Walking Basketball Rules
Table of Contents
The rules presented in this document are valid from May 1, 2024. They are applied equally to all genders and must be understood accordingly ........
The rules are as simple as possible, but they express principles rather than game situations. However, they cannot cover the variety of specific situations that can happen during a basketball game.
The intention of this document is to translate the principles and concept of the rules of walking basketball into practical and specific situations that can occur during a basketball game.
In any event, referees shall have full authority and authority to make a decision on any point not specifically covered by FIBA official basketball rules, or in that FIBA official interpretation.
For the sake of simplifying this interpretation, 'team A' is considered to be the attacking team and 'team B' is considered to be the defending team.
In this document, "player" means a person playing basketball regardless of gender.The match is governed by the official rules of FIBA basketball, unless otherwise stated in these rules.
RULE I – GAME
Art. 1 Definitions
1.1 Walking basketball meeting: Played by 2 teams of 5 players each. Each team aims to score baskets and prevent opponents from scoring. Governed by referees.
1.2 Winner of the meeting: Team with more points at the end of playing time wins.
RULE II – PLAYGROUND AND FACILITIES
Art. 2 Playground
2.1 Playing field: The playing field has the shape of a rectangle with a flat hard surface (Figure 1). It must be 28 m long and 15 m wide, measured from the inner edge of the boundary line.
2.2 Number of players: If agreed by the captains of both teams, the game can also take place on 1/2 of the field (14x15m) with the number of players 3x3 or 2x2. In this case, it is played on one basket.
| Number of players | length (m) | width (m) |
| 5x5 | 28,00 | 15,00 |
| 3x3, 2x2 | 14 | 15,00 |
2.3 Lines: All lines must be marked in the same color, 5 cm wide and clearly visible.
2.4 Penalty throw lines: 5.8 m from end line, 3.6 m long.
2.5.2 Center line, center circley: The center line is a line drawn parallel to the end lines, passing through the points in the middle of the sidelines and the side. The center line is part of the back half of the field. The central circle has a radius of 1 measured from the outer edge of the circle.
2.5.3 Penalty throw lines and defined areas: The penalty throw line is parallel to both end lines. Its farther edge is 5.8m from the edge of the end line. It has a length of 3.60 m. Its center lies at the imaginary junction of the centers of the 2 end lines. Demarcated areas are rectangular areas marked on the playing field. They are bounded by end lines, penalty throw lines according to Fig. 1. Marking of rebounding spots along defined areas, used by players in penalty throws (Fig. 2)
2.5.4 3-point territory: The 3-point territory of the team (Figure 1 and Figure 3) is the entire playing area bounded by the following and belonging to it:
- 2 parallel lines starting from the end line, perpendicular to the end line, the distance from the outer edge of the line from the inner edge of the sideline being 0,90 m.
- The centre of the basket shall be the centre of a semicircle of 6,75 m radius measured to the inner edge of the line delimiting the three-point areas. The semicircle is seamlessly connected to the two parallel lines defined in the previous paragraph.
The line of 3-point territory is not part of it.
Figure 1 – Playground
Picture 2 Demarcated area
2.5.4 Team bench area: The areas of the team benches are marked on the outside of the pitch and bounded by two lines, as shown in Figure 1.
All other persons must be at least 2 m behind the bench of the team.
Art. 3 Devices:
The following equipment is required:
- terminal equipment consisting of: plates and baskets consisting of hoops and nets
basketballs (Men - ball circumference 75 cm, weight 567-650 g, Women - ball circumference 72 cm, weight 510-567 g) - Game lessons
- a stopwatch or other suitable (visible) device
- Minutes of the meeting
- Playing field
- appropriate lighting.
RULE III – COOPERATIVES
Art. 3 Cooperatives
3.1 Player
3.1.1 A team member is eligible to play if he/she is at least 50 years old on the date of the match.
3.1.2 A team member is entitled to play if he/she is mentioned in the minutes of the meeting before the start of the match and if he/she has not been excluded from the meeting or has not committed 5 errors.
3.1.3 Men and women can play in friendly matches at the same time, but the match must be agreed between the captains of both teams before the start of the match. 3.2 Squad
3.2.1 Each cooperative consists of:
- No more than 12 team members eligible to play, including the captain. •Coach
- Maximum 3 people accompanying the team
3.2.2 During playing time, there may be 5 (3, 2) players of each team on the field and they may be substituted.
3.3 Jerseys
3.3.1 The jerseys of all members of the cooperative consist of:
- T-shirts of the same predominant color on the front and back as the shorts. If the jerseys have sleeves, they must end above the elbows.
