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Rules & Regulations

SlamBall

Rules & Regulations

Last Modified: July 12, 2023

2023 SlamBall Primer & Rules

COURT & EQUIPMENT

The game of SlamBall is to be played on a court that is 96’ long by 64’ wide. Each end of the court has three identical springbeds built into it. The three springbeds are rectangular in shape with the string bed measuring 7’ by 14’. The fourth springbed (also known as the scoring bed) is slightly larger measuring 10’ by 14’. A plexiglass wall that measures 8’ tall surrounds the court, except where the wall is only 4’ for team boxes, sideline, etc. 8’ of playable game floor space will extend behind the springbeds, effectively making game space behind the baskets. The rims are 10’ high.

GEAR & EQUIPMENT

Players are to wear protective gear at all times during official competition, as outlined by the competition committee. The gear loadout may consist of padded helmets, elbow pads, kneepads, and various custom padded undergarments.

TEAM COMPOSITION

Four players from each team are allowed to be on the court at one time. Each team roster can carry 7 players per team (seven active).

THROW DOWN

Each half will begin with a throw down, which is an inverse tip-off. The official slams the ball down and the ball bounces high above the players, who try to get position to secure it below. The ball must reach its apex uninterrupted.

GAME LENGTH

Games shall consist of four, 5-minute quarters. Running clock in all situations except Face Offs and time outs. The clock shall revert to stop time on all calls in the last minute of the game.

TIMEOUTS

Each team has one timeout per game only in the fourth quarter. Timeouts last for 45 seconds. If a team calls a timeout with possession of the ball and does not have a timeout remaining, the team loses the possession. (Ball is awarded to the other team.).

SUBSTITUTION

SlamBall utilizes a hockey-like system of substitutions that occur during play without a stoppage of the clock. The player exiting the floor must be within 5’ of his own team box before a new player can enter play. Teams may also substitute during dead ball situations.

ISLAND

The Island is the horizontal padded area between the four springbeds where a player can momentarily establish position to receive, redirect and move the ball in an offensive set, or to stop short in the Spring Area to move in a different direction. There is no contact on the island; if a defender makes anything more than incidental contact with an offensive player on the island the result will be a face off. Defenders may not draw a charge or make contact of any kind with the offensive player in the island area.

Two players on the offensive team may not be on the island at the same time. (Penalty results in change of possession.) A defender on the island may only make the most minor incidental contact with an offensive player while going for a loose ball. A defender may not stop on the island for any longer than 3 secs while moving through the spring area or will result in a penalty. (Penalty results in face-off or subsequent bonus penalty point situations.)

An offensive player accessing the island will be subject to a 3 second violation if he remains on the island longer than 3 seconds. Before the time is up, the player can exit the slam zone to the wood or has the option to perform a multiple tramp transfer (2 or more tramps) and re-access the island, thereby restarting the 3 second count. Conversely, a defensive player can only access the island for a maximum of 3 seconds at which point the player must exit to the wood or perform a multiple tramp transfer (2 or more tramps) and re-access the island, thereby restarting the defensive 3 second count. Offensive players may not attack the scoring (lower) springbed from the island (with or without the ball). (Penalty results in change of possession.) Offensive players may access the island directly or by using a ‘bounce down’ in the following manner:

i) with the dribble entering the slam zone ii) on any tramp transfer iii) a pass to themselves off the backboard
ii) on any tramp transfer
iii) a pass to themselves off the backboard
*The key is to recollect the ball after the bounce to avoid the rule violation.

Offensive players may similarly pass to themselves off the backboard to avoid the rule violation. Offensive players in the island may ‘step back’ into any of the perimeter springbeds for scoring opportunities, either via jumpers or to spring back towards and attack the basket. A defender (in the stopper position) may not make a play on a ball by bouncing/diving across the island to intercept a pass or collect a loose ball. He may play that pass and land on the island. Crossing the island to intercept a pass would result in a face-off. A stopper can bounce to another bed to retrieve a loose ball, but diving for one is forbidden and a resultant collision will result in a face-off.

TRAVELING

No more than two steps after stoppage of dribble.*
(Penalty results in change of possession.)
*Players can “gather” the ball prior to the two steps. An offensive player with the ball cannot be called for traveling when the defender’s contact causes extra steps. After an open floor hit with the defender, the offensive player’s dribble resets. If the player picks up the dribble as he’s getting hit, he can immediately restart his dribble after the contact. Offensive player may palm the ball while in the act of dribbling, as long as it does not materially affect the rhythm of the dribble. An offensive player may not put his hand underneath the ball while dribbling. The bounce or bounces in the springbed do not count as a step. While approaching the springbeds, attacking players must dribble the ball, but are allowed two steps after the dribble is picked up to stride into their jump to the springs.

OPEN COURT

When making contact with an offensive player, the defender may only make contact from the waist up and below the neck. Contact must be in front of the shoulder. (Illegal Contact foul resulting in face off or subsequent bonus penalty point situations.) Perimeter defenders may not make contact with a player in possession of the ball if he goes into his shooting motion outside the springbeds. Perimeter defenders can block shots by making direct contact with the ball.

(Illegal Contact foul resulting in face off or subsequent bonus penalty point situations.) On a body check, players may not extend their arms above shoulder height.

(Illegal Contact foul resulting in face off or subsequent bonus penalty point situations.) Aggressive hits may only occur on the ball handler or in the vicinity of the ball. Unnecessary aggressive contact away from the ball is prohibited. (Off the ball contact – (Illegal Contact foul resulting in face off or subsequent bonus penalty point situations.) There is no tripping of a player at any time.

(Illegal Contact foul resulting in face off or subsequent bonus penalty point situations.) A player may not grab or hold another player. There is absolutely no tackling/wrapping of opponents.

(Illegal Contact foul resulting in face off or subsequent bonus penalty point situations.) Offensive player without the ball may not force the defender by prolonged contact into any springbed to try and procure a foul on that defensive player. AKA No buffalo rushing a defender into the springs. (Penalty results in change of possession.) Defender may only make contact with the offensive player after the ball has been put on the ground (commenced dribble, for clarity measured at the moment the first dribble makes contact with the floor). Only the most minor incidental contact is allowed before the dribble. Contact directly with the ball, and the ball only, is not a foul.

