MEED HOOPS LAB

Game Rules – 2025–2026

Rules & Game Management
Built on NFHS rules, with Maryland, Montgomery County, and CYO notes.
Module 7 · Rules

Game Rules – NFHS, Maryland, Montgomery County & CYO

Game rules only: how the game is played, scored, and officiated — no equipment or court specs.

Built for players and parents in Maryland, especially Montgomery County and local CYO leagues.

NFHS MPSSAA MoCo & CYO

Who Sets the Rules?

Your games in Maryland are built on NFHS rules, with Maryland (MPSSAA), Montgomery County, and CYO layering on local details.

National – NFHS (High School)

  • NFHS = National Federation of State High School Associations.
  • Publishes the official 2025–26 Basketball Rules Book, annual rule changes, and interpretations.
  • Most high school games in the U.S. follow NFHS rules unless changed by a state association.

State – Maryland (MPSSAA)

  • MPSSAA = Maryland Public Secondary Schools Athletic Association.
  • Maryland public high schools must follow MPSSAA regulations, which adopt NFHS basketball rules.
  • MPSSAA may add details on eligibility, playoffs, shot clock, and game administration.

Local – Montgomery County & CYO

  • Montgomery County Public Schools (MCPS) and Rec leagues: “NFHS rules apply unless modified by local rules.”
  • Local Catholic Youth Organization (CYO) leagues also use NFHS as a base, with their own game-length and mercy-rule details.
  • Always check your specific league’s rule sheet for small but important differences.

Game Structure & Starting the Game

How the game is organized: periods, starts, and overtime.

Periods & Game Length (Typical HS)

  • NFHS high school: usually four quarters (often 8 minutes each).
  • Halftime break between 2nd and 3rd quarter.
  • Youth / rec / CYO leagues may use two running halves instead of four quarters.

Start of Game & Overtime

  • The game begins with a jump ball at center court.
  • After the opening tip, the alternating-possession arrow decides who gets held-ball situations.
  • If tied at the end of regulation, overtime periods are played (length based on league rules).
  • Overtime starts with a jump ball; the possession arrow continues from there.

Scoring & Possession Basics

How points are scored and how teams gain or lose control of the ball.

Scoring

  • 2 points – any made field goal inside the 3-point line.
  • 3 points – any made field goal from behind the 3-point line.
  • 1 point – each made free throw.

Possession Basics

  • After a made basket: the other team inbounds from the baseline behind their own basket.
  • Held ball: the alternating-possession arrow determines who gets the ball.
  • Violations (no-contact rule breaks) → ball awarded to the other team.
  • Fouls (illegal contact) → free throws and/or ball depending on the situation.

Violations – Footwork, Backcourt & Inbounds

Violations are rule breaks without illegal contact. They don’t count as personal fouls, but your team loses the ball.

Traveling: Steps, Pivot Foot & Jump Stop

Traveling is moving illegally with the ball. To understand it, you must know when the pivot foot is established and how many steps are allowed after catching the ball or ending the dribble.

Establishing the Pivot Foot

  • Catching while standing still: One foot becomes the pivot foot when you lift the other and keep the first down.
  • Catching while moving: The first foot to hit the floor after you gain control usually becomes the pivot.
  • You may pivot on the pivot foot (spin or turn) as long as it stays on the floor.

Two Steps After a Gather

  • After gathering the ball on a drive, you are allowed a two-step sequence to stop or go into a layup.
  • If you take an extra step beyond that (or change your pivot illegally), it’s traveling.

Jump Stop

  • Jump stop: Player gathers the ball, jumps off one foot, and lands on two feet simultaneously.
  • After a legal two-foot jump stop, either foot can become the pivot, or you can go straight up into a shot or pass.
  • It’s a violation if you land one foot, then the other (not truly simultaneous), then step again.

Common Traveling Scenarios

  • Legal: Catch on the move, gather, step right (1), step left (2), go up for a layup.
  • Travel: Catch, step right (1), step left (2), then hop again before shooting.
  • Legal pivot: Catch, establish left foot as pivot, step around with right while left stays planted.
  • Travel: Lift pivot foot then put it back down before passing or shooting.

Film – Traveling, Steps, Pivot & Jump Stop

Double Dribble & Illegal Dribble

Double dribble covers starting and stopping a dribble illegally, or using both hands at once.