Long sleeves are not allowed.
During the match, all players must wear T-shirts tucked in shorts. - Shorts of the same predominant color on the front and back with T-shirts. Shorts must end above the knees.
3.3.2 Each member of the team must wear a T-shirt numbered on the front and back with distinct numbers of constant color.
Art. 4 Captain
4.1 Captain (CAP) means a player designated by the team coach as the team's representative on the field.
If he wants to get information, he can politely address the referees during the meeting.
4.2 The captain must inform the first referee no later than 15 minutes after the end meetings, if his team lodges a protest against the outcome of the meeting.
RULE IV – RULES OF THE GAME
Art. 5 Playing time and extensions
5.1 The meeting consists of 2 half-lives, 10 minutes each.
5.2 There is a break of 15 minutes between the first and second half. There is a break of 5 minutes between the regular time and any extension.
5.3 If the status of the meeting is indecisive after the fourth quarter, the meeting shall continue with an extension of 5 minutes.
Art. 6 Start and end of half-life, extra time
6.1 The first half begins when the ball leaves the hand(s) of the first referee when the ball is thrown for a bounce in the center circle.
6.2 The second half, or extra time, begins with the team that lost the opening kickoff by throwing from the side onto 1/2 of the field.
6.3 Teams may swap halves of the pitch for the second half.
Art. 7 Playing with the ball
7.1 Playing with the ball
During the meeting, the ball is played with the hand. The ball may be passed, thrown, bounced, rolled or dribbled.
7.2 Rule
A player holding the ball in his hands may not walk with it, may not intentionally kick it.
Art. 8 Reaching the basket and its value
7.1 Definition
7.1.1 The basket is reached when a live ball falls into the basket from above.
7.2 Rule
7.2.1 The basket is counted against the attacking team as follows:
- A basket thrown from a penalty throw counts as 1 point.
- A basket thrown from 2-point territory counts as 2 points.
- A basket thrown from 3-point territory counts as 3 points.
Art. 9 Time-out counted
9.1 Definition
The time-out counted is the interruption of the meeting requested by the team captain.
9.2 Rule
18.2.1 Each time-out period lasts 1 minute.
18.2.2 Time-outs may only be granted to referees at a break in play.
18.2.5 Each team may receive time-outs as follows:
- 1 time-out in the first half and 1 time-out in the second half.
- 1 time-out in each extension.
Art. 10 Substitution
10.1 Definition
Substitution is an interruption of a meeting requested by a substitute.
10.2 Rule
10.2.1 A team may only take turns when play is interrupted.
10.2.2 If a player is being treated or assisted, he/she must be substituted. However, the team must continue with less than 5 players on the field.
10.2.3 Substitutions may be requested by any player.
10.2.4 A player who has committed his/her 5 mistake or has been excluded from a match must be substituted immediately.
Art. 11 Cancellation of a meeting
11.1 Rule
A team loses by cancelling a meeting if:
- he squad is not present or able to field 5 players ready to play 15 minutes after the scheduled start of the match.
- By his actions, he prevents the match from being played.
Art. 12 Failure to finish a meeting
12.1 Rule
If the number of players on the pitch is reduced to less than 3 during a match, the team loses by not finishing the match.
RULE V – INFRINGEMENTS
Art. 13 Offences
13.1 Definition
13.1.1 A player is in the backfield if any part of his body touches the floor above or beyond the boundary line.
13.1.2 The ball is in the backfield if it touches:
- The player or any person in the background.
- Floors or any object on, above or behind the boundary line.
Art. 14 Dribbling
14.1 Definition
14.1.1 Dribbling is the movement of a live ball caused by a player in control of the ball; who throws it, bounces it, rolls or dribbles on the floor.
14.1.2 During dribbling, a player may not put any part of his hand under the ball and transfer it from one place to another.
14.1.3 Dribbling ends at the moment when the player touches the ball with both hands.
Art. 15 Steps
15.1 Definition
15.1.1 Steps are the unauthorized movement of one or both feet in any direction when a player holding a live ball on the field violates the restrictions set forth in this article.
