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DISTRICT SIX 2012 PLAYOFF MEETING CCA MECHANICS OCTOBER 14, 2012 RICHLAND HIGH SCHOOL

DISTRICT SIX 2012 PLAYOFF MEETING CCA MECHANICS OCTOBER 14, 2012 RICHLAND HIGH SCHOOL. CCA 7-MAN MECHANICS A FEW OF THE DIFFERENCES. COIN TOSS DOES NOT CHANGE. 30 MINUTES PRIOR TO KICKOFF MAXIMUM OF 4 CAPTAINS SPORTSMANSHIP MESSAGE AT THIS TIME IF POSSIBLE. CEREMONIAL TOSS

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DISTRICT SIX 2012 PLAYOFF MEETING CCA MECHANICS OCTOBER 14, 2012 RICHLAND HIGH SCHOOL

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  1. DISTRICT SIX2012 PLAYOFF MEETINGCCA MECHANICS OCTOBER 14, 2012RICHLAND HIGH SCHOOL

  2. CCA 7-MAN MECHANICSA FEW OF THE DIFFERENCES • COIN TOSS DOES NOT CHANGE. • 30 MINUTES PRIOR TO KICKOFF • MAXIMUM OF 4 CAPTAINS • SPORTSMANSHIP MESSAGE AT THIS TIME IF POSSIBLE • CEREMONIAL TOSS • 3 MINUTES PRIOR TO KICKOFF • R AND U IN CENTER OF FIELD • SJ AND FJ ESCORT CAPTAINS • KEEP TEAMS IN TEAM BOX UNTIL CONCLUSION OF THE TOSS

  3. SOME OF THE RULES OUTLINED IN THIS MANUAL THAT WE DO NOT USE!!! • WE DO NOT HAVE AN UNCATCHABLE PASS. • WE CAN HAVE INTENTIONAL GROUNDING IF THE PASS WAS THROWN FROM OUTSIDE THE TACKLE BOX. • YOU CANNOT LEGALLY GROUND THE BALL FROM THE SHOTGUN FORMATION. • BBW IS ILLEGAL UNLESS SPECIFIC CRITERIA ARE MET. • BREAKING THE HUDDLE WITH 12-PLAYERS IS NOT AN AUTOMATIC FOUL. • ANY KICK BREAKING THE PLANE OF R’S GOAL IS AN AUTOMATIC TOUCHBACK. • THE FREE KICK ONLY NEEDS TO BOUNCE ONCE TO BE CONSIDERED GROUNDED. • K PLAYERS DO NOT NEED TO BE WITHIN 5-YARDS OF THEIR RESTRAINING LINE PRIOR TO THE KICK & DO NOT NEED 4-PLAYERS ON EACH SIDE OF THE KICKER. • IT IS A FOUL IF A PLAYER OF “B” BREAKS THE NEUTRAL ZONE BEFORE THE SNAP.

  4. SOME OF THE RULES OUTLINED IN THIS MANUAL THAT WE DO NOT USE!!! • IF TEAM “A” MAKES A LATE SUBSTITUTION WE DO NOT DELAY THE SNAP TO ALLOW TEAM “B” TO MATCH UP. • A PERSONAL FOUL ON THE DEFENSE IS NOT AN AUTOMATIC 1ST DOWN. • OPI IS A LOD FOUL. • LEAPING OVER THE SHIELD ON A PUNT PLAY IS NOT A FOUL. • WE DO NOT HAVE A 10 SECOND RUNOFF OPTION. • OUR OVERTIME PROCEDURES START 1ST & GOAL FROM THE 10 YARD LINE. • ON A 1 POINT TRY THE BALL IS DEAD WHEN IT IS OBVIOUS THE KICK HAS FAILED. ON A 2 POINT TRY THE BALL IS DEAD WHEN “B” SECURES POSSESSION. • THE PLAY CLOCK IS 25 SECONDS ONLY. • THE GAME CLOCK IS STARTED ON THE SNAP (NOT WHEN THE UMPIRE SPOTS THE BALL) WHEN STOPPED FOR AN OUT OF BOUNDS RUNNER.