(Illegal Contact foul resulting in face off or subsequent bonus penalty point situations.) Defender may make contact with the ball handler after a stoppage of dribbling. Excessive hand checking is considered a holding violation. Full extension of the arms in a pushing motion will also be considered a violation. (Illegal Contact foul resulting in face off or subsequent bonus penalty point situations.)

In the event of a tie-up, possession always goes to the team on defense. If a defender traps an offensive player against the glass while in possession of the ball for a count of three, it is considered a held ball. (Possession will be given to the defense.) There can be no extension of the hands in a shoving motion, or drawing inward of players in a pulling motion.

(Illegal Contact foul resulting in face off or subsequent bonus penalty point situations.) Out of bounds: If the ball travels out of bounds or over the wall, possession will be awarded to the opposite team that last touched the ball. After score: Teams inbound the ball from the defensive springbed quad. This includes the island and the springbeds surrounding it. The baseline is considered to be the game floor below the bottom springbeds. When receiving an inbounds pass the player must be unquestionably positioned in the game floor and above the baseline. Alternatively, a newly established offensive player can collect the ball and advance to the game floor with the ball in his possession. After timeouts, clock stoppage or face-offs – the ball is to be inbounded from the defensive island or surrounding springbeds, and the pass must be advanced to a teammate past the hash marks nearest the goal towards which the possession is intended. This gives defenders some dedicated space to disrupt the inbound pass.

STOPPER BOX

The Stopper cannot be struck by an offensive player when in his traditional position on the floor underneath the basket. This space underneath the hoop extending backwards from the bottom springbed is the Stopper’s area or “Stopper Box” – other players may move through this space, but anything beyond incidental contact with the Stopper will result in a penalty (Loss of possession of the ball). The stopper must allow the offensive player a place to land safely coming out of the scoring bed.

FACEOFF

Occurs after a personal foul. It is a one–on-one penalty shot in which the offensive player attacking the basket faces the perpetrator of the foul defending the attack. Offensive players must claim a perimeter springbed from which to attack the basket. The three options available to the offensive player are:

Middle springbed
Right springbed
Left springbed

The defensive player must line up on one side and bounce from the side springbed, to the scoring springbed (under the hoop), and spring up to defend the penalty shot. In a middle alignment, the offensive player chooses to attack via the central springbed. The defender has the option to bounce in from the right or left side beds to position for the block. In the event of a side attacking alignment, the defender must approach the scoring (lower) springbed from the side opposite of the springbed claimed by the offensive player. This can be used to strategic effect, if the defender is weak on one side, predominantly right-handed, etc. After the Face off, the offensive player’s team is awarded the ball. So Face offs are particularly damaging violations if the team scores on the Face off and manages to score again on the awarded possession. Freestyle multi-tramp techniques are not allowed in the Face off foul situation In a face off, offensive players may choose to attack the rim for a slam (3 points awarded), or may choose to pull up for a jump shot, finger roll, or other such shot (2 points awarded) to flummox the defender anticipating contact. In the event of overtime the teams will settle the game via face offs. Each team will have the opportunity to have their designated defender (selected by the coach) to face the opposing team’s best attacker. Any points scored will be added to the team’s final points. A discrepancy in the final score will decide the winner. If the score remains tied after each team’s single Face off, the teams must send out their next best attacker and proceed to another round of Face offs. This continues until there is a discrepancy in the score after a round, which determines the outcome of the game. Teams may not send out their top attacker (first to go) again unless all the other players have had a turn, which would be seven rounds. The designated defender is not required to step in on offense in overtime.

ENDGAME

Face off – The defense can foul a player with the ball in the last 20 seconds (shot clock off) – make it, take it…meaning the result of the face off will dictate who gains possession subsequent to the penalty shot. So a team down by two points that doesn’t have the ball with less than 20 seconds to go in the game can foul and attempt to block the face off and gain another possession with the minimal time remaining on the clock. This is designed to keep teams with small leads from holding the ball as time expires.

SPRINGBED AREA REGULATION

The Spring Area is the floor space that houses the four springbeds and the island on each end of the court. Also referred to as the Slam Zone. A defender that is engaged with an offensive player, meaning moving in sync with the offensive player and playing active defense – cannot be jumped into to draw a foul with the defender’s foot in the colored perimeter area around the Slam Zone (The Edge). The offensive player would be called for a foul (illegal contact) resulting in a change of possession. This rule exists to dissuade offensive players from cheap attempts to draw a foul from a player standing next to the springbeds. This was an issue, so The Edge colored area was established. A defender that blunts the offensive player’s momentum to where they are both near the springbeds and engaged is considered good defense. The offensive player can jump to either side of the defender in the edge, but cannot jump through him (as explained above). Defender cannot follow offensive player into the Spring Area to interrupt the bounce of the offense. This is a popcorn-effect violation and results in a Face Off or subsequent penalty point situations. When an offensive player takes off from the game floor entering the Slam Zone from a realistic distance to reach the springs, then no contact by a defender may be made. Full stop. (As soon as the offensive players’ back
foot leaves the floor entering the springbed, any contact with the offensive player by the defender will result in a face off or subsequent penalty point situations.) A tie will go to the offensive player. Note: Offensive players jumping into defenders that are not looking are equivalent to a “flop” in other sports and officials will be instructed not to make this call. This is a situation we will monitor for abuse. Even if a defender is holding position directly in front of the springs when an offensive player leaps at him, the player must avoid contact with the attacking player. A defender cannot “draw a charge” in SlamBall from a player on the ground or in the air. Offense cannot enter the Spring Area after the loose ball from the game floor. They can retrieve the ball only if they are already in the Spring Area or pick up the ball while standing on the perimeter.

(Encroachment penalty resulting in change of possession.) Offense can only enter the Slam Zone until a shot hits the rim, after this point no offensive player shall be able to enter the Slam Zone to pursue a loose ball or rebound. If the offensive team shall regain possession, then offensive players may again enter the Slam Zone as per normal. Defenders at the rim challenging on a dunk attempt must make a play on the ball; they cannot attack the body. Illegal contact includes sideswiping at the body and “chopping” (which is a downward striking motion). (Illegal contact foul, possible flagrant – resulting in a face off or subsequent penalty point situations.) Defenders in the bottom springbed must jump straight up and down. Defenders may not drift outside the framework of the bottom springbed to make contact with an offensive player outside the outline of their designated springbed.

