GENERAL RULES (updated 08/19/19)
- Each team has a cap of 20. The League can put further restrictions on teams if they feel necessary to maintain parity ( Even if you meet cap of 20 ).
- 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. If your team is late or not ready by tip off 1 point will be reduced for every minute they are not on the court.
- 30 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. 30 SECOND SHOT CLOCK WILL TAKE EFFECT FOR BOTH HALVES ONCE SHOT CLOCK IS OBTAINED
- 5 SECOND RULE IS IN EFFECT
- Overtime will last 2 minutes; each team is awarded 1 additional time-out per overtime. Timeouts from regulation will not be carried over
- 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.
- 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. If a team has 4 players they can pick up TIER 1 or below rated player designated by the LEAGUE.
- 10 regular season games—6 conference, 3 flex games, 1 seeding. 3 playoff rounds.
- The Postseason will consist of the following
- Top 3 teams will clinch a playoff spot for each of their respective conference.
- 2 Wildcard Games (2 conferences) SEED 4 vs SEED 5 will play a wildcard game to get into playoffs..
- Team with better record selects time and venue.
- PLEASE NOTE: IF TEAMS DON’T PAY THE DEPOSIT BY WEEK 1, THEY WILL BE ASSESSED 4 TECHS BEFORE THE START OF THE GAME FOR EVERY WEEK IT IS MISSING. ALL FEES MUST BE PAID BY WEEK 2. IF NOT, ADDITIONAL TECHS WILL APPLY.
Players must wear CBL30 Jerseys or League Approved Jerseys . Starting in week 3, 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 of your 4th game. PLEASE MAKE SURE YOUR PLAYERS DON’T HAVE ANY JEWELRY ON DURING THE GAME OR THEY WILL BE ASSESSED A TECHNICAL FOUL.
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.
If a player is suspended or team is given penalty. It applies directly for next game including playoffs (No Negotiations). It is Captains responsibility to control your player. If they are suspended for a playoff game the League is NOT Responsible.
*ALSO NOTE LEAVING THE GYM AS A MESS IS NOT A GOOD LOOK FOR THE LEAGUE. IT IS THE RESPONSIBILITY OF THE CAPTAINS TO MAKE SURE THE PLAYERS CLEAN UP AFTER THEMSELVES. IF THE COMMISSIONER SEES A MESS OR RECEIVES A COMPLAINT, THE TEAMS PLAYING THAT DAY WILL RECEIVE 2 TECHS BEFORE THEIR NEXT GAME.
PLAYING TIME FOR LOWER RATED PLAYERS AND RESTRICTIONS
- Any TIER 1 player or below must play a minimum of 10 minutes in each game including the post season. Even if the other team is missing their TIER 1 player or below. Plus, a TIER 1 player or below player must be on the court at all time. If a player is not available, then the league will make a decision. If this rule is violated, then the violating team will face a forfeit (No EXCUSES). Also, please adhere to restrictions that are imposed for certain teams. They must be followed or FORFEIT.
- You are allowed to pick up a 1 or below rated player if you have 4 or 5 players as designated by the LEAGUE. All restrictions will apply even if you are missing players. Player must be a TIER 1 or VET player.
- If you borrow a designated player, your original players must still play majority of the minutes. You can’t just have the borrowed player play majority of the minutes while your player sits on the bench. ESPECIALLY LAST 5 minutes of the game.
- If your Tier 1 or veteran player fouls out of the game before completing his 10-minute requirement, your team will get technical fouls for the remaining amount of minutes they didn’t play. (Example if they have 1 min 30 seconds left, they will get 2 techs). In Addition, they must remain on the court and play. For every foul they commit they will get a tech and the team will get the ball back.
- If your Tier 1 or veteran player does not play in more than 2 games, there will be a penalty given to your team by the league.