  5. WHEN TO WIND THE CLOCK AND RELAYING THE BALL • WHEN THE BALL BECOMES DEAD INBOUNDS DEEP IN A SIDE ZONE (NEARER THE SIDELINE THAN THE HASHMARK), THE COVERING OFFICIAL BLOWS HIS WHISTLE, MARKS THE SPOT AND LEAVES THE BALL IN ITS POSITION ON THE GROUND. • IF THE PLAY ENDS INBOUNDS WITHIN 2 OR 3 FEET OF THE SIDELINE GIVE THE WIND THE CLOCK SIGNAL (UNLESS THE PLAY ENDS IN A FIRST DOWN). • AFTER ALL ACTION HAS CEASED, OBTAIN A BALL FROM A BALL PERSON TO BE PLACED AT THE INBOUNDS LINE. • A NON-COVERING OFFICIAL SHOULD BE ALERT TO OBTAIN A BALL FROM A BALL PERSON AND RELAY IT IN TO BE SPOTTED. • REMEMBER IF IT IS AN OBVIOUS FIRST DOWN DO NOT GIVE THE WIND THE CLOCK SIGNAL & THEN THE STOP THE CLOCK SIGNAL. • ONLY GIVE THE STOP THE CLOCK SIGNAL.

  6. KICK POSITIONS PRE-SNAP

  7. KICKOFF POSITIONS • R- AT THE GOAL LINE IN THE CENTER OF THE FIELD • LJ (PRESSBOX SIDE) & HL (OPPOSITE PRESSBOX) ON THE GOAL LINE AT THE PYLONS. • FJ (PRESSBOX SIDE) & SJ (OPPOSITE PRESSBOX) ON THE RECEIVERS RESTRAINING LINE. • BJ (PRESSBOX SIDE) & U (OPPOSITE PRESSBOX) ON KICKERS RESTRAINING LINE. • AFTER DEEP KICK BJ & U PROCEED INTO HASH AND OFFICIATE INSIDE OUT, RESPONSIBLE FOR K’S GOAL LINE. • ANTICIPATED ONSIDE KICK • LJ & HL BEGIN HALFWAY BETWEEN THE FREE KICK LINES. • YOU ARE RESPONSIBLE FOR THE BALL GROUNDING, 1ST TOUCHING AND EARLY BLOCKS BY TEAM K. • R- DEEPER THAN THE DEEPEST RECEIVER IN THE CENTER OF THE FIELD, YOU ARE STILL RESPONSIBLE FOR R’S GOAL LINE.

