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2012 Pregame

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					2012 NCAA/MCLA Pregame                                                                            Prepared by Lee Spitzer 2/1/12


NCAA POINTS OF EMPHASIS - 2012                                  NCAA POINTS OF EMPHASIS - 2011
1. Player Safety                                                1. Targeting/Contact to the Head & Neck
      Targeting/Contact to the head & neck                     2. Faceoff Procedures
      Equipment – chin straps                                  3. Simplified Counts
2. Unnecessary Roughness                                        4. Sportsmanship
3. Sportsmanship

ASSIGNMENTS
                                       st
   1.   Referee – table instructions – 1 face-off
   2.   Umpire – HOME – Start Bench-side
   3.   Field Judge – VISITOR – Start Single-side
                                                                                                           nd
        U & FJ speak to ball retrievers, substitution coaches, and check goals after coin toss and before 2 half FO.
PRE-GAME
   1.   Identify/meet game administrator
   2.   On field – 20 minutes
   3.   Coaches certification – ASAP. Confirm pregame routine with home coach and advise visiting coach.
   4.   Go far side wing line – available for equipment checks
   5.   Instructions to faceoff players determined by each team’s pregame routine.
   6.   Coin toss – 5 minutes before game time OR when determined by each team’s pregame routine.

GAME MANAGEMENT
   1.   Head Coaches
               Communicate with them. Don’t blow them off.
               When - anytime during play when it is appropriate – at half, reps from both teams.
               During dead ball situations always face coach when talking. Use normal speaking tone.
               Keep them OFF the field.
   2.   Face-Off Mechanics
               Positioning – wings on center line or as close as possible – goal coverage priority #1
               F/O official can choose his position. Position yourself where you are safe and can see sticks.
               F/O official stay tight after F/O to be in position to call violations
               No official moves during the F/O
               Initial instructions to F/O men
               “DOWN” – “SET” – WHISTLE. Vary the cadence of the whistle between 1/2 and 2 seconds. Don’t
                rush between “DOWN” and “SET”. There should be a discernible gap between “SET” and “WHISTLE”.
                Remind them, “wait for the whistle”.
               F/O official may ask players to make corrections between “DOWN” and “SET” anytime it is
                                                                                            th
                necessary for the benefit of that game. [e.g., 14-14 under a minute in 4 quarter]
               Call the violations (before whistle if possible). F/O official – stand them up with no whistle if not
                false start. Wing officials – whistle and give violation – wing or F/O violation.
               Make sure clock is NOT running. No release on non-time serving technical.
               F/O player may not trap the ball longer than necessary to control the ball and rake it out or pick it
                up [one continuous motion].
               F/O player may not intentionally place any part of his body or his crosse on his opponent’s crosse
                or arms. F/O player may not use his crosse to hold or pin down the crosse of an opponent.
               For a pre-whistle or whistle violation, F/O player must leave the field. Includes wing, retraining line
                violations.
               For a post-whistle violation, F/O player does not have to leave the field.
               F/O man intentionally “pushes” ball to defensive half of field after violation – delay of game. If
                multiple times = USC-R
               F/O man intentionally using hand to direct or grab ball – 1-min USC-NR
               Man down F/O – identify the “up” man. Possession must occur before release – if PT expires
               Use alternate F/O mechanic if suspect problem
               For all F/O all violations the F/O official will restart play. If F/O official is to be the lead, the BENCH-
                SIDE official “LEAP FROGS” and becomes the LEAD and the F/O official becomes the TRAIL.
   3.   Timeouts
               Over attack area restraining line or on dead ball only.
               Watch teams crossover – Trail’s timer.
               Don’t get together – unless there is a reason.
               Trail counts both teams.
               Communicate where the ball will be coming back into play.
               Communicate and confirm number of TO’s each team has left.
               If TO called with stall warning in effect, communicate with crew and teams that it will still be in effect
                when play resumes.
2012 NCAA/MCLA Pregame                                                                               Prepared by Lee Spitzer 2/1/12

GAME MANAGEMENT – CON’T
  4.    Offside
                  Count forward, primary offside – single, secondary offside – trail.
                  During subs – CHECK BOX FOR “HIDDEN” player
  5.    Substitution Area Mechanics
                  Go to near cone and hold, let subs pass - stay for contested subs.
                  Subs – man coming off has right of way – interference.
                  Shallow into box, clean-up benches – DON’T RUSH TO GET ON FIELD.
                  Once out of box observe all contested box and midline subs
                  Wheel – once initial subs gone ignore – unless contested.
  6.    Stick Checks
                  Measurements – 3”, 3”, 3-1/2”, 6”.
           
