Play basketball

Sign up for a pick-up game or join a basketball league. All skill levels are welcome.

Spring and summer league registration opens February 13.


Play drop-in basketball

Choose the right option for your age group.

Youth 13 to 17

Play basketball after school on Wednesdays at Waterloo Memorial Recreation Complex.

Sign up on ActiveWaterloo

Adults 18+

Play pick-up basketball at Waterloo Memorial Recreation Complex and RIM Park Manulife Sportsplex.

Find a game on PickupHub


Join a basketball league

Basketball leagues run at RIM Park Manulife Sportsplex.

All skill levels are welcome. Anyone 18+ can register as a team or free agent:

  • log in to ActiveWaterloo, search for “basketball" and check for open spots
  • register as a free agent – we will place you on a team with players at a similar skill level
  • game days and times may change each season
  • review the basketball rules and league rules on the CARL page

Find winter league options, dates and costs

Leagues can fill quickly. Check what’s open on ActiveWaterloo.

Game days and times may change each season.

Winter league options, seasons, and registration costs
Name Season Game time (50-minute games) Price + HST
Monday Winter Basketball January to March 
(12 weeks)
9:15 to 12:15 a.m. Team: $903.44 
Free agent: $125.38

Check league schedules and standings

Check all league schedules and standings.


Review league rules

Review these basketball rules and our general league rules before you play.

Minimum players

  • teams must have enough players to meet the minimum requirement at the scheduled game time
  • teams must have at least 4 players to avoid a forfeit
  • if a team does not meet the minimum 10 minutes after the scheduled start, the game is a forfeit
  • a forfeit is recorded as 30–0
  • teams struggling to field enough players should work with CARL staff for support

Using opponent’s players

  • a team may lend players to their opponent
  • before play starts, both teams must agree if the game will count as official or as a forfeit

Multiple forfeits

  • if a team forfeits 2 games in a season, CARL staff will review their status
  • teams may be ejected from the league without refund

Definition of a forfeit

  • a forfeit includes failing to show up for a game
  • a forfeit also includes insufficient communication with CARL staff
  • CARL staff review all forfeits to keep leagues fair

Rescheduling

  • if a team gives at least 48 hours’ notice before their game, CARL staff may reschedule it for a future date

Roster size and requirements

  • teams may list up to 20 players on their roster (exceptions may be approved by CARL staff)
  • a full team is 5 players on the court
  • every team must have a captain present at each game — if the listed captain is absent, an acting captain must be assigned
  • all players must be on the official roster in ActiveWaterloo to be eligible to play
  • players must create an ActiveWaterloo account and add themselves to their team's roster
  • teams may add new players until the fourth week of the season

Roster checks and challenges

  • CARL staff conduct random roster checks after the roster deadline
  • only a team captain may challenge an opposing player’s eligibility, and it must be done before the end of the game
  • during a challenge, the player must immediately leave the game until the check is complete
  • if the challenge is successful — the player is removed from the game
  • if unsuccessful — the challenging team’s captain serves a 3-minute shorthanded penalty
  • all players must bring valid ID to games; without ID they are considered ineligible and removed

Ineligible players

  • ineligible players are removed from the game
  • the team’s captain is suspended for the next game
  • a second offence results in a 3-game suspension for the captain
  • a third offence suspends the captain for the rest of the season

Borrowing subs

  • teams may use players from earlier games in the same night, but only from their division or a lower division
  • teams may only borrow enough players to field a full lineup and two subs
  • once a rostered player arrives, the borrowed sub must stop playing unless the opponent agrees otherwise
  • borrowed subs are not allowed in playoffs

 

CARL works to develop an equitable schedule for all participants, ensuring each team has an average equal number of games and a fair distribution of time slots.

All schedules will be sent to each captain and posted on the CARL website a minimum of one week prior to the start of the season; schedules are subject to change. CARL administration will give notice of changes as soon as possible.

Teams are expected to report scores and spirit ranking to the CARL associate following their game.

Regular season games may end in a tied score.

A score cap of a 30 point differential will be applied to all games.

Once a team has reached the score cap of 30 points, additional points will not be recorded.

