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How to play full court basketball


How to Run an Effective Full-Court Press in Basketball

A well-drilled team running a full-court press is exciting to watch and can be devastatingly effective against any opponent.

When your players are all on the same page and rotating as one unit, the press will give you many advantages that can turn a game in your favor.

In this article, we'll take a look at several different things...

  • The different types of full-court presses.
  • The main reasons why you should use one.
  • The negatives.
  • When you should consider running a press.
  • And much more.

But before we get started with all of that, let's go back to basics...

"What is a full-court press?"

When coaches say 'full-court press', they're talking about putting pressure on the opponent for the entire length of the court.

This is instead of sprinting back to the half-way line and setting up a half-court defense like many teams do.

Two Main Reasons to Run a Full-Court Press:

1. To Create Turnovers

Let's start with the most obvious benefit...

Forcing the opposition into turnovers.

The more steals your team can get by running a full-court press, the more opportunities they'll have to score.

2. To Dictate the Tempo of the Game

Using a full-court press to dictate the tempo of the game is the benefit most often overlooked by basketball coaches...

Yet it could be the most important reason to use one.

Even if the press your team is running doesn't result in a steal, running one can force the opponent away from their strengths and make them play a style of basketball they're not comfortable with.

This is a huge win for the defense.

For example...

If you're competing against a team that likes to slow the basketball down and pass inside to a dominant post player, running a full-court press will force them to play faster and take more undisciplined shots early in offense.

When to Run a Full-Court Press:

A full-court press can be effective against anyone...

But using one against certain teams or in specific situations can give your team's full-court press a higher than normal chance of success.

Here are a few examples:

1. Against Teams With Poor Decision Makers

Dribbling and passing are the two most important skills for breaking a press and advancing the basketball up the court...

It should come as no surprise that a full-court press can be very effective against teams without quality guards who make smart decisions.

2. Against Teams With a Limited Bench

Playing against a full-court press is physically and mentally demanding.

It's challenging for both the offensive team and defensive team to compete full-court possession after possession.

This gives the team with a deeper rotation an immediate advantage as they're able to keep their team fresh by subbing players in and out without a loss in the quality of play.

3. Against Teams With a Great Half-Court Offense

A high-energy full-court press can be extremely effective against teams who like to slow the basketball down and run their half-court offense.

Using the same example as before...

Perhaps they have a dominant post player they like to isolate on the block.

Running a full-court press can speed up the game and take them away their half-court offense.

4. When Your Team Needs a Burst of Energy

Occasionally you will have games where your team looks tired and unmotivated to play hard.

Maybe they've already played 2 or 3 games that weekend or your team has just travelled to a tournament a long distance from your home town.

Either way, running a high-intensity full-court press can be a great way to change things up and snap your team out of a sluggish start.

5. When the Opposition Goes on a Run

If you experience a stretch where the opposition scores 6 - 8 quick points, use a full-court press to change the game.

Allowing a small 6+ point scoring run can skyrocket the opposition team's confidence because they will think they have your team figured out...

Changing the defense and tempo is a great way mix things up and take control of the game again.

6. To Get the Ball Away From a Star Player

Sometimes your team will face a great point guard and you just want to get the basketball out of their hands..

Instead of allowing them to easily dribble up the court and set up the offense, a full-court press forces them to pass early.

As long as your team doesn't allow them to easily get the basketball back, it can force a different player to set up the offense and create scoring opportunities.

Negatives of Running a Full-Court Press:

But while there are many positives, it's not all sunshine and rainbows...

There are negatives to implementing a full-court press.

Make sure you're aware of these points when deciding whether or not to implement one on your basketball team.

1. Bad For Youth Basketball

I won't go into too much detail on this topic (I'll save that for an entire blog post), but it's important to know that running a full-court press isn't great for the development of youth players.

There are a few main reasons for this:

  1. Youth players aren't strong enough to throw the basketball over the press.
  2. Youth players aren't strong enough to make hard, quick passes.
  3. Youth players don't have the experience or decision making skills to break a full-court press.

