Three-on-Three Basketball Tour Rules

Three-on-Three Basketball Tour Rules
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The national three-on-three basketball tours cater to players of every description -- young and old, male and female, beginning or accomplished. The Hoop it Up and Gus Macker tours are two industry leaders, but various companies organize events across the country. Rules vary somewhat from group to group, but the principles are the same. These events are half-court games between two teams of up to three players each.

Roster Size

Teams deploy three players at a time, although some of the tours allow teams to use fewer. Team roster size varies. The Macker tour calls for four-player rosters, for instance, while Hoop it Up allows teams to have from three to five players.

The Half-Court Game

On the major tours, teams alternate possession of the basketball. After a made basket or free throw, the defensive team gets possession. When the defensive team gains possession through a steal, a blocked shot or a rebound, it must take it back behind the two-point arc before beginning an offensive possession. On a dead ball, the ball must be "checked" by a defensive player and passed from one offensive player from the "check box" at the top of the court to another offensive players. Dribbling the ball in is not allowed in those scenarios.

Scoring

Typically teams get one point for a basket and two points for a shot from behind the two-point arc. Shooters must have both feet behind the arc to get credit for a two-pointer. The arc's distance from the basket varies. On the Macker tour, the arc is 21 feet out for the top men's and women's competition and 19 feet, 9 inches out for regular adult competition. Teams get one point for a free throw. On the Macker tour, players may opt to attempt a two-point free throw from behind the arc. Free throws are shot as a dead-ball activity. On the Hoop it Up tour, the defensive team gets the ball regardless of whether the free throw is made or missed. On the Macker tour, the offensive team regains the ball if the free throw is missed.

Length of Games

Hoop it Up games last until one team gets to 20 points -- or until 30 minutes pass, including warm-up times. In the top men's and women's games on the Macker tour, the first team to 20 points wins. Teams must win by two points, up to 24 points. After that, the first team to 25 points wins. The time limit at the top Macker men's and women's games is 25 minutes.

Defensive Tie-Ups

When the defense forces a held ball, it gains possession of the ball. Unlike high school and college full-court games, there is no alternating possession rule for held balls.

Lane Violations

Most tours have versions of full-court basketball's "three-second rule." The Hoop it Up tour marks a box in front of the basket called a "No-Parking Zone." According to its rules, "An offensive player CANNOT remain stationary with both feet in this box AND receive the ball when guarded by an opposing player." The Macker tour has a five-second rule that prevents a player remaining in the free throw lane for five seconds while her team has the ball.

Officiating

Not all games on the tours features a referee. The Hoop it Up tour has separate rules for games that don't have one. Its rules read: "If there is no referee on your court, only team fouls will be recorded. No personal fouls will be recorded. A foul may only be called by the player on the court who was fouled at the time of the foul. The court monitor or a representative from each team will record the fouls."

References

Article reviewed by Alva Dane Last updated on: Jun 14, 2011

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