                                              st               st       st
                   Minimum – 3 each half – 1 goal, opponent 1 goal, 1 TO or quarter break.
                  Adjusting strings – immediate flag – 1-min USC-NR – stick check ends – goal disallowed if SCORER.
                  Coach’s stick check – all equipment – dead ball – double horn – table check [2-3/4”].
  7.    Penalties
                  Be sure everyone has the flag down – verbalize “FLAG DOWN” – trail coming on be sure to check
                   field for flags
                  Must talk for multiple flags, simultaneous fouls, live vs. dead ball [faceoff vs. no faceoff], release vs.
                   non-release.
                  Penalty responsibilities:
                       Let crew know what you’ve got. Multiple flags – always talk.
                       TRAIL – keep walking towards flag if you do not have the call.
                       C-NOTE – take your time – strong signals.
                       Official[s] not involved in penalty relay spot ball and have it ready for play.
                       Official closest to goalie – REMIND GOALIE where the ball restarts.
                       Restart after penalty in attack area is always laterally in the SINGLE alley.
                  Flag down – ball inside attack area.
                       Don’t kill if ball is loose until – “eat” your whistle – palm it.
                       Play-on on defense in attack area is FLAG and time serving.
                       Kill on – Goal, Out, Offensive foul, Defense possession, Injury, Equipment or End of period.
                  Any player who accumulates 5 minutes of personal foul time has “fouled out”. Not 5
                   personal fouls. Remember a 3-minute illegal stick puts a player 3/5’s of the way there. This is
                   NOT an expulsion.
                  Targeting the Head and Neck. If you call “targeting the head and neck” this should be a 2-minute NR
  8.    Wide Triangle
                  Movement key – react to each other. If lead goes to end line single must cover goal.
                  On/off ball responsibilities.
                  Don’t stand still and don’t ball watch.
  9.    Transition
                  Trail to Lead – Watch substitution area during transition.
                  Fast breaks – Lead beats ball to GLE and endline on shots.
                   If ball is contested in front of single at midline – go with ball.
                  Lead to trail – stay with or slightly behind ball. Watch substitution area during transition.
  10.   Advancing the Ball – Counts – Stalling
                   Upon gaining possession of the ball, a team must advance the ball into their attack area within 30
                    seconds.
                   Once the ball has successfully advanced into the attack area, a team is provided the opportunity
                    to run its offense on its offensive half of the field.
                   Once the ball has been advanced into the attack area, if the ball leaves the offensive half of the
                    field and the offensive team re-gains possession in its defensive half, the officials will signal “GET
                    IT IN”, and the offensive team will have 10 seconds to return the ball to the attack area, and then
                    must “KEEP IT IN” the attack area.
                   Exceptions: A new 30-second count will be awarded in these situations:
                   A shot that leaves the offensive half of the field.
                   A loose ball that leaves the offensive half of the field and was last touched (or deflected) by the
                    defense.
                   A loose ball that leaves the offensive half of the field and the defense is called for a loose ball foul
                    (or play-on) or causes the ball to go out of bounds.
                   Remember:
                       If Team A, in possession, is working under a count (10 or 30), and Team B commits a time-
                           serving foul (flag-down, slow whistle); the count will NOT be reset. The 10 or 30 count
                           continues.
2012 NCAA/MCLA Pregame                                                                             Prepared by Lee Spitzer 2/1/12