All 3 points above result in a youth defense being able to flood the front court without fearing a long pass over top and allowing a wide open layup.

This can result in steals for the defensive team simply because they're outnumbering the offensive team in the front court and taking advantage of their physical weaknesses.

This is not a good environment for learning and development.

In my opinion, players get the most development from playing half-court man-to-man.

Which is why I always recommend youth teams drop back beyond the half-way line on defense and allow the players to compete in the half-court as much as possible.

2. Takes a Lot of Time for Players to Learn

If you've been following BFC for a while, you'll know we recommend the 50/25/25 practice structure for youth basketball.

  • 50% - Skill Development
  • 25% - Strategy
  • 25% - Small-Sided Games

Depending on the competition and level you're coaching, a lot of coaches only have one hour with their team each week...

Attempting to teach your team a half-court offense and half-court defense is hard enough in that limited amount of time.

Adding a full-court pressure defense will take up even more practice time that could be better spent on other areas of the game.

Types of Full-Court Press:

There are many different full-court presses for a coach to pick from.

Depending on your team's personnel (strengths and weaknesses), some will be better suited to your team than others.

(Note: Not all of the presses listed below are traditional 'full-court' presses. Some are 3/4 court presses. But I assume anyone reading this post will be interested in them too.)

Below, I'll break down the 7 most common...

1. Man-to-Man Press

A man-to-man press involves every defensive player guarding a direct opponent for the entire length of the court.

a. Full-Court Man-to-Man Pressure

Involves every defensive player defending their direct opponent for the entire length of the court.

b. Full-Court Run and Jump Defense

Involves every player starting with a direct opponent in regular man-on-man, except there are several 'Run and Jump' rules which encourage trapping and switching which can disrupt the opponent.

2. Zone Press

There are many variations of a full-court zone press that teams can run depending on the team's personnel and how the coach wants to play.

Each of them has their own strengths and weaknesses, but all of them can be run effectively by the right team.

Here are 6 of the most common variations of the full-court zone:

a. 2-2-1 Press

Involves two players across the free-throw line, two players near half-court, and one player down back as safety.

b. 1-2-1-1 Press

Involves one player at the front defending the inbounds pass, two players across the free-throw line, one player just above the three-point line, and another player down back as safety.

c. 1-3-1 Press

Involves the front defender on the three-point line, three defender across the half-way line, and a safety at the back.

d. 3-1-1 Press

Involves three players across the free-throw line, one player just in front of the half-way line, and a safety at the back.

e. 1-2-2 Press

Involves one player on the free-throw line, two players just before the half-way line, and two players down back.

Deciding Which Press to Implement:

With so many options available, it can be difficult for a coach to decide exactly which full-court press to teach their team.

To help you with this, here are the three main questions to think about...

a. Do you want to play fast or slow?

The first thing you must do is evaluate the speed at which your teams plays their best basketball.

Some teams prefer to play at a fast pace using the 1-2-1-1 press...

Getting steals and then quickly attacking the hoop looking to score or draw the foul.

Other teams prefer to slow the ball down using the 2-2-1 press...

Forcing a turnover and then putting the breaks on and either passing the basketball around the perimeter or working the ball inside to a post player.

b. What are the strengths and weaknesses of your key players?

Next, look at your key players individually...

If you have a great post player who can protect the rim in a two-on-one situation, you might feel comfortable implementing an aggressive press like the 3-1-1 knowing if the first two defensive lines get beat, they will be able to protect the rim.

But if you don't, it might be better to use a conservative press like the 1-2-2.

c. Which press will be most effective against your opponent?

When coaching older teams and you have more practice time, you can choose to implement two different full-court presses...

One that speeds up the opposition (e.g. 1-2-1-1) and one that slows them down (e.g. 2-2-1).

Then your team can change it up depending on the opponent.

But during youth basketball, I recommend focusing on the first two questions and selecting a full-court press that fits your team's personnel without worrying about the opposition.

