The Circuit

3 on 3

A single-day, travel 3-on-3 basketball experience built for the community. Pull up with the whole family for high-energy games, live music, local vendors, and food trucks serving all day. All ages are welcome, kids get in free, and our adult teams battle for a cash prize—winner takes bragging rights and the bag.

San Antonio 3 on 3 Kids Team (FREE)
$0.00
  1. Teams can consist of three, four or five players: three starters and one or two substitutes.

  2. All players must be 10 or older.

  3. Adult teams (at least one player over age 18) will be placed into divisions based on the age of all team members on the roster. Youth divisions are grouped based on the oldest player on the team. 30 plus all players 30 or older. 40 plus all players 40 or older.

  4. No roster changes may be made after a team starts its first scheduled game.

  5. Games are played on a half court using Official MH3 3x3 rules.

  6. Scoring: one point per basket; two points for shots made behind the designated 3-point line. First team to 16 points wins; OR the team ahead after the 16-minute time limit wins. Possession alternates after each made basket.

  7. MH3 reserves the right to verify any player’s height or age. Inaccurate information is grounds for the immediate disqualification of the entire team. EACH PLAYER MUST CARRY PERSONAL PICTURE IDENTIFICATION (birth certificate or walker ID for minors).

  8. MH3 reserves the right to reduce the number of scheduled games, or shorten games, due to unforeseen circumstances.

The following rules have been designed to ensure fair play for all participants and closely align with USA Basketball and FIBA competition rules. All players and coaches are expected to understand these rules prior to participating in 3x3 competition.

Game Administration & Rules

  • Roster Size

    • 5 player limit (must have 3 players to start the game)

  • Referees

    • 1 required

  • Timer/ScoreKeepers (Optional)

    • 1 or 2 suggested or in tournament play the referee may keep score

  • Time-outs

    • Each team is allowed one 30-second timeout per game. The game clock does not stop during timeouts. NO timeouts are permitted in the last three minutes of the game.

  • Initial Possession

    • Coin flip (winning the coin flip allows a team to start the game with the ball or decline in order to get the ball in a potential overtime)

  • Game Duration & Scoring Limits

    • All other divisions - Running clock

    • The first team to 16 points (applies to regular playing time only) or the team with the most points at the end of the game

  • Overtime

    • First team to score two (2) points wins

  • Scoring

    • Baskets made from inside the arc count as one point. Baskets made from behind the arc count as two points.

  • Substitutions

    • Can occur in dead ball situations, prior to the check ball. Players must enter the game at the top of the court.

  • Starting Possessions

    • To start the game and after any dead ball that requires checking the ball at the top, the ball must be passed (not dribbled) from the check box at the rear of the court.

    • First violation: Warning from the referee or court monitor

    • Each Additional Violation: Change of possession

    • All ages

      • No shot clock required – however, no stalling is allowed. The referee, court monitor, or staff member may institute a 30 second clock at any time. After a team has been warned about stalling, failure to hit the rim on the offensive possession within 30 seconds will result in loss of possession. The referee will count down the final 5 seconds.

  • Free Throws

    • 1 free throw if fouled while shooting

    • 2 free throws if fouled while shooting behind the arc

    • 1 free throw if fouled while shooting and the shooter makes the shot

    • Free throws count as one point

    • 10U & Above

      • Following a made free throw, the opposing team will check the ball at the top. If the free throw is missed, the ball is live and the offensive team can rebound and play, or the defensive team can rebound and clear.

    • Jump Ball

      • All jump balls become possession of the defensive team

    • Team Foul Limit (no individual fouls)

      • 6 team fouls

    • Penalty for Team Fouls 7-9

      • 2 free throws

    • Penalty for Team Fouls 10+

      • 2 free throws and possession of the ball

  • Possession Following A Successful Goal

    • 10U & Above

      • Check ball exchange behind the arc (at the top)

  • Possession Following a Dead Ball

    • Check ball exchange behind the arc (at the top)

  • Possession Following a Defensive Rebound or Steal

    • Ball to be dribbled/passed behind the arc

  • Playoffs

    • Players must play in at least 2 games to be eligible for the playoffs

  • Coaching Rules

    • 11U & Above

    • Coaches are allowed to provide guidance during timeouts, and before and after the
      games. Coaches can also make substitutions.

