stats will be posted... More info
- If the gym has a dusty floor, you must ask the gym director for assistance.
- Our scorekeeping staff and ref crew do not carry first aid kits, athletic tape, mops, or water.
- If the gym has a malfunctioning scoreboard, we may need to run the game via paper and stopwatch.
- We may or may not be able to provide a game ball.
- If we provide a game ball, we may or may not allow you to shoot around with it.

HE WHO OWNS THE KEYS TO THE GYM IS KING (A.K.A. PLEASE PICKUP ALL TRASH)
- The success of Dream League depends largely on our relationships with gym directors.
- Happy gym directors equals smooth-running league. Unhappy gym directors = no league.
- Gym directors become unhappy when they have to assume the role of a janitor.
- Failure to pickup all trash can result in a damaged relationship with gym director.
- A damaged relationship with a gym director can result in suspension of the league.
- Therefore, do not leave trash for a gym director to see, whether it's yours or not.

LEAGUE ROSTER MANAGEMENT: PRE-GAME (MAY BE DIFFERENT FOR TOURNAMENTS)
- At the discretion of your commish, Dream League fees are usually based on roster "slots".
- Captains are encouraged to manage their teams as a "general manager" would, accordingly.
- All teams have between 8 and 12 roster slots available at any one time, no more, no less.
- Usually, roster slots can be purchased one-by-one or in a group bulk purchase of eight (8).
- A minimum of 8 roster slots must be paid for by the agreed upon timeframe of the commish.
- If you only have 7 players on the roster, the minimum of 8 slots still needs to be paid.
- Team captains wanting less responsibility can pass the financial burden of slots to each player.
- Team captains that pass financial burden to players risk giving up control of team status.
- Team status can be jeopardized into automatic forfeits if minimum slots are not paid on time.
- The 10th roster slot is usually given at a discounted price. 11th and 12th slots are free.
- Each unpaid slot will each increase by a specified amount per week, regardless of if you have a bye.
- At least 1 roster slot must be paid before each successive game, otherwise team auto-forfeits.

LEAGUE ROSTER MANAGEMENT: ELIGIBILITY (MAY BE DIFFERENT FOR TOURNAMENTS)
- 25% Asian, 6-foot, and 35 years old eligibility rules strictly enforced where necessary.
- The definition of "Asian" is modeled after the ethnicities/nationalities of the Asian Olympic Games.
- No more than 3 "impact" players from a higher division may play on the same team in a lower division.
- "Impact" player is defined as finishing in the top 7 in his team's scoring in the higher division.
- Impact players are strongly discouraged in playing on teams more than 2 levels below his top team.
- Burden of proof is on team captain for players under suspicion of ineligibility.
- Enforced by senior scorekeepers (Dream League staff) or via commish on cell.
- Protests on eligibility issues must be made *before* a game is played out.
- Your team playing = accepting competition; if protesting, stop playing, call commish.

LEAGUE ROSTER MANAGEMENT: GAME DAY (MAY BE DIFFERENT FOR TOURNAMENTS)
- For a team with 8 players, all roster slots must be paid before the 8th game, otherwise auto-forfeit.
- Minimum payments must be made prior to tipoff of that game, otherwise your team forfeits.
- Refs of games involving teams at minimum payments will be phoned before tipoff to ensure payment.
- All Dream League scorekeepers are authorized to accept payment in cash or check.
- When paying scorekeepers, make sure your name, team name, and amount paid is written down.
- Anyone can pay for a player's roster spot on a team. It does not have to be paid by the player.
- A team may not have more than 8 players enter a game unless the 9th and 10-12th spots are paid for.
- Teams may shuffle *eligible* players in and out of available roster slots throughout the season.
- Players suffering season-ending injuries may be replaced by a new "injury replacement" player.
- Playoff eligibility rule of 3 regular season games played for injury replacements still holds.
- Bringing in impostors to fulfill playoff eligibility will result in forfeit and loss of roster slot.
- Teams may start with a minimum of 4 players.
- It is customary to ask your opponent for permission to pickup non-roster players to fill spots.
- Teams may not pickup opposing players from the same division.
- No more than 12 players may play per team per tournament/league.
- A player must have played 3 regular season games to be allowed to play in the playoffs.
- No jewelry, please; all other issues of this sort at discretion of referees.
- Invalid jersey numbers will be subject to technical fouls.

