Updated May 27, 2017
- Any player that is rated 1.99 or below must play a minimum of 10 minutes per game for each game including the post season. In addition, a team must have a 1.99 or below on the court at all times. For a more detailed explanation of the minimum minutes rule, please see the “Playing Time for Lower Rated Players” below.
- Two 20-minute halves. Clock stoppage until one minute of each half. The clock will start at the jump ball. However, the league organizers can reduce the playing time due to delays.
- 35 second shot clock will take effect in the second half of each game including overtime. The shot clock will be supervised by the referee and clock keeper.
- A ball handler must release the ball within 5 seconds. Otherwise it will result in a turnover. Arm’s Length
- First and Double Overtime will last 3 minutes & 2 minutes respectively (running time until last minute); each team is awarded 1 additional time-out per overtime. Timeouts will not be carried over. Triple Overtime (and thereafter) will last 1 minute.
- 2 minute warm up at the start of the game (if time permits).
- Teams are permitted 2 time outs in the first half and 2 time-outs in the second half. Time outs WILL carry over but NOT in OT. In OT they will get one time out each. OT is 3 mins for the first OT and then 1 min per each OT.
- Teams shoot 1-and-1 on the 7th team foul and 2 shots on the 10th team foul and all fouls thereafter.
- Technical Fouls assessed prior to the start of a game will not result in loss of possession of the ball. Every game will begin with a jump ball. A team may start and finish a game with four (4) players. If a team has four (4) players at the scheduled start time, they must start the game at the scheduled start time, a 5th player can be added when he arrives. If a team does not have enough players to start the game the clock will start and the opposing team will be awarded 1 point for each minute the other team is late. If circumstances are extreme then the league officials will make a judgement call.
- 8 regular season games and 3 playoff rounds.
- The Post season will consist of the following:- Seeds 4 and 5 will compete in the wildcard and the winner will face the No. 1 seed on the same day in Rd. 1 while seed 2 will play seed 3. The winners in Rd 1 will advance to the semis in their division where there will be clock stoppage. No clock stoppage in Rd. 1.- There will be no feature where the No 1 seed selects their opponent of choice. The wildcard winner in each division must play on the same day vs. No. 1 seed. The wildcard game will follow regular season rules.The team with better records always has first right to select a time they want to play as long as it is a permit approved time slot e.g Thurs @ RFK 8-11 pm , Sun @ QHST 7-10 pm.
- The winner of each division will advance to the Finals and play for Season 12 Chip.
- Top 3 teams with the best record will clinch a post season spot
Players must wear Current CBL30 Jerseys. Starting in week 1, a (pre-game) technical foul will be assessed before the game for each player who does not have the proper league jersey. If for any reason you have an emergency player or new player playing they will get a tech ALSO. No EXCEPTIONS!!!! All Techs will be assessed. Captains CANNOT decide whether they want to take the tech or not. This also applies in playoffs. The jersey rule will go into effect Week 2 for teams who don’t have jersey orders that were requested from the league. Until then all teams must wear similar colors. Any other exceptions granted in prior seasons will no longer be in effect.
UNSPORTSMANLIKE BEHAVIOR AND FIGHTING
The use of profanity, vulgarity, taunting and the verbal abuse of players and officials will not be tolerated at CBL. Any such incidents will be penalized with a technical foul. Any repeated conduct of this type will result in an immediate ejection of the player(s) involved, and those players will be subject to disciplinary action. Fighting will not be tolerated! Anyone involved in a fight will be suspended for a minimum of one game and may be banned from the league. Any type of disciplinary action (including but not limited to suspensions and ejections) will be at the sole discretion of the league organizers.
PLAYING TIME FOR LOWER RATED PLAYERS AND RESTRICTIONS
Any player rated 1.99 or below must play a minimum of 10 minutes in each game including the post season. Plus, a 1.99 rated or below player must be on the court at all the time. If a player is not available, then the league will make a decision. If this rule is violated, then the violating team loses via forfeit or their will be serious penalties assessed by the commissioner. If a team is missing their lower rated (1.99 or below) players then the rule is that the team that is missing still has to play their other lower rated players (1.99 or below) for a minumum of 10 mins. However, their opponent does not have to play their lower rated player for a minimum 10 mins. Although we still encourage each lower rated player plays at least 10 minutes. Also, please adhere to restrictions that are imposed for certain teams. They must be followed.
If there is a 20 point (or greater) margin with less than 2 minutes left in the game, the game will be stopped. If it’s less than 20 points, the game clock will not be stopped under 1 minute.
As part of the league fees, the league organizers will enter the stats within 24 hours after each game. The Captain is NOT responsible for entering stats. If a player(s) disagrees with their stats, they should contact their captain so the captain can contact the organizers and advise them of the inaccuracy. League will make every effort to post accurate stats.
Players are disqualified after the 5th personal foul. Players will be disqualified from the game until there are four (5) players remaining. If any of the remaining four (5) players receives a 5th personal foul, that player can continue to play, but a technical foul will be assessed on that player’s 6th personal foul and for each additional foul committed by that player.