The Most Important Part of a Full-Court Press

I heard this following quote said while watching an online coaching clinic and it's stuck with me ever since...

The desire to sprint back on defense after the press has been broken is the most important part of running a full-court press.

Agreed.

No matter what full-court press you use, it isn't going to work every time your team sets it up.

Heck, even the best teams may only force a turnover on less than 25% of possessions.

Which is why every player on the team must be committed to sprinting back on defense immediately after the basketball has passed their defensive line.

Once they're back, players must communicate and use smart rotations to ensure all offensive players are being guarded without allowing an open shot.

Conclusion

There have been times where we’ve ran a full-court press, made zero steals, but the full-court press has been super effective.

"Why?"

Because it prevented the opposition from playing their style of basketball.

Here's the key:

When they want to slow down and control the ball, speed them up.

When they wanted to play fast and score quickly, slow them down.

Implementing one of the full-court presses above will help you do this.

Youth Guidelines – Rules and Standards

Youth Guidelines – Rules and Standards


Jump to: Rules & Standards || Equipment & Court Specifications || Game Structure || Game Tactics || Highlighted Game Play Rules || Full Recommendation by Age Segment

ABOUT

Basketball is a great game that is played by millions of young people in the United States and around the world. Playing basketball fosters the development of peer relationships, self-esteem, leadership qualities, and physical health.

To date, however, the sport of basketball has lacked guidelines around health and wellness and consistent game play standards. To help foster player health, age- and stage-appropriate skill development, and a positive and enjoyable on-court experience for young people, the NBA and USA Basketball have developed a set of rules and standards to enhance the playing experience for young athletes. 

These guidelines aim to combat the overemphasis on early competitive success and the lack of a clear development pathway through the sport – two issues that exist across youth sports, including basketball.

The NBA and USA Basketball are committed to helping shape a youth basketball environment that prioritizes the health and well-being of young athletes and promotes their enjoyment and development in the game.

RULES & STANDARDS

Basketball is played in countless settings and locations across the U. S. –  and though the game remains fundamentally the same, there are many variables that can impact a young player’s experience.  USA Basketball and the NBA want all players to enjoy the game and have a fun, developmentally appropriate experience.

Parents and coaches frequently ask certain questions, especially when their kids are young:

  • How high should we set the basket?
  • What size ball should we use?
  • Should we play zone defense?

These are important questions, and we understand that playing with the correct equipment and establishing age-appropriate rules significantly impacts the experience for youth as they learn the game.  Therefore, the NBA and USA Basketball have established detailed guidelines to help young players develop at a natural pace that is suitable to their age and physiological abilities. 

Rules and Standards Elements

USA Basketball and the NBA have worked closely with an expert working group on Playing Standards to develop age- and stage-appropriate rules and standards for youth basketball.   Aligning with the Player Segmentation Model, these guidelines will help young players appropriately learn the fundamentals of the game, achieve and maintain early success, and provide enhanced long-term development.  

The rules and standards address four key areas:

  • Equipment & Court Specifications (e.g., proper height of the basket, size of the ball, and court dimensions and lines).
  • Game Structure (e.g., length of the game, scoring and timeouts).
  • Game Tactics (e.g., equal playing time, player-to-player vs. zone defense, pressing vs. no pressing).
  • Game Play Rules (e.g., use of a shot clock, substitutions, clock stoppage).

Rules and Standards Charts

See below for detailed rules and standards information.  Please keep in mind:

  • The playing rules and standards below are to serve as guidelines and recommendations for those administering basketball competitions.
  • USA Basketball and the NBA have adopted FIBA (International Basketball Federation) rules for the grades 9-12 age- segment and created progressive sets of rules and standards for younger age segments (ages 14 and under).  Where a specific rule or standard is not explicitly indicated, the recommendation is to follow official FIBA rules.
  • USA Basketball and the NBA will utilize these playing rules and standards in all events and competitions they may host.

