5 vs. 5 Basketball

* All final decisions will be made on the discretion of the On-Site Manager *



  • Shirts must be worn by all participants, even under jerseys provided by the Recreation program.  If a team decides to provide their own jerseys, each team member must have one.  The jerseys must be the same color and have a single or double digit number on at least one side. There may not be any duplicate numbers on the same team.
  • Players must wear appropriate court shoes.
  • All game balls will be provided by the Recreation program and will be used for all games. Teams may provide game balls if both teams AND the officials agree to it. The officials and On-Site Manager reserve the right to deny the usage of any equipment.
  • Jewelry must be off or taped. It is the participant’s responsibility to provide the tape for jewelry that cannot come off for religious or other reasons.
  • PLAYERS MAY NOT WEAR ANY “LIVESTRONG” LIKE BANDS! (This could result in a technical foul)



  • There will be a 5 minute grace period for forfeits. Each team must have their players READY TO PLAY at the 5 minute mark.  The On-Site Managers watch will have the official time. Their decision is final.
  • All games will be played under NFHS rules with the following the exceptions that are noted below.
  • Games are played with two 20-minute halves.  It will be running time except for the last two minutes of the second half when the clock will be stopped for all dead balls.  Officials may stop the clock at their own discretion. 
  • The clock will stay running in the last two minutes of the game if the differential in the score is 20 points or more.
  • If the margin reaches 40 points or more in the last 2 minutes of the game it will be terminated immediately.
  • Halftime will be five minutes.
  • Each team will get two 60-second timeouts per half.  Timeouts do not carry over to overtime!



  • All games tied at the end of regulation will go to overtime.
  • In the event that regulation play ends in a tie during playoffs, there will be a 2-minute overtime period. The clock will stop on all dead balls.  All overtime periods will be 2 minutes.
  • All 2nd half team fouls will carry over.
  • Overtime periods will begin with a jump ball.  Alternating possessions will be used after the tip.
  • Only one 30-second timeout may be called in each overtime period per team. Timeouts WILL NOT carry over to overtime from regulation or from one OT period to the next.
  • To be eligible for the playoffs, a player must have played in at least one regular season game for the team(s) he or she intends to represent. The player’s name MUST appear on the scorecard with a number for the game(s) played.



  • A player will be allowed five fouls.  After receiving the fifth foul, the player must remove themselves from the game.
  • Technical fouls will count as personal fouls. Two technical fouls will result in an automatic ejection. Player may be asked to leave the gym and be out of sight and out of sound by an official and/or On-Site Manager. The offending player will be reviewed by the Recreation Coordinator before being allowed to participate in future games.



When a team commits its seventh personal foul in a half, the opposing team will be in the bonus situation.  The result of this will be the awarding of one and one free throws for each foul committed, excluding shooting fouls (two shots) and offensive fouls.  Once a team commits their 10th team foul, this will be the double bonus where all common fouls will be worth two shots.



Any attempt to deliberately hurt or injure another player will result in an immediate ejection and removal from the Arena. The offending player(s) will be suspended for at least two league games but could be more depending on the severity of the foul.



  • No offensive player may remain in the foul lane for more than 3-seconds. The 3 second count restarts after a shot, the player leaves the paint, a dead ball, or loss of possession. The count is interrupted and restarts if the player in the paint makes a move to the basket. Three seconds cannot be called when the ball is still in the backcourt.
  • The offense has 10 seconds to possess the ball in the front court. The count restarts after any change of possession or dead ball.
  • There are 5 second closely guarded counts. A defender must be closer than 6 feet to activate the count. The ball handler can hold the ball for 5 seconds before they have to pass, dribble, or shoot. If they continue with a dribble, they have 5 seconds to pick up their dribble, pass, or shoot. If they pick up their dribble, they have 5 seconds to pass or shoot. The count is terminated when the following occurs:
    • Dribbler has their head and shoulders past the torso of the defender
    • Defender becomes more than 6 feet from the dribbler
    • Dribbler passes or shoots
    • The ball becomes dead
  • Dunking will be allowed in intramural games but any attempt to hang on the rim will result in an automatic technical foul. It will also count towards the player and team foul total.
  • Any players protesting an official’s call in a disrespectful manner could be subject to a technical foul.



No more than 10 players per a team.

Teams may not remove players from their roster once they have participated in a regular season game – including forfeits. 

Players may not, at any point, change teams once they have participated in a regular season game.  Teams may add players throughout the regular season if an open roster spot is available.  Rosters may not exceed the maximum number allowed.

In order to participate in any intramural contest, all students, faculty and staff must preset a valid California State University Stanislaus ID.  All alumni participants must present any type of photo ID.