Alamo Street Festival - Tournament Registration

$150.00

RULES

General Rules

  1. Teams can consist of three, four or five players: three starters and one or two substitutes.

  2. All players must be 10 or older.

  3. Adult teams (at least one player over age 18) will be placed into divisions based on the age of all team members on the roster. Youth divisions are grouped based on the oldest player on the team. 30 plus all players 30 or older. 40 plus all players 40 or older.

  4. No roster changes may be made after a team starts its first scheduled game.

  5. Games are played on a half court using Official MH3 3x3 rules.

  6. Scoring: one point per basket; two points for shots made behind the designated 3-point line. First team to 16 points wins; OR the team ahead after the 16-minute time limit wins. Possession alternates after each made basket.

  7. MH3 reserves the right to verify any player’s height or age. Inaccurate information is grounds for the immediate disqualification of the entire team. EACH PLAYER MUST CARRY PERSONAL PICTURE IDENTIFICATION (birth certificate or walker ID for minors).

  8. MH3 reserves the right to reduce the number of scheduled games, or shorten games, due to unforeseen circumstances.

The following rules have been designed to ensure fair play for all participants and closely align with USA Basketball and FIBA competition rules. All players and coaches are expected to understand these rules prior to participating in 3x3 competition.

Game Administration & Rules

  • Roster Size

    • 5 player limit (must have 3 players to start the game)

  • Referees

    • 1 required

  • Timer/ScoreKeepers (Optional)

    • 1 or 2 suggested or in tournament play the referee may keep score

  • Time-outs

    • Each team is allowed one 30-second timeout per game. The game clock does not stop during timeouts. NO timeouts are permitted in the last three minutes of the game.

  • Initial Possession

    • Coin flip (winning the coin flip allows a team to start the game with the ball or decline in order to get the ball in a potential overtime)

  • Game Duration & Scoring Limits

    • All other divisions - Running clock

    • The first team to 16 points (applies to regular playing time only) or the team with the most points at the end of the game

  • Overtime

    • First team to score two (2) points wins

  • Scoring

    • Baskets made from inside the arc count as one point. Baskets made from behind the arc count as two points.

  • Substitutions

    • Can occur in dead ball situations, prior to the check ball. Players must enter the game at the top of the court.

  • Starting Possessions

    • To start the game and after any dead ball that requires checking the ball at the top, the ball must be passed (not dribbled) from the check box at the rear of the court.

    • First violation: Warning from the referee or court monitor

    • Each Additional Violation: Change of possession

    • All ages

      • No shot clock required – however, no stalling is allowed. The referee, court monitor, or staff member may institute a 30 second clock at any time. After a team has been warned about stalling, failure to hit the rim on the offensive possession within 30 seconds will result in loss of possession. The referee will count down the final 5 seconds.

  • Free Throws

    • 1 free throw if fouled while shooting

    • 2 free throws if fouled while shooting behind the arc

    • 1 free throw if fouled while shooting and the shooter makes the shot

    • Free throws count as one point

    • 10U & Above

      • Following a made free throw, the opposing team will check the ball at the top. If the free throw is missed, the ball is live and the offensive team can rebound and play, or the defensive team can rebound and clear.

    • Jump Ball

      • All jump balls become possession of the defensive team

    • Team Foul Limit (no individual fouls)

      • 6 team fouls

    • Penalty for Team Fouls 7-9

      • 2 free throws

    • Penalty for Team Fouls 10+

      • 2 free throws and possession of the ball

  • Possession Following A Successful Goal

    • 10U & Above

      • Check ball exchange behind the arc (at the top)

  • Possession Following a Dead Ball

    • Check ball exchange behind the arc (at the top)

  • Possession Following a Defensive Rebound or Steal

    • Ball to be dribbled/passed behind the arc

  • Playoffs

    • Players must play in at least 2 games to be eligible for the playoffs

  • Coaching Rules

    • 11U & Above

    • Coaches are allowed to provide guidance during timeouts, and before and after the
      games. Coaches can also make substitutions.

    • Coaches will be penalized a point if a ref sees excessive coaching during games.

    • Penalties will be assessed at the referee’s discretion.

  • 10U & Below

    • The same rules apply as the 11U and above, however refs will be slightly more tolerant of coaching.

    • Coaches can be penalized a point if a ref sees excessive coaching during the games.

  • Prizes

    • Awards or prizes for winning teams may be substituted with an alternate prize of equal or greater value. Void where prohibited.

