Category Age Year of Birth
U10 Under 10 as of January 1, 2025 2015 or later
U11 Under 11 as of January 1, 2025 2014 or later
U12 Under 12 as of January 1, 2025 2013 or later
U13 Under 13 as of January 1, 2025 2012 or later
U14 Under 14 as of January 1, 2025 2011 or later
U15 Under 15 as of January 1, 2025 2010 or later
U16 Under 16 as of January 1, 2025 2009 or later
U17 Under 17 as of January 1, 2025 2008 or later
U19 Under 19 as of January 1, 2025 2006 or later
Game-Times
U12-U19 8 Minutes/4 Quarters
U9-U11 4 Minutes/8 Shifts (U12 Optional)
U9-U19 4 Minute Halftime
U9-U19 4 Minute Overtime
Game Forfeiture
A 15-minute grace period from the scheduled start of the game will be granted for a late team.
At sanctioned events, the convener shall decide if a forfeit is to be called after the 15-minute grace
period has expired.
Teams arriving in the 15-minute period will be permitted a minimum five-minute warm-up to prevent injury.
Teams with incomplete rosters are subject to game forfeiture.
A game may also be forfeited due to:
• Not having enough players to start a game
• U9 – U11 -- Must have 5 players to start a game, and 8 players by the fourth shift to follow
equal participation requirements
• U12 – U19 -- Must have 5 players to start a game
• One of the teams does not show up for the game
If a game is not started and forfeited, the score shall be recorded as 2-0 in favour of the team that is
present and ready to play.
If both teams forfeit (due to insufficient players), the score shall be recorded as 0-0
Timeouts And Halftime
During a game, each team receives:
• Two 60-second timeouts in the first half.
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• Three 60-second timeouts in the second half. Note: Only two timeouts will be granted in the
last two minutes of a game. Coaches must therefore use one timeout before the last two
minutes of the game; otherwise, they effectively “lose” that timeout.
Any unused timeouts do not carry over into overtime periods. One timeout per overtime period is
granted.
Minimum halftime length is 4 minutes.
Team Jerseys
Teams must wear jerseys that correspond to their affiliated member club. If reported to the Fair
Play Committee, both the team and the club may face sanctions, including game forfeiture. The team with the higher seeding is considered the home team, therefore will wear the light/home
jersey. As per FIBA Rules and Regulations, any number between 0 and 99 is permitted.
Important Shifting Notes
• Each player must play and complete a minimum of one shift per half.
• No player is permitted to play more than one shift than any other player
• Back-to-back shifts are permitted.
• The sequence of shifting is not relevant as long as each player receives the minimum number of
shifts, does not exceed the maximum, and plays at least one shift per half (First half = Shifts 1, 2,
3, 4; Second half = Shifts 5, 6, 7, 8).
• For all sanctioned games, a team shall have 5 players at tip-off to start each
game, but must have 8 players by shift #4 in order to fulfill equal participation requirements. If
these standards are not met, the game will ultimately be forfeited (2-0). However, in such
circumstances, the game must still be played.
• In the case of injuries or foul outs that result in a team playing with less than the required 8
players, a team is permitted to continue the game with less than 8 players and the game will not
be considered a forfeit based on this circumstance. Equal play guidelines still apply to the
athletes remaining in the game; no player is permitted to play more than one shift than any
other player. This exception only applies if the team meets the required number of players to
start the game. Subsequently, if injured or fouled out in the 1st half. That player does not have
to satisfy a shift in the 2nd as they are no longer considered in the shifting.
Late Players
Although adding eligible player(s) after the game has started to the official scoresheet is permitted,
the Participation rule must be met for all players including late player(s). Players must play in at
least one shift in the first half in order to fulfill equal playing time requirements and thus a player
cannot be added in the second half and meet the Participation rule.
Tracking Playing Time
The scorer is required to track all of the players’ shifts including substitutions due to injuries,
medical reasons, and fouling out.
Each time a player is on the court for a shift, a checkmark will be made in the space provided on the
scoresheet.
U13 – U14 RULES
Game Rules
The game will consist of four quarters of play. Each quarter is eight minutes long.
After the first quarter, each quarter will start in the direction of the possession arrow, and the
throw-in shall be from out-of-bounds straddling the centre line extended, opposite the scorers’
table.
Overtime
The length of each extra period shall be four minutes long.
Timeouts do not carry over to the overtime period. Each team receives one timeout per overtime
period. Each overtime period begins in the direction of the possession arrow.
Drop Back Rule
When a team leads by 20 points or more, its players must immediately ‘drop back’ into their
backcourt behind the eight-second line once the losing team secures player control of the ball
(dribbling or holding the ball) in its backcourt. The losing team shall be allowed to dribble the ball
unimpeded across the eight-second line and establish frontcourt status.
Violation of the rule stated above will result in the ball being awarded out-of-bounds to the losing
team, at the frontcourt sideline, at the extended free throw line. Repeated violations of this rule may
result in a delay of game penalty.
U15 – U19 RULES
Game Rules
The game will consist of four periods of play. Each quarter is eight minutes long.
After the first quarter, each quarter will start in the direction of the possession arrow, and the
throw-in shall be from out-of-bounds straddling the centre line extended, opposite the scorers’
table. It is mandatory that all sanctioned games for the U15 to U19 age categories use shot clocks.
Overtime
The length of each extra period shall be four minutes long.
Timeouts do not carry over to the overtime period. Each team receives one timeout per overtime
period.
Each overtime period begins in the direction of the possession arrow.
24-Second Shot Clock Rules
Shot clocks are mandatory for all games. Standard FIBA rules will apply should a shot clock
malfunction or not work during a game.
Whenever a player gains control of a live ball on the court, their team must attempt a field goal
within 24 seconds.
To constitute a shot for a field goal within 24 seconds, the ball must leave the player’s hand(s)
before the 24-second device signal sounds, and after the ball has left the player’s hand(s), the ball
must touch the ring or enter the basket.
When a shot for a field goal is attempted near the end of the 24-second period and the signal sounds
while the ball is in the air:
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• If the ball enters the basket, no violation has occurred, the signal shall be disregarded and the
goal shall count.
• If the ball touches the ring but does not enter the basket, no violation has occurred, the signal
shall be disregarded and the game shall continue.
• If the ball hits the backboard (not the ring) or misses the ring, a violation has occurred unless
the opponents have gained immediate and clear control of the ball, in which case the signal shall
be disregarded and the game shall continue.
Refer to Article 29 of the FIBA Manual (page 30) for the full 24-second rules and procedures.
24-Second Shot-Clock Procedure
Possession of the ball shall be awarded to the same team that previously had control of the ball if
the game is stopped by an official for:
• A foul or violation (not for the ball having gone out-of-bounds) by the team not in control of the
ball,
• Any valid reason by the team not in control of the ball, or
• Any valid reason not connected with either team.
If the throw-in is administered in the backcourt, the 24-second clock shall be reset to 24 seconds.
If the throw-in is administered in the frontcourt, the 24-second clock shall be reset as follows:
• If 14 seconds or more is displayed on the 24-second clock at the time when the game was
stopped, the 24-second clock shall not be reset, but shall continue from the time it was stopped.
• If 13 seconds or less is displayed on the 24-second clock at the time when the game was
stopped, the 24-second clock shall be reset to 14 seconds.
However, if in the judgement of an official, the opponents would be placed at a disadvantage, the
24-second clock shall continue from the time it was stopped.
24-Second Shot Clock Penalty
The ball shall be awarded to the opponents for a throw-in at the place nearest to where the game
was stopped by the official, except when directly behind the backboard.