FREE AGENTS
- A free agent is defined as a player who has no intention of joining a specific team.
- Teams that have 6 or more players intending to be on the same team are *not* free agent teams.
- The commish will make arrangements for any established teams needing a free agent.
- Free agents typically receive a 25% discount off regular fees due to randomness of their team.
- Free agent roster spots are to be paid under separate arrangement with your commish.

TEAM JERSEYS
- Proper jerseys are important in Dream League: stats, website, professionalism.
- Jerseys must have number on front and back.
- Jersey numbers must be clearly visible/readable from scorer's table.
- No taped numbers are allowed; they *always* fall off and cause stats confusion.
- Two blank t-shirts or jerseys representing "0" and "00", *only* if still available.
- Illegal jerseys may be subject to 1 technical FT per violation.
- Individual stats will *not* be kept for players with illegal jerseys.
- Referee will enforce illegal jersey technical FT if your opponent asks him to.
- Game clock starts if game begins with technical fouls (7:00 rule, see below).

FORFEITS
- Absolutely no excuses for being late to tipoff; you are expected to arrive early.
- Teams not ready at tipoff may be called a forfeit by opponent.
- Game time will be pro-rated at 3:5 game time-to-realtime minutes for late teams.
- Opponents of late teams must accept pro-rated time or invoke the forfeit.
- Referees will not ref a forfeited game.
- Automatic forfeit *will* be called if team is late 15 minutes after tipoff is ready.
- Teams that forfeit any game must petition Dream League to be reinstated.
- Teams that forfeit may be subject to fines payable to opposing teams victimized.

PRE-GAME SETUP: WAIVERS AND SCORESHEETS
- Scorekeepers encouraged to ask refs to direct captains from stands to table.
- Captains, write down rosters on new scoresheet in 4th quarter of previous game.
- Team that has white jerseys (=home) writes names at bottom part of scoresheet.
- Illegible, incomplete names *will* result in website stats inaccuracy, guaranteed.
- All players must have an online waiver completed prior to tipoff.
- Players with no online waiver completed must fill out a paper waiver.
- Warm-up and tipoff time does not stop for filling out scoresheets/waivers.
- If behind schedule, warm-ups are 2:00 right after horn ends previous game.
- If on schedule, warm-ups are up until two minutes prior to scheduled tipoff.
- Teams may shoot around during 30-sec timeouts of previous game.
- Do not dribble the ball on the sidelines during game play, esp. during FTs.
- Games may start with one ref, although two are assigned to every game.
- Game clock will start for teams that are not ready to play at tipoff.

GAME-TIME PROTOCOL
- Scorekeepers are to be addressed by refs only to resolve discrepancies.
- Running score kept on paper by hand; scoreboard only serves as reflection of that.
- Scoreboard may be wrong when you look at it; all discrepancies resolved by paper.
- Players may ask scorekeepers about foul/timeout counts *only* during dead balls.
- All issues must first be addressed by team *captain* to referees *only*.
- No player-to-opposing-player disputes allowed; go to refs or be subject to techs.
- If you do not trust the capability/approachability of our refs, call the commish.
- Snide remarks made to Dream League staff will result in technical FT, expulsion.