15.1.2 Reverse is permitted movement when a player, holding a live ball on the field, steps one or more times in any direction with the same foot, while the other foot, called the reverse foot, remains in contact with the floor in one place.
15.1.3 Steps are considered when a player performs more than two steps with the ball in both hands.
25.2.1 Selection of a turnover leg by a player who caught a live ball on the field
A turning leg is considered to be the foot that, at the moment of catching the ball with both hands, first touched the floor.
Art. 16 3 seconds
16.1 Rule
16.1.1 A player may not stay longer than 3 consecutive seconds in the opponent's designated area as long as his team is in control of the live ball.
26.1.2 A player may stay longer in the defined area who:
- Tries to leave the defined area.
- He has been in the defined area for less than 3 consecutive seconds and dribbles in it with the intention of throwing the ball to the basket from the game.
Art. 17 8 seconds
17.1 Definition
17.1.1 The player in his back half gets the live ball under control, he must pass with the ball to the front half within 8 seconds.
Art. 18 24 seconds
18.1 Rule
18.1.1 Whenever a player gains control of a live ball on the field, that team must attempt to throw to the basket from the game within a limit of 24 seconds. In order to comply with the limit of 24 seconds:
- The ball must leave the player's hand(s)
- After the ball has left the player's hand(s), the ball must touch the hoop or fall into the trash.
Art. 19 Ball played back into back half of the field
30.1 Rule
30.1.1 A team that has a live ball under control in the front half of the field may not play the ball into its rear half of the pitch illegally.
This restriction applies including throwing from the hinterland.3
RULE VI – ERRORS
Art. 20 Errors
20.1 Definition
20.1.1 An error is a violation of the rules in which personal contact with an opponent and/or unsportsmanlike conduct occurs.
Art. 21 Touch: Basic principles
21.1 The principle of the cylinder
The cylinder principle defines the space in the apparent cylinder occupied by the player on the floor.
Part of the cylinder is the space above the player and is defined by the boundary of the cylinder defender or striker without the ball:
- from the front with the palms of the hands,
- from behind the back of the hip, and
- from the side, the outer edge of the arms and legs.
The defender cannot enter the attacker's cylinder with the ball and cause illegal contact,
As long as the attacker is attempting regular basketball action in his reel. The boundaries of the attacker's cylinder with the ball are:
- from the front of the legs, bent knees and arms, holding the ball over the limit Hip.
- from behind the back of the hip, and
- from the side, the outer edge of the arms and legs.
The attacker with the ball must be given space for normal basketball action in his cylinder.
Regular basketball action involves starting dribbling, pivoting, shooting, and passing.
The attacker must not stick his legs or arms out of his cylinder and cause illicit contact with a defender in an attempt to gain illegal space.
Figure 3 The principle of the cylinder
21.2 The principle of verticality
During a match, each player has the right to take a position (cylinder) on any the location of the field unoccupied by the opponent.
A defender may not be punished for vertical moveing perpendicularly (in his cylinder) or if He has his arms and arms outstretched above him in his cylinder.
21.3 Permitted defensive position
A defending player has taken the initial allowable defensive position if:
- He faces the opponent and • He has both feet on the floor.
21.4 Defending a player who has the ball under control
The defending player must take the initial allowable defensive position without causing a touch before taking it.
Once the defending player has assumed the initial allowable defensive position, he can move while defending the opponent, but he must not extend his arms, arms, hips or legs and thus prevent the dribbling player from going around him by touching.
21.5 Defending a player who is not in control of the ball
The defending player cannot take a position too close and/or too fast in the way of a moving opponent in such a way that he does not have enough time or distance to stop or change direction (not less than 1 normal step).
If the defending player has already taken the initial allowable defensive position, Defending the opponent to move.
He always aims to prevent injury.
21.7 Closing: allowed and not allowed
An aperture is an attempt to prevent or make it difficult for a player to reach an intended location on pitch to an opponent who does not have the ball.
Permissible screening occurs when a player cloaking an opponent:
- At the moment of touch, he stands motionless (inside the cylinder) and has both feet on the floor at the moment of touch.
Illicit screening occurs when a player cloaking an opponent:
- moved at the moment of touch and did not keep enough distance and touch occurred.
