Rulebook

OFFICIAL RULES AND REGULATIONS

Please read the following rules and regulations carefully before submitting a team so there are no surprises when the season begins. If any of your questions are not answered here, please contact Commissioner, Ren Hsieh, via e-mail at: ren@tdlbasketball.com.

ELIGIBILITY REQUIREMENTS

ALL PLAYERS MUST BE AT LEAST 18 YEARS OF AGE. All players must have a signed waiver / release form on file to play.

If any players have any remaining balances left from previous seasons, they may be barred from playing, even if the current season is paid in full. Any players who have engaged in fighting, or who have purposefully broken or stolen equipment belonging to the league or the venue, may be barred from playing at the staff’s discretion.

All leagues except the WOMEN’S DIVISION are CO-ED, which means female players may play in any division, but it is NOT mandatory to have women on the roster.


GENERAL GUIDELINES

REGULAR SEASON ROSTERS ARE ADJUSTABLE THROUGHOUT THE SEASON, however, depending on the division, additions may be subject to approval. The roster limit is (10) players for standard 5-on-5 teams. Rosters are limited to (8) players for Speedball 4-on-4.

 

All players must wear THE DYNASTY LEAGUE t-shirts, jerseys, or matching custom team jerseys (acceptable on a case-by-case basis). Any player not wearing official THE DYNASTY LEAGUE jerseys or appropriate matching and non-repeating numerated jersey at the opening tip off will be issued a team “technical foul,” though exceptions can be made on a season-by-season basis at the discretion of the Commissioner.

It is the captain’s responsibility to inform TDL and officials before the game if a team has players without official jerseys.

WE TRY TO AVOID FORFEITS WHENEVER POSSIBLE, but sometimes nothing can be done. If a team fails to show up or provide enough players for their game, the team with the most players present will be awarded the win. Anyone who is present may use the court to play pick-up or a workout.


LEVELS OF PLAY

Premier Division: This division is UNLIMITED. Meaning there is no cap to the level of play, anyone may be added to a roster.

1st Division: This is our INTERMEDIATE division. Players typically have some college exp, mostly HS varsity. Teams are generally guard-oriented with one or two players of 6-4 to 6-6 in height. Generally speaking, players of 6-7 or taller are asked to play in Premier Division. Though we do make exceptions on a case-by-case basis. All rosters are subject to approval.

2nd Division: RECREATIONAL division for weekend warriors or over-the-hill players who are still very competitive (at least in spirit). Typically players who played HS varsity with some having college exp. This division is also guard-oriented, and teams generally have one big man 6-2 to 6-4 in height. All rosters are subject to approval.

3rd Division: Another RECREATIONAL division a step down from D2. Players generally have organized experience, but there are some newbies (to organized ball) as well. Forwards and centers in this division generally come in at about 6-0 to 6-3 in height. All rosters are subject to approval.

Speedball 4-on-4: When available, this is a RECREATIONAL 4-on-4 division played on a smaller court at MLK HS’ Auxiliary Gym. Rules and regulations in its own section listed below.


GAME RULES – “NBA-MODIFIED”

The Dynasty League rules are “NBA-modified” with some adjustments that we think make sense for this league. All other procedures, restrictions and exceptions are explained in the following regulations:

GAME CLOCK: Games will be played in (4) 10:00 min quarters with running time. The clock will stop during time-outs, the last :10 secs of each quarter and the last 2:00 of the game (including OT). The clock may also stop on an extended dead ball at the discretion of the scorekeeper or referee. Each team will receive 5:00 MINUTES OF WARM-UP TIME before each game as time permits and 1:00 MINUTE DURING HALFTIME, as time permits.

SHOT CLOCK: All leagues will use a :24 shot clock when it is available. If the physical clock is not there, referees will keep the shot-clock and call out when there is :10 seconds remaining to shoot.

