410 likes | 554 Views
Mechanics: The Back Judge. John H. Fishel YACPFOC Rules Interpreter February 2013. Pre-game Responsibilities. Participate in Pre-game Conference Know your position in all situations Scrimmage Play Coverage Scrimmage and Free Kick Coverage Expect the unexpected to occur (plan for it)
E N D
Mechanics:The Back Judge John H. Fishel YACPFOC Rules Interpreter February 2013
Pre-game Responsibilities • Participate in Pre-game Conference • Know your position in all situations • Scrimmage Play Coverage • Scrimmage and Free Kick Coverage • Expect the unexpected to occur (plan for it) • Carry two contrasting colored bean bags • You are the Clock! • Carry an accurate watch • 25 second timer (Ready for Play whistle to Snap) • 1 minute between quarters, scores and official time-outs • Keep time off-field at Half • If Field Clock becomes inoperable, keep time on field • Notify Teams with 4 minutes left in the 2nd and 4th quarter
Pre-game responsibilities • Use of Signals (Pre-game discussion with Linesman and Line Judge) • Upon the offense getting set, extend arm left or right to one side or the other to identify the strong side of the lineup for coverage keys • Use crisp, clear signals (Incomplete passes and Stopping the clock) • Do NOT give signals while running/moving to spot • Ball Rotation! • Be prepared to relay a ball in or out • During a change of possession • After a deep incomplete pass • Do NOT chase after every ball, focus on players • During inclement weather conditions
Pre-game Responsibilities • Escort the Visiting Team to the field approximately 10 mins prior to kickoff • Stay with team, keep players not involved in mock toss on sideline • Secure approved ball from Visiting Team if they are kicking • Coin Toss • Upon dismissal of the captains, move together at the center • Hustle to Kickoff positions
Kickoff Mechanics • Clear the sidelines! • Present ball to Kicker • Make sure there is 11 K Players, do not allow a kickoff with more or less than 11 players • Instruct Kicker, ball may be placed anywhere between the hash marks • Point at Referee and instruct Kicker to wait for his whistle • Tell him not to let anyone beat him to the line so you don’t have an off-sides on the Kickoff! • Position at the 40 yd line, 1-2 yds out of bounds • Count K players with Umpire • If ball blows off tee, blow whistle – stop and reset kick • Signal Referee (raise arm)
Keys on Kickoffs • Keys on Kickoff (optional) • Players versus Zone • Better officiating than watching a particular zone • Same premise as passing keys • K4, K5 and the Kicker on your side of the field • Observe initial contact of key players then move to zone • Kicking Player Keys (in conjunction to zone responsibilities) • U – K Players 3, 4, 5 to Home Team side • BJ – K Players 4 and 5 to Visitor’s Team Side and the Kicker • LJ – K Players 1 and 2 (Outside players) on Home side. • L – K Players 1, 2 and 3 (Outside players) on Visitor’s side.
5 Man Kickoff Mechanics K 2 2 5 4 3 1 3 5 4 1 BJ BJ U L R9 R8 R11 R7 R10 R6 R4 R5 R2 R3 LJ R1 R
Kickoff Mechanics (cont.) • Move “swiftly” up/down sideline while remaining out of bounds and watching blocks around the point of attack as well as safety concerns away from the play. • Talk to the players, let them know you’re watching or that the ball is away from them. • Bean bag for First Touching by K inside the Neutral Zone • Be ready for kick out of bounds in your area (during a normal kickoff, spot foul if >35) • Wind Clock if R touches ball in your zone. • If play becomes dead in your zone. • Blow whistle • Square off and come into the bottom of the numbers to mark Forward Progress spot.
Kickoff Mechanics (cont.) • If ball becomes dead in your zone (cont.) • If play ends out of bounds, BLOW Whistle and move to Forward Progress spot, WHILE TURNING AND WATCHING action (players) out of bounds, Signal to stop the Clock. (DO NOT TURN YOUR BACK ON PLAYERS OUT OF BOUNDS ... Communicate – let them know you’re there watching, “Play’s Over, Use the ground to get up … Walk Away, etc.”) • Stay in position while help arrives, drop bean bag on forward progress spot only if absolutely necessary to separate players. Don’t worry about the ball … get another. • If ball becomes dead on the in another zone • Obtain ball from Visiting Team if they are on offense or assist relaying ball from kick off the field.