21.8 Puncture
Puncture is such an illicit personal touch of a player with or without the ball where Poking or movement into the opponent's torso occurs.
21.9 Blocking
Blocking is an illicit personal touch that restricts the opponent's movement with the ball or without a ball.
Art. 22 Personal error
22.1 Definition
22.1.1 Personal error is a player's error that is caused by unauthorized touching with opponents regardless of whether the ball is alive or dead.
The player must not hold, block, suck, punch, punch, or hinder the opponent in motion with outstretched arm, arm, elbow, shoulder, hip, leg, knee or with the foot, nor to bend the body into an "abnormal" position (outside its cylinder), nor may he play rudely or violently.
Art. 23 Two-sided error
23.1 Definition
23.1.1 A two-sided error occurs when 2 opponents commit a personal or a non-sportsmanlike/disqualification error at about the same time.
Art. 24 Technical error
24.1 Technical error
A player's technical error is a player's error that is caused not by touch, but by behavior, in particular:
- Act impolitely and/or communicate with referees
- Speak or gesticulate in an offensive manner
- Irritate or disparage an opponent
- Use elbows excessively (no contact).
- Film a bug
A technical error can be awarded to any player of the team.
24.1.1 The player will be expelled for the remainder of the match if 2 technical errors are awarded
24.1.2. If a technical fault is granted:
The opponent is awarded 1 penalty throw. The game will continue as follows:
- The penalty throw is made immediately
Art. 25 Disqualification error
25.1 Definition
25.1.1 Significant unsportsmanlike conduct by a player, substitute, coach is a disqualification error (DCH).
25.1.2 If a disqualification error is awarded to a player, he must leave and remain in the team dressing room throughout the match.
25.1.3 A team that has not been awarded a DCH is awarded 2 penalty throws.
RULE VII – GENERAL PROVISIONS
Art. 26 5 player errors
26.1 If a player commits 5 mistakes, he must be notified of this fact by the referee and leave the meeting immediately.
26.2 Rule
26.2.1 If the sum of the team's fouls in one quarter is equal to or greater than 5, they will be punished with 2 penalty throws. The player on whom the error has been whistled will throw penalty throws.
Art. 27 Penalty throws
27.1 Definition
27.1.1 A penalty throw allows a player to score 1 or 2 points undisturbed from a spot behind the penalty throw line and inside a semicircle.
27. 1.2 Players in rebounding spots along the territory of the penalty throw have the right to:
Occupy these posts alternately.
(Figure 3). These players must not:
- Occupy a position to which they are not entitled.
- Enter a defined area unless the ball leaves the hand(s) of the player throwing the penalty throw.

RULE VIII – REFEREES AND DUTIES
Art. 28 Referees, referees at the table
28.1 The referees are the first and second, assisted by the referees at the table.
28.2 The referees at the table are the recorder and the timekeeper.
28.3 The referees, referees at the table and, where appropriate, the Commissioner shall conduct the meeting in accordance with the rules. They have no right to change the rules.
Art. 29 First referee
29.1 The First Arbitrator shall direct the meeting in accordance with the Rules. He controls the equipment, the ball, the equipment of the players, the roster of the team.
29.2 After the meeting, check the minutes of the meeting. By signing the minutes, he confirms that the meeting was conducted in accordance with the rules.
Art. 30 Second arbitrator
30.1 Referees have the power to rule on any violation of the rules on or off the field.
30.2 In case of violation of the rules or if it is necessary to interrupt play, the referee will blow the whistle.
30.3 Each arbitrator has the right to make a decision within his or her powers, but does not have the right to disrespect the first arbitrator.
Art. 31 Recorder
31. 1 The recorder shall use the official minutes of the meeting and record:
- names and numbers of players;
- Normal total of points achieved, all points earned from the game or from penalty throws
- Errors
- Time-outs
Art. 32 Timekeeper: Duties
32.1 The timekeeper has game lessons and a stopwatch and:
- Measures playing time, time-outs and breaks.
- Expiration of playing time in each quarter or in extra time.
- Reports the number of mistakes made by the player.
32.2 The timekeeper measures the playing time as follows:
Starts the game clock:
- if, after a vertical move, throw-in, or unsuccessful penalty throw, the ball becomes live and the ball is touched by any player Stops the game clock:
- if the playing time expires at the end of the quarter
- The referee whistles
- if a team requests a time-out