The Dunk Ball League Rulebook (Renewed 10/26/26)
Section A: Games
Games will span 40 minutes in length.
Two 20 minute halves, running clock until last minute of each half
Competing teams get layup lines before every game (3 mins).
Running clock, no stoppage for dead balls (other than the last minute of each play period (half), and injury substitutions).
Half time is 3 minutes.
Each team has two 60 second timeouts and two 30 second timeouts per game (also results in time stoppage).
Each team will play once on a typical regular-season game day.
Games will start promptly on the time scheduled.
Games that result in a tie at the end of regulation will go into a two minute overtime with a stopping clock. If a tie remains after time has expired, the game will be resolved in sudden death. First shot made, the game ends. No matching.
One additional 60 second timeout is included in OT.
Excess timeouts do not carry over.
If the iPhone recording film happens to fall down, the play continues until a dead ball, then the refs may call a timeout to get the iPhone in a fixed position.
Section B: Gameplay
All games will be conducted at Sandy Valley Elementary School.
Games will be played on a hoop height of 8.5ft.
Games will begin with rock paper scissors to decide who has ball first, one team will start out with ball for first half, other team will receive the ball to start in second half, unless a jump ball occurs in first half.
Full court, regular possession rules, no make it take it. You must inbound the ball on baseline after opponent scores.
Games will be scored by 2s, 3s, and 4 pointers possible from the 4pt half court circle and beyond.
The inbounder has 5 seconds to get rid of the ball before it becomes a turnover.
*All games will be officiated by 3 unbiased members of other teams*
Both offensive and defensive fouls will be observed with a leniency on contact until 5 minutes remain in the game.
Jump balls always result in a team winning the possession arrow.
The ball may touch the top of the backboard, and so long as it stays inside court boundaries, the ball remains in play.
Refs must focus on 3 second paint camping calls, 5 second inbounding calls, traveling, and carrying.
There are no backcourt violations since 4 pointers from the center court circle and beyond are always in play.
Offensive and defensive players must not interfere with the ball as it is on its descent to the basket. The ball may not be touched while it is inside of the cylinder. The ball MAY be touched when it is passing through the cylinder and caught by the net. This may often times be accidental, but considering the average player has a standing reach of through the net, it is going to inevitably happen.
*In the event of injuries, players will be given 2 minutes to collect themselves until a substitution has to be made*
Section C: Substitutions, Suspension, and Records
If a player is out indefinitely, that Team Captain must find a temporary/permanent replacement for said player. All other remaining captains must agree to this substitution
There will be no more than 6 players per team participating in a game.
Teams and players can sub at any occurrence of a dead ball as long as they abide by each guideline.
At the end of the regular season, records will be calculated on a percentage basis. When playoff seeding is observed, if there is a tie in record, the tie breaker is the team with less points allowed. The playoffs will be conducted normally with no observations of byes.
*Decisions such as player substitutions, and the choosing of officials for every game will be conducted by a vote between all captains present unless assigned prior by the Commissioner.*
Section D: Fouls & Technical Fouls
Any fouls committed during the act of shooting or continuation will result in free throws.
Players are permitted six fouls per game before they foul out.
Two Intentional fouls result in a 1 and 1 after the 3 minute mark of the final play period (second half).
After the fourth intentional foul, two guaranteed shots are given to the fouled player.
Every three foul outs will result in a one game suspension.
Technical fouls include but are not limited to: excessive cursing after a warning, belligerent and unsportsmanlike actions, delays of game, and or arguing with the volunteering officials.
Technical fouls result in one free throw for the opposing team and possession.
Any cursing towards referees results in an automatic technical foul.
Delay of games may be called by officials. One warning followed by a possible technical.
All active players on the court must be wearing team shirt, at minumum color of team; failure to comply results in a technical foul.
Two team technicals results in that team's captain sitting the remainder of the game.
Two player ejections will also result in a one game suspension.
You may not intentionally foul out a player on your team to gain a competitive edge. Everyone pays the same amount to play in the league so regardless of skill set, no player should be used as a means to an end. If it has been proven that a captain or any other player on a given team instructs another player to intentionally foul out, and the player attempts to follow instruction, the player or captain who told teammate to foul out receives an instant double technical foul resulting in an ejection from the game. The opposing team shoots two technical free throws.
Section E: Trade Stipulations
Trades:
No trades. Regular season is a total of 7 games.
Section F: Unprecedented Circumstances
In the event of unprecedented circumstances, in which the rulebook does not have a say, all non playing present captains are required to make a decision about said circumstance.
If an agreement can not be reached, the Commissioner has final say.
Further deliberations will be conducted to amend the rules following games that week by the committee.