  8. SCRIMMAGE KICK POSITIONSPUNT • BJ, FJ, SJ-TAKE YOUR POSITION 5-YDS BEHIND THE DEEPEST RECEIVER. FJ & SJ START OUTSIDE THE SIDELINE, BJ WIDER THAN THE DEEP RECEIVER FAVORING THE WIDE SIDE OF THE FIELD. • IF THE BALL IS SNAPPED FROM R’S 45 TO THE GOAL LINE, START THE DOWN ON THE GOAL LINE. • BJ- YOU ARE RESPONSIBLE FOR THE KICK UNTIL IT IS NO LONGER A KICK, BEAN BAG (1 BEAN BAG) THE END OF THE KICK. YOU ARE RESPONSIBLE FOR THE KICK BREAKING THE PLANE OF R’S GOAL LINE. • FJ & SJ- YOU ARE RESPONSIBLE FOR THE GUNNERS TO YOUR SIDE OF THE FIELD, REVERSE MECHANICS, YOU HAVE THE DEAD BALL SPOT UNTIL K’S 2-YD LINE. • R- SLIGHTLY BEHIND & AS WIDE AS YOU FEEL COMFORTABLE. YOU ARE RESPONSIBLE FOR FOULS AGAINST THE KICKER AND HOLDER. • U- APPROX. 10 YDS OFF THE BALL, OPPOSITE THE R, IN POSITION TO SEE THE SNAP & SNAPPER. ON A BAD SNAP OR BLOCKED KICK, YOU ARE RESPONSIBLE FOR THE LOS. • HL & LJ- POSITION IS THE SAME AS ANY OTHER SCRIMMAGE PLAY. HOLD YOUR POSITION UNTIL THE BALL CROSSES THE LINE. ON A BAD SNAP OR BLOCKED KICK, BOTH OFFICIALS RETREAT WITH THE REFEREE. IF THE REFEREE IS RESPONSIBLE FOR THE END LINE, YOU ARE RESPONSIBLE FOR THE GOAL LINE. • HL & LJ- MOVE SLOWLY DOWN FIELD AFTER THE BALL CROSSES THE LINE, TAKE BLOCKS IN FRONT OF THE BALL CARRIER, HELP WITH THE FAIR CATCH SIGNAL BY UP RECEIVERS, YOU ARE RESPONSIBLE FOR THE DEAD BALL SPOT FROM THE 2 YARD LINE TO THE GOAL LINE . KEEP YOUR CUSHION IN FRONT OF THE RUNNER.

  9. SCRIMMAGE KICK POSITIONSFIELD GOAL & TRY • R- APPROXIMATLEY 10-YDS WIDE & EVEN WITH THE KICKER, FACING THE HOLDER. • U & SJ- 5 TO 8 YDS FROM THE BALL. THE SJ SHOULD BE ON THE STRONG SIDE OF THE FORMATION, KNOW THE ELIGIBLE RECEIVERS TO YOUR SIDE. THE U- IS RESPONSIBLE FOR THE SNAPPER AND FOR NUMBERING EXCEPTIONS. ON A BAD SNAP OR BLOCKED FIELD GOAL, THE UMPIRE MUST GET TO THE LOS. ON A FAKE OR A BROKEN PLAY THE SJ MUST GET TO THE GOAL LINE. • BJ & FJ-POSITIONED UNDER THE UPRIGHTS, BE PREPARED TO MOVE OUT TO COVER THE PLAY ON A SHORT FG. BJ HAS THE CROSSBAR AND THE WHISTLE. • HL & LJ- TAKE REGULAR POSITIONS, YOU ARE RESPONSIBLE FOR LINE PLAY AND THE WING BACK TO YOUR SIDE. AFTER THE KICK (ON A TRY) COME ONTO THE FIELD AND HELP CONTROL THE LINE PLAY. ON A BAD SNAP OR BLOCKED FIELD GOAL, RETREAT WITH THE REFEREE AND OBSERVE THE ACTION BEHIND THE REFEREE. • R-YOU ARE RESPONSIBLE FOR FOULS AGAINST THE KICKER & HOLDER.

  10. SCRIMMAGE POSITIONSPRE-SNAP

  11. SCRIMMAGE PLAYSPOSITION AT THE SNAP • U-HL-LJ, YOUR STARTING POSITIONS ARE THE SAME AS 6 MAN MECHANICS. • R- ON THE HAND OF THE QUARTERBACK 14-15 YARDS DEEP AT THE SNAP, WIDER THAN THE TIGHT END OR WING BACK. • SJ & FJ, 20 YARDS DEEP ON THE SIDE LINE. • YOU ARE ALWAYS RESPONSIBLE FOR THE WIDEST RECEIVER TO YOUR SIDE, STATIONARY OR IN MOTION. • BJ-25 YARDS DEEP FAVORING THE STRONG SIDE OF THE FIELD, YOU HAVE THE 25 SECOND CLOCK.

