League Rules & Policies
Portland Metro's Largest Adult Basketball League is based on National Federation of High Schools (NFHS) rules, with specific adult recreational policies. Please review all rules carefully before participating.
If your team makes the 4-team playoff AND in that tournament, a player is ejected from the game, your team picks up 3 technical fouls, and/or post-game there is a verbal altercation between your team and a referee, your team will NOT be eligible for the next season tournament. There will be zero exceptions or 'judgment' with this rule.
Additionally, if your team picked up 7 Technical fouls during the regular season, your team will not be allowed in the playoffs.
Game Day & Facility Rules
- First Game of the Day: You cannot enter the gym until 5 minutes before game time to prevent interference with prior groups.
- Pre-Game Warmup & Floors: Stay off a damp, recently-mopped floor for your own safety. Warm-up time is limited to 3 minutes. Hold basketballs while the game prior to you is still in progress.
- Check Schedules "Day Of": Players (not just captains) need to check the schedule on game day. The league changes schedules often, and if one captain misreads it, the whole team misses the game.
- Home Team Scorekeeper: The home team (first team listed on the schedule) MUST provide a scorekeeper from their substitutes or spectators. Players are not allowed to address the scorekeeper with issues; address the referee only.
- Facility Prohibitions: No tobacco chewing, smoking, or profanity anywhere in the building or outside the facilities. No food or drinks (other than water bottles) allowed in gyms.
- Children: Must sit next to parents and be supervised at all times. They are not allowed on the team bench or scorekeeper's table. Refs may remove a playing parent to supervise unruly children.
- Lost Items & Valuables: The league assumes no responsibility for lost or stolen property. Call 503-597-8819 for lost and found.
- Snow Cancellations: Check the website. It will be updated with cancellations 2.5 hours before your scheduled game.
Eligibility, Uniforms & Forfeits
- Uniforms: All players must wear the exact same color jersey with a visible number. Undershirts with sleeves must match the jersey color or be removed. Captains must bring at least 2 spare jerseys.
- "Make a Game" Policy: If the league scrambles to find fill-in players for a short-handed team, the game still counts as an official win/loss. Play it out and get your cardio!
- Team Contacts: Teams must have 3 contact people (email & cell). Failure to check emails/texts on game day for schedule changes is the team's responsibility.
- Age & Roster Limit: Players must be 18+. Rosters are limited to 9 players maximum (10 for 30+ leagues, 12 for Masters leagues) to ensure game flow.
- Jewelry & Accessories: No rings (wedding rings must be taped), no fit-bits, fuel bands, or plastic/Livestrong bracelets. Terry cloth wristbands, headbands, and taped medical alerts are OK. Dreadlocks with hard beads must be removed.
- Captains Duties: Must recruit only peaceful individuals, and must bring a first aid kit, ice packs, and athletic tape to games.
- Waivers & Video: A player is not eligible until they have read these rules, signed the online liability release form, and watched the "Law of Verticality" video.
Time Management & Overtime
- Game Length: There will be two 25-minute halves with a running clock. Some games are noted as 48 minutes where gym time is strictly limited (e.g., Vancouver's Discovery Elementary or Muslim Education Trust).
- 1st Half Stop Clock: The clock stops on dead balls only in the final 10 seconds of the first half (unless the offensive team is shooting free throws).
- 2nd Half Toggling Clock: The clock stops in the last 1 minute of the game if the score is within 6 points or less. If the lead expands to 7+ points, the clock runs. If it shrinks back to 6 or less, it stops again.
Time Outs
- Teams are allowed one timeout per half. 1st half timeouts do not carry over. 2nd half timeouts carry into Overtime.
- The clock does not stop during a timeout unless the game is already in a 'stop time' scenario (final minute, close game).
- No timeouts allowed in the final 2 minutes of the 1st half, or the last 6 minutes of the 2nd half by the team currently in the lead (must inbound by 5:21).
- Clarification: Referees are asked NOT to call technical fouls on timeout violations. If you request an illegal timeout, the ref should simply deny it and keep play moving.