General Pre-Scrimmage Mechanics • Position 15-20 yards from LOS, deeper than the deepest Defensive Back between the uprights. • Shade toward the strong side of the formation • Time 25 second clock • Count DEFENSE with: • Line Judge and Linesman • Fist for 11, Five finger open hand for <11 • Following a First Down being declared with the previous play dead in-bounds • Notify Referee and mimic signal by winding clock on Ready for Play.
Scrimmage Play Mechanics • After snap, ALWAYS back-peddle • Read keys • Keep ALL players in front of you and officiate inside-out. Keep play boxed-in. • Watch for blocking fouls on outsides • Receivers on crack-back blocks, picks • Lineman blocking below the waist on sweeps/screens • Holding or Pass Interference by both Offense and Defense • Move-in and assist maintaining order on all plays ending out of bounds • Don’t get beat to the Goal Line! If you do, do NOT turn and run. Let the play flow pass while continuing to officiate • When facing clock near the end of a period, notify Referee by tapping top of your hat that you have the clock which may expire before the start of the next play.
Keys and Priorities • Strength of Formation • ALWAYS determined by the number of RECEIVERS outside the Tackle. (Nothing to do with the number of lineman on either side of the center.) • The strong-side of the formation is the side where the most receivers are lined up outside the tackle. • Back Judge ALWAYS has the widest outside receiver on the strong-side of the formation. • Whenever the formation is balanced (equal), the Strong-side is ALWAYS to the Line Judge side of the field. • Ex. Two Tight End formation
R RB RB B QB L TE T G • C G T TE LJ U BJ • Strength to Line Judge’s side - two eligible receivers compared to one on L side • Keys: • BJ has TE • L has TE on his side of field • LJ has B
R RB RB B QB L TE T G • C G T E LJ U BJ • Strength to Linesman’s side • Initial Keys: • BJ has B, 15-20 yards deep and shades to strong side • L has TE • LJ has E • Secondary Keys: L and LJ have first RB out of backfield towards their side
R RB RB B QB L TE T G • C G T TE LJ U BJ • Strength to Lineman’s side- two eligible receivers compared to one on LJ side • Keys: • BJ has TE • L has B that shows strength • L would also have first back out of backfield to his side • LJ has TE on that side of field
R RB B B QB L TE T G • C G T TE LJ U BJ • Trips to Line Judge’s side • Keys: • BJ has two outside eligible receivers on strong side, TE and B on LJ’s side • LJ has action on or by B lined up on the inside • L has TE on his side of field • L also has first back out of backfield to his side
R RB B QB B L E T G • C G T E LJ U BJ • Double wing or four receiver set • No declared strength so BJ shades to LJ side • Keys: • BJ has outside receiver on LJ’s side • LJ has primary coverage on B (slot back to his side) • LJ also looks through to tackle and help if RB becomes involved in play • L has E and B (two eligible receivers) on his side of field
R RB RB B QB L TE T G • C G T TE LJ U BJ • Motion Changes Strength and Keys • Initial Strength to L side • Initial Keys: • BJ has TE on L’s side (strong side) • L has B on his side of field • LJ has TE on his side of field • When slot B goes in motion, strength changes and keys for BJ, L, and LJ change • New Keys: • BJ slides to strong side when motion back is clearly outside of tackle before ball is snapped and has B • L has TE on his side of field, also responsible for legality of motion by motion B • LJ stays with original key
R RB RB B QB L TE T G • C G T TE LJ U BJ • Motion Creates Trips to L side • Initial strength to L side • Initial Keys: • BJ has B on L side • L has TE on his side of field • LJ responsible on action on or by TE and also first back out of backfield on his side • Motion by back doesn’t change strength but creates trips so keys for BJ and L change • New Keys follow normal trips keys: • BJ switches key from strong side B and takes two outside receivers on strong side, in this case • B and motion back • L stays with TE on his side • LJ still responsible on action on or by TE and also back out of backfield on his side