  12. SCRIMMAGE PLAYSRUNNING PLAY COVERAGE • R-AT THE SNAP, OBSERVE THE ACTION BEHIND THE LINE, YOU HAVE THE RUNNER & THE BALL TO THE NEUTRAL ZONE. ONCE YOU READ RUN, FOCUS ON THE BLOCKS ON THE FRONT SIDE AT THE POINT OF ATTACK. ON OPTIONS YOU HAVE THE QB UNTIL HE TURNS UPFIELD BEYOND THE NZ. • U- ON RUNS BETWEEN THE TACKLES FOCUS ON THE POA IN FRONT OF & AROUND THE RUNNER. ON RUNS OUTSIDE THE TACKLES, TURN TOWARD THE FLOW AND OBSERVE ACTION ON THE BACKSIDE OF THE FLOW. SPOT THE BALL FOR THE NEXT DOWN.

  13. SCRIMMAGE PLAYSRUNNING PLAY COVERAGE • HL & LJ-AT THE SNAP OBSERVE THE ACTION ON OR BY THE TACKLE TO YOUR SIDE AND ON OR BY YOUR KEY. • OBSERVE BLOCKING IN FRONT OF THE RUNNER IN OR BEHIND THE NZ. • RETREAT AND LET THE RUNNER PASS YOU, YOU HAVE THE SPOT UNTIL B’S 2 YARD LINE. • WHEN THE RUN IS AWAY FROM YOU CLEAN UP BEHIND THE PLAY BEFORE FLOWING DOWNFIELD, PROVIDE A SOFT SPOT FOR THE OPPOSITE WING. • SJ & FJ-AFTER THE SNAP OBSERVE ACTION INVOLVING THE WIDEST RECEIVER ON YOUR SIDE. • MAINTAIN YOUR 20-YARD CUSHION TO THE GOAL LINE. • IF THE PLAY IS AWAY FROM YOU ROTATE TOWARD THE PLAY OBSERVE THE ACTION ON THE BACKSIDE. • IF THE PLAY IS OOB ON YOUR SIDE, CLEAN UP AND SEPARATE THE PLAYERS. • ONLY AFTER THE PLAYERS ARE SEPARATED WORRY ABOUT ROTATING IN A NEW BALL. • YOU ARE RESPONSIBLE FOR THE SPOT FROM THE 2-YARD LINE TO THE GOAL LINE.

  14. SCRIMMAGE PLAYSRUNNING PLAY COVERAGE • BJ-AFTER THE SNAP OBSERVE ACTION ON OR BY YOUR KEYS. • MOVE LATERALLY AND BACKWARD AS THE PLAY DEVELOPS, FOCUSING ON PLAYER ACTIONS BEHIND THE U AND AHEAD OF THE RUNNER AS THE BALL MOVES TOWARD A SIDELINE. • WHEN THE RUNNER GOES OOB, COVER THE AREA AROUND THE RUNNER, HELPING WITH DEAD BALL COVERAGE. • ON LONG RUNS BE PREPARED TO RULE ON GOAL LINE PLAYS. • SCRIMMAGE PLAY PHILOSPHIES • WHEN IN QUESTION, THE RUNNER WAS DOWN & DID NOT FUMBLE. • WHEN IN QUESTION IT IS NOT A TOUCHDOWN. • WHEN IN QUESTION IT IS NOT A SAFETY. • A NON-AIRBORNE RUNNER CROSSING THE GOAL LINE INSIDE THE PYLON WITH THE BALL CROSSING THE GOAL LINE EXTENDED IS A TOUCHDOWN.