All technical fouls will result in the opposing team receiving two (2) foul shots and possession of the ball. (A team does not lose possession of the ball for any pre-game technical.) The game clock runs on technical fouls unless it is at or below the 5 min mark in the second half. All technical fouls will also count as a personal foul, except for pre-game technical fouls. Once a player reaches 6 technical fouls in one season, he will be suspended for the following game INCLUDING playoffs. Each technical foul will result in another suspension. A player must also pay a $5 fee for any tech received for unsportsmanlike conduct.
Teams can start and finish a game with four (4) players. If a team does not have a minimum of four (4) players by 10 minutes after the scheduled start time, the game clock will be started. The team that shows up late will be down however many minutes the clock has run. For example: if a team shows up with 5 minutes after the game clock has started, the other team will start the game up 5-0. If a team still does not have the minimum of four (4) players within 10 minutes after the game clock has been started, then that team will forfeit the game. Forfeits are strongly discouraged. The league will allow players with an average skill-set to fill in so a forfeit can be avoided. For an approved players list contact the league organizers.
Rosters can contain a maximum of 9 players. Roster is approved by league organizers. There is a roster cap of 19.5 (for 7 players) or whatever was approved prior to the season. Any additions must be approved by league organizers PRIOR to the game. You are NOT allowed to add players without league approval.
The Roster is locked for addition of new players after 4 games of play. This means no new players are allowed to join a team even via trade after week 4 of playing weeks. Trades are acceptable up until Monday after week 4 is over. The cap and exceptions must be compliance. If the proposed trade puts the team above the cap, then an approval from the league and committee is required. A trade can also mean that a player can join a new team up until the March 30th deadline as long as the salary cap allows for the team he is leaving and joining.
There is a no cursing policy in our league. If you curse you will receive a tech. Doesn’t matter if you are talking to yourself or your own team. A curse is a curse.
Top 3 teams with the best record will clinch a post season spot
- Seeds 4 and 5 will compete in the wildcard and the winner will face the No. 1 seed on the same day in Rd. 1 while seed 2 will play seed 3. The winners in Rd 1 will advance to the semis in their division where there will be clock stoppage. No clock stoppage in Rd. 1.
- The winner of each division will advance to the Finals and play for Season 12 Chip.
- There will be no feature where the No 1 seed selects their opponent of choice. The wildcard winner in each division must play on the same day vs. No. 1 seed. The wildcard game will follow regular season rules.
A player rated two or more must have played in five (5) games or 62 percent of the eligible games in order to qualify for the playoffs. Players that are rated 0 to 1.99 will need to have played 4 games or fifty percent of eligible games. Unless there are extenuating scenarios/circumstances, the league will NOT give consideration. IT IS THE RESPONSIBILITY OF EACH CAPTAIN TO HAVE ENOUGH PLAYERS QUALIFIED FOR PLAYOFFS. A team must have at least 6 players qualify for the playoffs if they have a 7 man roster. If a team carries an 8 or 9 man roster, then 7 players must qualify. A team that does not have the required amount of players qualified for the playoffs then they will be assigned (league decides) a 0-1 rated player to play on their team and that player must play the minimum minutes required which is 10 minutes.
TIES INVOLVING TWO TEAMS.
The first criteria in the breaking of ties in the standings shall be head-to-head competition of tied teams.
Each team’s record versus the team occupying the highest position in the final regular season standings, and then continuing down through the standings until one team gains an advantage.
When arriving at another group of tied teams while comparing records, use each team’s record against the collective tied teams as a group (prior to that group’s own tie-breaking procedures), rather than the performance against individual tied teams. The lone exception to this guideline would be if there are only two tied teams in the group placement and one of the teams won both regular-season games. In this instance, the tie is deemed broken and comparison of the seed rather than the placement will be utilized.
TIES INVOLVING MORE THAN TWO TEAMS.
Results from the collective head-to-head competition during the regular season among the tied teams in a mini round-robin format, ranking the tied teams by winning percentage from highest to lowest will be used to determine the seeds. If during this process two teams remain tied with the same winning percentage, the two-team tie-breaking system is used, starting with head-to-head results.
If during this process more than two teams remain tied with the same winning percentage, a second mini round-robin format is implemented, ranking the remaining tied teams by winning percentage from highest to lowest to determine seeds. If the teams remain tied, then the two-team tie-breaking system is used, starting with head-to-head results.
If more than two teams are still tied, each of the tied team’s record versus the team occupying the highest position in the final regular season standings, and then continuing down through the standings, eliminating tied teams with inferior records until one team gains an advantage. When arriving at another group of tied teams while comparing records, use each team’s record against the collective tied teams as a group (prior to that group’s own tie-breaking procedure), rather than the performance against individual tied teams. The lone exception to this guideline would be if there are only two tied teams in the group placement and one of the teams won both regular-season games.