Top

  • News Ticker

    July 30, 2006

    How To... Scorekeep a Basketball Game

    The following information details the step by step procedure required to properly score and time a basketball game. The 'Timer' is responsible for the game clock, score board and possession arrow. The 'Scorer' is responsible for completing the score-sheet. Use the completed sample scoresheet along with the information provided below is also available at each gym site by the Gym Supervisor.

    SCORE CLOCK OPERATOR
    1. Game Times. STOPPED TIME (game clock stops at every whistle) - Varsity / Juvenile Club (Rising Stars): 4 x 10 minute quarters; 5 minute overtime if necessary - Junior Varsity: 4 x 8 minute quarters; 4 minute overtime if necessary - Junior High / Middle School: 4 x 8 minute quarters; 4 minute overtime if necessary - Club or younger: 4 x 8 minute quarters; 4 minute overtime if necessary - RUNNING TIME (game clock runs throughout game including timeouts) - Community Club: 1st Half – 25 min ‘running’ time; 2nd Half – 22 min ‘running’ time; last 2 minutes being ‘stopped’ time.
    2. Clock Operation. In ‘stopped’ time situations, start clock as referee drops hand (watch the referee that hands the ball into play) and stop clock at sound of all whistles - keep clock running after a score except if a field goal is scored in the last 2 minutes of the 4th quarter and the last 2 minutes of any overtime period including when the team scored upon requests a timeout.  Keep hand on clock switch at all times.
    3. Possession Arrow.  Point possession arrow to the basket of the team that loses the jump ball.  Switch “possession arrow” after every jump ball situation.
    4. Scoring.  Indicate on the score board one (1) point for every made free throw; two (2) points for every made field goal; three (3) points for every made 3-point field goal - watch the referee’s hands for what each shot is worth.
    5. Timeouts.  Are requested through the scoretable.  Granted to requesting team at the next whistle or if the requesting team is scored upon.  Two (2) one minute timeouts in the first half; three (3) one minute timeouts in the second half per team.  One (1) timeout per team per overtime period.  No carryovers.  Community Club games see two (2) one minute time outs for each team.  None in the last five minutes.  Sound the horn with 10 sec remaining in the 1 minute timeout.
    6. Quarter Breaks.  One to two minutes break (ask local host).  Sound the horn with 30 sec remaining in the quarter break.  Reset all bonus lights, team fouls.
    7. Halftime.  Five (5) to ten (10) minutes.  Ask game host. Reset all bonus lights, team fouls.
    8. Overtime. Games using 4 x 10 min quarters will use a five (5) minute overtime period; games using 4 x 8 min quarters will use a four (4) minute overtime period.   One (1) minute break heading into each overtime period.  The 4th quarter bonus situation carries over into all overtime periods.                  
    Communicate with “scorer” at all times to ensure game score is correct


    SCORESHEET 
    1. Team Rosters. Have coaches complete the game rosters - full names and numbers!  Include date, time & location (see reverse side for a sample).
    2. Scoring.  Mark running score first with a slash “ / “ mark.  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)
    3. Personal Fouls.  Record personal fouls as “|” in ‘player fouls’ box next to the corresponding name - 5 personal fouls = disqualification.
    4. Technical Fouls.  Marked as “T” - go towards personal and team foul totals.  Mark coach’s ‘T’s’ next to their names
    5. Timeouts.  Are requested through the scoretable.  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. Two (2) one minute timeouts in the first half; three (3) one minute timeouts in the second half per team.  One (1) timeout per team per overtime period.  No carryovers.  Community Club games see two (2) one minute time outs for each team.  None in the last five minutes.  
    6. Team Bonus.  After team reaches five (5) team fouls per quarter, other team is in ‘double bonus’ (2 shots).  Notify referee by sounding horn.  All team fouls reset going into the next quarter.
    7. Quarter and Halftime Breaks.  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.
    8. Overtime. Time-outs DO NOT carry over to the overtime period(s).  Teams receive one timeout per overtime period (no carryover).
    9. End of Game.  Total all scores and write in “winning team” and “final score”; total all the individual points; home team / tournament host keeps original white copy, give yellow to “winning team” and pink to “losing team”.
    Communicate with “timer” at all times to ensure game score is correct


    SHOTCLOCK OPERATOR
    When a shot clock is being used in a game, the time shall be set at 24 seconds.
    Start the Clock whenever a team gains control of a live ball on the playing court.
    Stop the clock when…
    • An official blows his whistle for a foul or violation.
    • A ball on a shot for a field goal or on a pass enters the basket.
    • A shot for a field goal touches the ring unless the ball lodges on the basket support. 
    • The game is stopped because of an action connected with the team not in control of the ball. 
    • The game is stopped because of an action not connected with either team, unless the opponents would be placed at a disadvantage.
    Reset the clock to twenty-four (24) seconds with the display visible and restarted as soon as a team gains control of a live ball on the playing court. 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.
    Stop clock, but NO reset when the same team that previously had control of the ball is awarded a throw-in as a result of:
    • A ball having gone out-of-bounds. 
    • A player of the same team having been injured. 
    • A jump ball situation. 
    • A double foul. 
    • A cancellation of equal penalties against the teams. 50.4 Stopped,
    Turn the clock off when a team gains control of a live ball on the playing court, and there are fewer than twenty-four (24) seconds remaining on the game clock in any period. Also note that 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.
    MORE RESOURCES INCLUDING SCORESHEETS, SAMPLES AT...
    FIBA Scoresheets
    • Website Comments
    • Facebook Comments

    0 comments:

    Post a Comment

    Your feedback on this Basketball Manitoba article is welcome! Post your comments below and check back later to view other comments or replies!

    Item Reviewed: How To... Scorekeep a Basketball Game Rating: 5 Reviewed By: Basketball Manitoba
    Scroll to Top