Once the trailing team scores another point, the leading team must score another point to have it counted.

The score recorded will not reflect a point differential greater than 30 points.

How teams are ranked:

  • first criteria: total points will be determined from a team's wins, losses and ties. Wins will be two points, ties will be one point and a loss will be worth zero points
  • second criteria: point differential - a team's difference between points for and against

If there is still a tie in the standings:

  1. record head to head between the teams involved
  2. point Differential between games involving the teams tied only
  3. spirit points for each team involved
  4. coin toss

Any team with an average spirit ranking of 3.5 or lower will not be eligible for playoffs.

To be eligible to participate in playoffs a player must be on their team's official team roster.

All teams are guaranteed the same number of post-season games however, not all teams will receive the opportunity to play for the championship.

If a league has eight or more teams the top eight teams will play for the championship in a single elimination style playoff.

If a league has less than eight teams; the top four teams will play for the championship in a single elimination style playoff.

Losing teams will play consolation matches to finish the season.

Any team not part of the championship playoffs will receive consolation games that will equal the same number of games as all other teams.

CARL administration has the right to change the playoff format at any time to ensure the quality of the league.

Sportsmanship is an important part of playoffs. Any team displaying poor sportsmanship in playoffs will have their win reviewed and CARL administration has the right to overturn any win. Poor sportsmanship by both teams in a playoff game may result in a loss by both teams.

Playoff games cannot end in a tie, the following format will only be used in playoffs to break a tie game.

If teams are tied at the end of regulation an overtime period will be played. The first team to four points (two baskets) will win the game. A coin toss will determine possession for the overtime period.

Players should arrive 10 minutes prior to the scheduled start time of their game. Staff may be transitioning the field at this time so warm ups should be done respectfully and in a safe manner.

The clock will begin at the scheduled start time of the game. Players are expected to begin their game on time, beginning late will not result in extra time added to the end of the game unless otherwise noted by the CARL associate.

Games will be a total of 50 minutes in length with two 24 minute halves and a two minute intermission.

In regular season games may end in a tie, there will be no overtime.

The clock will continue to run during the game, there will be no extra time unless noted by the CARL associate.

All games will end with a whistle blast from the CARL associate; the team in possession of the ball at the time of the whistle will receive the remainder of the possession. Once they have taken a final shot or lost possession the game will end. Games cannot end on a defensive foul; team with possession of the ball will receive another shot if a defensive foul occurs during their final shot.

Prior to the start of the game captains are encouraged to meet to discuss any issues and determine who will begin with possession of the ball. During this meeting captains are encouraged to clarify any misunderstanding of rules.

It is expected that only captains are communicating issues during the game.

If there is an issue that cannot be resolved by the team captains they are expected to request the assistance of the CARL associate to mediate the conflict. The CARL associates decision will be final and all players are expected to accept it.

Players are expected to discuss any issues with the opposing captain and/or the CARL associate during the game.

Warm-up in the hallway is not allowed. Players are expected to use the 10 minute transition time between games for warm-ups.

All players must wear some type of court shoe (basketball, tennis, jogging, etc.). A player is not allowed to play in street shoes, socks, or bare feet.

If there is a colour conflict between teams, the CARL staff will give pinnies out to be worn. The AWAY team will be the team asked to change. It is not optional.

Jewelry is not to be worn by any participant during a game. The only exception is wedding bands, studs and medical bracelets.

All players wearing knee braces that contain plastic, metal, or bolts/screws - must have a cover.

Foul language, trash talk, or any other offensive actions or words will not to be tolerated and will be followed up in accordance with the Sportsmanship Guidelines.

Prior to the game captains will meet and determine which team will begin with the ball. This should be determined by a coin toss. The ball will be thrown in from mid-court sidelines.

In the result of a jump ball, players are expected to call jump ball. A possession arrow will be used and possession will go to the team that has the possession arrow.

In the second half, the team who did not start with possession of the ball at the beginning of the game will receive possession from half.

Throw-ins:

  • will be used to re-start any stoppage in play
  • when the ball goes out of bounds it will be inbounded from that point
  • when a foul or violation occurs, the ball will be taken out on the side near the centre line
  • when inbounding in the offensive zone the team must “check” the ball with the defensive team before starting
  • teams will have five seconds to inbound the ball.