(Drafting foul resulting in a face off or subsequent penalty point situations.) Defenders must have placement of both feet in the bottom springbed box (this referring to the markings on the springbed) when playing defense against an attacker from perimeter springbeds. If both feet of the defender are outside this box while an offensive player is cutting into the scoring springbed, the defender will be issued a penalty resulting in a face off. Popcorn: Defender may not disturb the natural flow of an offensive player’s bounce in or out of the springbed.

(Popcorn foul resulting in a face off or subsequent penalty point situations.) There is absolutely no player to player contact while on the springbed surface. Player contact can only occur in the air above the springbeds.

(Illegal Contact foul resulting in face off or subsequent bonus penalty point situations.) Offensive players cannot attack the scoring (bottom) springbed directly with the ball from the game floor. Players may only attack the bottom springbed with the ball when receiving a pass while cutting from a perimeter springbed, or while using a freestyle move to transfer to the bottom springbed.

(Bounce violation resulting in change of possession.) Two players from the same team may not be on the scoring springbed at the same time. Two offensive teammates in direct contact with the bottom springbed at the same time triggers the violation.

(Two in the tramp – penalty resulting in change of possession.) An offensive player without the ball is allowed only one bounce in and out of a springbed. An offensive player with the ball is awarded the first bounce to make a play (shoot, pass, dunk, freestyle) and a second bounce with which to exit the springbed to the island, game floor or other springbed. Players without the ball making a play on the ball or the rim are also awarded the secondary bounce with which to exit – examples include attempting to block a perimeter shot, attempting to attract a lob pass that isn’t made, etc. (Bounce violation penalty resulting in change of possession.) Defensive players in the bottom tramp are not limited to the 2-bounce rule. If desired, they may maintain a continuous bounce. Players may not bounce in two consecutive springbeds with the ball in their possession. (Bounce violation penalty resulting in change of possession.)

Players may not exit the springbeds with the ball in their possession. They may do so only if they pass the ball off the perimeter walls to reset their dribble and recollect the ball as they re-establish their position on the game floor. When a player is exiting a springbed the opposing player MUST allow the player to land. Both feet must touch the ground before any contact can occur. Contact is never allowed when airborne players are exiting the springbed. Defenders at the rim are permitted to goaltend shots taken from the springbed. Shots taken from outside the springs may not be goaltended. If a ball is goaltended from the floor the basket will count for two points (if taken inside the three point line) or three points (if taken outside the three point line) and shots taken in the four point area will count for four points (if taken beyond the four point line. A defender may always block a shot from outside the springs if they reach the ball before it reaches its apex. Once the ball from a three or four point shot hits the rim, it is live and the stopper can take it out of the cylinder from above the cylinder.. Defenders may trap the ball that is falling through the hoop against the side of the rim and spin the ball out. This is a successful defensive play and does not draw a violation. If the defender “reaches” into the rim to pull a shot out
that has already passed through the rim to the midpoint of the ball, this is a violation and the points will be counted. Defenders may not come up through or under the rim to deflect a shot or slam. (Penalty resulting in awarding the points to the offensive team) Attacking players may not pass the ball off and make contact with the Stopper to gain an advantage for an attacking teammate. Anything beyond incidental contact in the bottom bed results in a violation and the ball will be awarded to the other team. (Penalty resulting in face off) An offensive player with the ball may not bounce twice in the same springbed, or consecutive springbeds with the ball in their possession. (Bounce violation leads to change of possession.)

FREESTYLE: (MULTI-TRAMP)

A technique was developed to release the ball away from the body while bouncing between springbeds to get around the ‘player cannot bounce in two consecutive springbeds with the ball’ rule (see Springbed Area Regulations). This effectively circumvents the rule by allowing the player to relinquish possession and then re-establish it prior to his second bounce. This technique does not result in a violation as long as the following rules are adhered to:

– The ball must be released clearly up and away from the body or clearly down and off the springbed and away from the body
– Note: players throwing the ball down into the springbed may not catch the rebound on the way down, which would result in bouncing in two consecutive springbeds with the ball and thus create a violation. The player must bounce without the ball and collect it after the bounce to effectively execute the maneuver.

SHOT CLOCK

The shot clock shall be 20 seconds, requiring the offense to put up a shot within that time period that makes contact with the rim. The shot clock will be reset to 12 seconds in the event that the ball strikes the rim and the offensive team retrieves the loose ball. The shot clock will start upon the offensive team inbounding the ball. The offensive team will have only 5 seconds to inbound or they will lose the possession on a turnover. (Five second violation – change of possession.)

DISQUALIFICATION

A player or coach is disqualified from play and must exit the playing area in the event of 2 assessed technical fouls.

TECHNICAL FOULS

Technical fouls are assessed to players for unsportsmanlike conduct or defensive infraction where the team doesn’t have the ball. Player is assessed a technical foul and one more will eliminate him from play. Furthermore, the opposite team of the infraction will be awarded two penalty points, regardless of bonus situation (see Bonus Situation). Players must exit the floor to the team box for a minimum of one minute of game play after a technical is assessed. A player receiving a second technical foul shall be escorted away from the game floor entirely in a timely manner and faces further disciplinary action by SlamBall.

BONUS SITUATION

Slam-dunks count as three points; designated as forcing the ball through the rim from above and making contact with the hoop.
Shots from behind the arc line count as four points
All other shots inside the arc line count as three points
Slams must cleanly travel through the rim with downward force. Attempted slams that rattle around the rim and drop through, do not travel through the rim cleanly or travel through the basket without the offensive player’s hand/arm making contact with the rim are only awarded two points.

SCORING

Slam-dunks count as three points; designated as forcing the ball through the rim from above and making contact with the hoop.
Shots from behind the arc line count as four points
All other shots inside the arc line count as three points
Slams must cleanly travel through the rim with downward force. Attempted slams that rattle around the rim and drop through, do not travel through the rim cleanly or travel through the basket without the offensive player’s hand/arm making contact with the rim are only awarded two points.