NBA-STYLE GAME FORMAT
- 0:24 shotclock resets to 0:14 on all defensive violations, fouls, kicked ball.
- Only on a jump ball not caused by the defense, shotclock resets to 0:14.
- 9:00 per quarter, 4 quarters (NBA uses 12:00 quarters).
- First overtime = 2:00, second OT = 1:00, third OT = sudden death.
- Halftime is only 1:00 if we are behind schedule, 2:00 if we are on schedule.
- Being on schedule means quarters end near 0:15, 0:30, 0:45, and :00 each hour.
- Team that wins opening tip gets ball in 1st and 4th quarters, from end line.
- Clock stops during free throws and jump balls.
- Clock starts as soon as ball is tipped during jump balls.
- Clock runs until 7:00 even on FTs and jump balls unless official's timeout.
- Clock stops on made basket and any whistle under 1:00 in quarters 1-3.
- Clock stops on made basket and any whistle under 2:00 in 4th quarter.
- Clock runs whenever the point differential is 20 or more, except under 0:10.
- 4 timeouts per game, plus one for each additional OT.
- If timeout called before advancing ball, advance ball to halfcourt for in-bound.
- Advance-to-halfcourt for timeouts is only applicable in the final 2:00 of 4th+OT.
- Each timeout and quarter break is 30 seconds; run the shot clock during these.
- Infection control (bleeding): player subbed out, opposing team may have one sub.

OTHER NBA-STYLE RULES
- Can only pass into backcourt from out-of-bounds with 2:00 remaining in 4th.
- Refs should warn inbounder and teams of this rule as a warning (obscure rule).
- Held balls are jump balls; no such thing as a possession arrow.
- Unsportsmanlike conduct = deceit, disrespect of officials and profanity.
- First offense for unsportsmanlike conduct = technical foul.
- Unsportsmanlike conduct technical fouls do not count as a personal foul.
- Any player committing 2 technical fouls must leave the premises.
- Technical fouls are one shot, resume play at point of interruption.
- 6 personal fouls and/or 2 technical fouls for disqualification.
- If 5th available man fouls out, he remains in the game and technical FT is issued.
- Clear-path foul = not a technical, but shoot 2 FTs plus get possession.
- Flagrant foul = not a technical, but shoot 2 FTs plus get possession.
- Any player with one 2nd-degree flagrant or two 1st-degree automatically ejected.
- Non-intentional elbow foul = must connect, not a technical, but shoot 2 FTs.
- Intentional elbow foul = must connect, shoot 2 FTs and automatic ejection.
- Swinging elbow that does not connect = loss of possession.
- 8 seconds to cross halfcourt (use shotclock as your guide -- 0:16).
- 5 fouls per quarter results in double-bonus (2 FTs, no such thing as 1-and-1).
- Any offensive foul is, by definition, NOT counted as a team foul.
- Double fouls do not count as team fouls.
- No 5-second count unless offensive player underneath FT line (Barkley rule).
- Hack-a-Shaq rule: 1 FT + ball if foul committed away from play, under 2:00 in 4th.
- Ejected players, coaches, or spectators must leave the gym premises immediately.
- Shot at buzzer can be attempted with 0.3 or more seconds remaining.
- Timeout called without any remaining is a team technical plus loss of possession.

DREAM LEAGUE EXCEPTIONS TO NBA-STYLE RULES
- From 7:00 to 1:00, 1st thru 3rd quarters, stop clock only on FTs, jump balls.
- College 3-point line to be used unless both teams agree to use FIBA or NBA lines.
- No defensive 3 second rule (Shaq rule too hard to enforce).
- 4th quarter only, 2 team fouls in last 2:00 is double-bonus (NBA = all quarters).
- In 1st thru 3rd quarters, 2 team fouls in the last 0:24 is double-bonus.
- Under-the-basket offensive fouls subject to interpretation.
- All rules subject to interpretation by referees.

Note: Dream League is a registered trademark. NBA is a registered trademark of the NBA Properties, Inc. FIBA is a registered trademark of Federation Internationale de Basketball Corporation. Dream League is not affiliated with the NBA or FIBA in any manner.

