League Rules and Policies

Rocky Mountain Basketball League Policies and Rules.





The philosophy of RMBL is for its participants to enjoy the competitive spirit and camaraderie of a fun game in a structured league.


We will not tolerate words/gestures that are meant to provoke or threaten other players or anyone else involved with the game.


We will not tolerate any displays of anger, threatening comments or actions, or foul language for any reason.


If there is a strong disagreement with referees, the captain needs to talk to the league owner, Jennifer Hill, not to the referees. Referees are not required to defend their officiating to players or spectators. Since there is no security, the referees are to be given total control. If you disagree with the officials at your game, you are obligated to control your emotions and contact the director.


Any player, manager or person affiliated with a team who physically confronts an official, player or spectator before, during or after a game will be suspended from the league for a time period determined by RMBL. A blow or punch to the head will be grounds for a minimum one year suspension and possible refusal of service. Any physical bump or action against an official, including aggressive confrontation is now a felony in Colorado and punishable both civilly and criminally. Teammates need to keep players away from referees (physically). Again, calling the director is an angry player’s only recourse.


We are certain that there will be some incorrect calls for you and against you, but all calls will stand. Players get 6 fouls which is considered an extra call in case of a missed call.


Spectators are a privilege and are not covered by the team fee. They must abide by the same standards as the players.



Teams like to play against organized teams (teams with the exact color uniforms). Nobody wants to pay money to play against a team in four different shades of blue to t-shirts with logos on them. The ability to see your opponent or teammate peripherally based on solid colors helps the game (you need to see colors for effective fast breaks, long passes, and look-away passes). You should not have to look exactly at a teammate to find out what team they are on.


Players are not allowed to wear bandanas, hats or hair bands. Headbands are okay.






RMBL rules are based on the NBA.


Length of Game:The game will consist of four 12 minute quarters with a running clock. 45 seconds between quarters and a two minute halftime. All teams and players are expected to arrive 10 minutes prior to their scheduled game.  Games will start 3 minutes after the previous game.  If you do not have enough players to start, you can recruit players. The clock will start at game time.


Start of the Game:The game will start with a jump ball. The winning team will start the 4th quarter with possession. The team that loses the jump will have possession to start the 2nd and 3rd quarters.


·          The game will start with a jump ball with any 2 players.  The winning team will start the 4th quarter with possession. The team that loses the jump will have possession to start the 2nd and 3rd quarters.  In all instances, the ball will be inbounded on the baseline in the back-court table side.

·          On all jump ball situations during the game, a jump ball will occur with the two participating players at the closest circle.

·          If no specific players are involved, each team my choose who they want to jump at the closest circle.  When the ball lodges between the rim and backboard, a jump ball will occur with any 2 players at the closest circle.


Time Outs: Each team has 4 30-second timeouts that can be used at any time.


If a timeout is called during the final two minutes of the game, (4th quarter or overtime period) said team can chose to advance the ball to half court or the 28 ft. line in the front court (and can choose which side of the court) ONLY after a made basket or a rebound.  This can only occur if no dribble or pass has occurred.


Stopped Clock:  The clock stops for all time outs. In the last 2 minutes of the game the clock will stop if the point differential is 10 points or less. If the point differential goes to 11 points, the clock will run. The clock DOES NOT stop after a made basket in the last two minutes of the fourth quarter.



·          On the 5th team foul per quarter the opposing team will be in the penalty/bonus where two shots will be awarded. 

·          In the 4th quarter (or overtime period) in the last 2 minutes, the 2nd foul will result in a penalty situation of two shots.

·          Team fouls are cleared each quarter. 

·          Player and coach technical fouls ONLY count towards the two for disqualification.



Applies to a try for field goal when a foul by the defense during the interval that begins when the habitual throwing motion starts (gathering the ball to shot).  The offensive player is allowed 1 dribble and/or 1 step/move to continue the try.



Are fouls during a shot, try or tap during a rebound. Are fouls when the ball is loose and not in control of a player or team.

***PENALTY---All loose ball fouls count towards the penalty/bonus.***



·          The offensive team has 8-seconds to obtain front court status. 

·          Front court status is defined as both feet and the ball.  This is referred to as 3 points. 

·          If a timeout or a good defensive play causes the ball to go out of bounds, the offensive team has what is remaining on the 8-second count.

·          A new 8-second count does not start over like NCAA or NFHS. The ONLY time a backcourt count is reset to 8-seconds if if the offensive team calls and is granted a timeout!!!




If a player shoots the ball and the ball DOES NOT hit the rim and he is the first the touch the ball; THIS IS TRAVELING!!



