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NBA Rule 5: Scoring & Timeouts

The document outlines the scoring and timing rules for basketball, detailing how points are awarded for field goals and free throws, as well as the timing of game periods and timeouts. It specifies the procedures for starting games, handling dead and live balls, and the rules surrounding jump balls. Additionally, it covers the conditions for overtime play and the management of stoppages during the game.

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0% found this document useful (0 votes)
155 views3 pages

NBA Rule 5: Scoring & Timeouts

The document outlines the scoring and timing rules for basketball, detailing how points are awarded for field goals and free throws, as well as the timing of game periods and timeouts. It specifies the procedures for starting games, handling dead and live balls, and the rules surrounding jump balls. Additionally, it covers the conditions for overtime play and the management of stoppages during the game.

Uploaded by

chrstianermias
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Rule 5: Scoring and Timing

Section I - Scoring Rules:

- A legal field goal or free throw is scored when the ball enters the basket from above and remains in or
passes through the net.

- Field goals inside the three-point line are worth two points, while those outside are worth three.

- A player must have one foot outside the three-point line before attempting a three-point shot.

- Field goals scored in the opponent's basket count for the opponent's score.

- Attempting a field goal at the opponent's basket is a violation.

- Successful free throws are worth one point, and tapping in an unsuccessful free throw counts as two.

- The running score is official in case of a discrepancy.

Section II - Timing Rules:

- Regulation periods in the NBA are 12 minutes, with five-minute overtime periods.

- There is a 15-minute halftime break.

- Specific time limits between periods and before overtimes vary for local and national TV games.

- Teams have 30 seconds to replace a disqualified player.

- The two-minute mark in a period is significant, with detailed timing procedures.

Section III - End of Period:

- Each period ends when time expires, with exceptions for field goal attempts in flight or timeouts.

Section IV - Tie Score - Overtime:

- If the score is tied at the end of the fourth period, play resumes in 2:30 without changing basket.
Section V - Stoppage Devices:of Timing

- Timing devices stop when the official's whistle sounds, specifically during critical moments of play.

Section VI - Timeouts - Mandatory/Team:

- Each team has seven timeouts in regulation with limits in the fourth period.

- Two timeouts allowed in overtime periods.

- Mandatory timeouts each period.

- Timeout request conditions and rules for injury-related situations.

- Ineligibility for timeouts if exceeding limits.

- Play resumes when safe if timeouts are unavailable due to player injury.
Section VII - Timeout Requests:

- If the defensive team is mistakenly signaled for a timeout during play, the team in possession inbound
immediately from the nearest sideline.

- During a shooting action timeout signal, successful shots count, unsuccessful field goals result in the
offensive team inbounding, and disruptions during missed free throws lead to substitutes.

- After a shot, timeouts result in scored points for successful shots and jump balls for loose balls.

- Play halts until the timeout clock expires, with the nearest inbound spot chosen.

- Players cannot request timeouts if off the floor or over the boundary line, except at specific game
moments.

- Timeouts must be granted promptly upon request, with play pausing until the timeout clock finishes.

Section VIII—Time-In:

- The game clock restarts after a timeout:

- If a missed free throw remains in play, the clock starts when the ball is legally touched.

- When play resumes with a throw-in, the clock starts upon legal ball contact within the court.

- With a jump ball restart, the clock begins when the ball is legally tapped.

Rule 6: putting ball in play—live/dead ball


In Section I—Start of Games/Periods and Others:

- Games and overtimes start with a jump ball in the center circle.

- The team gaining first possession at the start of the game inbounds at the opponent's endline for the
fourth quarter, and at their own endline for the second and third periods.

- Following successful free throws, field goals, or period starts, the thrower-in can run along the endline
or pass to a teammate out-of-bounds.

- Dead ball play resumes with a jump ball, throw-in, or free throw.

- Various infractions result in the opposing team being awarded the ball out-of-bounds at different spots
on the court.

- Kicking or punching the ball during a throw-in requires the ball to be returned to the original spot for
the throw-in.

- The ball on the sideline is awarded to the opposing team at that spot if it goes out-of-bounds.

- After a timeout during live ball situations, play resumes out-of-bounds on the sideline at the nearest
spot; otherwise, play continues where it left off.
- For violations necessitating backcourt play, the ball is given to the offensive player once they are out-
of-bounds and ready.- In the final two minutes of periods or overtime, additional time is allowed for
substitutions.
Section II—Live Ball:

1. Ball is live on jump ball toss by official

2. Ball is live on offensive player throw-in

3. Ball is live on free throw shooter possession

Section III—Ball is Alive:

1. Ball is alive on legally tapped jump ball

2. Ball is alive on released throw-in

3. Ball is alive on released free throw in play

Section IV—Dead Ball:

1. Ball is dead when official blows whistle

2. Ball is dead on free throw not remaining in play

3. Ball is dead after successful field goal until possession out-of-bounds

4. Ball is dead when time expires, except for field goal attempt in flight

Section V—Jump Balls in Center Circle:

a. Jump ball between opponents occurs:

1. At start of game 2. At start of each overtime period

3. On double free throw violation 4. On double foul during loose ball

5. Ball becomes dead if no control or infraction 6. Ball lodged on basket or backboard

7. Double foul with differing opinions 8. Suspension of play during loose ball

9. Fighting foul during loose ball 10. Uncertainty on last touch before out-of-bounds

b. Jump ball between opponents in game, substitutes not allowed if player replaced due to injury or
disqualification

Section VI—Other Jump Balls:

a. Jump ball closest to spot where:

1. Held ball occurs 2. Ball out-of-bounds caused by both teams

3. Official unsure of last touch

b. Jump ball between involved players, unless injury or ejection.

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