R RB RB B QB L TE T G • C G T TE LJ U BJ • Motion Creates Strength Change • Initial strength to L side • Initial Keys: • BJ has B on L side • L has TE on his side of field • LJ responsible on action on or by TE and also first back out of backfield on his side • Motion by back changes strength to even. Declared strength shifts to LJ side and changes • the keys for the BJ and LJ • New Keys follow normal LJ strong side keys: • BJ shades to strong side and switches key to B on the LJ side • L takes TE to his side of field, also responsible for motion by B before snap • LJ takes motion man after snap
R RB RB B B QB L TE T G • C G T E LJ U BJ • Trips to LJ side, Motion changes keys • Initial Keys: • BJ has two outside receivers to strong side • L TE to his side • LJ responsible for inside B • Motion by inside back does not change strength but changes keys for BJ , L, and LJ. • New Keys follow normal LJ strong side keys: • BJ takes E • L takes both TE and B to his side of field • LJ responsible for motion by B before snap, once ball is snapped has remaining B on his side • of field
5 Man Zone Coverage R RB B QB B L E T G • C G T E LJ E CB T E CB T SS LB LB LB U S BJ After initial keys release, Passing and Running Plays
General Scrimmage Mechanics • Use of the whistle • SEE THE BALL – KNOW THE PLAY IS OVER!!! • The play kills itself, however A LATE WHISTLE IS OFTEN BETTER THAN NO WHISTLE … alerting all players stops dead ball contact. • When and only when, ball becomes dead in your area … Sound whistle loudly! (Unless it is necessary to stop dead ball contact) • i.e. Don’t whistle a play dead on the other side of the field • Drop Bean Bag at location where ball is when an Inadvertent Whistle is blown. • Use sharp, repeated whistle to get everyone’s attention at the end of a play when a foul has occurred.
Scrimmage Plays • Stopping and Starting the Clock • Signal to STOP the clock when: • Down ends with a foul • Play becomes dead out of bounds • FORWARD pass is obviously incomplete • HEAD COACH (only) calls a Time Out • Official Time Out • Period ends • A Fair Catch is made or awarded • An OBVIOUS First Down has occurred • Signal to START (continue) the clock when: • Whenever the ball becomes dead outside the numbers • WIND the clock then STOP when the ball becomes dead outside the numbers and an OBVIOUS First Down has occurred. • Whenever a R player touches a Free Kick in your zone.
Penalty Administration • General Rule: Use of the penalty marker • Toss the penalty marker in the air for a Dead Ball foul • Throw the penalty marker to the spot (appropriate yard line) for a Live Ball foul • Procedure following a foul: • If it’s your call, make sure you get the R’s attention. • If it is NOT your call, cover the flag. • Assist in coach notification of foul and player number • If enforcement occurs on a Kickoff, give signal and administer distance penalty.
OFFENSE fouls BEHIND “Basic Spot” R RB B QB B L E T G • C G T E LJ E CB T E CB T SS LB LB LB U S “Basic Spot” Enforcement Spots: All-But-One – Penalized from the Basic Spot
OFFENSE fouls BEHIND “Basic Spot” R RB B QB B L E T G • C G T E LJ E CB T E CB T SS LB LB LB U S “Basic Spot” (not PSK fouls) Enforcement Spots: Loose Ball Play
5 Man Punt Coverage R P K2 K3 K4 L K5 K8 K10 • K7 K11 K9 K6 LJ R6 R3 R7 R4 R9 R11 R2 R8 R5 R10 U R1 BJ “Basic Spot” PSK
OFFENSE fouls BEHIND “Basic Spot” R RB B QB B L E T G • C G T E LJ E CB T E CB T SS LB LB LB U S “Basic Spot” (fouls by B) Enforcement Spots: Running Play
Fouls by A R RB B QB B L E T G • C G T E LJ E CB T E CB T SS LB LB LB U S “Basic Spot” (fouls by B) Enforcement Spots: Running Play, followed by Loose Ball
Measurements • If a measurement is required, clear players from measurement area. Tend ball at time of measurement.