On all NON-SHOOTING fouls and violations, the ball will be inbounded at the free throw line extended IF THE BALL OCCURS ANYWHERE BELOW THE 3-POINT ARC EXTENDED.  

The only time a ball can be in-bounded on the baseline is after a good defensive play. 

ANY NON-SHOOTING fouls and violations that occur from the 3-point arc to th edivision line, the ball is inbounded for a throw-in at the nearest spot.



·          Any play which starts in the backcourt at the top of the 3-point arc to the new frontcourt rim with no defender between dribbler and basket.  This player/dribbler is chased down and fouled (intentionally) to prevent a score.

***PENALTY--- The offended player will get 2 shots and possession of the ball at free-throw line extended. ***


Flagrant 1 is an intentional foul that consists of:

  • an excessively hard foul
  • a dangerous play or dangerous foul
  • Swinging of the elbows illegally (if the elbows move faster than the player’s torso).


Offended player will get two shots and the team will get possession.


Flagrant 2

Any foul meeting the Flagrant 1 definition and combined with intent, further defined as not accidental and not a part of the game. The player will be ejected. The offended team will get 2 shots and the team will get possession.



Any foul by the offense and the defense against each other with the OFFENSIVE TEAM IN POSSESSION.



Any foul by the offense and the defense against each other with NO TEAM IN CONTROL (LOOSE BALL)

***PENALTY---Any 2 players jumb ball at nearest circle.


The first overtime period is 2 minutes long. Each team gets one time out. The second overtime period is 1 minute long.


Mercy Rule: 30 points at 5 minutes in the 4th quarter.


Unsportsmanlike Behavior

Unsportsmanlike behavior will not be tolerated. It will result in a technical foul, an ejection or the possibility of suspension. To be unsportsmanlike is to act in a manner unbecoming of a fair, ethical, honorable individual. It consists of acts of disrespect such as making debasing or critical remarks about or to an official or an opponent, or vulgarity such as the use of profanity whether or not directed at someone. The penalty for unsportsmanlike conduct is a technical foul which results in two free throws plus possession unless the act is flagrant in which case the offender may be disqualified. The official may end the game if the nature of the game becomes angry, negative or violent. Referees may end the game on a team’s 2nd unsportsmanlike “T”.



The referees, by contract, agree to call these and are not personal in nature. Most ejections require the player to leave the gym.

Excessive verbal abuse may be penalized for up to an 11 month suspension.

Glaring at anyone is considered to be taunting and the player will be assessed a technical. Talking to your opponent in a negative manner will be a technical.

Approaching a referee in a threatening manner may lead to a suspension.


Diving Rule

Please dive for loose balls very carefully. Don't make unnecessary and reckless contact. We all have to go to work the next day.



1. On screens and picks: A player must go around.  Running through a pick is a foul.
2. There are 3 criteria you must meet to get a foul:
a. Illegal position
b. Contact
c. Disadvantage: Disadvantage is in the rules. The above mentioned illegal position and contact has to create a disadvantage in order for a foul to be called. Many players and even referees do not know that this is required. Some referees describe such a no-call as ‘letting them play through,’ but that would be an incorrect description. Not calling illegal position and contact as a foul if it does not affect the play is very solid officiating. It is not ‘letting them play,’ but rather it is a correct no-call.
3. Legal position defined: Keeping your shoulders square with your opponent (facing your opponent) is good defensive position if you obtained the spot on the floor before your opponent’s final step/move to that spot. RESTATED: If you are square with your opponent before his final step or move to the hoop, and there is contact, it can be legal contact. TEST: You can be square and set before the contact is made, but you can be deemed to have committed the foul…how? ANSWER: The defensive player must be square (in front of) his/her opponent before the offensive player’s final step to their move or shot. Restated: Being set is not the only key, the bigger key to legal defense is obtaining the spot on the floor before your opponent’s final step/commitment to that spot on the floor.
4. Legal position defined in regards to the ‘rule of verticality’: A defensive player is entitled to the area directly above himself if he got to that space on the floor before the offensive player’s final step/move towards that space. If a defensive player leans or jumps into an offensive player’s legally obtained area or path, he is in an illegal defensive position, and with the combination of contact and disadvantage, the defender may be called for a foul. Conversely, good defensive position should be rewarded. If a defender jumps to block a shot and the defender lands pretty close to where he/she left the floor, this may prove that he/she did indeed go straight up. Assuming the defender in this case was also in front and on time, this defender might get the ‘no call’ on all contact because he/she owns everything to the ceiling and behind themselves.
5. Legal position defined in regards to moving backwards: A defensive player who got there first is entitled to the area directly behind them and is allowed to back-peddle. The contact that occurs with a legally set defender can be a no-call or charge. The contact with a back-peddling (legally positioned) player can also be a no-call or charge, but it is typically just a no-call.
6. Note for offensive players about drawing fouls: An offensive player must try to avoid a defensive player who has obtained good legal position. An offensive player who leans or jumps into a defensive player with legal guarding position will result in at least a 'no-call' and perhaps an offensive foul.
If an offensive player jumps into a player who was late getting there, or in an illegal position, the call can be called either way. The best call is a no-call because the offensive player is not necessarily initiating his move to score, but rather initiating contact hoping to get fouled.
a. If an offensive player sees a player who is going to be late getting position or in an illegal position, the offensive player may initiate the offensive move in that defender’s path and the offensive player can get the foul called.
The difference in this example (b) is that the offensive player is initiating his move to score, not just trying to get fouled. If the offensive player is smart enough to see bad defense and time his shot, or move accordingly, referees should not take this away from the offensive player. (Karl Malone used to do this all the time and people thought he was getting favoritism, but in reality he was catching slow, out-of-shape power forwards a step behind, and he used to initiate his move to score based on seeing them a step behind.)
A smart defender will adjust to this type of player by being in front BEFORE that player’s final step is made on the shot or drive.
7. The hand is considered part of the ball when connected to the ball.
8. To get over-the-back calls you must have obtained position and be fouled. It is legal to reach cleanly over a player’s back, however, it is very difficult to reach over the back without bumping the interior rebounder’s lumbar region of his/her back. The best referees will watch for these ‘body’ fouls. Players can fool weaker referees as they disguise this ‘walking/pressuring into the back’ by holding their arms straight up (like a magician distracting the crowd) and claiming they went straight up.