TIME-OUTS: Each team will receive (3) 30-SECOND TIME-OUTS PER GAME during regulation play and (1) 30-SECOND TIME-OUT DURING EACH OVERTIME. Time-outs from regulation play DO NOT carry over.

As in the NBA, any time-out called during a dead-ball situation at full court or immediately after a change of possession without advancing the ball in the last 2:00 min of the game and overtime can move the subsequent inbounds to half-court at the discretion of the team for which the time-out was called. If the ball was advanced before the time-out was taken, the ball will be taken out out-of-bounds nearest to the spot from where the time-out was called.

OVERTIME: If the score is tied at the end of the 4th qtr, there will be a 2-MINUTE OT PERIOD (time permitting, otherwise limited to 1:00 minute) to be played immediately WITH STOP CLOCK. If the score is still tied at the end of the first overtime period, there will be a SECOND 2-MINUTE OVERTIME WITH STOP CLOCK (again, time permitting). If the game is not resolved within two OT periods, a sudden death period may have to be added at the discretion of the TDL game staff.

SUDDEN DEATH: The first team who scores, wins. This could be an actual FG or a FT. Again, only if time permits. If it is regular season and we must end the game in a draw, we will.

NO JEWELRY is allowed on the court during play. If you can not remove the jewelry (such as a new piercing), you must cover the item of jewelry with tape.

A MINIMUM OF 8 TOTAL PLAYERS players (4 FROM EACH TEAM) must be physically present at the start of regulation in order to begin any game. It is strongly recommended that each team arrives to the gym at least 20 minutes before the posted game time.

If a team has less than four players available, it is declared a forfeit unless the opposing captain agrees to allow the team to pick substitutes. Each team is given a 10:00 MINUTE GRACE PERIOD to allow late arriving players if they do not have enough players to begin. After 10:00 minutes from the scheduled game time, the clock will begin and the team present and ready to play will be awarded 2 FTs per :24 seconds until the other team shows up.

For the purposes of safety and respect for players, referees and game officials may end games with the MERCY RULE when a team is leading by 20 points or more at the 2:00 mark of the 4th qtr, or if leading by 40 or more points at the 3:00 minute mark of the 4th qtr. Generally, the captain of the losing team will be given the option to call the game, unless referees perceive risk of impending physical harm to players on either team.

Captains can also request at any time during the 2nd half prior to the final 2:00 min of the game to have the game end prematurely, if and only if the captains of both teams feel that the game is over. If the mercy rule is applied, the court will be cleared early to allow the teams in games scheduled afterward to begin warming-up.

Any player checking into the game must report to the scorer’s table and wait for the officials to call him in for substitution. Failure to do so will result in a “delay of game” violation.

IF BOTH OFFICIALS FAIL TO SHOW and if both teams are present at tip-off, the scheduled teams may decide whether to furnish their own officials or let TDL staff officiate.

Each player receives a MAXIMUM OF (6) PERSONAL FOULS for the game. All TECHNICAL FOULS (excluding technicals given for violations such as jerseys or 6 players on the court) will count as personal fouls.

Any FLAGRANT FOUL will result in (2) FTs, the ball awarded out-of-bounds to the offended team and a technical foul given to the offending player. A SECOND FLAGRANT FOUL WILL RESULT IN IMMEDIATE DISQUALIFICATION AND POSSIBLE SUSPENSION at the discretion of the Commissioner for unnecessarily putting other players in danger.

Players in question for suspension MUST HAVE A CONFERENCE WITH LEAGUE OFFICIALS IN WHICH ALL OFFICIALS MUST AGREE THE PLAYER MAY RETURN.

A TECHNICAL FOUL will result in (1) FT and the ball awarded to the team that possessed the ball at the point of interruption. Any player charged with a CONDUCT TECHNICAL must be benched for at least 2:00 min before re-entering the game.

(2) CONDUCT TECHNICALS will result in disqualification of the offending player. Any player who was disqualified with (2) conduct technicals for UNSPORTSMANLIKE CONDUCT may be suspended at the league’s discretion and charged with a $50 fine before to be reinstated. ANY TEAM CHARGED WITH MULTIPLE CONDUCT TECHNICALS MAY FORFEIT THE GAME at the discretion of the league staff.

