1. THE NRF BOARD OF DIRECTORS
Commissioner: jeffstaple
Co-Commissioner: Bobby Joseph
Acting Board Members: To Be Determined.
The NRF BOARD OF DIRECTORS handles affairs of the league such as league structure, basketball logistics, charity opportunities, sponsorship opportunities, media and press relations, treasury, financial control and Internet media.
2. NRF PLAYERS ASSOCIATION
An active player in the NRF automatically enrolls that person in the NRF PLAYERS ASSOCIATION. There are 10 teams in the NRF with a maximum of 10 players per team. There is a maximum of 100 registered players per season. All new players MUST be referred by an existing player. In the likely event the league has reached maximum capacity, interested players will be placed on a waiting list.
3. NRF LEAGUE STRUCTURE
NRF HEAD OFFICE: jeffstaple/Commissioner. Bobby Joseph/Co-Commissioner.
NRF CORPORATE PARTNER: Nike, Inc.
NRF BOARD OF DIRECTORS: See above.
GENERAL MANAGERS (GM): (GMs were previously known as "captains".)
GMs can only be appointed by the NRF HEAD OFFICE. GMs are fully responsible for all the actions of his/her team. This includes drafting, player management, coaching management, player/team conduct and overall performance of the team. In order to allow different people the opportunity to be a GM, If a GM's team falls below .500 at the end of a season, that GM will be replaced by the NRF HEAD OFFICE. This GM may, at his/her own discretion, appeal this ruling by justifying his need for remaining as the team's GM. This must be done in writing via email to the NRF HEAD OFFICE within 30 days of the end of the season. If the GM does not make notification within 30 days, the League assumes that the GM accepts his resignation. The departing GM is then automatically entered as a part of the NRF PLAYERS ASSOCIATION. The active GM can be a player on his team and can only play for his team.
COACH: The GENERAL MANAGER will appoint a COACH for his team. The COACH serves the same role as a coach on any NBA team. The active COACH can be a player on his team and can only play for his team.
If a new GM is assign by the League to manage the team then that GM can determine any coaching changes he sees necessary.
CAPTAIN: the COACH and GM of each team appoints the CAPTAIN. The CAPTAIN is the on-court leader for all the players on his team. He does not necessarily need to the best skilled player on a team, but he should be the motivational and spiritual leader. CAPTAIN selections must be announced to the NRF HEAD OFFICE by the 3rd week of the regular season. The active CAPTAIN can be a player on his team and can only play for his team.
In each team, the GM, the COACH and the CAPTAIN must all be different individual people.
4. FREE AGENCY / FRANCHISE PLAYERS
In the weeks prior to the start of a new season, the NRF HEAD OFFICE will ask GMs to determine their FRANCHISE PLAYERS. These are players that the GMs wish to "lock" for his/her team. The GM is allowed to lock 3 players in addition to himself for following season. This means, that his team will have 4 returning players (3 + himself) and will possibly see 6 new faces. It is the responsibility of the GM to confirm that the player he is locking is in fact planning to return to play in the NRF the following season.
If the GM is a departing GM, the same ruling applies for the new incoming GM.
All unlocked players are considered FREE AGENTS and enter the draft pool. Any team can then draft FREE AGENTS, including the team the player just left.
5. NRF ROOKIES
New incoming players must be referred by existing NRF PLAYERS ASSOCIATION members. Due to the demand of the NRF and the limited space (100 spots), NRF ROOKIES are admitted on a first come-first serve basis.
At the onset of each season, because GMs have locked themselves plus 3 players, the league automatically has 40 slots filled. Existing NRF players have the right of first refusal to choose whether they would like to register for the following season. They will be given an early deadline to register by. If a returning player does not register by this earlier date, he risks losing his spot to an incoming NRF ROOKIE. Both NRF ROOKIES and NRF EXISTING PLAYERS must all register by a "final registration date". Details of the dates and registration methods will be sent in notification emails.
6. THE NRF DRAFT
The draft pool will always consist of 60 players. Some will be returning NRF players (FREE AGENTS) and some will be NRF ROOKIES. There will be 2 separate nights reserved for scrimmage games where GMs can watch and determine skill level of these players. Players will wear marathon numbers so GMs can track performance. After the 2nd night of scrimmage games, all the NRF GMs along with the NRF HEAD OFFICE will gather for the Draft Night.
Drafting order is as follows:
Team with the worst record drafts first, second worst record drafts second and so on until the NRF Champion drafts last. This then concludes one round of drafting. The second round continues in the same fashion until all players have been selected. Each GM is allowed 60 seconds to make his selection.
Incoming Players who did not show up to scrimmage games will be randomly placed onto teams after regular drafting has completed in the same order as above.
7. FEES / SCHEDULE
The fee for becoming a member of the NRF is $200.00 per season.
The NRF season is 23 weeks long. There are 2 pre-season weeks that consist of scrimmage games and drafting. There are 18 weeks of regular season games. Games are held on Wednesday nights from 6:00pm-10:00pm. Four games are played each night. Each game lasts for one hour. (See TIMING below.) The post season is 3 weeks. This consists of Conference Semi Finals, Conference Finals, and then the NRF Championship Finals. The top 4 teams in each conference move onto the playoffs. The last place team in each conference does make the playoffs.