Team and Player Conduct Guidelines

1. Captains' responsibilities and chain of communication:

(a) Basketball is a game of passion, but sometimes this passion can be directed intentionally or unintentionally in a negative way. In Dream League, we expect professionalism and respect from all parties involved at all times: the league, its representatives and partners, the officials, the players, the coaches, and, yes, even the spectators. It goes without saying but because basketball is a game of passion, we must state it here: just as on the court, things will not always go your way; when they do not, approach the people who can solve your problem with tact, politeness, and the utmost respect. In doing so we hope that you will not lose sight of the big picture. We ask that individuals who cannot uphold these responsibilities refrain from participating in Dream League and look into playing in the many other recreational basketball leagues available out there. As such, we feel confident in saying that Dream League is simply the best recreational league an average basketball enthusiast will ever play in. The mutual goal of our community is to ensure that you have a fun, competitive experience while benefiting the greater community. Again, our community thanks you for keeping the big picture in mind and directing your energies in positive ways to help the greater good.

(b) Protests or comments must be made in a professional manner. Protest or comments which require action by the league must be made by team captains and in written form only, such as via email; when such protests or comments are not made by the captains or in written form, the league reserves the right to ignore these protests, or forward them to your team captain giving him or her the chance to file it in written form on behalf of the team.

Until a protest is filed by a team captain in written form, the league will not take any action.

(c) Protests or comments that are disruptive to or self-serving in comparison with the needs and capabilities of the league as a whole can and will be rejected.

(d) We ask for your patience and flexibility when protests or complaints are filed. When we are not treated respectfully, it becomes exponentially difficult for you to be heard properly and for us to meet your needs, especially when doing so requires the cooperation, or in some cases the democratic vote, of the greater Dream League community participants. The league reserves the right to ignore protests or comments not made in a professional manner.

(e) Teams are advised to appoint captains who will not become burdens on the team in terms of fees and/or sportsmanship. An entire team will be held accountable for the actions of its captain.

(f) Gym or other logistical problems can occur. Please be flexible, understanding, and patient if and when such problems occur.

(g) One captain must be designated by the team for the season. If the captains are not present at game time, the players present at the game must select a temporary captain.

(h) Team captains are responsible for handling any team fees or fines.

(i) Team captains are responsible for notifying all of the team's players of schedule changes. Captains will assume responsibility for ensuring that enough players are present for a game and any other appropriate and legal roster decisions.

(j) Complaints during games are to be made by the designated team captain(s) only.

2. Registration fees, player eligibility and roster changes:

(a) Registration fees are not refundable.

(b) Team captains are advised to register players who will not become burdens on the team in terms of fees and/or sportsmanship. An entire team and its captain will be held accountable for the actions of its players.

(c) Players who have not paid their registration fees will not be allowed to play. A late fee of $5 per game will be instituted for each player who has not paid by the specified deadline.

(d) For the Asian American Basketball League, all players must be of at least 25% Asian, Pacific Islander, East Indian, or Middle Eastern descent and of at least 18 years of age. A valid birth certificate will be required to settle any disputes. For the corporate leagues, all players must work for one or two of the same employers or represent a localized neighborhood community, and be at least 18 years of age. A valid driver's license and business card will be required to settle any disputes.

(e) All roster additions and subtractions must be made by each team's appointed captain. The league will only accept directives pertaining to the roster from team captains.

(f) Teams must have at least eight (8) and no more than twelve (12) eligible players on their roster at any time. All players must be registered and eligible prior to the start of play. Please contact league officials for registration requirements.

(g) Once a player participates in one game for a team, that player must remain on that team for the remainder of the season, unless determined otherwise by the league, made in the best interests of the league and the teams involved. In general, once a player plays, he or she may not be traded to another team. If the player desires to play on another team, he or she will simply have to wait until the next season.

(h) Teams have until before the start of their fourth regular season game to make roster changes; rosters become permanent at the start of the fourth regular season game (players not listed on the team's eligible roster are allowed to play). A player must play in at least three (3) regular season games to qualify for the playoffs. If a player has missed a significant amount of games because of injury or similar uncontrollable circumstances, the team captain may petition to the league for that player's playoff eligibility. Such petitions will be determined by a democratic vote of league officials and opposing team captains.