  15. GOAL LINE POSITIONINGBALL SNAPPED FROM INSIDE THE B25 YDL TO THE B5 YDL • FJ & SJ POSITIONED ON THE GOAL LINE. • BJ NORMAL POSITIONING UNTIL THE BALL IS SNAPPED FROM THE 20 YDL, THEN YOUR POSITION IS ON THE END LINE. • HL & LJ STARTING POSITION IS THE SAME AS ANY SCRIMMAGE PLAY. • U- STARTING POSITION IS NOT AS DEEP AS NORMAL. • R- STARTING POSITION IS THE SAME AS ANY SCRIMMAGE PLAY. • U-WHEN THE BALL IS SNAPPED ON OR INSIDE EITHER 5 YDL, YOU ARE RESPONSIBLE FOR DETERMINING IF THE PASSER WAS BEYOND THE LOS. • HL & LJ- YOU ARE RESPONSIBLE FOR THE GOAL LINE IF THE BALL IS SNAPPED FROM EITHER 5-YDL OR IN. • HL- WHEN THE BALL IS SNAPPED ON OR INSIDE EITHER 3 YDL, GO DIRECTLY TO THE GOAL AND OFFICIATE BACK TOWARD THE BALL, IF THE BALL IS SNAPPED AT THE 4-5 ADJUST TO THE GOAL LINE AS THE PLAY DEVELOPS. • LJ- WHEN THE BALL IS SNAPPED ON OR INSIDE EITHER 5 YDL, GO DIRECTLY TO THE GOAL AND OFFICIATE BACK TOWARD THE BALL. • HL, LJ, FJ, SJ- IF YOU ARE RESPONSIBLE FOR THE GOAL LINE, YOU MUST BE ON THE GOAL LINE TO RULE ON A SCORE.

  16. GOAL LINE POSITIONINGBALL SNAPPED FROM THE 5 YDL TO THE GOAL LINE. • BJ, SJ & FJ-STARTING POSITION IS ON THE END LINE. • SJ & FJ AT THE CORNER PYLON. BJ FAVOR THE STRONG SIDE OF THE FORMATION. • LJ, HL, U & R NORMAL GOAL LINE POSITIONING. • U-WHEN THE BALL IS SNAPPED ON OR INSIDE EITHER 5 YDL, YOU ARE RESPONSIBLE FOR DETERMINING IF THE PASSER WAS BEYOND THE LOS. • HL & LJ- YOU ARE RESPONSIBLE FOR THE GOAL LINE IF THE BALL IS SNAPPED FROM EITHER 5-YDL OR IN. • HL- WHEN THE BALL IS SNAPPED ON OR INSIDE EITHER 3 YDL, GO DIRECTLY TO THE GOAL AND OFFICIATE BACK TOWARD THE BALL, IF THE BALL IS SNAPPED AT THE 4-5 ADJUST TO THE GOAL LINE AS THE PLAY DEVELOPS. • LJ- WHEN THE BALL IS SNAPPED ON OR INSIDE EITHER 5 YDL, GO DIRECTLY TO THE GOAL AND OFFICIATE BACK TOWARD THE BALL. • HL, LJ, FJ, SJ- IF YOU ARE RESPONSIBLE FOR THE GOAL LINE, YOU MUST BE ON THE GOAL LINE TO RULE ON A SCORE.

  17. PASSING PLAY PHILOSPHIES • PASSING PLAY PHILOSPHIES • WHEN IN QUESTION, THE RECIEVER DID NOT COMPLETE THE CATCH, THEREFORE DID NOT FUMBLE. • THE RECEIVER MUST CONTROL THE BALL AND MAKE A FOOTBALL MOVE TO COMPLETE THE CATCH (TURN AND STEP OR CONTROL AND STEP ETC). REMEMBER THE RECEIVER MUST KEEP CONTROL OF THE BALL IF GOING DIRECTLY TO THE GROUND. • WE DO NOT WANT TO ALLOW A TURNOVER ON A BANG/BANG PLAY. IT IS BETTER TO RULE AN INCOMPLETION THAN A CATCH AND A CHEAP FUMBLE. • THE RECEIVER MUST CONTACT THE GROUND INBOUNDS TO COMPLETE THE CATCH (NO FORCEOUT). • IF AN AIRBORNE RECEIVER CONTROLS THE PASS AND IS CARRIED OUT OF BOUNDS AND DOES NOT TOUCH IN BOUNDS, YOU MAY RULE A CATCH. THE CLOCK SHOULD CONTINUE TO RUN BECAUSE YOU RULED HIS FORWARD PROGRESS STOPPED.