Time Out Procedure • Keep 1 minute time period. • Notify Referee with 15 seconds remaining. • ONLY the Head Coach or a Player on the field may call a Charged Time Out. • Two types of conferences • Inside the hash marks, (only one coach may be with the team.) • Outside the numbers, 11 Players must remain on the field but any number of Coaches and Players may be in the huddle. • DO NOT gather at the middle of the field unless it is necessary to pass information along to another official or get clarification for a Coach, etc. • Injury Time Outs • This is not coach-player conference. Keep players inside the hash marks unless the length of the time to care for the injury causes the Referee to approve the teams to go to the numbers for an authorized conference.
Goal Line Plays • When the Line of Scrimmage is AT or INSIDE the 10 yard line • Start and Remain on the End Line. • Officiate side to side • SEE THE BALL! • MAKE SURE THE PLAYER IS IN-BOUNDS WITH POSSESSION OF THE BALL • IF YOU DON’T SEE IT, DON’T CALL IT! • DO NOT MIRROR A TD SIGNAL GIVEN BY ANOTHER OFFICIAL!
Between Periods/Halftime • End of the First and Third Quarters • ALL Officials take note of the ball location (yard line), downand distance before changing sides of the field. Hustle to the new location and make sure location, down and distance are correct. • Use same procedure as a charged time out with Outside the numbers conference-type. Notify Referee with 15 seconds to Ready for Play. • End of the Half (Second Quarter) • BJ hustle into middle of both teams proceeding off the field. Keep teams separated while walking off the field. • If the Visiting Team will be kicking at the end of Halftime, ascertain which direction the Head Coach would like to kick. • Know the walk time between where the Visiting Team will be during the break and the field. • The teams need to be on the field at the end of the 15 minute Halftime Period and before the Mandatory 3 minute warm up. • Make sure you notify the Coach at least a couple of minutes before the Team needs to leave to walk to the field.
Scrimmage Kick Formation: Punt • Position as 2-3 yards behind and 10-12 yards wide of the deepest receiver to the Linesman side of the field. • Be ready to rule on kicks made to the sideline. • Stay deep, if kick goes out of bounds in the air on the Linesman side of the field, proceed towards the previous LOS along the sideline with arm upright while watching Referee to “chop” mark the out of bounds spot. Stop on yard line and spot ball. • If kick is low or ball rolls out of bounds, mark spot. • On a routine kick: • Don’t stay flat-footed, if kick is short move forward with receiver. • Always move to the best position to view the action without interfering with the play. • Be prepared to rule on Fair Catch signal. • Drop bean bag upon touching by R or First Touching by K. • Move with runner on return. • Watch Fair Catch Signal and Illegal Blocks
5 Man Punt Coverage R P K2 K3 K4 L K5 K8 K10 • K7 K11 K9 K6 LJ R6 R3 R7 R4 R9 R11 R2 R8 R5 R10 U R1 BJ
Scrimmage Kick Formation: FG/Try • Proceed under the upright on the side opposite that of the Referee. • EXPECT THE FAKE, be prepared to try to get to the goal line pylon without interfering with the play. • If no fake, rule on ball being over crossbar and inside the upright. • Communicate – YES or NO (Preferred you do not use “No Good,” as it may cause confusion.) • Back Judge has the whistle. • Step forward with Wing Official and give clear signal. • If kick is a FG attempt, LIVE BALL until ball breaks the plane of the Goal Line…HOLD Whistle. Be prepared to drop bean bag if R gains possession. Be able to rule on momentum, score, or assist with return.
BJ LJ S U LB CB E T LB LB E LB T CB L K6 K9 K7 K10 K8 K11 • S K3 K4 H K R 5 Man FG/Try Coverage
When in question … • Incomplete Pass or Fumble • Forward Pass or Backward • Kick or Pass – Touched or Not • Catch or No Catch • Passer has thrown or fumbled • Touchback or Safety • Fumble or Dead Ball • Helmet on or off • Accidental or Intentional • Contact • Touching • Kicking • Legal Block or Clip • Block above the waist or below • 5 or 15 yd Facemask • 5 or 15 yd Running into or Roughing the Kicker • Incomplete Pass • Forward Pass • Not Touched • No Catch • Incomplete Pass • Touchback • Dead Ball • Helmet Off • Accidental • Legal • Above • 15 • 15