


THE FORMAT
FIGHTBALL IS THE MOST INTENSE 1-ON-1 BASKETBALL COMPETITION EVER. THE GAME IS PLAYED WITH 2 HOOPS ON A 40-FOOT COURT, DESIGNED TO PRODUCE A FASTER, MORE INTENSE, MORE PHYSICAL AND PHYSICALLY-DEMANDING GAME. AND THE RESULT? WHAT WE LIKE TO CALL “ALL HIGHLIGHTS, ALL THE TIME”.
THE EVENT
EACH AFTER-DARK FIGHTBALL EVENT INCLUDES AN 8-PLAYER SINGLE-ELIMINATION FORMAT - A TOTAL OF 7 GAMES PLAYED IN A ‘BRACKET’ TOURNAMENT STYLE: FROM QUARTER FINALS, TO SEMIS, TO THE FINAL.
GAME LENGTH
EACH GAME LASTS A TOTAL OF 8 MINUTES (2 X 4-MINUTE HALVES) WITH A 1-MINUTE BREAK BETWEEN THE HALVES.
SHOT CLOCK
AN 8 SECOND SHOT CLOCK IS EMPLOYED, ENSURING INTENSE AND FAST PACED ACTION. IF THE SHOT CLOCK EXPIRES, THE PLAYER MUST DROP THE BALL AND THE OPPONENT TAKES OVER. WHEN YOU PLAY FIGHTBALL, THE PRESSURE IS ON.
SCORING
EACH BASKET EARNS THE SCORER 1 POINT, EXCEPT DUNKS (2 POINTS), AND SHOTS TAKEN FROM THE FIGHTBALL 2-FOOT MID-LINE (2 POINTS). A 2-POINT MID-LINE SHOT ONLY COUNTS IF THE PLAYER HAS AT LEAST ONE FOOT IN THE 2-POINT ZONE (LANDING OVER THE LINE IS OK). A PLAYER MUST STEP ON THE BASELINE AFTER THE OPPONENT SCORES TO START THEIR OFFENSIVE ATTACK.
FOULS
A FOUL IS A FOUL ONLY IF IT’S FLAGRANT. THINK NBA IN THE 80’S, NOT TODAY’S NBA. EACH PLAYER IS ALLOWED 3 FOULS PER HALF. UPON COMMITTING THE 4TH FOUL IN A HALF, THE OPPONENT GETS ONE FREE 2-POINT SHOT, FROM THE MID-LINE 2-POINT ZONE.
OUT OF BOUNDS
IF A PLAYER CAUSES THE BALL TO GO OUT OF BOUNDS, BALL BOYS THROW A NEW ONE IN AS FAST AS POSSIBLE TO THE OPPOSING PLAYER. THE PLAYER MUST STEP ON THE BASELINE/SIDELINE TO RESUME PLAY. THE CLOCK IS RUNNING AND DOES NOT STOP.
TRAVELING/ SHOT CLOCK VIOLATION AND OTHER RULE VIOLATIONS
FOR ANY RULE VIOLATIONS SUCH AS TRAVELING, SHOT CLOCK VIOLATION, ETC. THE BALL NEEDS TO BE DROPPED ON THE SPOT BY THE PLAYER COMMITTING THE VIOLATION. THE OPPONENT CAN IMMEDIATELY GRAB THE BALL AND CONTINUE PLAYING.
TIE GAME
IF, AT THE END OF THE 8-MINUTE REGULATION TIME, THE GAME IS TIED, A 2-MINUTE OVERTIME WILL KICK IN. IF THE GAME IS TIED AFTER OVERTIME, IT CONTINUES IN 2-MINUTE INCREMENTS UNTIL SOMEONE WINS.
DELAY OF GAME
FIGHTBALL IS ABOUT A CONSTANT FLOW OF ACTION, SO IF THE REFEREE DETERMINES THAT SOMEONE IS WASTING TIME AND DELAYING THE FLOW, THE PUNISHMENT IS A FOUL CALL.
INJURY REF TIME OUT
IF A PLAYER IS DOWN WITH AN INJURY, THE REFEREE CAN DECLARE A TIME OUT, AND THE GAME CLOCK IS STOPPED. THE MAXIMUM LENGTH OF SUCH A TIME OUT IS 2 MINUTES, AFTER WHICH THE INJURED PLAYER IS DEEMED “RETIRED”.
INJURY-INDUCING FOUL
IF THE REFEREE DETERMINES THERE WAS INTENT TO INJURE THE OPPONENT AND THE FOUL WAS “SUPER FLAGRANT”, HE HAS THE POWER TO DISQUALIFY THE PLAYER COMMITTING THE FOUL. IF NEITHER PLAYER CAN CONTINUE, A STAND-IN PLAYER WILL GET A ‘WILD CARD’ FOR THE NEXT ROUND.
NO TOLERANCE
FIGHTBALL USES A ‘NO TOLERANCE’ POLICY THAT MAINTAINS THAT A PLAYER MUST NEVER APPROACH THE REFEREE OR ENGAGE IN ANY VIOLENCE WHATSOEVER. IF THEY DO, THEY FACE AUTOMATIC DISQUALIFICATION.
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