GAME MANAGEMENT – CON’T
  10.   Advancing the Ball – Counts – Stalling
                   Remember [con’t]:
                      If Team A is working under a count (10 or 30) but the ball is loose; any loose-ball foul (or
                         play-on) against Team B will reset that count if the ball is in A’s offensive half of the field, or
                         start a new 30-second count if the ball is in A’s defensive half of the field (as per exception 3
                         in the previous slide). Any “get-it-in/ keep-it-in” situation would remain in effect.
                  Mechanics for Advancing the Ball
                  Use 20-second timers followed by a 10-second visual count to time 30 seconds.
                  SINGLE-SIDE official will take all initial 30-second counts. Trail still has goalie 4-second count.
                  Use a “reset” signal (hand twirled above head) to signify the start or reset of a 30-second count.
                   TRAIL may use this to signal to SINGLE-SIDE to start the count.
                  Restart/Reset Mechanics
                      On BENCH-SIDE restarts, or where TRAIL puts the ball in play, TRAIL takes the timer.
                      On Far-Side restarts, SINGLE-SIDE takes the timer.
                      When LEAD puts the ball in play, TRAIL takes the timer.
                      Once a count has begun, any reset of the timer (play-on) will be conducted by the same official
                         who has the timer going
                  Communication
                      If the ball has been in the attack area and now goes over the midfield line as a result of a shot or
                         a deflection by the defense (and will therefore result in a 30-second count), use the “deflection”
                         signal to alert your partners. A new 30-second count will be started by SINGLE-SIDE.
                      Use the “reset” signal to alert partners, players and benches
                  Anytime a “Get it in” or “Keep it in” is begun, all 3 officials will signal.
                      If a restart will be conducted under “Get it in” or “Keep it in”, signal before and after the restart.
                      A restart after a time-out will result in a reset of the same count that was active at the time of the
                         time-out.
                  Counts – Who, when & where?
                      4-second count                                   Reset signal
                      30-second count                                  Out of bounds, play-on, penalty and timeout situations
                      10-second count
                  “GET IT IN, KEEP IT IN”
                      In certain situations, a “GET IT IN, KEEP IT IN “command will be administered.
                      “GET IT IN” This warning is used when the ball is outside the attack area. An official signals
                         and verbally announces “get it in.” The team in possession must advance the ball into the
                         attack area within 10 seconds and keep it in the attack area.
                      “KEEP IT IN” This warning is used when the ball is inside the attack area. An official signals
                         and verbally announces “keep it in.” The team in possession must keep the ball in the attack
                         area.
                         “Get it in, Keep it in” situations are:
                             Stalling
                             Less than two minutes remaining in the game when the game is not tied (See Rule 3-4).
                             When the ball has been in the attack area and then leaves the offensive half of the field
                               through actions of the offensive team (Rule 4-14).
                  STALLING
                      Stalling warnings – early – consistent. Last 2-min – team ahead.
                      Understand the situation in reference to the defense. Defense must be playing the ball
                         inside the attack area. Defense does not have to play the ball outside the attack area.
                      Allow a reasonable amount for time for teams to substitute midfield units before giving the
                         stalling warning.
                      Be able to differentiate between deliberate vs. delay.
                      Delayed one-at-a-time, or “cat and mouse” substitution games should bring on a stalling
                         warning.
                      Reinforce warning before and on all restarts – penalties, shots, out of bounds, timeouts.
                      Communicate and be consistent.
  10.   Correctable Errors
           
                                                         nd
                   Time for correction extended to the 2 live ball or ensuing faceoff.
                  Example (from Rule 7-12): A.R. 69. B1 is serving a one-minute penalty. After 30 seconds of play,
                   B1 is released from the special-substitution area by the official timekeeper or returns to the game
                   without being released. There is a stoppage of play and then a restart, after which B2 scores. After
                   the goal and before the faceoff, Team A protests. RULING: The goal does not count. The error is
                   correctable because it was brought to the officials’ attention before the second live ball or ensuing
                   faceoff.
2012 NCAA/MCLA Pregame                                                                              Prepared by Lee Spitzer 2/1/12

GAME MANAGEMENT – CON’T
  11.   Fights
                Nearest official to bench – FREEZE THE BENCHES.
                Use judgment when deciding to break up a fight situation.
                Crew confer
                Write down all numbers and other pertinent information.
                Report penalties and ejections.
                Notify assigner immediately after the game.
  12.   Other Possible Confrontational Incidents
                Pregame
                Timeout
                Mechanic to deal with incident
                Penalize, if necessary
  13.   Overtime – Sudden Victory
                Coin toss for goal to defend only, AP stays the same
                2-min intermission, 4-min periods,1 time out per period
  14.   Exit Strategy
                Determine how you are going to leave the field prior to the end of the game.
                If there is a need to take jacket or bag to the field, leave it where you are going to exit the field.
                Leave the field quickly as a crew.
                Do not stop to talk with friends, spectators or coaches.


CREW’S POINTS OF EMPHASIS
  1.    COMMUNICATE – with crew, coaches and players
  2.    GET IT RIGHT!!!!!! We WILL take the time to get the correct ruling
  3.    BE IN POSITION TO MAKE THE CALL
  4.    “SELL the CALL” – good strong signals
  5.    RUN and JOG to position – don’t walk. Hustle don’t rush.
  6.    KEEP THE PLAYERS IN FRONT OF YOU – STAY WIDE
  7.    Don’t ball watch – focus on your area of responsibility
  8.    Run to the endline on shots and contested plays – single covers goal
  9.    Quick restarts – when crew is ready
  10.   Watch start and stop of game clock whenever possible

DISCUSSION
  1.    Any new A.R.’s
  2.    Situations you have encountered that we have not discussed
  3.    Questions
  4.    Check Uniform – whistle, scorecard, pencil, timer, flags, game cards [referee]
  5.    Have fun!!!!!!!

6 KEYS TO GOOD OFFICIATING
  1.    Communication
  2.    Judgment
  3.    Consistency
  4.    Game Management
  5.    Don’t be “TOO” good!
  6.    Don’t let that “stuff” happen!

4 KEY ELEMENTS IN THE GAME
  1.    Face-offs
  2.    Crease
  3.    Penalties
  4.    Timing

				
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