*We understand that organizations and facilities may not always be able to accommodate all recommendations and that modifications will need to be made in certain instances due to practical limitations (e.g., inability to raise or lower the height of a basket, re-draw court lines, or not having a shot clock).

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EQUIPMENT AND COURT SPECIFICATIONS

Playing Segment

Size of Ball

Height of Basket

Size of Court

Distance of 3-Point Arc

Distance of Free-Throw Line

Ages 7-8

Boys and Girls size 5 (27. 5”)

8’

50’x42’

Not applicable

14’

Ages 9-11

Boys and Girls size 6 (28.5”)

9’

74’x50’

Not applicable

14’

Ages 12-14

Girls size 6 (28.5”) Boys size 7 (29. 5”)

10’

84’x50’ or 94’x50’

19’9”

15’

Grades 9-12

Girls size 6 (28.5”) Boys size 7 (29.5”)            

10’

94’x50’

22’2” or the next available line under 22’2”

15’


Note: 3-on-3 half-court play is also recommended for young players to foster enhanced participation and development.

RATIONALE

Distance of 3-Point Arc: For 7-8 and 9-11 year-olds, although the 3-point arc may exist on the floor, all baskets made beyond this arc only count as two points. Therefore, the distance of the line is not applicable for these age segments. Eliminating the 3-point basket at these age segments will encourage players to shoot from within a developmentally-appropriate range.  For 9th-12th graders, a 22’2” arc is preferred, but if this line is not on a court the next available line under 22’2” is recommended.

Distance of Free-Throw Line: 7-8 and 9-11 year-olds should take free throws 14 feet from the basket to develop proper form and increase success.

Height of Basket: Utilizing a lower basket height for 7-8 and 9-11 year-olds allows children to develop proper shooting form and increases the opportunity for shooting success.

Scoring: All field goals for 7-8 and 9-11 year-olds are worth two points to encourage children to shoot within a developmentally-appropriate range. This allows for proper mechanics and form. While these age segments may attempt a shot behind the 3-point arc, any field goal made behind the arc will only count as two points.

Size of Ball: A smaller basketball for the younger age segments is advised due to the size of a child’s hand as well as their developing skill level. A smaller ball allows for better control and success.

Size of Court: For 7-8 year-olds, a 50’x 42’ court is contemplated to be a cross-court game on a full-sized basketball court. This dimension is more appropriate for younger children based on their relative size in space.

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GAME STRUCTURE


Playing Segment

Game Length

Time Between Periods

Extra Period(s)

Scoring

Timeouts

 Start of Game Possession

Ages 7-8

Four 8-minute periods

1 minute

2 minutes

Free throw: 1 point

All field goals: 2 points

No 3-point field goals

  • Two 60-second timeouts permitted in the first half of play.   Two 60-second timeouts permitted in the second half of play
  • One 60-second timeout granted for each extra period
  • Unused timeouts may not carry over to the next half or into extra periods

Coin flip.  Team awarded possession starts with throw-in at half court

Ages 9-11

 Four 8-minute periods

1 minute

2 minutes

Free throw: 1 point

All field goals: 2 points

No 3-point field goals

  • Two 60-second timeouts permitted in the first half of play.   Two 60-second timeouts permitted in the second half of play
  • One 60-second timeout granted for each extra period
  • Unused timeouts may not carry over to the next half or into extra periods

Coin flip.  Team awarded possession starts with throw-in at half court

Ages 12-14

Four 8-minute periods

1 minute

4 minutes

Free throw: 1 point

All field goals: 2 points

Field goal outside of 3-point arc: 3 points

  • Two 60-second timeouts permitted in the first half of play.   Three 60-second timeouts permitted in the second half of play
  • Maximum of 2 timeouts permitted in the final 2 minutes of the fourth period
  • One 60-second timeout granted for each extra period
  • Unused timeouts may not carry over to the next half or into extra periods

Jump ball

Grades 9-12

Four 10-minute periods

2 minutes

5 minutes

Free throw: 1 point

All field goals: 2 points

Field goal outside of 3-point arc: 3 points

  • Two 60-second timeouts permitted in the first half of play.   Three 60-second timeouts permitted in the second half of play
  • Maximum of 2 timeouts permitted in the final 2 minutes of the fourth period
  • One 60-second timeout granted for each extra period
  • Unused timeouts may not carry over to the next half or into extra periods

Jump ball


RATIONALE

Start of Game Possession: For 7-8 and 9-11 year-olds, a coin flip will determine the team that will start with the ball to mitigate significant differences in height and coordination among children. Alternating possession rules will then ensue throughout the game.