THERE WILL BE ABSOLUTELY NO FIGHTING TOLERATED. ANY PLAYER WHO THROWS A PUNCH IN AGGRESSION OR IN DEFENSE WILL BE EJECTED FROM THE LEAGUE FOR AT LEAST (1) SEASON. Officials may end a game at any point at their discretion if there is evidence of any player being put in imminent danger or if one or both teams cannot control themselves.

All other NBA rules & regulations can be found here: http://on.nba.com/1oSVRZ.


SPEEDBALL 4-ON-4 RULES

Speedball 4-on-4 is similar to full 5-on-5 games, but has its own unique set of regulations. The game is meant to be played fluidly. Think of it as an uptempo pick-up game with a referee and official stats and scoring.

– NO time-outs.
– NO free throws (until the last 2:00 min of the game), just run & gun basketball.
– (1) IAABO referee per game will officiate each game.
– Games run for (2) 24:00 min halves with shot-clock (when avail.).
– Each player gets only (4) fouls before fouling out.

Because the game is meant to played fluidly (like soccer), referees DO NOT have to set up the inbounds after a dead ball or violation–ONLY during a player substitution. Substitutions can only be made during a dead ball.

 


PLAYOFF GUIDELINES

The number of teams that qualify for playoffs will vary from season to season. But generally, if there are (8) teams, at least (5) teams will qualify for the playoffs. If there are (10) teams, (6) will qualify for the playoffs. If there are (12+) teams, (8) teams will make the playoffs. And, so on. This structure may change at the discretion of the league.

All playoff games will be played with the same RULES & REGULATIONS provided for regular season games unless otherwise instructed by the Commissioner.

PLAYOFF ELIGIBILITY requires that every player on the submitted roster must have played at least :01 second in (3) REGULAR SEASON GAMES in order to qualify (or, if injured, they must show up for the game). This requirement may be changed at FBNYC’s discretion taking into consideration the length of each season andother factors. Any changes to these regulations will usually be decided on and announced at the beginning of the season.

INJURY EXCEPTION: If a player has been lost for the season due to injury, and a team can’t add a replacement player with enough eligible games, an injury exception may be added if approved by ALL league captains. An exception may also apply for players that simply will not be available during the playoffs–but this must also be approved by league captains. ANY PLAYER THAT HAS BEEN OFFICIALLY REPLACED MAY NOT RETURN FOR THE REMAINDER OF THE SEASON.

IMPORTANT NOTE: Any team that uses an ineligible player without league approval MUST FORFEIT any playoff game in which the ineligible player participated.

PLAYOFF TIEBREAKERS

Playoff seeding will be determined first according to overall league record (by conference if applicable). If teams have identical overall league records at the end of the regular season, the following tie-breakers will apply (in order):

1.) HEAD-TO-HEAD RECORD: Tie goes to the team who has won more H2H match-ups.

2.) CONFERENCE RECORD: (only in playoffs divided by conference): Tie goes to the team with a better conference record. If conference records cancel each other out, whether by tie or 3-way circular cancellation, then tie-breaker no. 3 will come into effect.

3.) H-2-H POINT DIFFERENTIAL: Tie goes to the team with highest point-differential among H2H match-ups. If there are 3 or more teams with identical regular season, head-to-head and conference records, a circular tie-breaker will be decided with point differential of all games played between teams in the three-way tie.

4.) LEAGUE POINT DIFFERENTIAL: Tie goes to team with best overall reg season point differential.

5.) QUALITY OF WINS: Tie goes to team with the best record against teams in the top half of the league standings.

PLEASE NOTE: The acting commissioner may make reasonable adjustments to tie-breakers at their discretion to accommodate the unique differences of each season.

League Standings

Premier | 1st2nd | 3rd