Additions:
No Flailing Kicks – players hanging on the rim that kick their feet out aggressively at the defenders will be assessed a technical foul and further disciplinary action by SlamBall.

2023 SlamBall Rulebook

GENERAL STATEMENT

Section I The Rules and Regulations (these “Rules”) set forth herein have been adopted by the SlamBall League (this “League” or “SlamBall”) and must be enforced consistently. Section II Prior to the season opener each year the Rule’s Committee will furnish each team and each referee with a “Rules and Regulations” binder, which will include these Rules, and highlight any changes hereto or relevant interpretations hereof.

Rule 1. General Statement

Section I The Rules and Regulations (these “Rules”) set forth herein have been adopted by the SlamBall League (this “League” or “SlamBall”) and must be enforced consistently. Section II Prior to the season opener each year the Rule’s Committee will furnish each team and each referee with a “Rules and Regulations” binder, which will include these Rules, and highlight any changes hereto or relevant interpretations hereof.

Rule 2. Court Dimensions and Equipment Requirements

Section I Court and Dimensions

a. The game of SlamBall is to be played on a court that is 96’ long by 64’ wide. b. Each end of the court has four (4) springbeds (“Springbeds”) built into it. Three Springbeds are rectangular in shape measuring 7’ by 14’. The fourth Springbed (known also as the coring bed) is rectangular in shape measuring 10’ by 14’. The Springbeds are located in the spring area (“Spring Area”) also known as the Slam Zone.
c. There shall be an 8’ colored box behind the lower Springbed (the “Stopper Box”).
d. A three-point field goal area has parallel lines 8’ from the sidelines, extending from the baseline and an arc of 20’9” from the center of the basket which intersects the parallel lines (the “Three-Point Line”).
e. The area between the Spring Areas (the “Open Court”) contains two (2) parallel lines that will measure eight (8) feet from either Spring Area (the “Defensive Lines”) and eight (8) feet from the one (1) horizontal line dissecting the court into two (2) halves (the “Half-Court Line”).
f. There is a painted circle in the Open Court with a radius of four (4) feet from the center of the Half-Court Line (the “Bounce-Off Circle”). The Bounce-Off Circle will contain a painted logo for the league.
g. A box containing the players, coaches and trainers (the “Player Box”) shall be provided for each team. The Player Box for each team shall be uniform and accommodate up to fourteen (14) persons. Playable game floor space will extend behind the baskets, whose furthest point from the end
h. A plexi-glass wall that measures at least 4’ high in some areas and as much as 8’ high in other areas surrounds the court (the “Wall”). of the springbed closest to the baseline will measure 8’. The rims are 10’ high.
j. There shall be an area between the trampolines where a player can momentarily take position to move the ball (see Rule 2.II.c) in an offensive set, or to stop short in the Spring Area to move in a different direction (the “Island”).

Section II Equipment

a. Players are to wear protective gear at all times. The gear consists of elbow pads, knee pads, elective padded helmets and various custom padded undergarments.
b. Players are not permitted to wear any equipment not authorized by the League.
c. Only the official SlamBall ball (the “ball”) may be permitted in each game.
d. The ball shall be officially approved by the League with a weight not less than 20 ounces and no more than 22 ounces. The circumference of the ball shall be within a maximum of 30 inches and a minimum of 28 inches. The ball shall be inflated to a maximum of nine (9) pounds per square inch (“psi”) and a minimum of seven and a half (7.5) psi.
e. The ball shall be red (or a league-approved team signature color) with a highly legible three (3) inch SlamBall logo centered on any section of the ball. A sponsor’s logo may also be placed on the ball no less than five (5) inches from any border of the SlamBall logo.
f. The crew chief may inspect all equipment prior to the start of the game to ensure that it conforms to the Rules.

Rule 3. Officials and Their Duties

Section I The Game Officials

a. The game officials shall be a crew chief and two (2) referees. They will be assisted by an official scorer and two (2) trained timers. One (1) timer will operate the game clock and the other will operate the shot clock.
b. The officials shall wear the uniform prescribed by the League.

Section II Competency

a. All potential officials shall submit themselves to a physical examination and an examination on the Rules.
b. The League shall place a number of officials on the reserve list whose services he desires to retain on option for the Season.
c. Any official is subject to removal at any time by the League who has complete authority to fill all vacancies from a reserve list.

Section III Duties of the Officials

a. The officials shall, prior to the start of the game, inspect and approve all equipment, including court, baskets, balls, backboards, timers and scorer’s equipment.
b. The officials shall not permit any player to wear equipment which, in his judgment, is dangerous to other players.
c. The crew chief shall be the official in charge.
d. The crew chief shall decide whether or not a field goal or Slam-Dunk (see Rule 5.I.b) shall count if the officials disagree, and he shall decide matters upon which scorers and timers agree.
e. Officials must meet with team captains prior to the start of the game.

Section IV Elastic Power
The officials shall have the power to make game-time decisions on any point not specifically covered in the Rules.

Section V Different Decisions by Officials
The crew chief shall have the authority to set aside or question decisions regarding a rule interpretation made by either of the other officials.

Section VI Duties of Scorers

a. The scorers shall record the field goals and Slam-Dunks (see Rule 5.I.b) made and missed in addition to stops, LBRs (Loose ball Rebounds), assists, steals and hits.
b. The scorers shall record personal and technical fouls called on each player.
c. The scorers shall record the timeouts charged to each team.
d. The scorers shall not signal to the officials while the ball is in play, except to notify them of the necessity to correct an error.

Section VII Duties of Timers

a. The timers shall record playing time and time of stoppages.
b. If the game clock has been stopped for any reason, the game clock and the shot clock shall be started when the ball is put into play by any player on the court.
c. The timers shall time each team’s timeouts.
d. The timers shall be responsible for timing the shot clock.

Rule 4. Players, Substitutes and Coaches

Section I Team
a. There are ten (8) players per team. Four (4) players from each team are allowed on the court at one time.
b. One (1) player on the floor from each team shall be designated as a stopper (the “Stopper”).
c. No team may be reduced to less than four (4) players as a result of penalties, injuries, and/or technical fouls that may result in ejection.