Timeouts: Managing the way timeouts are called allows for better game flow and decision-making by the player(s).

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GAME TACTICS

Playing Segment

Playing Time

Set Defense

Pressing Defense

Double-Team/Crowding

Stealing from the Dribbler

Ages 7-8

Equal playing time

Only player-to-player defense throughout the competition

Pressing is not allowed throughout the competition

Double-team/crowding is not allowed throughout the competition

Stealing from a dribbler is not allowed throughout the competition

Ages 9-11

Equal playing time in periods 1-3. Coaches discretion in the fourth period and each extra period

Only player-to-player defense throughout the competition

Player-to-player defense may be extended full court in the fourth period and each extra period

Leading team may not extend the defense over half court when leading by 25 points or more

Double-team/crowding is not allowed throughout the competition

Coaches discretion throughout the competition

Ages 12-14

Coaches discretion throughout the competition

All allowed throughout the competition at coaches discretion

Pressing allowed throughout the competition

Leading team may not press when leading by 25 points or more

Allowed throughout the competition at coaches discretion

Coaches discretion throughout the competition

Grades 9-12

Coaches discretion throughout the competition

All allowed throughout the competition at coaches discretion

Pressing allowed throughout the competition

Allowed throughout the competition at coaches discretion

Coaches discretion throughout the competition

Definitions:

  • Player-to-Player Defense –
    • Each player is responsible for guarding and moving with one offensive player.   This requires the defensive player to move according to the offensive player’s movements with or without the ball.
    • The defensive player must stay on the same side of the court as the offensive player, divided by the rim line.
    • If an offensive player with the ball advances past their defensive player, another defender may rotate to guard that offensive player.
  • Pressing Defense – Defensive guarding, either on or off the ball, within the backcourt.
  • Double-Team/Crowding – Two or more defensive players guarding a single offensive player
RATIONALE

Double-Team/Crowding: Crowding the ball with multiple players (referred to as “double-teaming”) is not allowed for 7-8 or 9-11 year-olds due to skill and size discrepancies among children at these ages. Crowding is allowed for 12-14 year-olds and older to remain consistent with pressing defense standards.

Playing Time: To ensure that all young children participating in the sport have an opportunity to experience the game, equal and fair playing time is recommended for 7-8 year-olds.  For 9-11 year-olds, equal playing time is recommended for periods 1-3, while allowing coaches discretion in the fourth and extra periods. Equal and fair playing time is encouraged throughout all segments.

Pressing Defense: Pressing defense is prohibited for 7-8 year-olds to help children develop principles of movement with and without the ball in a half-court setting. For 9-11 year-olds, permitting player-to-player defense to extend full-court in the fourth and extra periods allows players to become accustomed to full-court defense while not having to understand sophisticated zone presses.  It also allows for an introduction to competitive tactics.

Set Defense: The player-to-player requirement for 7-8 and 9-11 year-olds encourages physical activity and movement, and promotes the development of individual skill related to guarding a player both on and off the ball.

Stealing from the Dribbler: At ages 7-8, players are not allowed to steal the ball from an active dribbler.  This allows ball-handlers to develop dribbling skills and confidence with the basketball.