    • Coaches will be penalized a point if a ref sees excessive coaching during games.

    • Penalties will be assessed at the referee’s discretion.

  • 10U & Below

    • The same rules apply as the 11U and above, however refs will be slightly more tolerant of coaching.

    • Coaches can be penalized a point if a ref sees excessive coaching during the games.

  • Prizes

    • Awards or prizes for winning teams may be substituted with an alternate prize of equal or greater value. Void where prohibited.

San Antonio 3 on 3 Adult Team
$125.00
  1. Teams can consist of three, four or five players: three starters and one or two substitutes.

  2. All players must be 10 or older.

  3. Adult teams (at least one player over age 18) will be placed into divisions based on the age of all team members on the roster. Youth divisions are grouped based on the oldest player on the team. 30 plus all players 30 or older. 40 plus all players 40 or older.

  4. No roster changes may be made after a team starts its first scheduled game.

  5. Games are played on a half court using Official MH3 3x3 rules.

  6. Scoring: one point per basket; two points for shots made behind the designated 3-point line. First team to 16 points wins; OR the team ahead after the 16-minute time limit wins. Possession alternates after each made basket.

  7. MH3 reserves the right to verify any player’s height or age. Inaccurate information is grounds for the immediate disqualification of the entire team. EACH PLAYER MUST CARRY PERSONAL PICTURE IDENTIFICATION (birth certificate or walker ID for minors).

  8. MH3 reserves the right to reduce the number of scheduled games, or shorten games, due to unforeseen circumstances.

The following rules have been designed to ensure fair play for all participants and closely align with USA Basketball and FIBA competition rules. All players and coaches are expected to understand these rules prior to participating in 3x3 competition.

Game Administration & Rules

  • Roster Size

    • 5 player limit (must have 3 players to start the game)

  • Referees

    • 1 required

  • Timer/ScoreKeepers (Optional)

    • 1 or 2 suggested or in tournament play the referee may keep score

  • Time-outs

    • Each team is allowed one 30-second timeout per game. The game clock does not stop during timeouts. NO timeouts are permitted in the last three minutes of the game.

  • Initial Possession

    • Coin flip (winning the coin flip allows a team to start the game with the ball or decline in order to get the ball in a potential overtime)

  • Game Duration & Scoring Limits

    • All other divisions - Running clock

    • The first team to 16 points (applies to regular playing time only) or the team with the most points at the end of the game

  • Overtime

    • First team to score two (2) points wins

  • Scoring

    • Baskets made from inside the arc count as one point. Baskets made from behind the arc count as two points.

  • Substitutions

    • Can occur in dead ball situations, prior to the check ball. Players must enter the game at the top of the court.

  • Starting Possessions

    • To start the game and after any dead ball that requires checking the ball at the top, the ball must be passed (not dribbled) from the check box at the rear of the court.

    • First violation: Warning from the referee or court monitor

    • Each Additional Violation: Change of possession

    • All ages

      • No shot clock required – however, no stalling is allowed. The referee, court monitor, or staff member may institute a 30 second clock at any time. After a team has been warned about stalling, failure to hit the rim on the offensive possession within 30 seconds will result in loss of possession. The referee will count down the final 5 seconds.

  • Free Throws

    • 1 free throw if fouled while shooting

    • 2 free throws if fouled while shooting behind the arc

    • 1 free throw if fouled while shooting and the shooter makes the shot

    • Free throws count as one point

    • 10U & Above

      • Following a made free throw, the opposing team will check the ball at the top. If the free throw is missed, the ball is live and the offensive team can rebound and play, or the defensive team can rebound and clear.

    • Jump Ball

      • All jump balls become possession of the defensive team

    • Team Foul Limit (no individual fouls)

      • 6 team fouls

    • Penalty for Team Fouls 7-9

      • 2 free throws

    • Penalty for Team Fouls 10+

      • 2 free throws and possession of the ball

  • Possession Following A Successful Goal

    • 10U & Above

      • Check ball exchange behind the arc (at the top)

  • Possession Following a Dead Ball

    • Check ball exchange behind the arc (at the top)

  • Possession Following a Defensive Rebound or Steal

    • Ball to be dribbled/passed behind the arc

  • Playoffs

    • Players must play in at least 2 games to be eligible for the playoffs

  • Coaching Rules

    • 11U & Above

    • Coaches are allowed to provide guidance during timeouts, and before and after the
      games. Coaches can also make substitutions.