Section II Starting Line-Ups
At least sixty (60) minutes before the game is scheduled to begin, the scorer shall be supplied by the head coach of each team with the name and number of each player from such team’s active lineup who may participate in the game.

Section III The Captain
a. A Team may have a captain and a co-captain numbering a maximum of two (2). The designated floor captain may be any on the squad who is in uniform, except a player coach.
b. In the event that the captain or a designated floor captain is absent from the court and bench, the coach shall immediately designate a new floor captain.

Section IV Uniforms
a. Each player shall be numbered on the front and back of his jersey with a number contrasting with the color of the shirt.
b. Each player shall have his surname affixed to the back of his game jersey in letters at least 2” in height. If a team has more than one (1) player with the same surname, each such player’s first initial or first name must appear before the surname on the back of the game jersey.
c. The designated home team shall wear light color jerseys and the designated visitors dark jerseys.
d. For neutral court games, the second team named in the official schedule shall be regarded as the home team and shall wear the light colored jerseys.

Section V Substitutes
a. SlamBall utilizes a system of substitutions that occurs during play without a stoppage of the clock. The exiting player must be within 5’ of his own Player Box before a substitute player can enter and the exiting player cannot participate in play once his substitute has entered the court.
b. A player must be in uniform to enter the court.
c. No delays for removal of warm-up clothes will be permitted.
d. The substitute player shall not replace a player involved in a Face Off (see Rule 18) unless dictated to do so by an injury in which case such substitute may be selected by the opposing coach and must be selected only from players on the floor, including the player substituted for the injured player.
e. Any and all violations of Rule 4 shall result in a technical foul (see Rule 16).

Rule 5. Scoring and Timing

Section I Points
a. Three-Point Shots – any successful field goal attempt from the area outside the Three-Point Line shall count as three (3) points.
b. Slam Dunks – successful slam-dunks (“Slam Dunks”) count as three (3) points; Slam Dunks must cleanly travel through the rim with downward force and the player must make contact with the rim. Attempted Slam Dunks that rattle around the rim or do not travel through the rim cleanly may be awarded only two (2) points at the discretion of the game officials.
c. Two-Point Shots – any successful field goal attempt from the area on or inside the Three-Point Line that is not a Slam Dunk shall count as two (2) points.
d. Accidental Points – A field goal accidentally scored in an opponent’s basket shall be added to the opponent’s score, credited to the opposing player nearest the shooter.
e. Continuation – In the event there is a foul called on a defensive player or team during a field goal or Slam Dunk attempt, which during continuation of that attempt is a successful field goal or Slam Dunk, the team is awarded their respective points, and the consequences of a Face Off (see Rule 18) shall be instituted.

Section II Shot Clock
a. The shot clock shall be twenty (20) seconds, requiring the offense to put up a shot within that time period.
b. The shot clock will be reset to twelve (12) seconds in the event that the ball strikes the rim and the offensive team retrieves the loose ball.
c. In the event that the ball does not strike the rim within the shot clock limit, the defending team will receive possession. d. The clock will start upon inbounding the ball or the ball handler launching into play (“Inbounding” or “Inbound”). In the second instance, the clock should start at the point of the player’s dribble making contact with the floor.

Section III Game Length
Games shall consist of four (4), five (5) minute quarters. There shall be a running clock in all situations except Face Offs (see Rule 18), Out of Bounds (see Rule 7.III.a) and timeouts, except in the final minute of the fourth quarter, when all official stoppages of play result in a stoppage of the clock.

Section IV Overtime
a. In the event of a tie score at the end of regulation time, the teams will settle the game via Face Offs (see Rule 18).
b. During the Face Off, each team will have the opportunity to have their designated defender (Stopper or otherwise) face a selected attacker selected by the opposing team.
c. Any points scored during each of these two (2) Face Offs (one for each team) will be added to the total score from regulation time. A discrepancy in the final score will decide the winner of the match. If the score remains tied after each team’s first Face Off, the Teams must select the next best attacker and proceed to another two (2) Face Offs. This continues until there is a discrepancy after a round. Teams may not send out their attacker from the first round until all the other players have had a Face Off round and subsequent rounds will proceed in the same order.

Rule 6. Starting Each Half – Bounce-Off
a. Each half will begin with a bounce-off at mid court. One player from each team will line up close to the center and be directed by the officials to stay more than three feet apart. The rest of the players on the floor will surround the central players (see below). The bounce-off is an inverse tip-off, where the ball is slammed down onto the floor with the intent for it to travel straight up. Once the ball reaches overhead, the players can make contact to retrieve it or make room for a teammate to secure possession.
b. If a player touches the ball before it reaches its apex off the bounce (aka “steal the tip”), the opposite Team will receive possession.
c. Players not central to the bounce-off will align themselves around the perimeter in alternating teams, so as to distribute the chance of securing possession. Teams must position three players at mid-court with the Stoppers under their respective hoops, for the bounce-off. The four players not in the central alignment should be positioned in a larger square (four corners) around the two central players. For avoidance of doubt, a team will have one player in the central position, one player in the back court, and one player in the front court.

Rule 7. Initiating Play

Section I After Score
In the event of any change of possession as a result of an offensive score, the team initiating play has the ability to immediately counter with an offensive attack of their own. Teams can inbound the ball from the springbeds or island to a teammate, or can advance the ball into the game floor directly.

Section II After Change of Possession
In the event of any change of possession as a result of a violation, the team initiating play shall Inbound the ball from either of the team’s defensive island or hashmark(s), as dictated by the official, taking note of the side of the court in which the infraction occurred. If the violation occurred in the center of the court, the location of the inbound is at the discretion of the official.

Section III After Ball Falls Out of Bounds
a. If the ball goes over the Wall into the spectator area or into the Player Box (“Out of Bounds”), the team that last touched the ball will lose possession.
b. The team that was not last to touch the ball before it fell Out of Bounds (“Inbounding Team”) may elect to Inbound the ball from behind their defensive basket, the island, or the defensive side springbeds if the ball fell out of bounds anywhere behind half court.
c. The Inbounding team shall Inbound the ball from the Island or defensive side springbeds of the defending team if the ball should go Out of Bounds anywhere behind that team’s Defensive Line.