- If a team has 3 Tier 1 players or Veterans and 2 of them are missing, the remaining 1 can either play full 40 minutes or also pick up a tier 1 or veteran player depending of the leagues choice. The league will have a short list of Tier 1 and Veteran players preapproved by the Committee and the chosen players. If all three Tier 1 or veteran players cannot make a game, then the team can pick up a designated player (depending who didn’t make it) and must match TIERS. If any colluding is found in terms of contact between captains and players on the short list, it will result in an automatic forfeit
- If a team is missing all Tier 1 and veteran players and NOBODY is available to fill in, you must play with 4. If you have only Veterans and they are all missing, you may not pick up a 1. You must have a veteran provided to you from the short list (or of you selection if list is not available). If you have all veterans and cannot find a replacement if all of your veterans missing, then you must play with 4 players. AGAIN YOU CANNOT PICK UP A TIER 1 PLAYER TO REPLACE a VETERAN PLAYER. You can however pick up a 0 to replace a TIER 1 player.
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, STATS will now be entered via live scoring. It is RESPONSIBILITY of ALL CAPTAINS to have your team and players registered properly. CAPTAINS MUST TAKE RESPONSIBILITY TO HAVE PLAYERS REGISTERED AND MANAGE ROSTERS.
Players are disqualified after the 5th personal foul. Players will be disqualified from the game until there are 5 players remaining. If any of the remaining 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. A player that fouled out earlier in the game CANNOT come back in. If the player fouled out gets hurt the team must play with 4 players.
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 5 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 late arriving team will be down however many minutes the clock has run. For example: if a team shows up with 15:30 minutes left in the first half, 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 up to two players as designated by league (Tier 1 or Vets) so a team will not forfeit. A team cannot add a 7th player if they have 6.
Rosters can contain a maximum of 8 players. Roster is approved by league organizers. There is a roster cap of 20 (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. You cannot add a player day of the game without league approval.
The Roster is locked for addition of new players after 3 games of play (This means no new players are allowed to join a team after a team has played 3 games). The cap and exceptions must be compliance. If you have an injured player or a player who drops for ANY reason personal or medical, a team can pick up a player half of the rating of that player up until the 5 th game. Some Tiers will be rounded to nearest digit for example if Tier 5 player cannot make it, then it will be 2.5 rounded to nearest digit which will be a tier 3 Player to accommodate competitiveness. After 5 th game they can only add a 1 rated player pending league approval.
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 for each of their respective conference.
- 2 Wildcard Games Seed 4 vs. 5 for each of their conferences. Seed 6 th and 7 th will not make WC or PLAYOFFS.
- Team with better record selects time and venue.
- In Playoffs ONLY, number to foul out is 6 and timeout is 5
- No clock stoppage in Rd. 1
- Semis and Finals, there will be clock stoppage
- Wildcard Game will follow regular season rules.
ALL PLAYERS MUST PLAY 5 GAMES TO QUALIFY FOR PLAYOFFS. IF A PLAYER IS ADDED MIDSEASON FOR ANY REASON INJURY OR OTHERWISE), THE COMMITTEE WILL DETERMINE THE AMOUNT OF GAMES NEEDED TO QUALIFY FOR PLAYOFFS. Player ascertains eligibility once he is on the official roster. For example, if they were acquired later on in the season, their eligibility starts at that point. IT IS THE RESPONSIBILITY OF EACH CAPTAIN TO HAVE ENOUGH PLAYERS QUALIFIED FOR PLAYOFFS. A team that does not have the required amount of players qualified for the playoffs then they will be assigned a player as designated by the LEAGUE (Tier 1 or Vets)
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.
- Each Captain, Committee Member, Commissioner and will get one (1) for each respective award (If you are a captain and committee member you get one vote)
- You CANNOT vote for your own player.
- All votes must be in by 10th week. Playoffs don’t count.
- Awards given
- MVP ( Has to be over 30)
- Defensive Player of the Year
- Captain/GM of the Year
- Blue collar player of the year
- Other Awards such as Players of the month will be given upon discretion of league
NOTE: THE LEAGUE DOES WHAT IT CAN TO ACCOMMODATE ALL TEAMS. DESPITE THE DECISIONS, EVERYONE IS EXPECTED TO REMAIN PROFESSIONAL AND SET EXAMPLES FOR OUR COMMUNITY.