Membership fees are non-refundable for any reason including injury, misconduct, moving, etc.
8. OFFICIALS
2 referees are required per game.
The officials shall not permit players to play with any type of hand, arm, face, nose, ear, head or neck jewelry. The officials shall not permit any player to wear equipment which, in his judgment, is dangerous to other players. Any equipment which is of hard substance (casts, splints, guards and braces) must be padded or foam covered and have no exposed sharp or cutting edge. All face masks and eye or nose protectors must conform to the contour of the face and have no sharp or protruding edges. Approval is on a game-to-game basis.
9. PLAYERS, SUBTITUTIONS and COACHES
A team's failure to have five players to begin the game must be reported prior to the start of the game. If a team has less than five players, the opposing coach must approve the substitute player(s) that will fill the remaining empty spots. If no agreement can be made, the team with less than five players will automatically lose the game. If a player in the game receives his sixth personal foul and all substitutes have already been disqualified, said player shall remain in the game and shall be charged with a personal and team foul. A technical foul also shall be assessed against his team. All subsequent personal fouls, including offensive fouls to that specific player, shall be treated as technical fouls. All players who have six or more personal fouls and remain in the game shall be treated similarly.
In the event that there are only five eligible players remaining and one of these players is injured and must leave the game or is ejected, he must be replaced by a player the opposing captain can approve or else the team forfeits the game.
Note that if a Captain chooses to accept the automatic win in this situation, neither game score nor any team stats are accounted for even if a game is physically played. Hence the Captain must use discretion in choosing whether to accept the statistics of the game and risk losing, or guaranteeing the win and not receiving any stats for his team.
Substitutions are only allowed during stoppages of play and must be alerted to scorers table first. Once a horn is heard, the player is allowed to make the substitution. The coach's and benched teammates position may be on or off the bench behind the blue square marking next to the scorer's table. Coaches and players may not leave this restricted area unless specifically requested to do so by the officials. The penalty for violation of this rule is a technical foul.
10. TIMING
Each game consists of 2 halves. Each half is 20 mins long. It is a running clock format until 2:00 at which point the clock stops at the officials whistle blow.
Each team is allowed 2 time outs per half. Each time out lasts for 30 seconds.
Time outs do not carryover to the next half or to overtime. There is one timeout per team in overtime.
Each game is allocated for a full hour of real time. There is no shot clock.
Overtime consists of a 3 minute extra session. Play continues each 3 min session until a winner is determined. There is one timeout per team in each overtime.
11. MERCY RULING
A mercy rule is in effect for all NRF games. If one team is losing by 15 or more points in the second half, at the two minute mark, the game will continue until the end on a running/no-stoppage clock. Even if the point differential becomes closer than 15 points with less than two minutes remaining, the clock will continue to run without stoppage.
12. TIE BREAKS
If 2 or more teams share identical records, their standing is then determined by the team's heads-up record. If the heads-up record is also tied, then the higher ranked team is determined by the better +/- ratio. The +./- ratio is determined by subtracting the teams total offensive points and the number of points scored by their opponents.
13. PERSONAL FOULS
Players are allowed 5 fouls. The sixth foul results in ejection from game.
14. TEAM FOULS
Teams are allowed 6 fouls. After the 6th foul, the team is in the BONUS, which means all fouls result in a one-in-one free throw situation. After the 9th foul, the team is in DOUBLE BONUS, which means 2 free throws are allowed.
15. TECHNICAL / FLAGRANT FOULS
Flagrant fouls, punching, fighting, or general misconduct will result in game ejections and possibly further penalties upon review by the referees, the NRF HEAD OFFICE and the NRF CORPORATE PARTNER. Missed games due to misconduct are the complete responsibility of the player and no returns of membership fees will be considered.
16. VIOLATIONS
The NRF adheres to basic NCAA Basketball rules. Some notable rules:
10 second backcourt violation in effect.
10 second free throw violation in effect.
3 second lane rule is in effect.
RULE #17: UNIFORMS
Nike NRF Uniforms must be worn at all times during game play.
The NRF Uniform consists of: NRF team Tank Top, NRF team Shorts and (any) Nike branded sneakers.
A player not wearing the entire 2007-08 NRF uniform (NRF Jersey, NRF team Shorts, and Nike Sneakers) will result in a technical foul and possession of the ball by the other team for EACH PLAYER violating this rule. (i.e., If 3 players not in uniform, 3 technical fouls will be called.)
18. ALL STAR GAME.
Each year, midway thru the season, an ALL-STAR will be held to challenge the best 3 point shooter, the best 3 man trio and see which Conference has the better All Star roster. The Coach of each Conference's All Star Game will be determined by the coach with the best record at the end of Week 9. Even if that Coach loses 1st place by the time of the All-Star game, he still is the coach of the All-Star team.
19. WEBSITE
The NRF Website is http://www.nikerecessfederation.com
Look to the NRF website for week-to-week highlights (including photos, sound bites, video clips), Player of the Week, Sneaker of the Week, Calendars, Schedules, Standings, Rosters, Player Profiles, League Statistical Leaders, All Star Night results, Playoff results, and archived results from past seasons.
The website will be updated by the following Monday after each Wednesday night game takes place.
The NRF HEAD OFFICE reserves the right to update or modify these rules at any time without prior notification.
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