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HIGHLIGHTED GAME PLAY RULES

 

Playing Segment

Backcourt Timeline

Shot Clock

5 Seconds Closely Guarded

Clock Stoppage

Ages 7-8

Not applicable

Not applicable

Not applicable

On any dead ball

Ages 9-11

10 seconds

Not applicable

 

Only when the offensive player is holding the basketball

On any dead ball

Ages 12-14

10 seconds

30 seconds

  • Full 30 second reset on offensive and defensive rebounds 
  • Full 30 second reset on any foul

Only when the offensive player is holding the basketball

  • On any dead ball
  • After a made field goal in the last 2 minutes of the fourth period and in each extra period

Grades 9-12

8 seconds

24 seconds

  • 14 second reset for offensive rebound
  • Full 24 second reset for fouls committed in the backcourt
  • If a foul is committed in the frontcourt and the shot clock is above 14 seconds, there will be no reset and the clock will continue from the time it was stopped
  • If a foul is committed in the frontcourt and the shot clock is under 14 seconds, it shall be reset to 14 seconds

Only when the offensive player is holding the basketball

  • On any dead ball
  • After a made field goal in the last 2 minutes of the fourth period and in each extra period

RATIONALE

Backcourt Timeline: Not having a timeline violation for 7-8 year-olds allows coaches to communicate to players before they reach half court. This assists coaches in teaching children, particularly for those first learning the game. The progression to 10 seconds for 9-11 and 12-14 year-olds, and later to eight seconds for Grades 9-12, allows the game to flow while developing skills such as ball-handling, passing and decision-making.

Clock Stoppage: Stopping the clock following a made basket within the last two minutes of the fourth period and any extra periods for 12-14 year-olds and 9th-12th graders allows for additional strategic decision-making. Fewer clock stoppages for 7-8 and 9-11 year-olds allows for a better game flow.

Shot Clock: The 30-second shot clock for 12-14 year-olds, along with the 24-second shot clock for 9th-12th graders, allows for more possessions for each team, better game flow and places decision-making elements in the hands of players.

 

HIGHLIGHTED GAME PLAY RULES CONTINUED

Playing Segment

Length of Time for a Free Throw

Number of Players Permitted on Free-Throw Lane

Substitutions

Advancement of Ball after a Timeout

Ages 7-8

10 seconds

Offense may have 3 players on the lane, including the shooter

Defense may have 3 players on the lane

Either team may substitute when the clock is stopped

Not applicable

Ages 9-11

10 seconds

Offense may have 3 players on the lane, including the shooter

Defense may have 3 players on the lane

Either team may substitute when the clock is stopped

Not applicable

Ages 12-14

8 seconds

Offense may have 3 players on the lane, including the shooter

Defense may have 3 players on the lane

  • Either team may substitute on any dead ball
  • Either team may substitute before the first free throw attempt or after the last free throw if made
  • A non-scoring team may substitute after any field goal scored in the last 2 minutes of the fourth period and each extra period.   If the non-scoring team substitutes, the scoring team may also substitute

In the last 2 minutes of the fourth period and each extra period following a timeout, the ball will be inbounded from the offensive team’s frontcourt opposite the scorer’s table

Grades 9-12

5 seconds

Offense may have 3 players on the lane, including the shooter

Defense may have 3 players on the lane

  • Either team may substitute on any dead ball
  • Either team may substitute before the first free throw attempt or after the last free throw if made
  • A non-scoring team may substitute after any field goal scored in the last 2 minutes of the fourth period and each extra period.   If the non-scoring team substitutes, the scoring team may also substitute

In the last 2 minutes of the fourth period and each extra period following a timeout, the ball will be inbounded from the offensive team’s frontcourt opposite the scorer’s table


RATIONALE

Advancement of the Ball after a Timeout: For 7-8 year olds, the focus is on development over strategy. Therefore, there is no pressing defense at this level, and the ball will not automatically advance after a timeout. Similarly, the ball does not advance after a timeout for 9-11 year olds because the focus remains on development over strategy.

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To see the full recommendations by age segment, see the links below.

