Please read the following rules and guidelines carefully before participating in your first game. Rules can vary from league to league, and we have a unique set of rules and guidelines for how teams are managed in The Dynasty League. If you have any additional questions after reading the regulations and guidelines below, please email TDL Commissioner, Ren Hsieh, via e-mail at: email@example.com.
ALL PLAYERS MUST BE AT LEAST 18 YEARS OF AGE. All players must have a signed waiver / media release form on file from the current season to play.
If any player has a league fee balance from any previous season, they may be barred from playing, even if the current season is paid in full. Any players who have engaged in fighting, or who have purposefully broken or stolen equipment belonging to the league, or any venue used by the league, may be barred from playing at the league’s discretion.
All divisions of The Dynasty League are CO-ED, which means women may play in any division they see fit, but it is NOT mandatory for any team to have women on the roster.
REGULAR SEASON ROSTERS ARE ADJUSTABLE THROUGHOUT THE SEASON.
However, depending on the division, additions may be subject to approval. The roster limit is (10) players for standard 5-on-5 teams. Rosters are limited to (8) players for Speedball 4-on-4.
All players must wear THE DYNASTY LEAGUE t-shirts, jerseys, or matching custom team jerseys (acceptable on a case-by-case basis). Any player not wearing official THE DYNASTY LEAGUE jerseys or appropriate matching and non-repeating numerated jersey at the opening tip off will be issued a team “technical foul,” though exceptions can be made on a season-by-season basis at the discretion of the Commissioner.
It is the captain’s responsibility to inform TDL and officials before the game if a team has players without official jerseys.
WE TRY TO AVOID FORFEITS WHENEVER POSSIBLE, but sometimes nothing can be done. If a team fails to show up or provide enough players for their game, the team with the most players present will be awarded the win. Anyone who is present may use the court to play pick-up or a workout.
LEVELS OF PLAY
- PREMIER DIVISION: This division is UNLIMITED. Meaning there is no cap to the level of play, anyone may be added to a roster.
- 1ST DIVISION: Advanced intermediate division, HS Varsity and small college exp. The skill level in D1 is a small step down from the Premier Division, but rosters are smaller in overall height with generally no players over 6-5. Players at 6-6 or above in height are asked to play in Premier Division. All rosters and subsequent roster additions are subject to league approval.
- 2ND DIVISION: Intermediate division, the skill level generally caps at HS varsity. This division is for not-yet-ready-for-prime-time players or serious competitors past their best years. D2 is usually a guard-oriented division with no players over 6-4 in height (some exceptions may apply). Teams generally have two to three players between 6-2 and 6-4 that are considered “bigs.” All rosters and subsequent roster additions are subject to league approval.
- 3RD DIVISION WEST: Advanced recreational division for semi-casual players, the skill level caps at HS varsity or intramural. There is no strict height limit, but teams generally have no players over 6-3 in height. All rosters and subsequent roster additions are subject to approval.
- 3RD DIVISION EAST: Recreational division for casual players, the skill level caps at some HS or intramural. For competitors way past their prime, or younger players looking to learn the game. There is no strict height limit, but teams generally have no players over 6-3 in height. All rosters and subsequent roster additions are subject to approval.
RULES & REGULATIONS
“NBA-MODIFIED”: TDL rules and regulations are “NBA-modified,” meaning we use mostly rules and regulations from the NBA rulebook, with some key adjustments that we think make sense for this league:
- No defensive three seconds. Zone is allowed.
- Teams are allowed to inbound the ball into the back court at any point during the game
- Standard back court rules apply.
All other procedures, restrictions and exceptions are explained in the following regulations:
WARM-UP TIME: Each team receives 5:00 MINUTES OF WARM-UP TIME before each game as time permits and 1:00 MINUTE DURING HALFTIME, as time permits.
GAME CLOCK: Games will be played in four (4) 10:00 min quarters (regulation play) with running time. If the game is tied at the end of regulation play, a 2:00 min overtime period will be added (time permitting) until a winner is decided. More on overtime periods below.
“Stop Clock”: All games are running time except for the following exceptions: the game clock will stop during timeouts and the last :10 seconds of each quarter. The game clock will also stop during the last 2:00 of the game and each overtime period. The clock may also stop on an extended dead ball at the discretion of the scorekeeper or referee.