RULES

General Rules

  1. Teams can consist of three, four or five players: three starters and one or two substitutes.

  2. All players must be 10 or older.

  3. Adult teams (at least one player over age 18) will be placed into divisions based on the age of all team members on the roster. Youth divisions are grouped based on the oldest player on the team. 30 plus all players 30 or older. 40 plus all players 40 or older.

  4. No roster changes may be made after a team starts its first scheduled game.

  5. Games are played on a half court using Official MH3 3x3 rules.

  6. Scoring: one point per basket; two points for shots made behind the designated 3-point line. First team to 16 points wins; OR the team ahead after the 16-minute time limit wins. Possession alternates after each made basket.

  7. MH3 reserves the right to verify any player’s height or age. Inaccurate information is grounds for the immediate disqualification of the entire team. EACH PLAYER MUST CARRY PERSONAL PICTURE IDENTIFICATION (birth certificate or walker ID for minors).

  8. MH3 reserves the right to reduce the number of scheduled games, or shorten games, due to unforeseen circumstances.

The following rules have been designed to ensure fair play for all participants and closely align with USA Basketball and FIBA competition rules. All players and coaches are expected to understand these rules prior to participating in 3x3 competition.

Game Administration & Rules

  • Roster Size

    • 5 player limit (must have 3 players to start the game)

  • Referees

    • 1 required

  • Timer/ScoreKeepers (Optional)

    • 1 or 2 suggested or in tournament play the referee may keep score

  • Time-outs

    • Each team is allowed one 30-second timeout per game. The game clock does not stop during timeouts. NO timeouts are permitted in the last three minutes of the game.

  • Initial Possession

    • Coin flip (winning the coin flip allows a team to start the game with the ball or decline in order to get the ball in a potential overtime)

  • Game Duration & Scoring Limits

    • All other divisions - Running clock

    • The first team to 16 points (applies to regular playing time only) or the team with the most points at the end of the game

  • Overtime

    • First team to score two (2) points wins

  • Scoring

    • Baskets made from inside the arc count as one point. Baskets made from behind the arc count as two points.

  • Substitutions

    • Can occur in dead ball situations, prior to the check ball. Players must enter the game at the top of the court.

  • Starting Possessions

    • To start the game and after any dead ball that requires checking the ball at the top, the ball must be passed (not dribbled) from the check box at the rear of the court.

    • First violation: Warning from the referee or court monitor

    • Each Additional Violation: Change of possession

    • All ages

      • No shot clock required – however, no stalling is allowed. The referee, court monitor, or staff member may institute a 30 second clock at any time. After a team has been warned about stalling, failure to hit the rim on the offensive possession within 30 seconds will result in loss of possession. The referee will count down the final 5 seconds.

  • Free Throws

    • 1 free throw if fouled while shooting

    • 2 free throws if fouled while shooting behind the arc

    • 1 free throw if fouled while shooting and the shooter makes the shot

    • Free throws count as one point

    • 10U & Above

      • Following a made free throw, the opposing team will check the ball at the top. If the free throw is missed, the ball is live and the offensive team can rebound and play, or the defensive team can rebound and clear.

    • Jump Ball

      • All jump balls become possession of the defensive team

    • Team Foul Limit (no individual fouls)

      • 6 team fouls

    • Penalty for Team Fouls 7-9

      • 2 free throws

    • Penalty for Team Fouls 10+

      • 2 free throws and possession of the ball

  • Possession Following A Successful Goal

    • 10U & Above

      • Check ball exchange behind the arc (at the top)

  • Possession Following a Dead Ball

    • Check ball exchange behind the arc (at the top)

  • Possession Following a Defensive Rebound or Steal

    • Ball to be dribbled/passed behind the arc

  • Playoffs

    • Players must play in at least 2 games to be eligible for the playoffs

  • Coaching Rules

    • 11U & Above

    • Coaches are allowed to provide guidance during timeouts, and before and after the
      games. Coaches can also make substitutions.

    • Coaches will be penalized a point if a ref sees excessive coaching during games.

    • Penalties will be assessed at the referee’s discretion.

  • 10U & Below

    • The same rules apply as the 11U and above, however refs will be slightly more tolerant of coaching.

    • Coaches can be penalized a point if a ref sees excessive coaching during the games.

  • Prizes

    • Awards or prizes for winning teams may be substituted with an alternate prize of equal or greater value. Void where prohibited.