  18. SCRIMMAGE PLAYSFORWARD PASS COVERAGE • R-PRIMARILY RESPONSIBLE FOR THE TACKLE ON THE OPPOSITE SIDE & ANY OTHER LINEMAN WHO IS POTENTIALLY HOLDING & THE PASSER UNTIL THERE IS NO THREAT OF A FOUL. • VERBALLY ALERT THE DEFENSE WHEN THE FORWARD PASS HAS BEEN RELEASED. • ASSIST THE LJ (PRIMARY RESPONSIBILITY) ON A FORWARD OR BACKWARD PASS. • RETREAT AS THE PASSER DROPS MAINTAING YOUR DEPTH AND ANGLE. • TRAIL THE PLAY IF THE QB MOVES BUT DO NOT CHASE. • YOU ARE RESPONSIBLE FOR THE QB IF HE IS TACKLED OOB. • U-MOVE TOWARD THE LOS, STAY BEHIND THE DEFENSIVE LINEMAN • OBSERVE THE ACTIONS OF BOTH OFFENSIVE & DEFENSIVE LINEMAN • SPIN TO ASSIST ON LOW PASSES • YOU ARE RESPONSIBLE FOR THE CENTER & BOTH GUARDS. • HL & LJ- ASSIST WITH ACTION BY AND ON THE TACKLE OR THE WIDEST PLAYER ON THE LINE, THEN OBSERVE ACTION BY OR ON YOUR KEY. • LJ REMAINS ON THE LOS & IS RESPONSIBLE FOR THE PASS CROSSING THE LOS & THE QB RELEASING THE BALL BEYOND THE LOS.

  19. SCRIMMAGE PLAYSFORWARD PASS COVERAGE • HL- MAY SLIDE UP TO 2-3-YDS DOWNFIELD & OBSERVE ACTION IN THE AREA OF THE LINEBACKERS. • LJ- WILL RULE ON BACKWARD PASSES (PRIMARY) BUT HL WILL HELP AS NECESSARY. • ON QUICK OUTS & ROLL OUT/PASS RUN OPTIONS, FIND THE RECEIVER IN YOUR ZONE. • WHEN THE BALL IS THROWN DEEP TO YOUR SIDE, MOVE DOWNFIELD & TRAIL THE PLAY, OBSERVE THE ACTION BEHIND THE COVERING OFFICIAL. • IF THE PLAY IS BETWEEN OFFICIALS, MAKE EYE CONTACT BEFORE RULING. • FJ-BJ-SJ-KNOW YOUR KEYS & HOW THEY MAY CHANGE AFTER THE SNAP. • BJ IS THE CENTER FIELDER, & MUST MOVE TOWARD THE SJ OR FJ AS REQUIRED WHILE THE BALL IS IN THE AIR OR THE RUNNER HAS BROKEN FREE. • BJ-IF THE PLAY ENDS OB, MOVE CLOSER TO THE SIDELINE & OBSERVE DEAD BALL ACTIVITY. • FJ & SJ-IF THE ACTION IS ON THE OTHER SIDE OF THE FIELD, MOVE TOWARD THE HASH MARK & OBSERVE ACTION, PROVIDING CLEAN UP. • BE AWARE OF ACTION IN FRONT OF THE RUNNER, YOU ARE RESPONSIBLE FOR BLOCKING, WHILE THE HL & LJ WILL HAVE THE SPOT. • THE SJ & FJ WILL GO WITH THE RUNNER OB MAKING YOUR PRESCENCE KNOWN & THE HL/LJ WILL TAKE THE SPOT.