1. Teams are responsible for recruiting only recreational players and peaceful individuals. If a team cannot control an individual, the team will be penalized for bringing that player. If you pick up a player to make a game happen, you are responsible for that player.
2. At your first game you must turn in completed liability release forms and Player Participation forms. Captains: Keep extra release forms in case you add new team members. Remember to include email addresses on these player release forms.
3. Registration requires that a team have 3 contact people. ‘Contact people’ refers to someone on the team with an email address. The league will not be held responsible if a team does not receive a schedule change or an important notice if that team does not provide at least three working email contacts. Teams need to check their emails on game day. If any changes occur after 8 a.m.
on a game day, we will phone you as well, but otherwise we only email (we also put it on the web site.) If the league does not have 3 contacts and a team does not get a schedule change notice, the league will not owe a game to that team. We cannot run these leagues at a competitive price if we do not adhere to the registration and payment rules exactly as outlined. Provide three email addresses.
4. A player is eligible if they have read the rules and signed the release form.
5. Limit of 9 players: Teams are limited to 9 player maximum (any more results in no flow on the court, injuries because guys are not warm coming in, and too many fouls by stiff or hyper players. Games have better flows when 6 or 7 guys compose the roster. If your team is over 30 you can have 10 players. If you have a Masters Level team (40 and up,) you can have up to 12 players on your roster. Please do not have more than 10 show up for any given game. Team captains assume responsibility and cannot bring into the league angry or violent people. The league is not responsible to filter out players that do not meet our recreational requirements. If a team brings a person into the league with an anger problem, the team is risking their own status in the league.
6. Cost: The cost of a season for a team is $570. Credit card numbers are due to officially register a team. Teams are allowed to make cash payments if the captain has contacted the Director to make arrangements. Credit card payments will be accepted online. A $20 service charge will be charged for any checks or credit cards that do not clear. The league reserves the right to suspend a team’s schedule at any time if payment is lacking.7. The League reserves the right to charge Team Captains or Individual’s Credit Cards without further notice the Monday after the 2nd game if the balance is not paid in full and if other arrangements have not been agreed to.
8. Individuals: Individuals can be placed on a league team (8 players maximum per team) for $95 per session. Payment must be made via credit card online or check or cash on the first day of the session.

9.Teams that withdraw in the middle of a season will receive a refund of $40 for any games remaining in that team's season; however, teams must give 7-days notice. Any games left within that first 7 days will not be refunded.
10. Rocky Mountain Basketball League, Rocky Mountain Sports Leagues Inc.,
have no provision for accident insurance for players or spectators, nor will any of these entities assume any responsibility for accident or injury in conjunction with the Rocky Mountain Basketball League managed games for officials, player and spectators. Participants in league games are required to execute a LIABILITY RELEASE that provides detail as to the risks assumed and liabilities released to allow for participation.
11. Team captains are responsible for bringing: first aid kit, cold or ice packs, athletic tape, and spare jerseys to games.










Rocky Mountain Basketball
1932 W 33rd Ave
Denver, CO 80211
(303) 901-6042
Privacy Policy
Terms of Service
Site powered by League Lab