    • Coaches will be penalized a point if a ref sees excessive coaching during games.

    • Penalties will be assessed at the referee’s discretion.

  • 10U & Below

    • The same rules apply as the 11U and above, however refs will be slightly more tolerant of coaching.

    • Coaches can be penalized a point if a ref sees excessive coaching during the games.

  • Prizes

    • Awards or prizes for winning teams may be substituted with an alternate prize of equal or greater value. Void where prohibited.

San Antonio Vendor
$175.00

Join us at The Circuit 3-on-3 Vendor Fair for a full day of community, hoops, and local business discovery. The Vendor Fair runs 10:00 AM – 6:00 PM. Load-in is 7:30–9:00 AM (all vendors must be fully set up by 9:00 AM). Teardown begins after 6:00 PM.

What’s included with your vendor purchase

  • One vendor table (standard event table)

  • Event tent provided and set up on site

  • Prime placement alongside tournament action, food trucks, and family activities

  • Event staff support during load-in and basic day-of needs

What to bring

  • Table covering, signage, displays, and product

  • Point-of-sale device and extension cords/battery packs (if needed)

  • Any permits required for your specific products (e.g., cottage food rules)

Arrival & Setup

  • Check in at Vendor Registration between 7:30–9:00 AM.

  • Load-in ends at 9:00 AM to keep aisles clear for doors opening at 10:00 AM.

  • Please plan to remain open until 6:00 PM to ensure a great guest experience.

Good to know

  • This is a community-facing, all-ages event with strong foot traffic driven by the tournament, food trucks, and on-site activities.

  • If you require special accommodations (corner placement, access needs, power, etc.), note it during registration and we’ll do our best to help.

  • There are a few planets in the constellation Canis Minor unknown to humans. Most of us call the planet Strogador home, but some of the crew hails from the surrounding systems.

  • Yes!!!!!!!! Please trust us!!! PLEASE!

  • No. When we step off our spacecraft, we’re basically “holding our breath” the way humans would underwater. We’re able to do it for several hours before needing to re-board the ship for some of our fresh air.

  • We use the stars primarily as a map for travel, but sure, they could be a map for our personalities, too!

  • About 75%, which is as much DNA as you share with a chicken. This makes you poor test subjects, so no worries there!

  • Earth is our favorite planet to visit because of how quaint it is. Similar to how humans from big cities like to visit a small town for the simpler environment but then are glad to get back to the city.

  • From afar, we are not able to figure out the rules, but we do enjoy watching the crowds react to the players running around.

  • Our understanding of time is very different from yours. Let’s just say roughly about a hundred times longer than your civilization has existed.

  • The official language of Canis Minor is Canish.

  • Friends! We want to share new experiences, our deepest darkest secrets and funny memes.

  • They’re both so cute! Nothing beats Ooflas, our own little companions, though. We had to leave them at home with a friend.

  • We understand not all humans have the time or access to travel, but honestly, every inch of your planet has something to brag about!

  • Our physical forms are much more malleable than the human body. This allows us to adapt to new environments across the cosmos. When we are on Earth, we choose to look more similar to humans for your own comfort.

  • Obviously, we have names! Ask us and we'll tell you. Just like meeting a new human friend.

  • Please don’t scream or run away! No one likes being greeted that way. Just say “howdy,” or however else you’d greet a normal human friend.

  • Not humans, if that’s what you’re wondering.

  • Technically, you could. However, because of temporal anomalies as you approach the speed of light, by the time you returned to Earth, everyone you know and love would no longer be alive.

  • Astral Paddle is the cosmos’ fastest-growing sport. We’d love to show you how it’s played.

  • It has taken hundreds of years to get your attention! Now that we have it, we want to make our efforts worthwhile. So, we’ll be around awhile.

  • Because we can change forms, sometimes we have tentacles, sometimes we don’t, whatever works best for the situation.

  • Sigh. You really need to stop asking.