  20. FORMATIONS AND YOUR KEYS

  21. PASSING KEYS • SJ & FJ- THE WIDEST RECEIVER TO YOUR SIDE OF THE FIELD, STATIONARY OR IN-MOTION. YOUR KEY WILL NEVER CHANGE • LJ & HL- NORMALLY THE 2ND WIDEST RECEIVER TO YOUR SIDE OF THE FORMATION, YOUR KEY MAY CHANGE TO THE 3RD RECEIVER DEPENDING ON FORMATION AND ACTION AFTER THE SNAP. • BJ- NORMALLY THE 3RD RECEIVER TO THE STRENGTH SIDE OF THE FORMATION, YOUR KEY MAY CHANGE TO THE 2ND RECEIVER DEPENDING ON FORMATION AND ACTION AFTER THE SNAP. • IN A BALANCED FORMATION THE BJ WILL HAVE THE 2ND RECEIVER TO THE LJ’S SIDE & THE LJ WILL HAVE THE 3RD RECEIVER IN THE FORMATION. • WE HAVE 5 OFFICIALS RESPONSIBLE FOR RECEIVERS AND 5 OFFENSIVE RECEIVERS, IF EVERYONE KNOWS THEIR KEY AND STAYS WITH THEIR KEY ALL PASSING SITUATIONS SHOULD BE COVERED.

  22. FIRST DOWNS • ON OBVIOUS FIRST DOWNS, THE LINE JUDGE SHOULD STOP THE CLOCK. • THE REFEREE WILL SIGNAL FIRST DOWN, YOU DO NOT NEED TO BE AT OR NEAR THE LINE OF SCRIMMAGE TO SIGNAL FIRST DOWN. • YOU MAY SIGNAL FIRST DOWN FROM THE OFFENSIVE BACKFIELD. • HEAD LINESMAN-GET TO THE DEAD BALL SPOT AND HAVE YOUR CHAIN CREW START TO MOVE. • REFEREE ONCE THE UMPIRE HAS SPOTTED THE BALL AND THE HEAD LINESMAN HAS THE SPOT, START THE 25 SECOND READY FOR PLAY. • YOU DO NOT NEED TO WAIT FOR THE CHAINS TO BE SET, TO MAKE THE BALL READY FOR PLAY.

  23. BALL ROTATION • BOTH TEAMS MUST USE THE SAME BALL DURING THE PLAYOFFS • WHEN THE BALL IS DOWNED OUTSIDE THE NUMBERS, THE LINE JUDGE OR HEAD LINESMAN WILL SPOT THE BALL. • THE FIELD JUDGE OR SIDE JUDGE WILL ROTATE A BALL IN FROM THEIR SIDELINE AFTER THEY HAVE SEPERATED ALL THE PLAYERS. • IT DOES NOT MATTER WHICH TEAM HAS POSSESSION, ROTATE A BALL IN FROM YOUR SIDE. • ALL BALL CHANGES AFTER A CHANGE OF POSSESSION WILL COME FROM THE LINE JUDGES SIDE. • START THE GAME WITH BALLS FROM EACH TEAM ON EACH SIDE LINE. • IF POSSIBLE HAVE A MINIMUM OF 3 BALLS FROM EACH TEAM, START THE GAME WITH 4 BALLS ON THE LINE JUDGES SIDE AND TWO BALLS ON THE LINESMAN SIDE. • LJ (2 HOME & 2 VISITOR) LINESMAN (1 HOME & 1 VISITOR).

  24. MEASUREMENTS • RESPONSIBILITIES DO NOT CHANGE • R-DECISION • U-FRONT STAKE • LJ-90 DEGREE • HL-CLIP, MAKE SURE THE CHAIN CREW IS USING TWO CLIPS FOR THE GAME • BJ-BALL • SJ-SET THE BOX • FJ-OBTAIN A NEW BALL