3. Regular season and playoff scheduling:

(a) The league reserves the right to change or set game times and/or locations in the best interests of the league and other leagues locally held by Dream League, based on the agreed upon time slots announced to the league at the beginning of each season, as long as such action is made within 48 hours of the new tipoff time. Captains are required to give their email addresses and phone numbers to the league commissioner and will be notified by email and phone if a schedule change is made by the league within 48 hours of the new tipoff time. Outside of this 48-hour timeframe, captains are expected to ensure that their teammates are aware of the game schedule, which is posted on the league website. If the website becomes inoperable at any given time, captains are responsible for contacting the league commissioner by phone (not email) to obtain confirmation of the schedule.

(b) Schedule changes can only be made by consenting team captains. Only regularly available gym times may be swapped. If a team desires a schedule change, the team's captain must seek approval from the scheduled opposing team, then contact the team captains from the other regularly scheduled game in order to "swap" gametimes. The Dream League must receive oral or written confirmation from all four teams involved in the rescheduling in order for the change to become official.

(c) Assuming a league consisting of eight (8) to eleven (11) teams, an eight (8) game regular-season schedule will be determined by the Dream League. If there are eight (8) or more teams, the league may be split into separate divisions to add more excitement to the playoff seeding race.

(d) Playoffs will be a quasi-double-elimination format. The top eight (8) teams will advance to the playoffs at the end of the regular season, unless otherwise specified by the league. In a standard 8-team format, the top four (4) teams will be granted double-elimination playoff status, while the remaining playoff teams will only have single-elimination status. Teams will be seeded according to their won-loss records. If there are separate divisions, the top teams from each divisions will be granted the top seeds in the playoffs. Any tiebreakers in seeding will be determined similar to that of the NFL: i) by head-to-head matchup results, ii) by a won-lost percentage in common games, iii) by strength of victory (i.e., point differential in won games), iv) by strength of schedule (i.e., head-to-head matchup results against opponents starting with the highest-ranked teams sorted by won-lost standing), and v) best combined ranking of points scored and points allowed.

(e) In the double-elimination format, higher seeds will be matched against lower seeds, with the top two (2) seeds determined by the league division standings, if appropriate. Teams that win in the playoffs will continue to advance through the Winners' Bracket, while teams that lose will drop to the Losers' Bracket. The pairings in the Losers' Bracket will be determined by the highest seed playing against the lowest seed, and so forth. If the two teams in the Losers' Bracket have already played against each other, then the higher seed shall play the next-lowest seed to avoid repeating games and making the first matchup somewhat irrelevant, as long as there are next-lowest seeded teams to play against. If there are an odd number of teams in the Losers' Bracket, the team with the highest seed will be granted a bye even if the other lower-seeded teams have already faced each other in the playoffs. Teams with double-elimination status are eliminated from the playoffs once they lose two games. Teams with single-elimination status are eliminated from the playoffs once they lose one game.

4. Forfeits and Pro-Rating Gym Time for Late Teams:

(a) Game time is tip-off time and forfeit time. Teams must be ready for play at the official start of the game. The referees reserve the right to call a delay-of-game warning or technical, or start the game if a team is not ready to play. If at least 4 players are available to play at tipoff time, the referees must start the game and will not wait for other players to arrive.

(b) Teams must have at least 4 players available to play the game, otherwise the game will be forfeited.

(c) If your team is late and does not have at least 4 players available, at the designated tipoff time, we will ask your opponent's team captain whether or not he wants to record the game as a forfeit. Some captains will be stingy and take the forfeit, at which point you will be subject to the forfeit fee rules and the referees are not obligated to officiate the game (even if teams show up after the called forfeit). Some captains know that what comes around goes around and will be nice and decline the forfeit and wait up until 15 minutes past the tipoff time to start the game. On the other hand, if it's the playoffs, you can be sure that your opponents will want to record the game as a forfeit and advance towards the championship. Beyond 15 minutes past the tipoff, the decision is out of your opponent's hands and a forfeit will be recorded.