Rule 8. Timeouts
a. Each team has one (1) timeout per half to utilize. Timeouts last for thirty (30) seconds.
b. A request for a timeout may be made by a player in the game or the head coach.
c. A timeout may be granted at any time only when the ball is dead or in control by a player on the Team making the timeout request. A timeout may not be granted in a held-ball situation when the ball is tied up by opposing players.

Rule 8. Timeouts
a. Each team has one (1) timeout per half to utilize. Timeouts last for thirty (30) seconds.
b. A request for a timeout may be made by a player in the game or the head coach.
c. A timeout may be granted at any time only when the ball is dead or in control by a player on the Team making the timeout request. A timeout may not be granted in a held-ball situation when the ball is tied up by opposing players.
d. If a stoppage in play must be requested due to an injury to any player, the team requesting the timeout will not be charged for the timeout subject to the officials’ judgment as to the necessity of the stoppage based upon the severity of the player injury.
e. A request for a timeout in excess of the authorized number shall not be granted and a technical foul shall be assessed. Following the foul, possession will be awarded to the team that did not request the timeout.
f. If the excessive timeout is granted to the offensive team prior to a Face Off, the Face Off shall not occur and possession shall be awarded to the defensive team that did not request the timeout.z

Rule 9. Traveling

Section I Steps
a. No more than two (2) steps after stoppage of dribble. Players are allowed to “gather” the ball before the two step count.
b. A player’s bounce in the Springbed does not count as a step.
c. An offensive player with the ball cannot be called for traveling when the defender’s contact causes extra steps.
d. After an Open Court hit from a defender, the offensive player’s dribble resets. Incidental contact shall not constitute an Open Court hit, allowing a dribbler to reset. If the player picks up the dribble as he is getting hit, he can immediately restart his dribble after the contact. The offensive player may palm the ball while in the act of dribbling, as long as it does not materially affect the rhythm of the dribble. An offensive player may not put his hand underneath the ball while dribbling.
f. A stationary player directly adjacent to the springbeds who has not dribbled or has picked up their dribble may jump (“hop”) into the springbeds without dribbling. As the bounce does not constitute a step, this is not considered traveling.

Section II Bouncing
The bounce or bounces in the springbed do not count as a step. While approaching the springbeds, attackers must dribble the ball, but are allowed two (2) steps after the dribble is picked up to stride into the springbeds.

Section III Penalty – A traveling violation results in the change of possession.

Rule 10. Spring Area
The Spring Area (aka Slam Zone) is the floor space that houses the four (4) springbeds and the Island. Section I The following regulations and standards must be observed in the Spring Area. Any violation will result in a personal foul, Face Off, or loss of possession.

a. Defender may not disturb the natural flow of an offensive player’s bounce in or out of the Springbed (“Popcorn Violation”). This violation is remedied by a Face Off.
b. When an offensive player takes off from the floor entering the Spring Area from a realistic distance to reach the Springbed, no contact by a defender may be made. As soon as the offensive player’s back foot leaves the floor entering the Springbed, a defender may not make contact with that player. (“Contact into tramps”). This violation is remedied by a Face Off.
c. Even if a defender is holding position directly in front of the Springbed, he must avoid contact with the offensive player. A defender cannot draw a charge from a player on the ground or in the air. This violation is remedied by a Face Off.
d. Defenders challenging on a dunk attempt must make a play on the ball; they cannot attack the Offensive player’s body. Illegal contact includes sideswiping at the body, striking the attacker in a ‘chopping’ motion and any blatant pushing or striking at the player. (“Illegal contact or chopping”). This violation is remedied by a Face Off.
e. Defenders in the bottom springbed must jump straight up and down. Defenders may not drift outside the framework of the bottom springbed to make contact with an offensive player.(“Drifting”). This violation is remedied by a Face Off.
f.There is absolutely no contact with a player while on the springbed and his team is in possession of the ball. There may be incidental contact between players in the case of a loose ball.
g. Players may not make contact with an airborne opposing player exiting the springbed. Defenders may make contact with an offensive player that entered the springbed with the ball and existed the springs, reset his dribble off the glass and commenced an active dribble.
h. Attacking players may not pass the ball off and make contact with the Stopper to gain an advantage for an attacking teammate. Anything beyond incidental contact in the bottom Springbed results in a violation. (“Stopper interference”). This violation is remedied by Face Off.

Section II The following regulations and standards must be observed in the Spring Area, any violation will result in a change of possession:
a. Offensive players cannot enter the Spring Area after a loose ball. They can retrieve the ball only if they are already in the Spring Area or from outside the Spring Area within reach.
b. Offensive players cannot attack the bottom springbed directly from the floor with the ball in possession. Players may only access the bottom springbed with the ball when receiving a pass from a teammate while traveling from a perimeter springbed and going into the bottom springbed. Players without the ball may similarly only access the bottom springbed while bouncing from a perimeter springbed.
c. Two (2) players from the same team may not be on the scoring springbed at the same time.
d. A player is allowed only one (1) bounce in and out of a springbed. A second bounce is awarded only if the player if making a play on the ball or on the rim (“Two Bounce Rule”) Examples of a play on the ball are the following: Slam dunk attempts, lay-up attempts, jump shots, passing, attempting to attract a lob pass, generating bounce to block a perimeter shot before it reaches an apex, etc.
e. Players may not bounce in two (2) consecutive springbeds, or twice in the same springbed, with the ball in their possession. Players may bounce the ball on the springbed or toss the ball into the air and away from their body to avoid this violation, but if that maneuver is incorrectly executed and the player bounces twice with the ball in their possession, the violation must be charged.
f. A player lying in the Spring Area during a play, who comes into possession of the ball may not maintain possession of the ball or attempt a shot. The player must pass the ball out of the Springbed in which he is lying.