Mercy Rule:: If a team is winning by 20 points or more in the final 2:00 minutes of the game, the clock will revert to running time until the losing team reduces the deficit to less than 20 points. For the purposes of safety and respect for players, referees and game officials may also end games with the Mercy Rule when a team is leading by 20 points or more in the final 2:00 minutes of the game. Generally, the captain of the losing team will be given the option to call the game under the Mercy Rule, unless referees perceive risk of impending physical harm to players on either team.
SHOT CLOCK: All leagues use a :24 shot clock when available. If physical shot clocks are not available, referees will keep track of the shot-clock and call out when there is :10 seconds remaining to shoot. The shot clock will reset to :24 on any contact with the rim, even incidental. Additional resets:
- If a player is fouled in the back court, the shot clock will reset to :24.
- If a player if fouled in the front court with more than :14 seconds remaining on the shot clock, it will NOT rest.
- If a player is fouled in the front court with less than :14 seconds remaining on the shot clock, the clock will reset to :14 seconds.
- Shot clock resets on all change of possession.
TIMEOUTS: All timeouts are 30 seconds in duration. Each team receives FIVE (5) TIMEOUTS during regulation play. In the final 2:00 minutes of regulation, there will be an automatic reduction to TWO (2) TIMEOUTS for the remainder of regulation play. If a team has less than two (2) timeouts remaining, no additional timeouts will be given for regulation. Overtime: Each team will be given one (1) timeout per overtime period. Timeouts from regulation play will not carry over.
Ball Advance on Timeout: In the last 2:00 minutes of the game and in overtime, if a team calls a timeout during a dead-ball situation during inbounds or after a change of possession without advancing the ball, they can advance the subsequent inbounds to half-court at the discretion of the team that called the timeout was called. If the ball was advanced before the timeout was taken, the ball will be taken out out-of-bounds nearest to the spot from where the timeout was called.
OVERTIME: If the score is tied at the end of regulation play, there will be a 2:00 MINUTE OVERTIME PERIOD (time permitting, otherwise limited to 1:00 minute) to be played immediately. All overtime periods will operate with “stop clock” in effect. If the score is still tied at the end of the first overtime period, there will be a SECOND 2:00 MINUTE OVERTIME (again, time permitting). If the game is not resolved within two OT periods, a sudden death period may have to be added at the discretion of the TDL game staff.
SUDDEN DEATH: The first team who scores, wins. This could be an actual FG or a FT. Again, only if time permits. If it is a regular season game and we must end the game in a draw due to time constraints, we will. But this has never actually been an issue.
PERSONAL FOULS: Each player receives SIX (6) PERSONAL FOULS for the game. We operate under NBA guidelines on what constitutes a personal foul. Those guidelines can be found here (pg 44).
FLAGRANT FOULS: We officiate flagrant fouls under NBA guidelines found here. A FLAGRANT 1 FOUL will result in (2) FTs, the ball awarded out-of-bounds to the offended team, and a technical foul given to the offending player. A FLAGRANT 2 FOUL, OR A SECOND FLAGRANT 1 FOUL, WILL RESULT IN IMMEDIATE DISQUALIFICATION. Players ejected for flagrant fouls may also face possible suspension at the discretion of the Commissioner for unnecessarily putting other players in danger. Please note that NO refunds will be given to players suspended for unsportsmanlike conduct.
TECHNICAL FOULS: Technical fouls are issued for unsportsmanlike conduct at the referee’s discretion. Each referee is different so the standard for what qualifies as unsportsmanlike may be slightly different in each game, but for a general idea of what constitutes unsportsmanlike behavior, click here.
One technical foul will result in one (1) free throw by any shooter the awarded team chooses. The ball will then be given to the team which possessed the ball at the point of interruption to resume play. Two (2) technical fouls will result in disqualification of the offending player. Players ejected for technical fouls may also face possible suspension at the discretion of the Commissioner. Please note that NO refunds will be given to players suspended for unsportsmanlike conduct.
Any team charged with multiple technical fouls for unsportsmanlike conduct may forfeit the game at the discretion of the league staff.
FIGHTING: Absolutely no fighting will be tolerated during TDL games. Any player who engages in a fight, whether as the instigator or in self-defense, will be immediately ejected from the game. Officials may end a game at any point at their discretion if there is evidence of any player being put in imminent danger or if one or both teams cannot control themselves. Players ejected for fighting may also face suspension at the discretion of the Commissioner. Please note that NO refunds will be given to players suspended for unsportsmanlike conduct. Please also note that TDL records most if not all games on digital video, and if any party involved in any altercation seeks to press charges, we will turn over video evidence to the proper authorities.