  • You may start a dribble one time after catching the ball.
  • Once you pick up the dribble (both hands on the ball), you must pass or shoot.
  • Double dribble: Dribble → stop → dribble again.
  • Illegal dribble: Dribbling with two hands at the same time, or palming/carrying the ball.
  • Not a double: If you fumble the ball (never fully controlled it) and then regain and dribble, that is usually legal.

Film – Double Dribble Examples

Backcourt Violations

Backcourt rules deal with how and when a team must bring the ball into the frontcourt and what happens if they go back over the line.

  • 10-second rule: The offense has a limited time (often 10 seconds in NFHS) to advance from backcourt to frontcourt.
  • Team control in frontcourt: Once the ball and both feet of the ball handler are over the midcourt line, the team is in frontcourt.
  • Over-and-back: After establishing frontcourt control, the offense cannot be the last to touch the ball in frontcourt and the first to touch it in the backcourt.
  • Deflection exception: If the defense deflects the ball into the backcourt, the offense can recover it without a violation.
  • Thrown pass exception: If a pass goes off a defender or is tipped into the backcourt by the defense, there is no over-and-back.

Film – Backcourt & Over-and-Back

Time & Lane Violations

  • 3-second violation (offense): An offensive player cannot remain in the lane (paint) for more than 3 consecutive seconds while their team controls the ball in the frontcourt.
  • 5-second closely guarded: A ball handler in the frontcourt who is closely guarded must pass, shoot, or dribble within 5 seconds (as defined by NFHS).
  • 5-second throw-in: The inbounder must release the ball within 5 seconds once the official hands them the ball.
  • 10-second backcourt: As above, the offense has 10 seconds to bring the ball into the frontcourt (where applicable).

Inbounding – Proper & Improper

Inbounding rules focus on where the inbounder’s feet are, where the ball can go, and how quickly it must be released.

  • Inbounder must stay out of bounds and cannot step on the line until after releasing the ball.
  • Ball must be passed onto the court; the inbounder may not dribble from out of bounds.
  • Teammates cannot grab the ball while still out of bounds unless the rules explicitly allow it on made baskets (baseline running privileges).
  • On most violations (travel, double dribble, etc.), the inbound spot is near where the violation occurred.
  • If the inbounder moves illegally (when not allowed) or fails to release in 5 seconds, it is a throw-in violation and the other team gets the ball.

Personal Fouls, Bonus & Charge vs Block

Fouls involve illegal contact. They affect free throws, bonus situations, and who stays on the floor.

Personal & Team Fouls

  • Personal foul: Illegal contact (push, hold, hit on arm, block, charge, illegal screen, etc.).
  • Each player has a limit (often 5 fouls) before disqualification (“fouling out”).
  • Team fouls add up per half and lead to bonus free throw situations for the opponent.

Bonus & Free Throws (Conceptual)

  • Shooting fouls: the shooter is awarded free throws (2 or 3, based on where they shot from).
  • Team fouls in a half: once they reach a certain number, the other team shoots two free throws on non-shooting fouls (current NFHS bonus model).
  • Team fouls reset at halftime.

Charge vs Block – Who Is the Foul On?

The classic question: is it an offensive charge or a defensive block? Officials look at position, timing, and who created the contact.

Legal Guarding Position (Defender)

  • Defender faces the opponent, both feet on the floor at the moment of initial contact.
  • Once established, the defender may move laterally or backward to maintain position.
  • Defender can raise arms vertically (“verticality”) without fouling if they jump straight up.

Player Control Foul (Charge)

  • Offensive player with the ball runs into a defender who has legal guarding position.
  • Often occurs when the ball handler drives straight through the chest of a set defender.
  • Also called on illegal screens when the screener moves into the defender and causes the contact.

Blocking Foul (Usually on Defense)

  • Defender is still moving into position at the moment of contact (did not get set in time).
  • Defender slides under an airborne shooter late (“under-cut”).
  • Defender doesn’t give the offensive player a legal landing space.

Charge vs Block Scenarios

  • Charge: Defender is set outside any restricted area, ball handler lowers shoulder and runs through chest.
  • Block: Defender arrives late and slides under a driving player who already picked a path.
  • Charge (player control): Offensive player pushes off with forearm to create space on the perimeter.
  • Illegal screen: Screener leans, sticks out hip, or moves into defender at the last second.