Holding the ball for longer than five seconds will result in delay of game and a change of possession. If you feel a team is taking longer than the allotted five seconds you are expected to count out five seconds (such as 1-1000, 2-1000) before a delay of game can be called.

Points:

  • teams are expected to keep their own score. This is a recreational league, teams are expected to be fair and honest
  • two points will be awarded for baskets scored inside the College Arc
  • three points will be awarded for baskets scored outside the College Arc

10-second rules:

  • teams are expected to move the ball from their backcourt to the offensive zone in 10 seconds
  • a delay of game will result in a change of possession
  • if your opponent is taking longer than 10 seconds you are expected to count out 10 seconds (1-1000, 2-1000…) before a delay of game can be called

Three in the key:

  • the standard three in the key rule will not be used in CARL leagues
  • it is considered poor sportsmanship for an offensive player to remain in the key for long periods of time and should be reflected in a team's spirit ranking at the end of the game

Substitutions:

  • substitutes during the game will only be allowed during dead ball situations or after a made basket
  • the player leaving the game must leave at the same point on the sidelines as the entering player

Time-Outs:

  • one time out will be allowed for each team during the game which is one minute long
  • a player may request a time-out when the ball is in their control, at the disposal of a player on his/her team or when the ball is dead
  • time outs cannot be called during the last 5 minutes of play

Fall Back at 20:

  • when a team is leading by 20 or more points they may not back court press
  • this rule is to encourage good sportsmanship behaviour and should be reflected in the spirit rankings of the opponent if not followed

Dunking:

  • there will be no dunking in CARL Leagues
  • should a player dunk the basket will not count and a change of possession will occur

All players are expected to know the CARL basketball rules and call their own fouls and violations during the game. Players should not wait for their opponent or expect others will call their infractions during a game.

The player who commits the foul will call the foul. If teams cannot come to an agreement on a foul, a possession arrow will be used to determine possession. This is a recreation league and players are expected to show respect towards their opponent and make calls within the spirit of league as outlined.

Violations:

  • a violation is a play in basketball that does not result in a free throw, however they do result in loss of possession
  • a player or team are expected to call their own violations

List of violation examples:

  • traveling – taking more than two steps while in control of the ball without dribbling. Additionally, an incorrect pivot; such as, moving your pivot foot, changing the foot you have started to pivot on originally
  • double dribble – once a player has stopped dribbling the ball they must pass or shoot the ball, beginning to dribble again will be considered a double dribble
  • over and back – once an offensive player has crossed over the centre line completely (both feet have crossed) with the ball they may not go back over into their zone. The ball may not be passed back into their zone either unless touch by their opponent first
  • kick ball – players may not intentionally use any part of their legs to touch the ball
  • 10-second rule – please see above for a description

Fouls:

  • a foul is considered to be impeding the progress of your opponent during the play of the game and can occur by either an offensive or defensive player
  • the team fouled will receive possession of the ball from the sideline at centre court
  • if a team is fouled three times on one offensive set, they will receive an automatic basket and possession will go to the defensive team
  • if a team is intentionally fouled; wrapped by their opponent while going for a lay-up, the basket will be counted automatically; any player committing this type of foul may be asked to leave the game to ensure safety for all players

List of foul examples:

  • illegal pick – making personal contact while you are moving which impedes the progress of an opponent with or without the ball
  • reaching in – hitting the wrist, forearm or body of an opponent while attempting to get the ball
  • charging – player with the ball moving their body or the ball into an opponent whose position is already established
  • holding – contact with your opponent which inhibits their free of movement
  • pushing and pulling – Using an opposing player's shirt/jersey for leverage during play; unnecessary roughness when gaining floor position
  • clear path foul - any player with a clear path to the basket in transition who is fouled will receive an automatic two points. If the foul is witnessed by the CARL associate and is deemed to be unsafe or flagrant the player will be ejected from the game. CARL administration will review any flagrant clear path fouls and the player may be suspended.

Contact us

Contact us with any questions – email carl@waterloo.ca or call 519-884-5363.