(d) If one or both teams are late, then the game time will be pro-rated as such: 3 minutes of game clock time for every 5 minutes of elapsed real time. So if you are running late, please be sure to thank your opponent when you arrive and tell him you owe him one for not forfeiting you and for agreeing to be pro-rated. We are forced to pro-rate late games because of the league's financial commitment to referees and gym facilities.

(e) A warning will be issued to the team via phone call to the captain the first time they forfeit. All other ensuing forfeits will result in a $50 fine payable before the next scheduled tipoff. Half of the fine will go to the league and the other half will go to the opponent victimized by the forfeit.

(f) Any team that forfeits two or more times will be put on probation by the league. The remaining teams will then vote to determine whether or not the team will be kicked out. Teams that are kicked out will not receive refunds.

(g) Please attempt to anticipate forfeits no later than twelve (12) hours prior to tipoff. Failure to do so will reflect badly on your team and could result in your team being blacklisted. The league will make every effort to ensure that its image and reputation for operating professionally run leagues is not put at risk. If you anticipate a forfeit for your team, please call Rich Twu at 415.377.7722 immediately.

(h) Final scores of forfeited games will be made at the discretion of the league. If a forfeit occurred and the game did not start, then the final score will be 2-0 and this final score will not count towards the playoff seedings determination.

5. Jerseys and game operations:

(a) Each team's players must have similarly-colored jerseys with unique numbers on *both* the front and backs. Jersey numbers, including those that are taped or hand-written in ink, that cannot be distinguished at any location on the court from the scorekeeper's table, are considered illegal. If the numbers "0" and "00" are not already in use, teams are permitted up to two players wearing t-shirts that can represent either "0" or "00" -- and not any other number. Please contact the league for low-cost solutions ranging from $1 to $25 for jersey numbers.

(b) Players who do not wear legal jerseys will be issued a technical foul upon entry into the game. The league will not keep non-essential stats for such players.

(c) Warm-up times before games will be calculated according to tipoff time minus current time, unless such a difference is less than one minute, whereby warm-up time will be set to one minute. Breaks in between quarters, including overtime, will be 24 seconds. The halftime break will be two (2) minutes, or one (1) minute if the games are behind schedule. All timeouts are 24 seconds.

(d) Any protests pertaining to player(s) eligibility must be filed to the league director prior to the start of the game. Any protests pertaining to the game must be filed with the referees before the game ends or at the moment of alleged controversy. Protests cannot be filed after the game has been played. The league would like to avoid sudden flare-ups and confrontations. Please advise your players that only team captains can discuss issues directly with referees and only referees. The referees and league director may invoke our sportsmanship conduct rules (see below) if necessary.

(e) Statkeeping is done to ensure that all major individual player and team statistical categories (total points, field goals made, field goals attempted, free throws made, free throws attempted, assists, rebounds, steals, blocked shots, fouls, turnovers) are recorded and posted to the league's website. Unless through written protest to the league director, all stats are final as recorded by the statkeeper and as of the end of the game. It is the statkeeper's responsibility to ensure accuracy by consulting with the official scorekeeper during timeouts and end of periods only.

(f) Only team captains are allowed to discuss discrepancies in the score or game calling, and must do so with one of the referees. Scorekeepers and statkeepers are instructed to resolve issues only through the direct instruction of the referees.

(g) Scorekeepers are instructed to inform or respond to any player or bench, only during a dead-ball situation, of remaining timeouts and the number of personal or team fouls. The scorekeeper is not required to proactively announce if a player or team is approaching foul disqualification.

(h) Game film and posted game stats are intended for post-game strategy and entertainment, and will not be used to resolve score conflicts. The referees will have the authority to make the final ruling on score protests, which in all likelihood will be deferred to the record of the official scorekeeper and scoreboard operator.

(i) Please have a thorough understanding of how to make substitutions. Failure to do so can result in a technical foul issued by the referees.

(j) Please have a thorough understanding of the proper conduct of players, coaches, captains, and spectators.

6. Rule Changes

(a) Changes to any of the above rules can be made by majority vote of each season's team captains. A formal request must first be filed with the league.