Film – Charge vs Block Examples

Technical & Flagrant Fouls, Ejections

Sportsmanship and game-control rules that everyone on the bench should understand.

Technical Fouls

  • Unsportsmanlike behavior, excessive arguing, taunting, or bench misconduct.
  • Delay-of-game, illegal substitutions, or improper uniforms can also lead to technicals (even though we’re not focusing on uniform specs here).
  • Typically result in free throws plus the ball for the other team.
  • Multiple technicals can lead to ejection and possible suspension (check league rules).

Flagrant Fouls & Ejections

  • Excessive or violent contact, or dangerous acts that go beyond normal play.
  • Usually result in free throws, the ball, and ejection of the offending player.
  • Physical contact with an official or severe unsportsmanlike acts can lead to multi-game suspensions or bans.

Clock, Timeouts & Mercy Rules

How the clock is managed, how timeouts work, and what happens in blowouts.

Timeouts

  • Teams receive a set number of timeouts per game (number and length depend on league rules).
  • Timeouts are used to draw up plays, stop momentum, or manage fatigue and substitutions.
  • Only certain people can request a timeout (typically the ball handler or head coach) and must follow NFHS/local procedures.

Shot Clock (Maryland)

  • MPSSAA competitions use a shot clock in high school games.
  • Rules cover when the shot clock starts, resets, and how to handle malfunctions.
  • Youth / rec / CYO leagues may or may not use a shot clock; always check your league sheet.

Mercy Rule / Running Clock

  • Many Maryland leagues use a running clock once a team leads by a certain margin (for example 30–35 points).
  • Running clock usually stops only for timeouts, injuries, or official time-outs.
  • Details are defined in each league’s written rules or county bulletin.

Montgomery County & CYO League Notes

How Montgomery County Rec, MCPS, and local CYO leagues typically apply NFHS rules.

Montgomery County Recreation / HS Rec Leagues

  • League rule sheets generally state: “Current NFHS rules apply, except as modified below.”
  • Modifications may include: period length, number of timeouts, mercy rule margin, and specific sportsmanship policies.
  • High school rec leagues may mirror MPSSAA timing but adjust some administrative details.

MCPS & MPSSAA Competition

  • MCPS varsity and JV teams follow MPSSAA and NFHS rules for game play.
  • Specific details (like shot clock operation or playoff structures) are in MPSSAA and MCPS documents.

CYO (Catholic Youth Organization) Leagues

  • CYO leagues in the greater DC/Maryland area use NFHS rules as a base, with their own published game rules.
  • Differences often include: game length, overtime rules, mercy rules, minimum playing time, and bench conduct expectations.
  • Each parish/region may post a CYO basketball rule PDF on their website; teams should keep a copy for reference.

What Players & Parents Should Do

  • Get your league’s official rule sheet at the start of the season.
  • Highlight: game length, timeout count, shot clock (if any), mercy rule, and ejection/suspension policies.
  • Use this MEED Hoops Lab rules module as the base, and then add your league’s specific notes on top.

Official Rule References – 2025–2026

Where coaches, parents, and advanced players can read full rule language.

National – NFHS (High School)

  • 2025–26 NFHS Basketball Rules Book (purchase/download from NFHS).
  • 2025–26 NFHS Basketball Rules Changes, Interpretations, and Points of Emphasis.

State – Maryland (MPSSAA)

  • MPSSAA Handbook (current school year): covers general athletic regulations.
  • MPSSAA Basketball Bulletin: details any Maryland-specific basketball rule applications.
  • MPSSAA official website: current documents, updates, and playoff information.

Local – Montgomery County & CYO

  • Montgomery County Recreation basketball rules (HS rec, Rising Stars, and youth leagues).
  • MCPS Athletics documents (for school-based teams).
  • CYO league rules PDFs (parish/diocese websites – check the basketball section each season).

Rules Film & Quiz – Coach Notes

This section is a placeholder for your own film clips and quizzes. No links are provided here by default.

Violations & Footwork

Coach Adds

Fouls & Charges

Coach Adds

Game Management

Coach Adds

League-Specific Rules

Coach Adds