NO JEWELRY is allowed on the court during play. If you can not remove the jewelry (such as a new piercing), you must cover the item of jewelry with tape.
A MINIMUM OF 8 TOTAL PLAYERS players (4 FROM EACH TEAM) must be physically present at the start of regulation in order to begin any game. It is strongly recommended that each team arrives to the gym at least 20 minutes before the posted game time.
If a team has less than four players available, it is declared a forfeit unless the opposing captain agrees to allow the team to pick substitutes. Each team is given a 10:00 MINUTE GRACE PERIOD to allow late arriving players if they do not have enough players to begin. After 10:00 minutes from the scheduled game time, the clock will begin and the team present and ready to play will be awarded 2 FTs per: 24 seconds until the other team shows up.
Any player checking into the game must report to the scorer’s table and wait for the officials to call him in for substitution. Failure to do so will result in a “delay of game” violation. IF BOTH OFFICIALS FAIL TO SHOW and if both teams are present at tip-off, the scheduled teams may decide whether to furnish their own officials or let TDL staff officiate.
SPEEDBALL 4-ON-4 RULES
Speedball 4-on-4 is similar to full 5-on-5 games, but has its own unique set of regulations. The game is meant to be played fluidly. Think of it as an uptempo pick-up game with a referee and official stats and scoring.
- NO time-outs.
- NO free throws (until the last 2:00 min of the game), just run & gun basketball.
- (1) IAABO referee per game will officiate each game.
- Games run for (2) 24:00 min halves with shot-clock (when avail.).
- Each player gets only (4) fouls before fouling out.
Because the game is meant to played fluidly (like soccer), referees DO NOT have to set up the inbounds after a dead ball or violation–ONLY during a player substitution. Substitutions can only be made during a dead ball.
The number of teams that qualify for playoffs will vary from season to season. But generally, if there are (8) teams, at least (5) teams will qualify for the playoffs. If there are (10) teams, (6) will qualify for the playoffs. If there are (12+) teams, (8) teams will make the playoffs. And, so on. This structure may change at the discretion of the league.
All playoff games will be played with the same RULES & REGULATIONS provided for regular season games unless otherwise instructed by the Commissioner.
PLAYOFF ELIGIBILITY requires that every player on the submitted roster must have played at least :01 second in (3) REGULAR SEASON GAMES in order to qualify (or, if injured, they must show up for the game). This requirement may be changed at FBNYC’s discretion taking into consideration the length of each season and other factors. Any changes to these regulations will usually be decided on and announced at the beginning of the season.
INJURY EXCEPTION: If a player has been lost for the season due to injury, and a team can’t add a replacement player with enough eligible games, an injury exception may be added if approved by ALL league captains. An exception may also apply for players that simply will not be available during the playoffs–but this must also be approved by league captains. ANY PLAYER THAT HAS BEEN OFFICIALLY REPLACED MAY NOT RETURN FOR THE REMAINDER OF THE SEASON.
IMPORTANT NOTE: Any team that uses an ineligible player without league approval MUST FORFEIT any playoff game in which the ineligible player participated.
Playoff seeding will be determined first according to overall league record (by conference if applicable). If teams have identical overall league records at the end of the regular season, the following tie-breakers will apply (in order):
- HEAD-TO-HEAD RECORD: Tie goes to the team who has won more H2H match-ups.
- CONFERENCE RECORD: (only in playoffs divided by conference): Tie goes to the team with a better conference record. If conference records cancel each other out, whether by tie or 3-way circular cancellation, then tie-breaker no. 3 will come into effect.
- H-2-H POINT DIFFERENTIAL: Tie goes to the team with highest point-differential among H2H match-ups. If there are 3 or more teams with identical regular season, head-to-head and conference records, a circular tie-breaker will be decided with point differential of all games played between teams in the three-way tie.
- LEAGUE POINT DIFFERENTIAL: Tie goes to team with best overall reg season point differential.
- QUALITY OF WINS: Tie goes to team with the best record against teams in the top half of the league standings.
PLEASE NOTE: The acting commissioner may make reasonable adjustments to tie-breakers at their discretion to accommodate the unique differences of each season.