  •   Ages 7-8 (PDF document)
  •   Ages 9-11 (PDF document)
  •   Ages 12-14 (PDF document)
  •   Grades 9-12 (PDF document)

 

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Rules of Basketball

How the rules have changed in your favorite game

How the rules have changed in your favorite game

WE ALL LOVE TO PLAY BASKETBALL, BUT DO YOU KNOW THE RULES EXACTLY?

Basketball was invented by James Naismith in 1891. Then everything was different: playgrounds, baskets, balls…

!!! Read about the evolution of balls in the article:

Basketball was invented by James Naismith in 1891. Then everything was different: playgrounds, baskets, balls…

!!! Read about the evolution of balls in the article:

The history of basketballs

The history of basketballs

What balls are played now and how it happened

The beginning

The rules have also changed a lot during this time. Initially, there were only 13 of them in basketball:

  1. The ball can be thrown in any direction with one or two hands.
  2. The ball may be hit with one or both hands in any direction, but never with the fist.
  3. The player cannot run with the ball. The player must throw the ball from the point at which he caught it, except for a player running at high speed.
  4. The ball must be held with the hands. You can not use the forearms and body to hold the ball.
  5. In any case, hitting, grabbing, holding and pushing the opponent is not allowed. The first violation of this rule by any player shall be called a foul; the second foul disqualifies him until the next ball is scored, and if there was an obvious intention to injure the player, then a disqualification for the whole game. It is not allowed to replace a disqualified player.
  6. Punching the ball is a violation of points 2 and 4, the penalty is described in point 5.
  7. commit no foul).
  8. A point is scored if a ball thrown or bouncing off the floor hits the basket and stays there. Defending players are not allowed to touch the ball or basket while shooting. If the ball touches the edge and the opponents move the basket, then a point is scored.
  9. If the ball goes out of bounds, it must be dropped into the field by the first player to touch it. In the event of a dispute, the referee must throw the ball into the field. The thrower is allowed to hold the ball for five seconds. If he holds it longer, then the ball is given to the opponent. If either side tries to play for time, the referee must give them a foul.
  10. The referee must monitor the actions of the players and fouls, and notify the referee of three consecutive fouls. He shall have the power to disqualify players under rule 5.
  11. The referee must watch the ball and determine when the ball is in play (inbounds) and when it goes out of bounds (out of bounds), which side should be in possession of the ball, and any other action that the referee would normally take .
  12. The game consists of two halves of 15 minutes each with a break of 5 minutes between them.
  13. The side with the most goals during this time period is the winner.

The most important rule change in the history of basketball is the introduction of dribbling. In the original version of the game, this was prohibited by paragraph 3 of the rules.

One of the first changes in the game and the rules was the replacement of the basket with a ring with a net. It seemed to be very inconvenient to climb after the ball every time after a hit. Around the same time, free throws, dribbling appeared, and the composition of the teams was fixed for 5 players on the court at the same time. Before that, in some matches, up to 50 people could be on the court at the same time. All this happened back in 1896-1897.

The emergence of FIBA ​​(International Basketball Federation)

Basketball in the early 20th century became more popular and the rules in each country could be different. This was one of the reasons why FIBA ​​appeared in 1932 year. At the first FIBA ​​Congress, the teams were approved (5 people and 2 substitutes), and it was decided that after each goal there would be a throw-in in the center. This rule was removed after 4 years to reduce the advantage of tall players.

Over the next few years, the main changes were related to the number of personal fouls, the number of players on the bench and the introduction of a time limit for getting the ball into the opponent's half of the court.

More changes came in 1952 after the Olympic Games. The game became very boring, because the teams held the ball, having received a minimal lead in the score. Everyone understood this and searched for solutions for several years in order to save the life of basketball. At 1954 Danny Biason proposed to the NBA to limit the time for the shot to 24 seconds. At the 1956 Olympics, there was a similar rule: it was necessary to make a throw in 30 seconds. At the same time, to add equality between defense and attack, another rule familiar to us appeared: you need to start dribbling the ball before the supporting leg comes off.