Overtime & Exceptions
- Overtime is 2 minutes long. The first minute is running time, the second minute is stop time (if within 6 points).
- Limited to 1 overtime period. No double-OT, no sudden death. If tied after 1 OT, both teams are awarded a win.
- Note: For late games (9:40pm+), referees have the right to cancel OT due to facility hard-closures.
- * Intel League Exception: In the Intel League only, timeouts are 1 per half, and the clock STOPS during that timeout.
Video Resources & Rules Emphasis
We require all players to understand how we officiate contact, verticality, and uniform compliance. Please review these core league videos.
Referees, Conduct & Penalties
- No Physical Confrontation: Any physical bump, poke, or aggressive confrontation against an official, player, or spectator is a felony and grounds for a severe suspension (minimum 1 year for a punch to the head).
- Team Fights: A team fight results in a league suspension with no refund. Players have a responsibility to restrain their own teammates.
- Unsportsmanlike Conduct: Vulgarity, taunting, glaring, or making critical remarks about an official will result in a technical foul. Two 'T's on an individual in one game = automatic 1-game suspension.
- Technical Foul Accumulation: On a team's 7th 'T' in any 8-game span, the team will sit out 1 week without a makeup game. 3 'T's for an individual within 4 games = 1-game suspension.
- Telling Referees to "Rotate": Dictating mechanics to referees will result in a technical foul. Due to ref shortages, veteran referees often work multiple games. Address concerns to the league office, not the officials on the floor.
- Drugs & Alcohol: Playing under the influence is strictly prohibited and results in ejection and suspension/probation.
- 1 Referee Situations & Screened Refs: There will be times you have 1 referee. If this happens 3 times in an 8-game span, your team gets $50 off next season. It is considered unethical to intentionally take advantage of a single referee who is screened on a play.
Specific Gameplay Mechanics
- Six Foul Limit & Fouling Out: Players get 6 personal fouls (acting as a buffer for missed calls). You cannot play past 6 fouls under any circumstances, even if it forces a team to play with 4 players.
- Three Criteria for a Foul: To be a foul, a play must have (1) Illegal Position, (2) Contact, and (3) Disadvantage. If illegal contact does not create a disadvantage, a "no-call" is the correct basketball play.
- Legal Guarding Position: Keeping your shoulders square with your opponent is good defense if you obtained the spot before their final step/move. Back-peddling while legally positioned is also legal.
- Drawing Fouls: Initiating contact by jumping into a legally positioned defender is a no-call or offensive foul. An offensive player may initiate contact on a defender who is late, but smart defenders will beat them to the spot.
- Screens/Picks: A player must go around. Running through a pick is a foul.
- The Hand is Part of the Ball: When connected to the ball, hitting the hand is legal defense. (The wrist is not part of the hand).
- Over-the-Back: It is legal to reach cleanly over a player's back. However, dislodging a player from their spot by walking into their lumbar region is a foul.
- Free Throws: Only 2 offensive and 3 defensive players may line up on the lane. All other players cannot cross the 3-point line until the ball hits the rim.
- Rebounding & Face Protection: Do not crowd a rebounder who has established position. On a catch-and-turn, defenders must avoid putting their face in the natural path of the offensive player's shoulders/elbows.
- Dunking: Allowed ONLY during the game on breakaway rims. Warm-up dunking will result in a Technical Foul.
- The Diving Rule: Diving for loose balls or running through curtains is strictly prohibited to prevent knee/ankle injuries. Results in a turnover or technical foul.
- Last Minute Scramble: If you are trying to stop the clock, you MUST foul the player with the ball. Hard fouls away from the ball may be deemed Intentional or Flagrant.
- Substitutions: Must be done on a dead ball only, by yelling "Sub!" and waiting for the official to signal you in.
Flagrant Fouls
- Flagrant-1: Excessively hard fouls, dangerous plays, or swinging elbows independently of the torso (above the shoulder). Penalty: 2 free throws + possession.
- Flagrant-2: Meets the Flagrant-1 criteria but is deemed intentional. Penalty: Ejection and very probable long-term suspension. This is a recreational league; Flagrant-2 fouls have no place here.