  25. PENALTIES • R- OBTAIN ALL NECESSARY INFORMATION • GIVE PRELIMANARY SIGNAL • OBTAIN DECISION • GIVE FINAL SIGNAL • IF MIKED. DO NOT ANNOUNCE THE NUMBER OF THE OFFENDER. • IF THE DECISION IS OBVIOUS DO NOT ASK THE CAPTAINS (FALSE START, DELAY OF THE GAME ETC,) • U- LOCATE A CAPTAIN FOR THE REFEREE • WALK OFF THE PENALTY WITH THE HL USING A (1-2-3 SIGNAL WITH THE HL). • 1- 5 YARD PENALTY • 2-10 YARD PENALTY • 3-15 YARD PENALTY • BEFORE PLACING THE BALL MAKE SURE YOU AND THE HL AGREE ON THE SPOT, IF YOU DO NOT AGREE, DETERMINE WHO IS CORRECT BEFORE SPOTING THE BALL.

  26. PENALTIES • LJ- HOLD THE BASIC SPOT, OR THE SPOT OF THE FOUL USING ALL BUT ONE, UNTIL THE UMPIRE PLACES THE BALL. • BJ-SJ-FJ-COVER THE FLAGS AND THE DEAD BALL SPOT IF YOU DID NOT CALL THE FOUL. • THE OFFICIAL THAT CALLS THE FOUL MUST MAKE SURE THAT THE CLOCK HAS STOPPED. • ON FOULS THAT DO NOT NEED TO BE EXPLAINED, THE CALLING OFFICIAL MAY SIGNAL THE REFEREE WHAT FOUL HE HAS CALLED. • EXAMPLE- THE HL & LJ MAY USE A SIGNAL FOR A FALSE START OR ENCROACHMENT RATHER THAN RUNNING INTO THE REFEREE.

  27. END OF QUARTERS • R-U-HL- WILL MEET AT THE BALL AND MARK THEIR CARDS. BEFORE THE U MOVES THE BALL AND THE HL MOVES THE CHAINS. • LJ- WILL GO TO THE CORRECT YARD LINE AT THE OTHER END OF THE FIELD. • SJ-FJ WILL TAKE CHARGE OF THEIR RESPECTIVE TEAMS. • BJ- WILL TIME THE TIME OUT AND HELP WHEREVER NEEDED.

  28. TIME OUTS • R-IN THE OFFENSIVE BACKFIELD • U-OVER THE FOOTBALL • BJ-IN THE DEFENSIVE BACKFIELD AND TIMES THE TIME OUT. • HL-LJ-SJ-FJ- ONE OFFICIAL WILL BE ON THE SIDE LINE AND THE OTHER OFFICIAL WILL BE AT THE IN-BOUNDS LINE.

  29. END OF THE HALF • ALL HALFTIMES WILL BE 15:00 MINUTES • IF THE TEAMS WILL LEAVE THROUGH THE SAME EXIT, THE DEEP JUDGES MUST STAY BETWEEN THE TEAMS AND ESCORT THEM TO THEIR LOCKER ROOMS. • YOU MUST HAVE A 3:00 WARM-UP NO EXCEPTIONS. • KEEP THE TEAMS FROM GOING TO THEIR KICK OFF POSITIONS BEFORE THE WARMUP IS OVER. • IF BOTH TEAMS ARE READY BEFORE THE 3:00 WARMUP IS OVER, DO NOT LET THE CLOCK OPERATOR RESET THE GAME CLOCK TO 12:00, (MAKE SURE YOU INSTRUCT HIM BEFORE THE GAME).

  30. END OF THE GAME • LEAVE THE FIELD TOGETHER. • DO NOT HAVE A DISCUSSION WITH THE COACHES ON THE FIELD. • YOU MAY HAVE A DISCUSSION WITH THE COACHES IN THEIR LOCKER ROOM. • DO NOT DISCUSS ANYTHING WITH THE MEDIA. • IF YOU HAVE A PROBLEM AT YOUR GAME, PLEASE CALL MIKE HUDAK (814.386.3252) AND INFORM HIM OF THE SITUATION. • IF YOU HAVE AN EJECTION MAKE SURE YOU COMPLETE THE PAPERWORK WITHIN 24 HOURS.

  31. QUESTIONS?

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