Section III Other Rules
a. Defensive players in the bottom Springbed are not limited to the Two-Bounce Rule. If desired, they may maintain a continuous bounce.
b. Defenders at the rim must make a play on the ball, but may make contact with the attacking player’s hand or arm as long as there is no holding, grabbing or striking.
c. Players may always exit the springbeds to the game floor with the ball in their possession by bouncing the ball to themselves off the glass to reset their dribble.
d. When a player is exiting a springbed to the game floor, the opposing player must allow the player to land. Both feet must touch the ground before any contact can occur. e. Defenders at the rim are permitted to goaltend shots taken from the springbed. Shots taken outside the springbeds may not be goaltended. If a ball is goaltended when shot from the floor, the basket will count. A defender may always block a shot from outside the springbeds if they reach the ball before it reaches its apex.
f. If a defender comes up through the rim to deflect a shot or Slam Dunk, the points will be awarded to the offensive team.
g. If a defender holds himself up on the rim to gain an advantage in blocking a shot attempt, the official will count the maximum basket value (3 points).

Rule 11. The Island

Section I The following regulations and standards must be observed on the Island, any violation will result in a personal foul and Face Off:
a. A defender may not make contact with any offensive player on the Island.
b. A defender may not attempt to draw a charge from an offensive player on the Island.
c. A defender may maintain position on the Island for a maximum of 3 seconds. A defender may travel through the springbeds, stopping only momentarily on the Island to change direction. Any stoppage on the Island by a defender must be less than 3 seconds and must be followed by the player immediately exiting the springbed area entirely.

Section II The following regulations and standards must be observed on the Island, any violation will result in a change of possession:
a. Two (2) players from the same team may not be on the Island at the same time.
b. A player can only stay on the Island for three (3) seconds (the “Three Second Rule”). This includes both offensive and defensive players.
c. An offensive player may not bounce to a perimeter Springbed and reset himself on the Island to avoid the Three-Second Rule.
d. An offensive player must bounce clear of the Spring Area in order to re-establish himself on the Island. e. Offensive players may not attack the scoring (lower) Springbed from the Island (with or without the ball).

Section III Other Rules
a. A defender may make incidental contact in the Spring Area with the offensive player while going for a loose ball.
b. Offensive players on the Island may ‘step back’ into any of the perimeter spring beds for scoring opportunities, either via jumpers, freestyle maneuvers, or to spring back towards and attack the basket.

Rule 12. Open Court
The following regulations and standards must be observed in the Open Court, any violation will result in a personal foul and Face Off:
a. Defenders cannot make contact with a player in his shooting motion outside the springbeds unless he has dribbled the ball and picked it up to shoot. In that situation, the player is live to be hit and defenders will endeavor to ‘run shooters off of their shot’ and force them to hop into the springbeds, where their Stopper can goal tend the shot. If the player has not dribbled (catch and shoot), the defender may only make contact with the ball directly to block the shot.
b. On an Open Court hit, players may not extend their arms above shoulder height.
c. When making contact with an offensive player, the defender may only make contact from the waist up and below the neck. Contact must be in front of the shoulder.
d. There is no tripping of a player at any time.
e. A player may not grab or hold another player.
f. Defender may only make contact with the offensive player after the ball has been put on the ground in a live dribble. Only incidental contact is allowed before the dribble. Contact with the ball, and the ball only, is not a foul.
g. A Defender may make contact with the ball handler after stoppage of his dribble.
h. Excessive hand checking is considered a holding violation.
i. In the event of a tie-up, possession always goes to the team on defense. In any situation of a loose ball leading to a tie-up, the team that was last established on defense shall be awarded possession.
j. If a defender traps an offensive player against the glass it is considered a held ball. There will be a three (3) second count.
k. There can be no extension of the hands in a shoving motion, or drawing inward of players in a pulling motion.

Rule 13. Stopper Box
While the Stopper is in the Stopper Box behind the basket on the game floor, the Stopper cannot be touched by an offensive player at all.

Rule 14. Multi-Tramp
A technique was developed to release the ball away from the body while bouncing between springbeds to get around the Two-Bounce Rule (Rule 10.II.e). This technique does not result in any violation as long as the following rules are adhered to:

a. The ball must be released clearly up and away from the body or clearly down and off the Springbed and away from the body.
b. The player must not make contact with the ball again (whether thrown up or down), until he has completed the bounce and effectively recollects the ball in between the bounces.

Rule 15. Technical Fouls

Section I Assessing Technicals-Maximum Amount
a. Technical fouls may be assessed against players for unsportsmanlike conduct or non playing fouls, such as a Rule 4 violation or against a coach or trainer.
b. A player, coach, or trainer shall be eliminated from play after receiving two (2) technical fouls. Any expelled person shall leave the floor in a timely manner.
c. Technical fouls result in an assessment of two penalty points to the opposing team, regardless of the bonus situation.

Section II Delay of Game
a. A Delay of Game shall be called for:
1. Preventing the ball from being promptly put in play.
2. Interfering with the ball after a successful field goal.
3. Failing to promptly pass the ball to the nearest official when a personal foul or violation is assessed.
4. A team preventing play from commencing at any time.

Section III Conduct
a. An official may assess a technical foul, without prior warning, at any time. A technical foul(s) may be assessed to any player on the court or anyone seated on the bench for conduct which, in the opinion of an official, is detrimental to the game.
b. A maximum of two (2) technicals for unsportsmanlike acts may be assessed to any player, coach, or trainer. Any of these offenders may be ejected for committing only one (1) act that results in a technical foul, and they must be ejected for committing two (2) acts that result in a technical foul.
c. A technical foul may be assessed for conduct such as:
1. Disrespectfully addressing an official;
2. Physically contacting the official;
3. Overt actions indicating resentment to a call;
4. Use of profanity;
5. A coach entering onto the court without permission of an official;
6. A deliberately-thrown elbow or any attempted physical act with no contact involved;
7. A punching foul or elbow or other act of aggression or fighting foul;
8. A second flagrant foul penalty; and 9. Participation in the game when not on a team’s active list.

Section IV Penalty
In the event that a technical foul is assessed, the consequence will be two penalty points awarded to the opposing team.

Rule 16. Flagrant Fouls

Section I Flagrant Conduct
a. A flagrant foul is unnecessary and excessive contact committed by a player against an opponent.
b. Any unnecessary offensive contact with an opposing player during a stoppage of play is a flagrant foul.
c. Repeated acts shall result in ejection from the game.

Section II Penalty
In the event that a flagrant foul is assessed, the consequence will be two penalty points awarded to the opposing team and a Face Off. All flagrant fouls will be reviewed by the league and the offending player will be subject to fine or suspension by the league.

