Slamball rulebook clarifies court layout, face-off, and island play
The league's official rules define court layout, timing, substitutions, and penalties to standardize competition and improve player safety. Fans and teams get clear guidance on gameplay and enforcement.

The Slamball rulebook lays out a compact but detailed framework that governs everything from court dimensions to face-off procedures, sharpening how players, coaches, and officials approach every jump and slam. Clear measurements, timing rules, and explicit contact limits aim to reduce ambiguity on calls and make enforcement more consistent across games.
The playing surface is tightly specified: the court is 96 feet by 64 feet, with four springbeds in the Slam Zone. Three identical springbeds measure 7 by 14 feet, while the scoring bed is 10 by 14 feet. An 8-foot plexiglass wall surrounds the court except where it is lowered to 4 feet for team boxes and sidelines. Playable floor space extends 8 feet behind the springbeds and rims sit at 10 feet, reinforcing that rebounds and spring attacks can originate from behind the basket.
Protective gear is mandatory in official competition, with padded helmets, elbow and kneepads, and custom padded undergarments listed as typical equipment. Rosters carry seven active players and four per side are on the court, matching Slamball’s fast substitutions and continuous flow.
Play begins each half with a throw down, an inverse tip-off where the official slams the ball so it bounces high and players fight for position below. Games run four 5-minute quarters with a running clock in most situations; the clock switches to stop time on all calls in the last minute. Each team gets a single 45-second timeout, usable only in the fourth quarter. Calling an unearned timeout with possession results in loss of the ball.
Substitutions follow a hockey-style system during live play; exiting players must be within 5 feet of their team box before incoming players can enter. The island—the padded area between the four springbeds—is a tactical staging ground but also a protected zone. Offensive players can use it to redirect or reset, but no contact beyond incidental is allowed. Defenders may not draw charges there; excessive contact leads to face offs or turnover. Offensive players face a 3-second limit on the island unless they reset by exiting or performing multiple-tramp transfers.
Movement and contact rules emphasize safety while preserving high-flying offense. Players are allowed no more than two steps after stopping a dribble; springbed bounces do not count as steps. Contact on open court is restricted to waist-up, in front of the shoulder, and perimeter defenders cannot make contact on a shooter outside the springs—though they can block the ball directly. The Stopper Box beneath the hoop is also protected; offensive players cannot strike the Stopper in his traditional position without penalty.
Face offs occur after personal fouls as one-on-one penalty showdowns with the attacker on a perimeter springbed and the defender on a side springbed. The attacker may attempt a slam for three points or a pull-up for two. Face offs also resolve overtime and discourage late-game stalling—the defense can foul in the last 20 seconds and the face-off result decides possession.
For players and coaches, the rulebook highlights where to practice and where to coach discipline: island timing and reset techniques, substitution choreography, claiming the correct springbed on face offs, and protecting the Stopper should be priorities. For fans and referees, clearer definitions mean fewer contested calls and cleaner, faster gameplay. Expect these rules to shape how teams design sets and defend the springs going forward.
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