SCORE CLOCK OPERATOR
BASKETBALL
Stopped time
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Senior level: 4 x 10-minute quarters; 5-minute overtime if necessary.
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Bantam Juvenile, Junior level: 4 x 8-minute quarters; 3-minute overtime if necessary
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Bantam level: 4-minute shifts for first 3 quarters
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Stop clock at sound of all whistles
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Start clock as referee drops hand (referee that hands the ball into play)
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Exceptions: In the last 2 minutes of the 4th quarter and overtime – stop clock if a field goal is scored.
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Possession Arrow
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Once the ball is tipped, the team that did not win the tip is awarded the possession arrow and receives the ball if a jump ball situation occurs – the possession arrow is changed after a new jump ball situation.
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TIP: if using the yellow plastic arrow key, point the arrow opposite the direction after the jump ball.
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At the start of each four eight-minute quarter (or shift for bantam) the possession arrow is used to determine who receives the ball
Scoring
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Indicate on the score board one:
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(1) point for every made free throw; two
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(2) points for every made field goal; three
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(3) points for every made 3-point field goal.
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Referee’s hand signals indicate what each shot is worth.
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Timeouts
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Are requested through the score-table.
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Granted at the next whistle or if the requesting team is scored upon.
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Two (2) one-minute timeouts in the first half.
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Three (3) one-minute timeouts in the second half per team.
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One (1) timeout per team per overtime period.
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Team will only have 2 time outs max in the last 2 mins. It means that the team loses 1 time out if they do not use it in the entire 2nd half (3rd and 4th Quarter).
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Quarter Breaks
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One minutes break between quarters
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Sound the horn with 10 sec remaining in the quarter break.
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Reset all bonus lights, team fouls after each quarter.
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5 minutes or less for Jr game and below for halftime
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10 minutes or less for Sr games for halftime.
Overtime
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Senior = (5) minute overtime period;
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Junior levels = (3) minute overtime period. (1) minute break heading into each overtime
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The 4th quarter bonus situation carries over into all overtime periods.
Communicate with “scorer” at all times to ensure game score is correct
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SHOTCLOCK OPERATOR
(24 seconds for Sr Girls only. Other levels are 30 secs)
Stop the clock when…
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An official blows the whistle for a foul or violation.
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A ball enters the basket.
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A shot touches the ring.
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The game is stopped because of a defensive or technical foul from the defending team.
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The game is stopped because of an action not connected with either team.
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After any of these actions the clock is reset to twenty-four (24) seconds as soon as a team gains control of a live ball on the playing court.
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Note that the mere touching of the ball by an opponent does not start a new twenty-four second period if the other team remains in control of the ball.
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If foul is in the front court, time resets to 14 sec/18 sec.
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During a free throw, shot clock should be set to 14sec/18sec. If offensive team gets the rebound, then they have 18 to shoot the basket, if the defensive team gets the rebound, then reset the shot clock to 24sec / 30sec
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Stop clock, but NO reset (Watch for referee’s hand signals.)
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A ball having gone out-of-bounds.
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A player of the same team having been injured.
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A jump ball situation.
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A double foul.
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Turn the clock off when there are fewer than twenty-four (24) seconds remaining on the game clock in any period.
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The twenty-four second device signal does not stop the game clock or the game, nor cause the ball to become dead, unless a team is in a control of the ball.
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SCORESHEET
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Team Rosters.
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Enter game rosters - full names and numbers!
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Include date, time & location (see reverse side for a sample).
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Coach’s name and Asst Coach’s name (if there’s an assistant) should be printed at the bottom of the roster.
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Scoring.
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Mark running score first with a slash “ / “ mark.
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Mark individual score second; “2” for a two-point score - “3” for a three-point score - full or empty circles to indicate made or missed free throws (1 point each)
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Personal Fouls.
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Record personal fouls as “|” in ‘player fouls’ box next to the corresponding name.
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5 personal fouls = disqualification.
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Technical Fouls.
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Marked as “T” - go towards personal and team foul totals.
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Mark coach’s ‘T’s’ next to their names
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Timeouts.
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Are requested through the score table.
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Granted to requesting team at the next whistle or if the requesting team is scored upon. Record all time outs on sheet next to team’s name.
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Two (2) one minute timeouts in the first half; three (3) one minute timeouts in the second half per team.
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One (1) timeout per team per overtime period. No carryovers.
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Note: Team will lose 1 time out on the last 2 mins if they did not use any of the 3 time outs on the 2nd half. Therefore, they will only have 2 time outs left in the last 2 mins.
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Team Bonus.
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On every quarter, when a team gets their 5th team foul, the other team is in ‘bonus’ (2 shots will be given to the fouled player).
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Notify referee by sounding horn.
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All team fouls reset going into the next quarter.
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Quarter and Halftime Breaks.
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Indicate what quarter and halftime scores are; separate 1st half team fouls by drawing long line down ‘fouls’ column; draw long ‘squiggle’ line down 1st half score box to prevent marking of 2nd half stats in 1st half columns.
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Overtime.
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Time-outs DO NOT carry over to the overtime period(s).
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Teams receive one timeout per overtime period (no carryover).
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End of Game.
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Total all scores and write in “winning team” and “final score”.
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total all the individual points.
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home team / tournament host keeps original white copy.
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give yellow to “winning team” and pink to “losing team”.
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Communicate with “timer” at all times to ensure game score is correct
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