Rule 17. Face Offs

Section I Face Off
a. A Face Off occurs after a personal foul, or a flagrant foul.
b. A Face Off is a one-on-one penalty shot involving the offensive player attacking the basket, and the perpetrator of the foul defending the attack (the “Face Off”).
c. After the Face Off, the offensive player’s team is awarded the ball, except as provided below.
d. The players who were on the floor at the time of the assessed violation and are not involved in the Face Off and must remain in the vicinity of their team boxes. e. In the case of a technical foul, the team that is not receiving the technical foul will choose their best attacker to participate in the Face Off, and the offender of the technical foul will defend the Face Off.
1. In the event that the technical foul is assessed against a coach or trainer, the offending Team may choose any player currently in the game to defend the Face Off.
2. In the event that the technical foul is assessed against two (2) or more individuals from opposite teams, the Face Offs will cancel each other out and then the team that had possession at the time of the assessed technical foul will retain possession.
f. In the case of a flagrant foul, after the Face Off, the team not receiving the flagrant foul will be awarded possession even if they are in the Bonus Situation.
g. Offensive player in the Face Off must claim a Springbed of which to attack the basket. The three options available to the offensive player are:
1. Middle Springbed;
2. Right Springbed; or
3. Left Springbed.
h. In a middle alignment, the offensive player chooses to attack via the central springbed. The defender has the option to bounce in from the right or left side beds to position himself for the block.
i. In the event of a side attacking alignment, the defender must approach the scoring (lower) springbed from the side opposite of the springbed claimed by the offensive player. This can be used to strategic effect.
j. Players may attack the rim on a single bounce, pull up for a jump shot or floater. Players may not make use of a ‘multi-tramp’ technique in a Face Off.
k. The offensive player in the Face Off may start at a speed and accelerate toward the tramp at a pacing and timing of their choosing. However, an attacking player, once committed forward, may not reduce speed while approaching the springbeds at any time in a Face Off.

Section II Bonus Situation
a. Each Team may draw two (2) personal fouls per half resulting in Face Offs. After the second Face Off, the team is in the Bonus Situation.
b. In the event that a third Face Off is assessed on a violation, the team that was fouled will receive 2 penalty points and possession of the ball. After two (2) Bonus Fouls the team committing the infraction will move into the Double Bonus, where the team that was fouled will receive 3 penalty points and possession of the ball.
c. Inside of 20 secs left in any game, corresponding to the shot clock being turned off, any foul committed in this remaining time, that is a Face Off infraction and will be considered a
‘make-it/take-it’ Face Off, where the player succeeding (either scoring or making a successful block) will win the right of subsequent possession of the ball. If one team is down by multiple scores (4pts or more) any team may reserve the right to stop fouling thereby allowing the clock to run out at the team’s discretion.

Section III Penalty During Made Field Goal/Slam Dunk. See Rule 5.I.e.

Rule 18. Goaltending

Section I Prohibited Goaltending – A Player shall not:
a. Touch the ball or the rim when the ball is using the rim as its lower base, or hang on the rim while the ball is passing through.
b. Hang on the rim to gain an advantage or hang in the air beyond what their bounce would otherwise allow.
c. Turn his back to the defender to cover the rim.
d. Insert his arm or elbow in the rim to hold himself up or limit the ability of the ball to pass through it.
e. During a field goal attempt from the floor, touch a ball after it has reached its apex or if it strikes the rim and is above the cylinder.
e. During a field goal attempt from the floor, touch a ball after it has reached its apex or if it strikes the rim and is above the cylinder.
f. Vibrate the rim, net or backboard so as to cause the ball to make an unnatural bounce.

Section II Permissive Goaltending – A Player may:
a. Commit goaltending after a field goal attempt from within the Spring Area.
b. Trap a ball passing through the ring against the side of the rim and “spin” the ball out of the cylinder.
c. Defender can remove the ball from inside the hoop if the ball has not passed completely past the rim level (aka “Scooping”).

Section III Penalty
If the violation is at the opponent’s basket, the offended team is awarded two (2) points, if the attempt is from the two (2) point zone, and three (3) points if it is from behind the
Three-Point Line.

Rule 19. The Rules Committee

Section I The functions of the Committee shall include:
a. To investigate any transaction or practice charged or alleged to be against the best interest of SlamBall, with authority to summon persons, and to impose punishments per Section III below.
b. To determine what penalties to issue on the occasion that any player, coach, trainer, referee or any other League or team employee (each, a “SlamBall Person”) has not acted in the best interest of SlamBall.
c. To make decisions regarding on-court discipline, playing rule interpretations, game protests and any other Rules-related matter that the Committee deems necessary to review.
d. Any and all other powers of the Committee set forth in the SlamBall Amended and Restated Operating Agreement (the “LLC Agreement”) of SlamBall LLC, a Delaware limited liability company.

Section II Arbitration
a. The Committee shall be the ultimate arbiter for any matters pertaining to the Rules or any matter regarding any SlamBall Person and the League.
b. All disputes and controversies related in any way to SlamBall shall be submitted to the Committee who, after a hearing on such matter, shall have the sole and exclusive right to decide such disputes and controversies.
c. The form of player’s contract to be used by the League, and all contracts with any other SlamBall Person contain a clause by which the parties agree to submit themselves to the jurisdiction of the Committee, and to accept the Committee’s decisions rendered.

Section III Punishment
a. In the case of conduct by teams, owners, players or any other SlamBall Person that is deemed by the Committee not to be in the best interests of SlamBall, punitive action by the Committee for each offense may include any one or more of the following:
1. A reprimand.
2. Suspension or removal.
3. Loss of benefits.
4. Monetary fines.
5. Such other actions as the Committee may deem appropriate.
b. In the case of conduct by organizations that are not members of this League, or not connected with any of the parties hereto, that is deemed by the Committee not to be in the best interests of SlamBall, the Committee may pursue appropriate legal remedies, advocate remedial legislation and take such other steps as the Committee may deem necessary and proper in the interest of SlamBall. Section IV Incapacity
a. During any period of incapacity of the Committee, all the powers and duties of the Committee shall be conferred upon and exercised by the Board of Governors of SlamBall (the “Board”) or the designee.

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