Then the game became similar to the modern one from a technical point of view: dribbling, shots, a three-second zone appeared. In 1979, the NBA added a three-point line, and in 19In 1984, FIBA ​​also added an arc.

!!! An article about the evolution of the three-point shot and interesting facts:

10 interesting facts about the three-point shot.

10 interesting facts about the three-point shot.

Three-pointer evolution and insane records.

Changes in the rules and basketball since 1956 have included the number of free kicks, the situations in which these free kicks are given, and individual and team penalties. Some rules were introduced, and a few years later they were canceled. For example, the "3 for 2" rule: if a player was fouled in the shooting phase, then if one of the first two shots was missed, he could make another free throw. This rule was later removed.

Since the 1990s there have been constant changes: the emergence of alley-oops, changes in the timing and rewriting of the rules of running, which continue to this day.

From the most interesting: if the team has 0.3 seconds or less to throw the ball from behind, then it must be a one-touch throw. It takes at least 0.4 seconds to perform a full throw.

Derrick Fisher made similar throws:

And here is a small selection of videos of how they throw in 0.2 seconds:

Do you want to take your first steps in basketball or improve your basic skills? We have a Basic Basketball Skills workout for you. See the schedule and sign up:

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Coach: Yuriy Bespalov

- Professional player of the INANOMO 3x3 team;
- Champion of Russia 3x3 2019, 2021;
- Winner and medalist of the MOFB championship;
- MLBL Summer League MVP 2017;
- Multiple participant of Moscow Open;
- Champion of Moscow 3x3 2017;
- MVP GrunisCup 2017.

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Ball in the basket - victory is yours

Basketball

This is a material about the basic rules of playing basketball. We also have a text about the risks of injury in sports.

Basketball is a team game with a ball. The goal of each team is to attack the opponent's ring and score the most points during the match. We tell you how not to break the rules in a tough fight for the ball and become a winner.

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Each basketball team consists of 12 players who substitute for each other during the match. At the same time, five people from each team are on the site.

According to the rules of basketball, the whole team must have the same uniform and even socks of the same color. Jerseys of team members must be numbered.

For safety, remove jewelry and any accessories that could injure other players.

The game consists of four periods of 10 minutes. Breaks between the first and second quarters, as well as between the third and fourth, are 2 minutes. The longest break is 15 minutes, it is taken in the middle of the game, after the second quarter. At this moment, the teams change rings.

If the score is tied by the end of the match, the referee adds 5 minutes of overtime. Overtime is appointed as many times as necessary until the winner is revealed.

A team coach may take a time-out during a game. This break lasts for a minute. Most often, a time-out is taken to adjust tactics.

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Basketball court measures 28 meters long and 15 meters wide. Each site should have markings. It is applied around the perimeter and zones are designated:

  • center circle
  • free throw line
  • three-point area
  • face-off lines
  • restricted area
  • semi-circle without fouls and collisions
Mandatory ring element4 It is hung at a height of 3.05 m.

In basketball, the ball is played only with the hands, it can be hit on the floor, passed, thrown and hit. You can’t run without a lead or kick the ball with him.

With the ball in hand, you can take two steps, but only to stop, pass or shoot into the ring.

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  • 1 point - counts behind the penalty throw
  • 2 points - for a ball abandoned from the zone of biases
  • 3 points - for a ball abandoned from the three -point hits

violations in the basketball, let's take it a race basic.

A run is the movement of a player with the ball in his hands without dribbling. For this, the referee appoints a throw-in by the opposing team.

Three second rule - An attacking team player cannot stay in the highlighted area under the hoop for more than three seconds. For such a violation, the ball is transferred to the opponent.

Foul is a touch on the opponent that limits his freedom of movement. In some cases, a free throw is awarded for a foul - this is decided by the referee. A throw from the penalty line is performed by a member of the opposing team, for a professional this is an almost guaranteed hit.

You can also get a foul without contact - technical. It is given for unsportsmanlike behavior, disrespect for the referee or other participants in the game. Two technical fouls are followed by disqualification.


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